Corey Teblum
Los Angeles, California, United States
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Extremely excited to align forces with Microsoft - 343i, as their new Technical Animation Director. I can't wait to hit the ground running tomorrow!
Extremely excited to align forces with Microsoft - 343i, as their new Technical Animation Director. I can't wait to hit the ground running tomorrow!
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Explore more posts
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AJ Badarni
At Uncapped Games I'm helping to develop my favorite game I've ever worked on professionally by far... and surprisingly it's an RTS. This is surprising because I (unlike nearly the whole team who are RTS powerhouses), have basically no RTS experience at all. Fire up Super Smash Bros and I may have a shot to impress, but RTS has been a huge - and fun - mental shift for me! ...and somehow, I've gotten pretty good! (At our game at least 😅). Very excitingly, we're on the schedule to say more about our game at SGF ( https://lnkd.in/e5uDTwZp ) in June, but now, kicking things off so to speak, we've put out a really cool documentary that explains some of our philosophies, hopes, and goals. If you're an RTS nerd - or just curious to learn more, check it out: https://lnkd.in/eQpxP3WZ
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Graham Smith
Hello friends. Last month, I was looking for more work and finally secured some on Reddit from a guy who needed help with preproduction on his Tabletop RPG / Card Battler. After a meeting with him, he showed me what he had and it was quite impressive. He had a prototype of a card-battler using a tabletop RPG battle system, but he had little to no documentation or planning—he's been chiseling away at his game for a few months in his spare time after work. I suggested that before I dive into art, we flesh out the game design and the rest of the game up to around an 80% mark and let the last 20% be changes, additions, and that sort. As your game evolves, it'll come into it's own and you'll find things that need changed or added, this accounts for that. He agreed and I asked if I could work on all this since I did that with my game Alligori and lead the team from start to finish with our vertical slice, and I know tabletop RPGs very well. He agreed and we did the whole song and dance with paperwork, and he sent over a retainer and I began work the following Monday. Three weeks go by and we're working great together. I'm fleshing out his game, adding some meat to the backbone of his prototype with classes, abilities, etc. My goal was to write out as much as possible and then trim content to fit it into a 1-year development cycle. So I flesh a bulk of his game out, and then categorize it more into a game design document that clearly conveys concepts, ideas, and mechanics. Catching up, last week was the final week of my first month and payment was due. He just up and disappears like a fart in the wind, I have no idea if he's alive, incarcerated, on vacation, or what. He didn't remove me on Discord, so I don't entirely suspect malicious intent, but he gave no notice. That's the risk you run with working 1-on-1 with a client remotely, one day they can just up and disappear. I do have paperwork, so I may pursue legal action. If he doesn't log on by Friday, I'm going to publicly release all my documentation and the GDD I wrote on here.
4633 Comments -
Carina Kom
TONIGHT AT 6:30 PM join us for an improvised version of PVP Circuit and help us rebuild our local community brick by brick. I still can't believe I get to work in the video game industry. My 6-year-old would laugh, and then cry once she realized what it means to work in the creative technology sector. That's why IMO everyone could use some levity during these unprecedented times. Join us for a fun evening to raise funds for the Trevor Project. Event link >>> https://lnkd.in/g7tBuP6d Frequently Asked Questions: What if I can't attend the event? - If you can't make it, please consider purchasing a ticket to help us raise money for charity or get one on behalf of someone impacted by layoffs. What if I want to join but can't justify the cost? - If you want to join but find the cost prohibitive, DM me and we'll make it happen (see point above). Do I have to pitch at the event? - No, you don't have to pitch if you prefer to observe. It’s a great way to see how it's done. Will there be another event like this? - We plan to host our community again, but I can't specify if this event will be the focus. #gamesindustry #event #comedy <3
