Nano
Arcane
- Joined
- Mar 6, 2016
- Messages
- 4,817
LIS is a publisher-backed AA title. No one considers it indie.Man, all the games he lists that are non-violent are typical nu-indie type of games, like Life is Strange. Ugh.
LIS is a publisher-backed AA title. No one considers it indie.Man, all the games he lists that are non-violent are typical nu-indie type of games, like Life is Strange. Ugh.
Non-violent. I assumewalkingcycling simulator.
Non-violent. I assume walking simulator.
it could just be lack of graphical violence, like how a grand strategy murders people by thousands or more and they pass as trickling numbers.
From Brandon Adler's LinkedIn:
Design Director
Dates Employed
Oct 2018 – Jul 2019
Employment Duration
10 mos
Location
Irvine, CA
Unannounced Title - Gameplay Design Director
Game Director
Dates Employed
Jan 2018 – Present
Employment Duration
1 yr 9 mos
Location
Irvine, CA
Worked on:
Pillars of Eternity 2: Deadfire DLC - Game Director
Unannounced Title - Game Director
Something got cancelled or did Badler get a promotion from Gameplay Design Director to Game Director?
Harvest Moon and derivatives.So is there an RPG that is non-violent as an example? Is it a valid type of RPG? Or did Josh go full SJW?
So is there an RPG that is non-violent as an example? Is it a valid type of RPG? Or did Josh go full SJW?
Is The Council actually an RPG? I passed on it when I saw it because it looked like a point and click game.So is there an RPG that is non-violent as an example? Is it a valid type of RPG? Or did Josh go full SJW?
As I said: https://rpgcodex.net/forums/index.p...elements-set-in-the-late-18th-century.119670/
It depends how you define nonviolent. There's actually nonviolent and there's "no combat system", in which case you've got Disco Elysium and Gamedec. Also the recently released Titan Outpost.
How dope would it be if Josh made a Stardew Valley farming game!
It will be the single most german game to ever existHow dope would it be if Josh made a Stardew Valley farming game!
With all crops, fish and products being indiscernible from one another in perfectly balanced harmony.
I rather enjoyed Harvest Moon for the fiscal parts and upgrading. The romance crap can go straight to Hell.Harvest Moon and derivatives.So is there an RPG that is non-violent as an example? Is it a valid type of RPG? Or did Josh go full SJW?
Some of the later iterations do have combat to some degree, same with Stardew Valley(which I consider to be closer to the spirit of the original games than any modern Harvest Moon/Story of Seasons IMO)
b) confirms that Obsidian has a new (unannounced) title on the way...wonder what Sawyer's role is (Director again or taking a 'lower' position)?
Didn't they say they cancelled Fable 4 a while back?b) confirms that Obsidian has a new (unannounced) title on the way...wonder what Sawyer's role is (Director again or taking a 'lower' position)?
or... c) He's consulting on a game for another Microsoft owned studio.
Josh spent several days in Warwick for work, which is the headquarters of Playground Games (developers of Fable 4). It makes sense for them to send a famous RPG developer to consult on Microsoft's flagship RPG.
Does Kerbal Space Program count as non-violent?
I’m surprised Bell isn’t in the running for that spot, with the hiring being for a junior to take Bell’s prior position.
Combat Designer
Obsidian Entertainment is looking for a Combat Designer with proven experience developing first-person melee combat gameplay to join our team of talented developers.
This role will work closely with artists, animators, audio, and gameplay programmers to determine the overall flow, look, and feel of the total combat experience. The ideal candidate will be someone who can collaboratively plan and create fun, visceral, and epic combat including the main character, AI characters, and gameplay objects across varied encounter types.
Responsibilities
Requirements
- Drive the design, direction, look, and feel of the total combat experience
- Identify and document gameplay systems and tech required to create fun combat with an emphasis on an exceptional first-person melee experience
- Collaborate with the animation and audio teams to determine the overall feel and pace of combat actions utilizing both first and third person animations
- Work with system designers to integrate character and gear statistics into combat in a rewarding way
- Plan for AI needs, behavior scripting, and tuning to create varied combat encounters
- Utilize team, player, and focus feedback to continually improve the look and feel of the combat experience
- Create content that adheres to tight schedules and assist others in meeting deadlines
Pluses
- Experience developing first-person melee and ranged combat
- The ability to evaluate and understand the mechanics of a game to create compelling, fun, and epic combat experiences
- Experience directly tuning the animation graphs and timing windows for attacks, blocks, branching actions, hit reactions, and other key combat animations
- Ability to work with all disciplines including character art, VFX, audio, animation, and programming
- Proficiency with modern game editors such as UE4, CRYENGINE, Source, or equivalent
- Experience with Unreal Engine 4
- Experience working on games with role-playing elements
- Exceptional attention to detail
- Love of computer and console role-playing and action games
- Proficiency with 3ds Max, Maya, and/or XSI
- Programming or scripting experience
- A portfolio of combat systems built in a commercial 3D game engine