Sketches from 2017 by @BipedalBastard. Also made in InDesign, crazy work.
Personal opinion but, I actually think questions like this are not only ok but actually a good thing. They provide the devs with a clear moment to win back some trust. How you handle these types of questions are important, and there is absolutely a right way to do so that you can come out the other side on top.
And from what I've seen in the industry, there seems to be two splits. One is what I'm discussing which is the more open communication, and the other is to close it off and reduce risk. Being open is "High risk high reward".
Yep, sometimes its just artistic choice, but it doesnt mean that artistic choice cant be shitty colorgraded.
Sergey Kiselev retweeted
I’m so sorry for everyone at id Software affected by these layoffs.
I know what it feels like to leave id while id goes on. It’s a strange and painful thing to step away from a place that holds so much of your work, friendships and history.
The people at id have done a great job moving that legacy forward. DOOM, Quake, and Wolfenstein are not easy names to carry on, especially in today’s industry. The last few games showed real care, skill and respect for what those worlds mean to people.
A note on digital preservation: id's history is critically important to the history of games. I’ve preserved id’s complete early history from our start at Softdisk through to August 6, 1996, including materials and assets that, as far as I know, id itself no longer has. I hope someone is doing the same for the company’s ongoing legacy (the work, code, assets, stories and the people behind them).
I’m thinking of everyone at id today, and everyone else affected by yesterday’s layoffs. Romero Games was there a year ago. I know how devastating it is, and my heart's with all of you.
What Del is right about is that it takes 2 to 4 months to make a trailer, but that depends on the type of trailer. If it's a reveal trailer (CG only), most of the time it's made by an outsourcing studio (Territory Studio/Realtime). Gameplay trailers are a different story.
Replying to @TheCartelDel
When I say a AAA trailer can cost "about four months of development iteration time", I don't mean it LITERALLY takes four months to edit a video. I mean that's roughly how much disruption gets spread across the team.
The first month is goddamn death by a thousand cuts. Producers and Directors need to figure out what the trailer is trying to say. Teams are pulled into meetings. Features get reprioritized. Artists, designers, engineers and QA all have to estimate what they can realistically contribute. Nobody stops working entirely, but everybody for sure loses some momentum.
Then you can have a period of intense focus where parts of the team temporarily pivot away from buildin the core game. Artists gotta create bespoke assets. Engineers are hacking together functionality that only needs to work in a controlled environment. Designers have script moments that sell the fantasy that takes so much iteration to get right. QA has to maybe validate a slice of the game that may not represent the wider experience. Because you can't showcase something that looks well but doesn't play well, (and then you're stuck with bullshit that looked good in a trailer). For a month or two, a significant amount of creative energy gets redirected toward the trailer.
BUT GUYS IT GETS EVEN MORE ANNOYING WHEN THE TRAILER SHIPS.
The month after is often spent stitching all that shit back together again. Teams gotta resync, all the damn plans get rewritten. All those features built for the trailer get integrated, or re-scoped (or ABANDONED???). Feedback from execs, publisher, press, or the public might even create new priorities. Not ot mention people have to remember where they left off before the interruption.
A whole bunch of people gotta take a couple days vacation after the trailer if they had to crunch for it. The trailer migtt only be three mintes long, but every AAA game development i worked on ran on momentum.
It's not that everyone suddenly stops working for four months. It's that hundreds of people each lose little chunks of time, and eventually those chunks add up to months of development momentum disappearing into the fucking void.
I'm trying to teach everyone how Game Dev works but it's too many words sometimes.
Sergey Kiselev retweeted
Some details from my article in Reset vol. 1 byt @Kepler_Interact cc: @simon_sweeney
Mixtape (was released yesterday) has a super cool Main menu - its like a blend between diegetic and meta UI.
Totally on point, one thing which is bothers me the most - Progression in f2p games (not only f2p) exist for reason - to keep people come back (grind more numbers, loot crates, skins etc). Theres no Progression in Highguard atm (gun leveling, player leveling, overall profile etc)
HighGuard honest review after ~12h of play ⬇️
🟢 After understanding the game flow, maps, and buildings, the game is… incredibly fun.
🟢 Gunplay was meh at the start, but becomes excellent once mastered. Not Apex, but same feeling.
🟢 If matched against a team that knows how to play, it’s almost constant action.
🟢 Innovative, super fresh, and super competitive.
🟢 3v3 felt like a mistake at first, but once real matches start, it’s the right number.
🟡 Not a fan of bases taking damage when you fail an attack, but I get why: avoiding 1h+ games (balanced match ~45 min atm).
🟡 Some guns are meh and not enjoyable, others are super cool.
🟡 Shotguns are overpowered (one-shot in elite quality).
🔴 Performance is meh, with some questionable technical choices (Nanite tessellation?).
🔴 DLSS without DLAA is a mistake. DLSS is good tech, but without DLAA-quality it hurts sharpness.
🔴 Gun crosshairs are blurry (DLSS/TSR)
🔴 Mining mini-game isn’t very enjoyable, would be better without the QTE imo.
🟢 The comeback potential of the game mode is excellent.
🔴 Visibility is bad with heavy VFX, sometimes it’s hard to understand what’s going on.
🟡 Sound is weird: you hear far away very well (cool), but your own character making almost no sound in FPP makes it hard to judge your footprint.
🟡 More guns, loot variety, and tools would be awesome.
🟡 Character abilities can be cool but lack depth imo.
🔴 Character design is atrocious.
🟢 Level art is excellent.
🟢 Each map having a unique fortress design is a huge win.
🟢 Level design is well handled.
🔴 Massive lack of QoL features and customization options.
🔴 Performance is still meh for a competitive shooter.
Note :
The game clearly suffers from hate because some people decided *before release* that it would be bad.
Without that bias, I’m convinced the Steam score would be much higher.
I’m honestly angry at influencers who start the game, play one match, and put zero effort into giving it a fair chance.
Your job is not to surf trends, but to actually test the game so people can trust your judgment.
Objectively, and yes I’m targeting content creators:
you’ve done an insanely bad job reviewing this game.
Yes, it’s not perfect (like most releases).
But it’s VERY far from the disaster some reviews describe.
You have the right to not like a game.
You do NOT have the right to publish a “full review” without actually reviewing it.
That’s unfair.
That’s sad.
And that’s concerning for the future of gaming.
Shame.
Doest visual aspect of the games matter? Yes.
Do you need all of the components to test how fun your
game could be? No. For example, I like the early greyboxing of the TF2 Beacon mission. It's just a blockout, but you already know how fun it will be for players to go thru it.
Sergey Kiselev retweeted
A little over a year ago Danny O'Dwyer @noclipvideo visited Tallinn and we spoke a little about the making of Disco Elysium. He's put together a kind of time machine (in five parts) to let you visit that time and place.
youtu.be/eH6mUTHZ5C4
The single-player FPS genre is practically dead. If you take a look at this category on Steam, you'll see that most of the games are either multiplayer FPS (COD, BF, etc.) or indie boomer-shooters. It's not just about the number of games, it's also about certain genres.











