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Sara Machado
I almost need to pinch myself… 🤩 Because Bird's Eye View, Into Games & Games Jobs Live won the big BFI and National Lottery’s Challenge Fund grant! 🎉 Over the next two years, we’ll be developing a free, accessible platform — the Games Insights Database, to equip small to mid-sized studios, solo developers, and advocacy groups across the UK games industry with the insights they need to grow and support the sector. And this is what you can expect from the #GIDB: 🟠 A searchable funding directory with all regional funding options relevant to UK games businesses. 🟡 An interactive map with regional insights, highlighting workforce size, companies, and local partners. 🟣 A public framework for career progression across games roles all the way through to principal. 🔵 Transparent salary ranges across roles to support fair hiring and career growth. 🟡 Advocacy-ready reports to empower trade bodies and government. If you’ve seen the Entry-Level Skills Hub, any of the amazing reports by Games Jobs Live, and the extensive work Into Games does, you know this is a collab to keep your eyes on. Especially because we can’t do this without you! ➡So please give Bird's Eye View a follow & help us spread the word! — ⚠️PSA: Keep scrolling if you don’t want to read my soppy reaction… But it just feels truly wonderful that bit by bit my work and anger fuelled motivation are moving things forward. My goal has always been to help to create a gaming industry where every voice has a seat at the table, and I think empowering solo, small and mid size businesses is the way to do it. I care profoundly about what I do, some would say I care too much, and it does bring a lot of grief sometimes. But it’s moments like this, after coming off a #layoff myself, that got and kept me in games. We have a long way to go, but we have everything we need. Proactive, creative and selfless people, like YOU. 𝗦𝗼 𝘁𝗮𝗸𝗲 𝘁𝗵𝗶𝘀 𝗮𝘀 𝘁𝗵𝗲 𝗽𝘂𝘀𝗵 𝘆𝗼𝘂 𝗻𝗲𝗲𝗱𝗲𝗱 𝘁𝗼 𝗯𝗿𝗶𝗻𝗴 𝗬𝗢𝗨𝗥 𝗶𝗱𝗲𝗮 𝘁𝗼 𝗿𝗲𝗮𝗹𝗶𝘁𝘆! Or just follow Bird's Eye View page and get prepared to ✨serve✨ insights, because I can’t and won’t do this alone! --- 📣 Follow #RethinkRecruitment and ring the 🔔 to stay updated! 🎯 CEO of Bird's Eye View ⏩ Entry-Level Skills Hub: https://entrylevel.games/ 🔵 Bluesky: SCMachadoUK 🌟 Opinions are very much my own™️ #GameDev *The #GIDB is a collaborative project funded by the British Film Institute (BFI) & the The National Lottery Community Fund
9633 Comments -
Matt Barney
Know anyone that might know someone? Asking for a friend 👀 https://lnkd.in/g44DSCP8 #'s for the #'s #TheMattBarney #VideoGames #GameJobs #GameDevJobs #Unreal #UnrealEngine #GameEngineer #PrincipalEngineer #RemoteJobs #RemoteEngineeringJobs #RemoteEngineer
404 Comments -
Dan Griffiths
Bit late talking about this one but huge news coming from 343 Industries, both a re-brand to Halo Studios and confirmation that they are switching development to Unreal. 🗞️ This comes off the back of 343's struggles with development of Halo: Infinite. We've seen many other studios move away from their own engines to Unreal, notably CD Projekt Red! Are proprietary engines going out fashion? 🤔 For those who have worked on both proprietary engines and Unreal, what have you found to be the key advantages of working with Unreal? #gamedev #unreal #halo
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Dr. Yves Jacquier
Creating games is very difficult. And building games is challenging. The process of build requires to compile the code and all the data required in the game in a specific sequence involving many dependencies. As such monitoring the outcome is essential, but not sufficent. What if we were able to predict the outcome of a build ? What if we were able to decrease the required computing resources while increasing our iteration capability ? #Ubisoft #Ubisoftlaforge #innovation
