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Explore more posts
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Raphael van Lierop
Another week, another round of layoffs, another studio closure, and another blow to the Vancouver game dev scene. Game development in Vancouver has been on life support for the past few years, and what a shocking fall from grace in comparison to how things looked in the early to mid-2000s where you couldn't throw a BC roll (sushi reference) without hitting a triple-A studio! You can blame more favourable tax credits in other Canadian provinces (which doesn't help!) but that's not the real reason for the decay, is it? We're not really competing against other provinces within our country, we're competing with a global talent market and a shift to remote work that has driven game development to lower cost regions that can produce stuff that's just as good as anything we can make. It's a shock and a wake-up call, perhaps too late. Everyone is on survival mode right now and there are still rough waters ahead. Today doesn't seem to be the day for big-picture industry analysis, but when the dust settles and the pain of layoffs is not so fresh for people, it'll be time to sit down and ask ourselves some tough questions about how we got here. I'm getting tired of saying it, but my heart goes out to all those affected by the current round of layoffs and closures. 💔
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29 Comments -
Mayank Grover
Sumo Digital announced a 15% cut in its workforce, roughly impacting 250 individuals. Among these 250 individuals was the team of Timbre Games, which also confirmed that the studio was being shut down. Timbre Games was founded in 2021 and made a part of Pipework Studios. Although Timbre had yet to launch any games, its website indicates that it was in the middle of two game projects. Unfortunately, game developers face more loss than the parent company when something like this happens. Who knows how Timbre's team might be coping after putting in millions of efforts to build the games and losing everything in a single blink? In their support, this is list 2 of some of the Timbreeos who were impacted by the closure. Every bit from the community counts, so requesting you all to help this reach recruiters and game studios currently hiring. Sophie Mallinson — In 2017, she was Arkane Studios' (Lyon) Narrative Designer who worked on Dishonored: Death of the Outsider and Wolfenstein: Youngblood. By 2019, she had become a Principal Narrative Designer for Arkane's Deathloop. It is quite interesting to note that after Arkane, she went on to work for EA on Star Wars and later for EA's own studio - Maxis Studios on The Sims Series. Nadia Lohan — With over a decade's worth of experience in Production, before Timbre, Nadia was a Producer at Blackbird Interactive and worked on Minecraft Legends. Notably, she has experience in the VFX industry and coordinated for blockbusters like Mulan, Guardians of the Galaxy, and Maleficent. Vivek Ramkumar — Here's a talented Game Designer who has worked on titles like Sleeping Dogs and Tryst, built his own first-person indie game, and has experience in LiveOps Design. Prior to Timbre, he was a senior Technical Designer for Relic Entertainment. Gerritt Turner — Before Timbre, Gerritt worked at Wizards of the Coast on a lot of Magic: The Gathering's writing, designing and overall creative. They even have an experience in Brand Writing for Hasbro. Yuliia Bocharova — Prior to Timbre, she was a Lead 3D Artist for Blackbird Interactive and worked there for 3+ years. You should check out her ArtStation portfolio: https://lnkd.in/gKEwykG5 Vincent-Gabriel Canadian — A talented VFX Artist who has worked for Studios like Frima, Behaviour Interactive, and Nesting Games. Vincent specializes in real-time VFX for video games! #layoffsupport
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4 Comments -
Sergei Vasiuk
