Dwclan
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dwclan.bsky.social
Dwclan
@dwclan.bsky.social
haiiiiii... >///<
I make games!!!
going to Activision, prev @ EA
I’ve seen some people justifying by saying that the price / hour played is super cheap.

But it’s also that you have to purchase an expensive console too. Obviously you can get additional games. But the console is pricey af and especially right now many are going to struggle to afford it ;(
April 7, 2025 at 4:10 PM
spitting fire
April 7, 2025 at 3:57 PM
I was an intern at a startup software company a while ago and one of the branch names was like "fuck-the-fucking-record-processor" or something very similar. Stayed a meme at the company for a solid week and would always come up during standup to laughs lmao.
March 21, 2025 at 12:05 AM
oooooo this is really interesting. Would you say this is common in game engines?
March 17, 2025 at 4:26 AM
i could see the appeal, ur art is v cute!
March 17, 2025 at 4:22 AM
MIKU!!!!!
March 10, 2025 at 4:47 AM
omg my favorite
March 5, 2025 at 2:45 AM
the friend in question... :p
March 4, 2025 at 6:17 AM
FIRE HAHAHAHA
March 3, 2025 at 3:19 AM
I'll even add on to this and say one of our professors at the program, Richard LeMarchand, wrote an entire book on this iterative development called A Playful Production Process. They worked on some of the earlier Uncharted series as a design lead and this book was an eye opener personally.
February 25, 2025 at 6:03 AM
I'm still in college so I'm a fledgling still, but a big thing that I've been taught is that giant GDDs detailing all the little bolts of the game are outdated. Game design has turned into a way more iterative process over the years and big documents that are hard to update are the opposite of that.
February 25, 2025 at 6:00 AM
Nahhhhh actually. Fuck xbox. This shit cringe af
February 19, 2025 at 5:00 PM
I can then use this value to determine what speed I should move it at. And becaue the actor position of these floating rocks doesn't change. It means that the speed is consistent and adds some nice variety to the floating rocks that will be in the game!
February 19, 2025 at 8:48 AM
For those that are curious on how this was achieved. I used the actor position node in the material graph and combine the x,y,z values to get some value that I then normalize to a range of -1 to 1 using the sine function.
February 19, 2025 at 8:47 AM
This is so real. One moment I'm working with matrices and the following week I'm trying to learn how to triangulate some regions represented by lists of points. It's one of the things in game dev that I enjoy the most!!! Way better than trying to program UI 🤢
February 19, 2025 at 8:15 AM