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Justin Williams
Legendary Shout-Out to these amazing Gaming Recruiters who helped out Games For Love new interns with an amazing Resume Review Session this evening! Your dedication and support will mean the world to the upcoming interns who are helping save lives through Games For Love charity organization ❤️ Some Key takeaways from the event: ✅ It's okay to have more than 1 page resume, especially in Tech and Gaming, focus on boosting your resume as much as possible ✅ Boring Chronological Black and White resumes are still king, it helps with standard compatibility issues and makes it easier for recruiters to read, bonus points for PDF resumes ✅ #ABN Always Be Networking, don't just reach out to Recruiters, reach out to peers and ask for advice, more than likely those peers in that dream company will be more willing to respond faster and more often than recruiters, ask for the mentorships ✅ Be a sponge, even when you land that job or even become a senior level, there is always stuff you can learn from your peers and mentors, never stop learning Shoutouts: Ted Oh, CSM Viviana Baldarelli Tia LaRue Luke Davis and thank you Nathan "Jetti" Blair for inviting me to the event, your selfless crusade to help save kid's lives in hospitals through gaming is a blessing If anyone is interested in helping GFL or wish to volunteer please check out GamesForLove [dot] Org #Gamesforlove #charity #helpingkids #recruiters #volunteers #thankyou
426 Comments -
Noa Beazley
It's live on the schedule! We're back with the Diversity in Game Audio Roundtable at GDC 2025! 🎉 After a great turnout last year, we've expanded to three days and brought on some additional wonderful hosts. We left last year's roundtable with a clear message: people want to be having these conversations and they want to figure out actionable steps to addressing the disconnect in the hiring pipeline. It was so encouraging to see people from across experience levels, from new grads to those in hiring positions, show up last year and share their experiences. We want to recreate the same honest discussion, but dig a little deeper this year. So, if you make audio, join us! If you hire audio talent, join us! It's through this dialogue that we're going to figure out the work that needs to be done. The aforementioned wonderful co-hosts: Star Victoria Power, Katelyn Isaacson, Chase Bethea, Jamie Lee and Winter McFarland.
562 Comments -
Patryk Suchy
After nearly 5 years of placing people in gamedev, here are 3 surprising things I've learned along the way: 1. It was always hard to be a junior Today there are 282 vs 1777 jobs on hitmarker in favor of Mids and Seniors. But even when money from investors was flowing in ungodly amounts, studios were more inclined to hire experienced people. My conspiracy theory is that junior people had it easier back then because regulars and seniors just weren't available for studios. Sometimes because salaries were inflated, sometimes they literally couldn't land the hire, because there were multiple offers on the table for candidates. Instead of saying it's not a great time to be a junior, we should just admit it's not a great industry to be one. 2. Most people are playing less than I expected When I started I thought everyone here played games all. the. time. And I thought I was the odd one out with my heavily limited playtime. Turns out there are more people like me, who are just playing a couple of hours per week or sometimes not at all. There are of course the opposites who wish they played more (looking at you Michal Witkowski 😎) 3. You kinda need to be into games Even if your role has nothing to do specifically with production, having an interest in games or playing them in your own time it's ALWAYS a green flag. I knew it might be the case, but what was surprising is that it's true for literally every role in a studio. It's not like not playing them eliminates you from getting the accountant job. It doesn't (I hope). But the topic "What are you playing" somehow always finds its way and sneaks into the conversation. What are your surprise learnings?
