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Official account of Blind Squirrel Games. Studios located in Irvine, CA; Austin, TX; Manizales, COL; and Auckland, NZ. #TellBigTails

Irvine, CA
Joined March 2011
Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)Photo by Blind Squirrel Games 🌰 (@Blind_Squirrel_)
Join Blind Squirrel as we take a deep dive into the intricacies of how we scale effectively. We will explore the methods we use, how we implement them, and specific examples of where it has worked. linkedin.com/company/1100980…
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“Narrative Design, Part 3: Pre‑Production,” explores how to develop character bios, world frameworks, and core systems to ensure narrative consistency and player engagement from day one. Pre‑production is where story, mechanics, and design intersect! blindsquirrelentertainment.c…
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The penultimate part of our 15th Year Retrospective is out! Join the team as they look back on the 2016-2021 time frame, which encompasses Drifters, long-term projects, and, yes, how the team adapted during the pandemic. 🔗: bit.ly/4p5jaDY #GameDev #VideoGames
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Eric Herrera, Mark Phoenix, and Charles A. Villano III had an incredibly productive trip to Bogotá! We're grateful to the Colombia 4.0 team for providing a platform to highlight our strategic expansion into the South American market. linkedin.com/feed/update/urn…
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This talk explores our studio’s transition to Blender as a full art production tool for our in-house new game, a co-op shooter called Cosmorons. Lluc shares how we approached the migration, adapted our workflow, and trained the team. Link: bit.ly/GameArtPipelineShift?…
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