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Daniel Wilkes Profile
Daniel Wilkes

@foulhawk_

Followers
642
Following
14K
Media
97
Statuses
390

Bay Area, CA
Joined September 2012
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@toreler
Tore Lervik
7 months
My plugin for @UnrealEngine is almost done! It lets you blend any mesh. Not just landscape, not PDO. This magic lets you blend anything!🤯 #indiedev #gamedev #unrealengine #ue5
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@foulhawk_
Daniel Wilkes
1 year
PRETTY COOL to have this out in the wild finally. Can't wait for us to share more
@Subnautica
Subnautica
1 year
🚨 Warning: Oxygen Low 🚨 The first teaser trailer for Subnautica 2 just dropped! Check it out now and wishlist the game on Steam, Epic, or Xbox ➡️ https://t.co/WYsJj4smFB #Subnautica #Subnautica2
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@foulhawk_
Daniel Wilkes
1 year
did you know: phase plant will just generate infinite cool noises if you randomize every parameter
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@foulhawk_
Daniel Wilkes
2 years
Thinking about getting into Tweeting
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@Subnautica
Subnautica
2 years
So. You all have a few questions! 😅 We have some answers ➡️ https://t.co/lWiZSw8oI0
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@foulhawk_
Daniel Wilkes
2 years
There's my map! It's been an awesome time working on Moonbreaker, exciting to see it hit 1.0.
@Moonbreaker
Moonbreaker
2 years
Moonbreaker 1.0 is available now on Steam worldwide! 🥳 Check out the blog for all of the incredible additions, including a reimagined single-player mode called Boss Run! 🔗: https://t.co/tvHHxiY0SQ
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@foulhawk_
Daniel Wilkes
3 years
It's the "we need more lanes to reduce highway congestion" of game traversal
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@foulhawk_
Daniel Wilkes
3 years
But in practice, fast travel tends to enable designers to just add more "I need this flower fifty miles from here to finish my stew" quests. So instead of having their time wasted with walking, players have their time wasted with loading screens. Which, imo, is worse
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@foulhawk_
Daniel Wilkes
3 years
Two, I think players think they want fast travel because of the convenience--they don't want to have their time wasted by walking back and forth across a huge map. And they're right!
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@foulhawk_
Daniel Wilkes
3 years
For two reasons, basically: One, when distance stops mattering, it also no longer matters how huge your game world is--it immediately feels tiny. For games that aspire to an epic scope this is actually a huge sacrifice that's rarely acknowledged
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@foulhawk_
Daniel Wilkes
3 years
We gotta stop putting fast travel in games
@stimhacked
Anthony Giovannetti
3 years
What is an *actually* controversial game design opinion you hold?
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@foulhawk_
Daniel Wilkes
3 years
Started a new gig today at Unknown Worlds, working on Moonbreaker! Really thrilled with everything I've seen so far.
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@foulhawk_
Daniel Wilkes
3 years
Looks like I scheduled this for the wrong week. But, mostly correct
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@foulhawk_
Daniel Wilkes
3 years
Today's my last day at PlayStation! I started out as an intern back in 2015--never would have guessed I'd get to stay so long and do so much. Really going to miss seeing the crew every day.
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@foulhawk_
Daniel Wilkes
3 years
Kind of fucked up that these determined the music I'd listen to for the rest of my life. They should have come with warning labels
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@foulhawk_
Daniel Wilkes
3 years
I'm so grateful to have been a part of this team. The studio culture was incredibly creative, kind, and supportive. I learned so much with these folks. PixelOpus forever <3
@Pixelopus
PixelOpus
3 years
Dear friends, our PixelOpus adventure has come to an end. As we look to new futures, we wanted to say a heartfelt thank you to the millions of passionate players who have supported us, and our mission to make beautiful, imaginative games with heart.  We are so grateful! ❤️🙏
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@foulhawk_
Daniel Wilkes
3 years
I learned so much so fast working on CG that I held off posting my work--it felt like it wasn't representing the level I was at when we shipped. 3 years later, it's even less representative. But I'm still pretty happy with these--mainly the mop bucket 8) https://t.co/Fuf7Eyiurm
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@foulhawk_
Daniel Wilkes
3 years
it's Materials Time
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@foulhawk_
Daniel Wilkes
3 years
Finished the geo on the Outer Wilds ship! Just about every step ended up taking longer than I'd planned, but it's all UVed and baked and ready for a materials pass
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@foulhawk_
Daniel Wilkes
3 years
Making some good progress with the ship here--the hatch has been a pain point, but I finally landed on a look that works mechanically & feels pretty faithful to the original design
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