3612 Comments -
Jin-Eu Cheah
[10/09 - edited for flow] Very few things have annoyed me as much as "bad data comparisons". Just the other day, I saw an image where someone broke down [the most used retention mechanics]*, and in it, they had grouped "limited time rewards" alongside things like "treasure hunt" and "puzzles" (and others) in separate categories.** Now, I don't know if this was some attempt to rile up people like me so that they'd end up buying the report or sharing the post, but I certainly had questions - Were there no puzzle-based time-limited events found in their research/survey? Alternatively, if a game mechanic featured both, did they count them twice or err to the side that had lower representation? This may seem like an argument in semantics, but when looking at data, being unable to tell when you're comparing apples to oranges is the gateway to bad conclusions. The report neglects to differentiate between a "content distribution system" and an actual "mechanics"; while the differences may seem small, the conclusions you can derive from them are very different. Worth mentioning as well, the post neglects to acknowledge the effort needed to develop/produce each of those mechanics, or the suitability of those mechanics as tools for engagement for the games' target markets; as an example, would a daily login system that provided tickets to access a time-limited puzzle game work to help engagement/retention for an FPS like CounterStrike? Without being able to identify the contributors to the data, it makes the posts' conclusions little more than a nifty bit of industry trivia at best, and discussing it as anything but is painfully counter-educational. Would love to hear your thoughts in the comments below! *The data was sourced from a paid report, so I don't have access to it. Can't seem to retrace my steps to find it again either. :( **Paraphrased.
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Richard Chipchase
Develop isn't over for most people. But sadly it is for me. Gabriele Sanfilippo and I attended on Tuesday and Wednesday morning to chat shop with people interested in hearing about life at Spliced Inc. and Anchor Point Studios. Develop never disappoints. And as always>>>>>>>>>>>>>>>>>>> Familiar Faces ✅ Worthwhile conversations ✅ Effervescent energy at the hotel bar ✅ More beards than the year before, and the year before that ✅ People sporting a different hat every day of the event? ✅ Several meaningful introductions made that we'll keep in touch with? ✅ But more than all this - whilst a lot of studios and publishers will measure ROI by looking at the cost of attending the event and seeing the data off the back of it (as important as this is) - let's not undervalue>>>>>>>>>>>>>> The energy we take from it, and bring back with us 🔋 The connections we make that remind us of the industry we love so much 🤝 The subsequent uplift in focus, happiness and positive attitude it brings to all of us 🌞 What a great reminder of the best industry on the planet! 🌍
862 Comments -
Hannah K.
In today's little bit of progress, we're working with a little bit of music and setting up some Enemy Animation Blueprints- just with patrolling and idling for the time being. These are called Agonized Hunters and probably for good reason. Lore is so fun to come up with, by the way. I suppose all the stories I started to write even as a kid should've been a grand sign towards my liking of storytelling, but I definitely know about it now. I thought it would be a nice touch for the light to turn red/add in some invincibility frames when the player comes in contact with them, as well as adding in a sliiiight distinction between the breakable platforms and the ones you can walk on regularly. On a semi-related note, something I only learned fairly recently: the Nav Mesh Bounds Volume in Unreal only registers traversable ground. That's why it's only the ground that turns green when you preview it and not the air that the volume may also be in contact with. If you're working with flying enemies you won't want to rely on those or the functions related to them (like GetRandomReachablePointInRadius and co.), since they will bring those flying guys right to the ground at best. You'll want to look into the Math function RandomPointInBoundingBox instead. ✨
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Sakshi Kolhe
GFG 160 Days of Learning & Problem Solving streak 🔥Day#6/160 Challenge Tackled on Day 6: You are given an array of integer arr[] where each number represents a vote to a candidate. Return the candidates that have votes greater than one-third of the total votes, If there's not a majority vote, return an empty array. Note: The answer should be returned in an increasing format. #gfg160 #geekstreak2024 #geeksforgeeks #womenintech #codingjourney