Did you spend your childhood battling Pokémon in games or slinging cards? Pokémon is the No. 1 media franchise. What’s your favourite Generation? 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝗼𝗻 𝗜 • Region: Kanto • Themes: Science • Years: 1996 – 1999 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝗼𝗻 𝗜𝗜 • Region: Johto • Themes: Cultural Traditions • Years: 1999 – 2002 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝗼𝗻 𝗜𝗜𝗜 • Region: Hoenn • Themes: The Environment • Years: 2002 – 2006 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝗼𝗻 𝗜𝗩 • Region: Sinnoh • Themes: Time and Space • Years: 2006 – 2010 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝗼𝗻 𝗩 • Region: Unova • Themes: Truth and Ideals • Years: 2010 – 2013 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝗼𝗻 𝗩𝗜 • Region: Kalos • Themes: Life, Death and the Ecosystem • Years: 2013 – 2016 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝗼𝗻 𝗩𝗜𝗜 • Region: Alola • Themes: Day and Night • Years: 2016 – 2019 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝗼𝗻 𝗩𝗜𝗜𝗜 • Region: Galar • Themes: England and Its Culture • Years: 2019 – 2022 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝗼𝗻 𝗜𝗫 • Region: Paldea • Themes: Past vs. the Future • Years: 2022 – present My top pick? Generation I ❤️ Oddish /\/\ |\ \ \ \// / o_o\ \____/ /_\/_\ Sources: TITLEMAX®, Wikipedia
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66 Comments -
Amir Satvat
Gameloft Toronto confirms reports of layoffs to GamesIndustry.Biz. GamesIndustry.Biz also reports estimates of 49 cuts. https://lnkd.in/eiiRhvJy If your role is affected by this news, please make use of the support available across our three platforms. Specifically, I recommend checking out the Games Org Support Posts in Home 1. These resources are highly effective, with ample data to back their success. I won't pretend there are easy solutions but our community's only goal is to make things a little easier for as many people as possible. We have a ton of data showing that, for all candidates, your chances of finding a games role double (from 5 to 10%) over 12 months if you regularly use all our resources versus not. Additionally, yesterday, I just presented a 100% update to our Games Jobs Workbook as of 6/25/2024, with 3,600 companies fully updated and more than 13,000 roles fully updated. Of our 18 resources, this is the most powerful tool we have to help you. https://lnkd.in/d6x5NHMZ (Resource #8) I'm so sorry to hear this report and I will, as always, do my best to do something about it rather than just talking. Home 1 - 🔗 AMIRSATVAT.COM: Our main hub provides 17 resources to assist you in finding work, featuring a fully updated design. - 🔗 Games Org Support Posts: Find a template at AMIRSATVAT.COM (Category 4, Resource 10). If you can provide information from your team (with their consent), I’ll help edit and disseminate the final product, reaching 100,000+ people. These posts are highly effective in increasing visibility, and we've done 99 of them. Home 2 - 🔗 Discord: Join us at discord.gg/amirsatvat, our live extension of community resources. With over 4,200 members, we are currently in an open-join phase. Home 3 - 🔗 LinkedIn: Our community here includes over 90,000 members, with 1-3 daily posts offering support and career assistance in the games industry. How the Broader Community Can Help: - Spread the Word: Reshares and comments on this post amplify the visibility of these resources. - Offer Support: Utilize the 15 ways listed on AMIRSATVAT.COM under "How You Can Help" to assist, or simply lend an ear or advice on our Discord server. - Join Our Movement: Volunteer with us at AMIRSATVAT.COM to support our colleagues in the games industry. Our network has facilitated over 2,100 jobs and 39,000 coaching conversations to date, the largest impact of any games organization on earth, and has been visited by millions of gamers lifetime.
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10 Comments -
Christopher Anjos🎗️
Live service updates in a narrative driven expansion? Now I’ve seen it all. The Elden Ring DLC, "Shadow of the Erdtree," received a "Calibration Update" to balance its difficulty. - Despite positive critic reviews, some players found it too difficult, resulting in mixed reviews on Steam. - The new update strengthens early upgrades in the Shadow Realm Blessings system, providing more damage and damage negation earlier on. - The final upgrades in the system are also slightly more impactful. - Future patches will include further balance adjustments and bug fixes. These changes should make the DLC's early stages less challenging.
