Thomas Grip
@ThomasGrip
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Creative Director at Frictional Games. Past: Penumbra, Amnesia & SOMA. Future: Unannounced Sci-Fi Game.
Sweden
Joined March 2013
This always seem to happen: 10 year old code bug become noticeable right before an important deadline. It has had a decade to be found, and yet it has remained undetected until the worst possible moment, when it causes incredibly apparent issues. So annoying.
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Anyone know how long does it usually takes before 1000xResist clicks? I am 2 hours in now and not really feeling it. Worth give a few more hours?
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Can also download the whole thing here:
fg-thomas.itch.io
School project made back in 2005 using the 0th version of the Frictional Games HPL Engine. Available for Windows
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Today, 20 years ago, I coded the first lines for the HPL engine! Versions of it power all games made by Frictional, making be one of the oldest indie game engines still in use? For the curious , a 45 min video about it how it all started: https://t.co/ktxk4jlNlM
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Turn out the new Indiana Jones game is very similar to Metro: Exodus in many ways. Was not expecting that. Small open worlds, linear sections mixed into open ones, diegetic maps, etc.
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Someone made a real life Omnitool from SOMA! 😮 Beyond amazing! https://t.co/r8tg9ALbxL
reddit.com
Explore this post and more from the soma community
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Embarrassing confession: I really enjoy crunching numbers i spreadsheets, making formulas and giving it all nice colors.
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I explain what we discussed at work during family dinner. My kid: <stops eating>".... I need to process this."
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"This task need to be fast therefore I will not do any preparation work" almost always leads to MORE work. Never underestimate thinking through and developing the setup before doing any actual work. Good prep is the real time saver - not the opposite!
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Just like it is important to foster a mindset of looking at your work critically, you must also train yourself to be happy with your work: To feel good about it and be proud of what you accomplished. Solely being critical is a dangerous downward spiral you need to avoid.
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This doesn't mean you should not strive for good quality, to become better, etc. But I have seen many people who do amazing stuff and still feels it is, at best, merely "OK". This a very dangerous mode of thinking. You will feel miserable and hamper creativity.
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Eg, this happened to me recently when painting a mini. Was never satisfied, remade parts over & over to make em perfect. Ended up feeling bad instead of enjoying myself and quit. 6 months later I looked at what I did and found it to look really good! Now painting is fun again.
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When making doing creative work: Don't strive for perfection. It will just lead to burn-out and hating things you should love to do. Instead: be kind to yourself and lower the bar. More often than nothing, what you think is "subpar" in the moment is actually of great quality.
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In the process of playtesting now and OMG it is hard not to care about minor issues that are easily fixed later. Eg: I spot an interact icon being sliiiiightly misaligned, and want to drop everything to fix it :D
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Reminder that you do not need to have divine inspiration to do good creative work. What matter is good routines and actually getting shit done. Nothing is worse for creative output than "waiting for the right mood". Often the right mood naturally arise as you start doing stuff.
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Constant gamedev dilemma: 1) Fix features I know need work or 2) Do big test run of the game If you do (2) too soon, the test run gives bad data. ff you get stuck on (1) you never get to playtest the game properly. Esp tricky with longer narrative experiences.
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Also worth noting that simply thinking in "use cases" is damn important. Very easy to just think in terms of "needed features", when in fact everything you add to a game is a some sort of user experience. Hence, you need to do know the use cases.
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Very easy to not evaluate use cases properly. Happened many times that I thought I had a system nailed down, only to find out it didn't support everything needed. Hard to be bullet proof, but talking through scenarios step by step and really questioning needs is a good start.
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Crow Country was great! Highly recommended if you like classic Survival Horror.
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