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Patryk Suchy
How I play video games with my non-gamer partner 🎮💑 (𝘚𝘭𝘢𝘺𝘪𝘯𝘨 𝘥𝘦𝘮𝘰𝘯𝘴 𝘵𝘰𝘨𝘦𝘵𝘩𝘦𝘳 𝘴𝘪𝘯𝘤𝘦 2017) So, Vessel of Hatred just dropped. Since Diablo is our go-to game, I've got some hard-earned wisdom from years of roaming the Sanctuary together. 𝗗𝗼𝗻'𝘁 𝗿𝘂𝘀𝗵. I'm all about the endgame. I would just storm through the initial stage, but I let my gf take the lead. I don't need to optimize for every 0.5% of damage. I'm just enjoying slaying demons 𝘵𝘰𝘨𝘦𝘵𝘩𝘦𝘳. 𝗣𝗮𝘁𝗶𝗲𝗻𝗰𝗲 𝗶𝘀 𝗸𝗲𝘆. She can ask, "Where do I heal?" and "Where do you click to get on the horse?" as many times as she needs. Not everyone is used to playing games. She might have forgotten how the controls work, so I'm just being helpful. 💡 𝗥𝗲𝘀𝗽𝗲𝗰𝘁 𝗵𝗲𝗿 𝗽𝗹𝗮𝘆𝘀𝘁𝘆𝗹𝗲. I don't freak out when she's building a character as she likes. Just because I wouldn't play that way doesn't mean she isn't having fun. 𝗟𝗶𝘀𝘁𝗲𝗻 𝘁𝗼 𝗵𝗲𝗿. If she says after 30 minutes that it's enough, then it's enough. Games can be overwhelming. I'm very used to playing Diablo and half the time I'm just looking at the health bar and CD on my skills because I have no clue wtf is going on the screen. Honestly, I'm writing this down more as a reminder to myself. While I'm casual, I do like to optimize every damn 0.05% of damage I can get! 😅 But at the end of the day, I'm just grateful to have a partner willing to enter the Burning Hells with me. That's the real mythic unique loot. (Terrible joke, I know, even I cringed.) Thanks for coming to my TED Talk. 🎤 Fellow gamers, how does it look at your households? What would you add to this list? 👀
3610 Comments -
Graham Smith
Over the past few weeks, I’ve been working on a game design document for a new DLC chapter for Elder Scrolls Online called Conquest. I wasn’t asked to do this—honestly, I doubt anyone at ZeniMax Online Studios even knows I exist, haha. But I’m passionate about the game, having played since beta, and with my background in game development, albeit as a lead 3D artist, I felt inspired to create something that could enhance the player's experience in an impactful and meaningful way. ESO’s PvP system is incredible—some of the most engaging combat since Funcom's Age of Conan—but two major issues stand out: Lack of PvP zones and options: Outside of Cyrodiil, Imperial City, and Battlegrounds, there’s a shortage of varied PvP content. The potential for expanding the system feels huge but underutilized. Conquest introduces a new (optional) PvP zone (In Hammerfell) where players can flag themselves for world PvP (on and off switch while in town), inspired by Blizzard Entertainment's Diablo 2s' hostile mechanic. It’s an optional experience that brings new incentives for both solo players and guilds to participate in PvP. This isn't meant to be a quick fix, but rather a revitalization of the existing systems, giving guilds more reason to engage together, and providing meaningful rewards for PvP participation. One of the core focuses of the design of this DLC chapter is to incentivize group play—especially within guilds. Guilds often have limited in-game reasons to interact beyond chat and trading, and running a trial (raid). My design offers new systems and incentives for guilds to run content together, utilizing existing mechanics like the Housing system to create features such as Guild Halls that further encourage community-driven gameplay. I know ZeniMax’s team is full of incredible talent with no shortage of amazing ideas. Conquest is simply a labor of love, aimed at addressing some of the game’s current issues, and introducing new, exciting content. I now release the document with the hope that they see value in it. Please be kind, I haven't shared my work with anyone before. Thank you for your time! https://lnkd.in/e3gfr2g9
101 Comment -
Joe Minton
I just left a video call with yet another game studio executive trying to navigate having secured initial funding and now running out of cash with a potential closure of their studio looming. In addition to sadness, I can’t help feeling as though both the investors and the studio headed down an unnecessarily dangerous path from the start. Investors can play a critical role in the success of a game studio by providing capital and expertise. However, applying traditional investment models may cause developers to pivot from best practices in order to secure the investment. The unintended consequence is that risks can be added instead of mitigated, and it is important for both parties to navigate together carefully to avoid common pitfalls. Examples of these risks include making a game larger to increase potential returns, hiring a big internal team to maximize enterprise value, setting unmovable deadlines to keep the dates of future returns in place