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1 Comment -
Mayank Grover
Just Cause developer Avalanche Studios Group acquired Monster Closet Games (founded by Ubisoft veterans) in October last year and integrated its developers to launch a new studio in Montreal. Yesterday, this studio was shut down 8 months after launch, along with Avalanche’s New York studio, cutting 50 jobs. In an “exceptionally difficult decision” taken by Avalanche, the shutdown was “necessary to ensure a stable and sustainable future for the company”. Avalanche even expressed regret for losing 9% of its workforce but gave no updates on how it plans to help them after this. For big studios, posting on social media is easier and a one-time thing. But what about the 50 devs who are left with tougher days to come? When AAA giant (Avalanche) entered their lives last year, they promised the devs big game projects. For eight months, they worked hard on a title with Xbox, getting excited about how they would thrill gamers from different corners of the planet. But instead of receiving due credit, they are informed that they are no longer needed on the project and that the company has to lay them off to sustain themselves. If this is sad to learn, consider the sudden mental toll on these developers and the possibility of many falling prey to self-doubt. I also tried finding the impacted folks to give them a shoutout, but I can’t see any #opentowork banners except one or two. If you know of anyone who was impacted, please mention them below, and we will do everything in our power to give them maximum visibility. If you were impacted and saw this, I am listing three resources and various other ways for you to get back into the games industry ASAP. First💎 Layoff Support Kit 2.0 - https://lnkd.in/gCCXW_Wp My team and I have dedicated countless hours to curating hundreds of online game development resources so you don't have to. This comprehensive collection includes top programming boot camps, renowned game dev educators, free game assets to help you build great games, insightful podcasts, and much more. Second💎 A 100% scholarship on our $11,000 Full Stack game dev program - https://lnkd.in/gZKqNBFh If you were impacted by the recent bloodshed of layoffs, here’s a chance to Re-skill and revise your game dev knowledge with our advanced C++, OOPs, Unity, and Data Structure modules. Additionally, you will receive exclusive one-on-one mentorship from top game programmers who will help you strengthen your already solid foundations. Third💎 Our Discord Community of over 10K game devs - https://lnkd.in/gH-wZe2G Here, we listen to everyone’s take on game development, support aspiring game developers in building stronger portfolios, and solve each other's doubts. Also requesting Kelly Bender, Alexander Rehm, Caitlin Cooke, Jordan Mazer, Ruty Rutenberg, Hailey Rojas, Kevin F., Kat Craig, Ali Farha, Matt Barney, and Ash C. to help this reach all the folks who can benefit from this. #layoffsupport
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17 Comments -
Alexander Rehm
Square Enix is celebrating a milestone for their unique RPG series, Octopath Traveler! The franchise has now surpassed a whopping 4 million copies sold worldwide. This news comes alongside the recent expansion of the series' availability. Both Octopath Traveler and its 2023 sequel, Octopath Traveler II, are now playable on Microsoft Xbox Game Pass for Xbox Series X/S and Xbox One. Additionally, the original game has finally arrived on Sony PlayStation 4 and 5, making the entire core series accessible on current consoles (excluding the mobile title "Champions of the Continent"). Interestingly, Square Enix confirmed the Octopath Traveler games will remain on Game Pass until January 2026 - a rare instance where a developer specifies the duration of a game's availability on the service. To further entice players, Octopath Traveler II just received a substantial update. It introduces a new game mode featuring powerful enemies and, for fans of the first game, a delightful crossover – the playable cast of the original Octopath Traveler joins the fray! Octopath Traveler II reached the 1 million sales mark in just three and a half months, while the original game hit 3 million sales in a little over four years (as of June 2023). It's unclear how much further sales figures have climbed since then. (source: https://lnkd.in/eAW3sQn3)
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2 Comments -
Liam Twose
