In this 2018 GDC session, Vicarious Visions’ Jeff Stewart shares the practical techniques that have guided tools and workflow development at Vicarious Visions, drawing on examples from their own tool-chain as well as others that inspired them.
Game development is getting increasingly complex every year, and it has become more important than ever to improve iteration times. To this end, it is crucial to invest in producing better tools for content creators that focus on accomplishing their goals. In this talk the speaker, Vesa Paakkanen, will share how the tools team at Remedy Entertainment shifted the tools design process from implementing separate components for individual problems to focusing on complete workflows and context-sensitivity. He will share how the team designed the tools framework to accommodate this design and how it both improved the user experience; and significantly improved the reusability of the underlying code, allowing new workflows to be rolled out faster than before.
Session Name Build Great Tools: Workflow Guidelines from Vicarious Visions Speaker(s) Jeff Stewart Company Name(s) Vicarious Visions Track / Format Programming
Another crates from Crash 4. They work exactly the same, I think.
The eighth instalment in one of Activision’s most beloved franchises, Crash Bandicoot 4: It’s About Time, is an homage to the original trilogy and direct sequel to the third instalment ‘Warped’ released back in 1998.
Launched in October 2020 on PLAYSTATION 4 and XBOX One, independent creative agency, Five by Five, developed attention grabbing digital assets spanning display, social and video to achieve pre-orders and sales.
The team created in excess of 2,000 assets across 25 markets in just 10 days from brief to delivery, including three different video iterations and a digital stadium banner for the Brentford FC vs Fulham match.
Ad placements were produced for publishers including IGN, Twitch, Spotify, Gamesradar and Amazon to name a few and were managed using Five by Five’s proprietary digital display platform, Oceanview.
The campaign continues to evolve with game reviews being added to the HTML creative as they come in.
Today, in Europe, is the anniversary for a game that’s highly beloved, even by those who called it a “rip-off of Mario Kart” at best, it’s a solid, memorable and a great kart racer that puts the franchise on the spotlight not just for the trilogy but also for some multiplayer fun. This one spawned two more console kart racers and a dozen other mobile kart racers, had its own set of merchandise and even has a dedicated community for netplay multiplayer, because why not?
Besides, it recently received a remake deluxe under the name of Crash Team Racing Nitro-Fueled, with content from CTR, Crash Nitro Kart, and Crash Tag Team Racing, and on top of this, dozens of stuff, with online, some new features, and more content coming from monthly Grand Prix Seasons.
The game in Europe has now reached its 21st anniversary, which was released on Wednesday, October 20, 1999, has a Metacritic score of 88 on the PlayStation.
violin played by yours truly.
Yes, I was inspired by Crash 4.
They don’t work perfectly yet, but they can spawn normal crates.
The countdown timer also can be changed.