David León
@xDavidLeon
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Game Designer blending code and creativity · Former Game Director of @linceworks + Aragami · Now building #007FirstLight at @IOInteractive
Barcelona
Joined November 2008
Thrilled to share that I have joined @IOInteractive as a Senior Game Designer for Project 007! 🎮
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A behind the scenes look at the making of the 1989 video game "Prince of Persia".
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🧑🎓🕹️ El proper divendres 29 organitzem amb @sdeicec la formació: Del 1r al 2n videojoc o com passar de 5 a 10 treballadors en una empresa de videojocs Amb @xDavidLeon, Jangmi Baek de @MelbotStudio, @DanielDelAmor de @petoons i @OskiTwit de @gamebcn ℹ️ https://t.co/n0PzbnKgTX
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It took me ~14 logged hours to port the 500kloc game core of Qud into Godot, and get a full boot. It's truly, completely running 100%, feeding frames and waiting on input. If I can do it, you can too.
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time to fuck around and find out (and record my hours as records of damages inflicted)
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I believe I’ve seen that ability in some other game before… 🤔
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Here's a blog about our favourite game engine company
garry.net
Yesterday Unity announced that starting next year, all games that use their engine will pay a tax per user install. The tax has ...
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We ended up using Bakery for lighting, Photon for multiplayer, Amplify for shaders, Rewired for input, wwise for audio, pro builder for greyboxing, i2 for localization…. What a Frankenstein of an engine. We didn’t develop with Unity, we develop with the Unity Asset Store.
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Imagine my face when I noticed URP didn’t support real time shadows and we aimed to release on Ps5 hahaha Anyway, after Aragami 2 we moved the full team to work on Unreal Engine. Wasted a year relearning, which didn’t help the studio’s financial situation. Thanks Unity. 8/X
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Aragami 2 started development with built in pipeline, switched to HDRP as it was meant “for consoles” and LWRP was meant “for móviles”. When we found out you couldn’t port HDRP to Switch we had to migrate pipeline (again) to URP (with no conversion tool). Fun times. 7/X
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He had no idea how the project worked, so I had to guide him through different areas of the code base and patiently waiting for Unity to compile and play deep profile of random scenes to try and show anything useful? What a waste of time lol 6/X
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The support package includes a project wide analysis with a Unity expert. We provided them with the project weeks before the (online) review. The day comes and they hadn’t checked on the project, so imagine me on a zoom call with a guy waiting 30min for the project to load 5/X
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Since the lightmapper was shit, we scheduled a call with their lighting expert. The conclusion of the call was “yep, you are doing everything right, Unity URP is just this limited at the moment, can’t help you”. 4/X
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Most issues were Unity bugs, crashes and issues with URP/Lightmapper..you name it. Usual response from our account representative was that they couldn’t do bug fixes on a client-basis, so we had to wait until (maybe) the bug fix magically appeared in a future version lol
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We had to provide reproduction projects for each support request (fun to do with a 100+gb project), even thought we gave them access to our plasticSCM cloud repo. So many hours lost preparing support tickets… 2/X
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While working on Aragami 2 we ended up paying 100k€ a year for licenses + “vip” support. The specified “support” consisted on a glorified support ticket system which quickly proved useless. 1/?
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Guess who’s glad he started learning @godotengine 2 weeks ago? 🙃
Featured Blog | The Death of Unity "If you're starting a new game project, do not use Unity. If you started a project 4 months ago, it's worth switching to something else. Unity is quite simply not a company to be trusted." https://t.co/Svl4GutJLo
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Unity will soon charge devs per-install after a certain threshold. I'd like to express my concerns regarding privacy (tracking installs/downloads), preservation and changing the whole business model while devs are using the engine for their projects. 🫤 https://t.co/vic6cei5Vm
unity.com
After deep consultation with our community, customers, and partners, we’ve made the decision to cancel the Runtime Fee, effective immediately.
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