2024 marks 4 years of running #PitchYaGame. Four years of us voluntarily providing a platform and voice on X (formerly Twitter), for game developers all over the world to pitch their games for the world to see. 🌐 The Journey 🌐 Looking back on our journey it's been incredible. To know that we have made huge movements in the game discovery space. That we've helped people hone their pitching skills, and that our events have thrust so many games into the spotlight. Since we launched back in May 2020 we've seen 11,000+ pitches, from all over the world; from ~778 locations across 124 countries. Well over half the world! When I had the initial idea, I knew in the back of mind it was going to do well, but never realised the full extent. It's evolved over the years, with the OG awards show and now sitting perfectly formed as a twice a year pitch event, which was pivotal in how it's been received. With an average of 5-6 months between rounds, it gives developers the perfect opportunity to focus their efforts on working on their games, and gives them a platform with which to shout about their achievements during that time, giving the world a snapshot of their journey as they progress. It's even better seeing games that have pitched in the past that go on from strength to strength, but most importantly hitting that 1.0 release. I still find it all a real 'pinch me' kind of realisation. As when you think about it, at its heart, #PitchYaGame is a hashtag. But it's so much more than that, it's a hashtag powered event that caught on, took the game dev world by storm, and to this date is still going strong. Long may it continue. 🎭 New Change 🎭 Plus with the introduction of our all new PYG Direct showcase this year, we're excited to be changing stuff up that little bit more. Our direct will be airing 2-3 weeks post June 7th. 📣 How You Can Help 📣 Which brings me to today. If you can help us on our mission to reach even more developers across the world, then we would be eternally grateful. So please share our event with your communities; your spaces. I would also love the opportunity to chat to people more about our journey and to see PYG being covered even more in games press and media throughout 2024 (see https://lnkd.in/eKjx2qGi - a huge thank you to everyone that has covered or included a PYG pitch in their media since 2020), so if this is something you can help with, or help source then please reach out. Some ideas for coverage we'd love to see; Announcement of the live rounds, we run 2 rounds, next one is on June 7th and then November 1st. Announcement of our new upcoming PYG Direct showcase. Coverage of games pitched on June 7th. Coverage of the event itself. Interviews with myself and/or the team. Thanks for your continued support! Web: https://PitchYaGame.com Press: https://lnkd.in/eKjx2qGi Mission: https://lnkd.in/eqNSVFYc #GameDev #IndieDev #IndieGames #VideoGamesIndustry #GamesIndustry #GamesPress #PitchEvents
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Christopher Anjos🎗️
Arrowhead Game Studios Helldivers II keeps getting better, and it's only the beginning. How they are doing it, and how you can too. The PvE co-op shooter continues to be a massive success with high and consistent player numbers with content such as: ➤ New major orders ➤ Weapons ➤ Stratagems ➤ Warbonds All working in conjunction to form a live service game with ongoing incentives to keep playing without ever being predatory, generating FOMO, with an excellent community to back it. How they did it: 🎮 Continuous Improvement: "Helldivers 2" constantly evolves with updates, enhancing every aspect of the game. 🎮 Narrative-driven Live Service: The game utilizes major orders to engage players in a dynamic narrative, shaping the game world collectively, something I would go so far as to say innovative. 🎮 Strong Gameplay Hooks: Major orders serve as global objectives, tying into the game's story and introducing new gameplay elements like mechs and weapons. 🎮 Inclusive Participation: Players are motivated to participate in major orders not out of fear of missing out, but because they want to contribute to the evolving story. 🎮 Balanced Gameplay and Community Dynamics: The game fosters cooperative play with diverse loadouts and roles, creating a vibrant and engaging experience for players. Happy players = a healthy and profitable game. Thank you Robert Wynne for the clip.
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24 Comments -
Jan Nadal
In the Gaming world, Democracy prevails 🎆 Sony's swift response to community feedback on Arrowhead Game Studios's Helldivers 2 is a testament to player power. Cheers to all Helldivers 2 players! When Players' Voices are heard, it's a Victory for All 😄 Here's to a brighter future for Gaming 🎮 For those unfamiliar with the issue, here's an article to keep you updated https://lnkd.in/gqNVQVeh #JBlaze #Helldivers2 #Sony #Democracy #Gaming #ArrowheadGameStudio #PlayerVoices #Gamers #GamingForAll #Crossplay
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4 Comments -
Billy Sullivan
