Andres Chilkowski retweeted
🚨HAYAKU Playtest: Request Access Now!🚨
Sign up now on Steam by clicking REQUEST ACCESS!
Starting October 22, you'll be able to explore the island!
store.steampowered.com/app/2…
And for the fastest ones, here are some keys so you can play it right now!
D3JTQ-C0LWV-69P5G
NNL0A-XQEIL-B5EHW
3QITC-R7DQW-C5NJL
J90HC-EEJXG-NYXQD
9ARR6-GEMN2-ZTQ64
The game development sector rebate (20% back on investment by the private sector) in New Zealand has returned 9.75 dollars in taxes for every dollar invested by the government. Revenue more than doubled in 3 years since the program started. Just wow! #nzgdc
Andres Chilkowski retweeted
Masterpiece remake of a 1980s masterpiece.
Only the goal jingle feels off. Should be same note played four times on the end after the three notes.
I gave myself one week of my spare time to see what a game designer with 30 years of experience, but no coding skills, could build using AI.
The result is Marble Marvell, an unofficial and non commercial, free tribute to Marble Madness.
Made in admiration of @cerny, a personal idol, and Bob Flanagan, who made the original 42 years ago.
Try it here: chilkus.itch.io/marble-marve…
#GameDev #AIGameDev #GenerativeAI
I gave myself one week of my spare time to see what a game designer with 30 years of experience, but no coding skills, could build using AI.
The result is Marble Marvell, an unofficial and non commercial, free tribute to Marble Madness.
Made in admiration of @cerny, a personal idol, and Bob Flanagan, who made the original 42 years ago.
Try it here: chilkus.itch.io/marble-marve…
#GameDev #AIGameDev #GenerativeAI
@santisairi maybe you can put this up on GamesAreArt?
is this art or is this slop?
But game development isn't just assembling mechanics correctly.
It comes from experience. Taste. Memory. Frustration. Surprise. Knowing when something technically works but somehow feels wrong, and occasionally doing something that shouldn't work at all simply because it feels right.
That's the human experience.
And as long as there's no ghost in the shell, we still have the creative edge.
So when I was finished recreating the original levels, I tried one final experiment.
I gave the AI all the mechanics, enemies, hazards and tools we had built and asked it to design a new campaign by itself.
And it did.
The levels work. They have progression. They have rhythm. The challenges escalate. They're perfectly playable.
And they're... kind of meh.
They have no soul.
And I think that's where this experiment became much more interesting to me.
AI turned out to be extraordinarily capable at building. It could understand my intent, execute ideas, respond to feedback and iterate at a speed that would have seemed completely insane to me a few years ago.
But what surprised me most wasn't the big stuff.
There's an enormous amount of nuance hidden inside a game like Marble Madness. Every enemy has a particular behavior. Every hazard has its own rules. There are little decorations and interactions. Movement needs to feel right. Things need to react in very particular ways.
I was able to communicate most of this verbally, without elaborate prompts or carefully engineered specifications. It felt surprisingly close to sitting next to a really good programmer and saying:
"No, not like that. Try this."
And it understood what I meant.
The resulting game is fun. Of course, it has an enormous advantage: it's based on a truly original masterpiece. It already has a soul.
I chose Marble Madness because I love the game, and for its clear (and brilliant) design and focused scope that made it a great fit for a one-week experiment.
I rebuilt it mostly from memory, using screenshots for reference. For the last level I had to watch a gameplay video, since I never managed to pass it either in the arcade or on the Amiga as a kid.
The experiment honestly blew me away.
I asked the AI for very specific things, and it was able to follow incredibly precise feedback about usability, game feel, mechanics and controls.
I asked for a map editor. It built one.
Over the course of the week, that editor evolved into something that looked like one of the best custom level-editing tools I've seen built at any of the studios I've worked with.
At one point the shadows looked terrible.
"Why are the shadows so pixelated? Can't you implement something like cascade shadow maps?"
"Sure."
Done.
Framerate went down?
No problem. It optimized its own rendering code.
"I want local multiplayer with dynamic split-screen."
Sure.
About 15 minutes later, we had split-screen.
Andres Chilkowski retweeted
NIMBLE GIANT SE INTEGRA A SABER
La empresa de videojuegos argentina Nimble Giant Entertainment se integró con la multinacional Saber. Ahora bajo el nombre de Saber LATAM, tiene la mitad de su personal en Buenos Aires, y más de 3000 empleados en 20 estudios de más de 30 países.
Saber LATAM será la rama latinoamericana de Saber Interactive, que reúne talentos de desarrollo de clase mundial de toda la región. Saber Interactiva colabora en la producción de películas con grandes marcas del mundo del cine como Star Wars y Jurassic Park. Además, su último juego “Space Marine 2” vendió más de 2 millones de unidades.
“El rebranding a Saber LATAM refleja cómo nuestra colaboración con Saber ha madurado hasta convertirse en una visión unificada y una base sólida para lo que viene", dijo Andrés Chilkowski, cofundador y CEO de Nimble Giant.
Nimble Giant produjo 30 videojuegos, incluidos Regnum Online, Champions of Regnum, Bunch of Heroes, Master of Orion y Quantum League.
(+) en Clarín: clar.in/4iwqLJn
Imagen: Space Marine Dos, uno de los videojuegos más populares desarrollados por Saber Interactive.
Andres Chilkowski retweeted
¡Falta solo 1 mes para la EVA 2025! ✨🎮
Del 5 al 8 de noviembre en el Palacio Libertad – el punto de encuentro más grande de la industria de los videojuegos en Argentina.
Charlas, networking, lanzamientos, experiencias y todo el futuro del gaming argentino en un solo lugar.
Andres Chilkowski retweeted
One of the more complicated rooms from the rainy zone! let me know what you think
Wishlist Now ꉂ(˵˃ ᗜ ˂˵)
store.steampowered.com/app/3…
#gamedev #pixelart
Andres Chilkowski retweeted
🚨GAME ANNOUNCEMENT🚨
"Quantum Quartz" Steam Page is out!
Pixel art precision platformer. Wield the Quartz to unleash unique abilities and command shifting platforms, reclaim all 4 crystals before reality collapses!
Wishlist now!
store.steampowered.com/app/3…
#gamedev #indiegame















