Mark Kidsley (@MarkKidsley) header
Mark Kidsley (@MarkKidsley) profile picture

Moving and still image creator, retweet cool photography Destroyer of buffets Not bald, just taller than my hair.

Worldwide
Joined April 2009
Photo by Mark Kidsley (@MarkKidsley)Photo by Mark Kidsley (@MarkKidsley)Photo by Mark Kidsley (@MarkKidsley)Photo by Mark Kidsley (@MarkKidsley)Photo by Mark Kidsley (@MarkKidsley)Photo by Mark Kidsley (@MarkKidsley)Photo by Mark Kidsley (@MarkKidsley)Photo by Mark Kidsley (@MarkKidsley)
Kitten with stuffed animals a thread
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Mark Kidsley retweeted
John Cena’s time is up, Cookie Monster’s time is now!! 🍪🏆
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We're giving away a Hogwarts Legacy custom wrapped NVIDIA GeForce RTX 5090 to celebrate its official release with DLSS 5 🪄 To enter: 🟢 Share this post 🟢 Comment #RTXON
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Mark Kidsley retweeted
My Guide for X01: -How to get in -How to open the vault -How to get out safely -Every Lieutenant -The AMAZING 3D Printer -Where we're up to with the Easter Egg youtu.be/htZKgPWM8co Repost and share! #MW4 #CallOfDuty
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Elon Musk is mass deleting tweets like he's a Nazi burning documents in a fireplace at the end of WW II and it's funny because the internet NEVER FORGETS.
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Well done America, some great news to wake up to
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Built to play. Not to pet. Enter for a chance win! Follow and repost with #XbiteSweepstakes for a chance to win the one-of-a-kind playable XBOX Series X-BITE. No Purchase Necessary. US/DC/PR 18+. Ends on 11/10/26. Rules: xbx.lv/4Aa9IUP
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Mark Kidsley retweeted
AI should have freed people up so we could pay them without them having to work, a Universal Basic Income, which is good for all of society. Instead it's being used to make it so businesses pay AI companies instead of employees - a terrible thing for society.
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Patrick Stewart was once filmed dancing and singing on the bridge of the USS Enterprise-D in 1991 as a birthday surprise for Star Trek creator Gene Roddenberry. Though never intended for public release, a copy of the clip eventually surfaced as a bonus feature on a DVD. Rest in peace 🙏
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"YOU MOTHERFUCKERS ARE GONNA KILL ALL MY LILLIES!" - Patrick Stewart
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Mark Kidsley retweeted
Number One, always. Thank you, Sir Patrick Stewart.
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SIR PATRICK STEWART (1940-2026) Before everything else, Patrick was defined by being born and bred in Yorkshire, the proud county in the north of England which he loved to the end. You could hear it in his accented voice and in the stern honesty with which he told you what he thought and felt. Yorkshiremen have no truck with half-truths or avoidance of big issues. He wore his heart on his sleeve, which made him a man to rely on, to admire and in my case, love. We first met as ambitious young actors with the Royal Shakespeare Company half a century ago but we weren’t in the same productions. My first strong memory was a few years later, meeting him in the street in central London when he told me about an offer to take over a leading part in 'Star Trek'. “But Patrick think of your stage career in the UK. Do you really want to risk—getting lost in Hollywood for years and years?”. Well, he took the risk and thank goodness for us all that he did for not just his devoted Trekkies but film and theatre audiences, who marvelled at his using international celebrity to star in a string of cinema successes ('X-Men' of course) and in great classical plays by Shakespeare, Ibsen, Arthur Miller, Peter Shaffer, Pinter and Beckett at Stratford-upon-Avon, in London’s West End and on Broadway. America was his adopted home, where he met his adored Sunny who has cared for him through sickness and health, through thick and thin. But he never forsook his origins: and the proudest achievement of the most respected and beloved actor of his generation on either side of the Atlantic, was his appointment as Chancellor of Huddersfield University in Yorkshire. His farewell performance in 'Avengers: Doomsday' is yet to be seen. Ian McKellen 29 October 2026 Photo: University of Huddersfield
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Sonnet 40 with my friend Glen. #ASonnetADay
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Remembering this unforgettable moment with a true legend, whose talent and presence reached far beyond the stars ✨ Rest In Peace, Sir Patrick Stewart ❤️
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Mark Kidsley retweeted
UPDATED: This is the list of confirmed UK retailers who will currently not allow you to enter their premises if you’re wearing a poppy. Please reconsider and take your business elsewhere! C&A Our Price Little Chef Happy Eater Mister Byrite Debenhams Berni Inn Abbey National BHS Allders The Link Comet Allied Carpets Do It All Madhouse Index Safeway Gateway Dan-Air Keddies Gateway Ratners Alliance and Leicester Gamestation Dixons Phones4U Rumbelows Bejam Monarch Netto Thomas Cook Littlewoods Bradford and Bingley Texas Homecare Somerfield Barratts Tandy Courts JJB Sports Radio Rentals Virgin Megastores Woolworths
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A CEO of a company using the R slur probably isn’t a good look…
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Mark Kidsley retweeted
25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. xitter.cf/ObbeVermeij/status/178… xitter.cf/ObbeVermeij/status/175… xitter.cf/ObbeVermeij/status/187… xitter.cf/ObbeVermeij/status/182… xitter.cf/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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Mark Kidsley retweeted
WE ARE HIRING PLAYERS - QA TESTERS Want to break into the games industry? We noticed that our community testers were on average reporting higher quality more specific bugs than our outsourced QA teams. We have for years required applicants for all roles submit their Steam recently played when applying to @BULKHEAD, contraversial 'apparently'... but we just want people who give a shit about what they do.. call it passion, call it drive, call it obsession.. whatever you want.. The games industry has been pretty weak for the last 6 or 7 years, but it's getting good again.. If you're interested in working in an industry where you get to make something that people play, be part of a team, and work on something you care about, apply for this. It's an entry level role, you must be in the UK, and it's hard work.. But if you want a way in? Here's an opportunity, we don't care if you're experienced or not.. just that you care. Please retweet and help get this in front of someone who might make a life changing decision and join a pretty cool industry as it turns a corner again. careers.bulkhead.com/jobs/85…
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Talking about accessibility shouldnt be seen as rocking the boat. And yet it is. And that in itself is incredibly unwelcoming. I'm not trying to be difficult or make anyone look bad. Im trying to get out of my house and get some semblance of my life back. Im sorry about that.
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Hurry up @remedygames make some tv shows!
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