The official unofficial Live ops team theme song. Since releasing our latest game Torque Drift 2 into Early access in October last year we've released over 10 updates. Each and every one of them building towards the full release, and our vision for the game alongside the communities feedback. Our latest update 𝟎.𝟗.𝟎 was a banger, and contained a lot of foundational work for the new updates we are working on now. 𝐅𝐞𝐚𝐭𝐮𝐫𝐢𝐧𝐠: 𝐅𝐫𝐞𝐞𝐬𝐭𝐲𝐥𝐞 - The games first game mode, compete against the clock drifting through clipping points for points 𝐍𝐞𝐰 𝐯𝐢𝐫𝐭𝐮𝐚𝐥 𝐜𝐮𝐫𝐫𝐞𝐧𝐜𝐲 - ToFu, short for Torque Funds, earn-able and spendable in the shop. 𝐈𝐧 𝐠𝐚𝐦𝐞 𝐬𝐡𝐨𝐩 - Set in a fictional Japanese car expo 𝐌𝐮𝐥𝐭𝐢𝐩𝐥𝐚𝐲𝐞𝐫 𝐋𝐞𝐚𝐝𝐞𝐫𝐛𝐨𝐚𝐫𝐝𝐬 - Compete for podium position across 2 tracks for weekly rewards 𝐌𝐨𝐝𝐝𝐢𝐧𝐠 𝐭𝐨𝐨𝐥𝐬 - We've released our internal custom built road tool so players can build their own mods with it 𝐍𝐞𝐰 𝐜𝐚𝐫𝐬 - Nissan R33, Toyota Chaser JZX100, Toyota MK4 Supra, Honda S2000 and the Honda Civic Type R And we're not done! Update 0.10.0 is cooking with even more awesome features and updates ready for next month. https://lnkd.in/daC37vTM
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7 Comments -
Alexander Rehm
Terrible news last night with Behaviour Interactive announcing that it has laid of 95 employees, 70 of which in Montreal. To those impacted by these layoffs, please find a comprehensive list of resources, below: 🥇First, as you are on Montreal, please reach out to us at People Can Fly Studio, we have many roles open right now in Montreal and Canada, please check them out here: https://lnkd.in/eWpV5PbA 🥈Next, Discipline Games Jobs Resources: Over the past weeks I have created 9 (at time of writing) Games Jobs Resources to find jobs in a wide range of disciplines: 🎨 Art, Animation, VFX and UI: This resource contains around 1,200 jobs worldwide across all links. Link: https://lnkd.in/eXgEEUAA ⚙ Engineering and Programming This resource lists just over 1,900 jobs worldwide across all links. It also talks about interview tips and questions to practice. Link: https://lnkd.in/eAufG7q4 🕹 Quality Assurance: This resource lists over 450 QA jobs worldwide. This post also talks about the craft of QA and contains tips and interview practice. Link: https://lnkd.in/e6YwwJeS 📑 Game Production: This resource lists around 400 jobs worldwide. It also contains info about game production as a whole and GDC talks. Link: https://lnkd.in/eE8QgeDq 📢 Marketing & Community: This resource lists around 400 jobs worldwide. It also gives an intro into game marketing and community management. Link: https://lnkd.in/e5MuViug 🎶 Audio and Sound Design: This resource lists around 190 jobs worldwide. Link: https://lnkd.in/eSkPSsWf 📠 Studio Support, HR, Recruitment and BizDev: This resource lists around 290 jobs worldwide. Link: https://lnkd.in/ePG57_7v ⚙ IT, Helpdesk and DevOps: This resource lists around 140 jobs worldwide. Link: https://lnkd.in/e8ZsuiZh 🎮 Game Design: This resource lists around 480 jobs worldwide. https://lnkd.in/dCv_hQXv 🥉 Third, the Ultimate list of Video Games Career Resources: This should be your one-stop shop for all information. My dear friend Amir Satvat maintains these documents, he is a legend for doing this - please check them out: https://amirsatvat.com/ 🎖 Finally, do not give up. Ever. No matter how dark things may look right now, I KNOW you will get through this, you have got this! 👊 Remember you are not alone. If you need help, advice, or even an ear to listen, we're here for you. Always! ➡ A request to my community, please can I ask you to repost this post to your colleagues and friends, so that we can get as many into jobs as possible! And please comment if you or your studio are currently hiring - let's help each other! Much love ❤️ #layoffs #gamesindustry #jobsingames #behaviourinteractive
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3 Comments -
Tsahi Liberman
#Gamescom24 Its been a super rough year in the gaming industry, 2 insanely hard 2.5 years for me and my mom (RIP), and tough 2 weeks. But as the bards of the new age (Yes, us storytellers and game developers, designers, artists) the show must go on. Proud to announce i will be attending this year Gamescom, for 5 good reasons: ❤️ To represent as part of the Indie Arena Booth and Board 💙 To support Styrax Studios (Where i moved to Strategic advisor position after almost 4 years, its all good, and we are working on a blast of a game - "Button Man" to be launched Q1 2025, with its accompanying printed comics!!) - Styrax has a booth at hall 10.2 indie area, check it out!! 💚 Showcasing my new label which I'm building for supporting games, board games, TV animated shows (See Monsterworld, our new game world and upcoming TV series!) and Toys (talk to me to see our new in development UGC platform for game developers connected to our branded physical toys!) 💜 to Support anyone who needs advise, consultation, connection to publishers and investors, help in starting a studio, or just to listen and pour our hearts. my time is free if you were let go from your Job or need a hand. 💗 Social impact : Our new label is currently working on couple of interesting projects around Mental health and AR, VR Horror, game around fake news for mobile, a whole game and platform to teach and learn Finance and Economics, AI educational platform for sciences, and new down to earth conflict resolution gamified app. Wanna meet? DM or ping me so i can add you to calendly, MeetToMatch, or Whatsapp! don't wait up since these slots are vanishing in a heartbeat. I hope for a better world for all of us - lets help make it more educated, knowledge based ( and not social media "what if" speculations), and empathic for all of us (Yes, AI, you too!) #gamedesign #socialimpact #AI #UGC #gamedev #buttonman #spreadgood https://lnkd.in/dxNwMS7R