and, as faced by the studio I just spoke with, providing only initial funding. These decisions may lead to a riskier project to manage and one that is not attuned to the challenging reality that finding fun cannot be promised by a given date. Starting full production too soon is a recipe for the studio to risk cost overruns while piloting a battleship when the agility of a speedboat is still required. Without a clear funding path, a studio can end up burning investment capital intended for development on pitching and demos. Games are not well suited to ‘build ten things fast, expect nine to fail and one to skyrocket’. They need to be nurtured by oversight which advances step by step towards success. This doesn’t mean a game should be finished at all costs, it just allows the investor and developer to pull the plug on a project that is not coming together before full production, so that the team can focus on the next opportunity while there is money left in the bank. The good news is that digital games sell forever, and game franchises are strong platforms to build upon with sequels and additional content. For investors open to long term cash generation, games are a great match. If a fund has a maturation date, successful IP can be sold based on future revenues. Fundamentally, rather than pressing for a quick home run, the most consistent returns come from supporting quality studios making games iterated through feedback from the team, testing with consumers and learnings from the industry. This approach lays the groundwork for developing “singles and doubles” into powerhouse franchises. The greatest investor impact comes from adapting fund structures and return models to account for development best practices. Success hinges on a strong partnership of developers and investors together forging new ground that is aligned to the unique dynamics of the game industry.
43888 Comments -
James Finlayson
The Art of Appointment Mechanics in Gaming 🎮⏰ Lately, I’ve noticed a trend: fewer games are intentionally using appointment mechanics, opting instead assuming that more familiar timer mechanics like limited events or daily login calendars will do the trick to keep players engaged. Have we lost the elegant art of getting our players to think about our games even when they’re not playing? 🤔 What are Appointment Mechanics? Essentially, these are game systems (often tied to timers) that encourage players to return after specific intervals. They act as habit-forming tools, integrating games into players' daily routines. Different audiences respond to different timing gaps, making it a nuanced art. 🎯 While many associate appointment mechanics with simple push notifications that nudge players to get back into the action, this is just one small part of what well thought-out appointment mechanics can do for your game. The real impact comes when these basic mechanics are paired with CONTEXT and GOAL-SETTING. 🌟 ✨ Imagine getting a player to not only return to your game when you send them a reminder, but to have them constantly thinking about what they will do next in your game when they do come back, whether that be: reaching new milestones, unlocking specific rewards, or just anticipation for another exciting session. A Few Personal Favourites: Clash Royale: The dynamic chest-cooking mechanics were revolutionary when this game launched. Players found themselves strategically planning their day around min/maxing these chests, even coordinating it with lunch breaks (or bathroom breaks) to ensure there was always a chest in the process of opening! 📦🕒 Shop Titans: Truly a master class in appointment mechanics. The game’s foundation lies in utilising these mechanics to fulfil the fantasy of owning a shop in an RPG. Players are constantly plotting their next craft and excitedly returning to collect completed gear. The game even ramps players up to longer breaks between sessions, initially getting players to return every minute or less. This is a great way to form a habit! ⚔️🏗️ Are appointment mechanics still on your radar when designing game experiences? How do you incorporate them effectively? I'd love to hear your thoughts and any examples you might have! 💬 #GameDesign #PlayerEngagement #Gaming #MobileGames #VideoGames #GameDevelopment #PlayerMotivation #GameMechanics #Innovation #HabitForming #TimelyReminders #GamingCommunity #GameTrends
96 Comments -
Dan Thomas
Lots of people changing jobs or on the hunt at the minute. Some useful tips to be mindful of from Amanda here. Even though you'll understandably be focused on landing the new role as smoothly as possible, these aren't unreasonable expectations at all and much easier to tackle up front than to deal with after the fact.
162 Comments
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