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6 Comments -
Bill Young
I'm just gonna step out of the way...and let this trailer for Riot Games' & Netflix's Season 2 of Arcane do the talking. Just kidding...I have thoughts: "Final Chapter?!" - Why though? This series is deserving of much more (100% on Rotten Tomatoes, 9/10 on IGN Entertainment)...so hopefully the "chapter" they refer to is this specific arc (maybe the rivalry of Vi and Jinx?). Vi: "My sister is gone." Vi: "JINX!!!" Jinx: "...finally got the name right." They're not slow playing this one, are they? The November timing gives us all plenty of time to rewatch Season One. I could be imagining this, but the art style seems a little less "PTOW!" and a bit more mature. Don't get me wrong, I loved everything about S1 - especially the art (unique amalgam of a variety of comic/manga/game aesthetics)...but as the story gets more intense...and intentional...it would make sense for the art to narrow in a bit as well. We'll see...I don't expect to fully grok that from 91 seconds on YouTube...but I really liked what I saw. My expectations are very high now...and I'm not going to lower them. Setting myself up for disappointment? Maybe...but Fortiche Production has proven themselves...many times. You know those super cool videos from Gorillaz? Yup...those are Fortiche. For those of you worried that you need to be a League of Legends gamer (or even a gamer at all) to understand the story...you don't. I promise. Arcane is top-tier television. I put it up there with Last of Us and Fallout, in the game adaptation category. Alright...NOW i'll get out of the way and let the trailer do the talking. Enjoy!
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5 Comments -
Todd Harris
Are video games the future of entertainment? Yes, but... Also the NOW of entertainment. ◾ $57 Billion in US revenue ◾ $200 Billion in global revenue ◾ 3.09 Billion active videogame players ◾ Bigger than movies & music, combined. [Chart below from article on Sherwood News]
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37 Comments -
Jan Nadal
🎮 On this day in gaming history: 44 years ago, Pac-Man was released for arcade machines! Pac-Man, initially called Puck Man in Japan, is a 1980 maze action game developed by Namco for arcades, released in North America by Midway Games Manufacturing. Players control Pac-Man, who must eat all the dots in a maze while avoiding four colored ghosts. Eating "Power Pellets" turns ghosts blue, allowing Pac-Man to eat them for bonus points. Developed in 1979 by Toru Iwatani and his team, the game was designed to appeal to both women and men with its cute and colorful characters. Renamed Pac-Man for its North American release, it became a massive hit, spawning sequels, merchandise, TV shows, and the hit song "Pac-Man Fever" (I still recall that song by Buckner & Garcia). Pac-Man is now Namco Bandai's mascot and remains one of the highest-grossing and most iconic video games ever. Interestingly, it also inspired the nickname of a world-famous boxer from the Philippines. I recall my first time playing Pac-Man on the Atari 2600 console, a gift from my dad. It wasn’t arcade accurate, but the gameplay was sweet and kept me glued to the screen, munching on wafers and avoiding those pesky ghost monsters. I distinctly remember the satisfaction of gobbling up the ghosts after eating Power Pellets, racking up points—it was incredibly fun! 👻 What was your strategy? I used to follow a specific pattern, prioritizing eating all the wafers over chasing ghosts. To me, advancing to a new level was more beneficial than risking being caught by a soon-to-recover ghost. Pac-Man is definitely one of those games I'll never forget. 🕹️ #JBlaze #PacMan #GamingHistory #RetroGames #ArcadeGames #Game #Gamer #Namco #Atari
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Christopher Anjos🎗️
Once Human is a Free to play, open-world, survival, MMO and is currently one of the top selling games in all of Steam, and at the time of this writing has over 200k concurrent players on the platform. Made by Starry Studios of NetEase, feels like a cross of Fallout 76, LifeAfter with a dash of Lovecraftian. Once Human, along with The Last Descendant and Zenless Zone Zero, all released at relatively the same time, are free to play, and thus far able to carve out an audience. Insight: All three of these games support crossplay.
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Sergei Vasiuk
GTA VI is launching in Fall 2025! (Fall 2025 = 2026? ... Sorry, I’m joking 😂) This franchise is vital to my gaming past. No game has risen like this one over years. I wish R* a smooth launch and success! Take-Two earnings call highlights: • GTA 6 confirmed for Fall 2025 release. • Rockstar confident in Fall 2025 release. • Take-Two confident in GTA 6's success. • GTA 5 has sold 200 million units total. • GTA series has sold 425 million copies. • Expect more GTA Online DLC & events. • GTA Online sales down, GTA+ revenue up. What is your all-time favorite GTA game? Choose your reaction or share your own. My top pick? GTA V. ❤️
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Mayank Grover
Sumo Digital Ltd acquired Pipeworks Studios for $100M in 2021 and made Timbre Games a part of it, but now Timbre will shut down as SUMO wants to be future-ready. Yet again, a studio falls prey to closure while in the middle of developing two games, one an ARPG and the other a sim-like RPG. And to be fair, RPGs require a lot of effort to build. But by the looks of it, Timbre possessed a strong group of talent who could’ve easily accomplished these RPGs, so it’s hard to imagine how they are feeling after putting in years of hard work only to lose all of it. In addition, they were on a mission to build a world-class network of game studios across Canada. It's hard to digest that more and more studios are being forced to quit crafting their video games every day. Support for the game devs is much needed, in fact, now more than ever! So, I am back to highlight a few of the folks who were impacted with an intent to support and bring visibility from recruiters. Kat Neale — A Women in Games ambassador who was Timbre’s Principal Gameplay Designer. Kat is an excellent team player because if you check out her feed, she has been supporting her team nonstop since the closure by reposting jobs and resources. Before Timbre, she worked for Blackbird Interactive as an Associate Game Director on an unannounced title and Homeworld 3. Zach Williams — He was Timbre’s Lead Core Gameplay Designer and has shipped 17 titles in his 14 years of experience in the industry. Before Timbre, he worked for renowned studios like Relic Entertainment, Smoking Gun Interactive, and BlackBird Interactive. Emmalyn Rynard — A Materials Artist for Timbre Games, Emmalyn also has experience developing VR games and prototypes for Oculus Quest. Her love for 3D drove her to become a 3D Artist, making her skilled in modelling, texturing and lighting. Jonas Roth — The Principal Software Engineer of Timbre Games with a hardcore 15 years of software engineering experience. Before Timbre, he was Offworld Industries’ Principal Software Engineer working on Starship Troopers. Jaclyn Adair — Another Women in Games Ambassador from Timbre Games who was their Lead Talent Acquisition Partner. Previous to Timbre, she was also Beamdog’s Technical Recruiter who helped ship their title, Mythforce. Yan Chatel — A bomb Level Designer who has worked on titles like Far Cry 5 & 6, For Honor, Transformers: Beyond Reality, and Hitman: Sniper. He has worked for studios like Rovio, Ubisoft, Compulsion Games, and The Sandbox. #layoffsupport
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