“Ricky was a valuable contributor to a software project that was widely used by Sony's game studios. He helped develop many of the components and led the design of a complex Hierarchical State Machine Editor. His special superpower is working closely with end users to understand their problems and make the technology work for them.”
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Honolulu, Hawaii, United States
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Experience & Education
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KOMODO Co., Ltd.
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Explore more posts
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Brandii Grace
Look what I found for sale on a game assets website: If you're going to sell your terrible AI assets, can you at least remove the EXTRA LEGS first??? 😂 As obvious as *these* assets are, there were plenty of assets on that site that were NOT so obvious. It's going to be increasingly difficult for creators to know if assets they purchase/license/download are made with AI or not. This is why I'm uncomfortable with AI "tags" and "bans" being imposed on games...especially without guidance or context. I don't want to see some indie team have to take down the dream game they've worked on for 5 years because the asset store sold them an art pack that may have included AI-generated textures. 😰 #gamedev, #gamedesign, #art, #AI
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10 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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Alexander Rehm
So sorry to hear about layoffs at Modern Wolf, with 6 staff members being affected. The news broke last night, with my former CA colleague George Willard posting the news, as well as providing information about those also laid off to support re-hiring as quickly as possible. You can find that here: https://lnkd.in/eEXWSgNQ To those impacted by these layoffs, please find a comprehensive list of resources, below: 🥇First, Discipline Games Jobs Resources: Over the past weeks I have created 9 (at time of writing) Games Jobs Resources to find jobs in a wide range of disciplines: 🎨 Art, Animation, VFX and UI: This resource contains around 1,200 jobs worldwide across all links. Link: https://lnkd.in/eu2bjadW ⚙ Engineering and Programming This resource lists just over 1,900 jobs worldwide across all links. It also talks about interview tips and questions to practice. Link: https://lnkd.in/etPj22BE 🕹 Quality Assurance: This resource lists over 450 QA jobs worldwide. This post also talks about the craft of QA and contains tips and interview practice. Link: https://lnkd.in/dwwVjZuc 📑 Game Production: This resource lists around 400 jobs worldwide. It also contains info about game production as a whole and GDC talks. Link: https://lnkd.in/gxDvFM-Z 📢 Marketing & Community: This resource lists around 400 jobs worldwide. It also gives an intro into game marketing and community management. Link: https://lnkd.in/e5MuViug 🎶 Audio and Sound Design: This resource lists around 190 jobs worldwide. Link: https://lnkd.in/eSkPSsWf 📠 Studio Support, HR, Recruitment and BizDev: This resource lists around 290 jobs worldwide. Link: https://lnkd.in/ePG57_7v ⚙ IT, Helpdesk and DevOps: This resource lists around 140 jobs worldwide. Link: https://lnkd.in/e8ZsuiZh 🎮 Game Design: This resource lists around 480 jobs worldwide. https://lnkd.in/dCv_hQXv 🥈 Second, the Ultimate list of Video Games Career Resources: This should be your one-stop shop for all information. My dear friend Amir Satvat maintains these documents, he is a legend for doing this - please check them out: https://amirsatvat.com/ 🥉 Third, If you have worked in publishing, please message me. I am looking for quite a few roles right now! ⬅ 🎖 Finally, do not give up. Ever. No matter how dark things may look right now, I KNOW you will get through this, you have got this! 👊 Remember you are not alone. If you need help, advice, or even an ear to listen, we're here for you. Always! ➡ A request to my community, please can I ask you to repost this post to your colleagues and friends, so that we can get as many into jobs as possible! And please comment if you or your studio are currently hiring - let's help each other! Much love ❤️ #layoffs #gamesindustry #jobsingames #modernwolf
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1 Comment -
Mayank Grover
Sumo Digital announced a 15% cut in its workforce, roughly impacting 250 individuals. Among these 250 individuals was the team of Timbre Games, which also confirmed that the studio was being shut down. Timbre Games was founded in 2021 and made a part of Pipework Studios. Although Timbre had yet to launch any games, its website indicates that it was in the middle of two game projects. Unfortunately, game developers face more loss than the parent company when something like this happens. Who knows how Timbre's team might be coping after putting in millions of efforts to build the games and losing everything in a single blink? In their support, this is list 2 of some of the Timbreeos who were impacted by the closure. Every bit from the community counts, so requesting you all to help this reach recruiters and game studios currently hiring. Sophie Mallinson — In 2017, she was Arkane Studios' (Lyon) Narrative Designer who worked on Dishonored: Death of the Outsider and Wolfenstein: Youngblood. By 2019, she had become a Principal Narrative Designer for Arkane's Deathloop. It is quite interesting to note that after Arkane, she went on to work for EA on Star Wars and later for EA's own studio - Maxis Studios on The Sims Series. Nadia Lohan — With over a decade's worth of experience in Production, before Timbre, Nadia was a Producer at Blackbird Interactive and worked on Minecraft Legends. Notably, she has experience in the VFX industry and coordinated for blockbusters like Mulan, Guardians of the Galaxy, and Maleficent. Vivek Ramkumar — Here's a talented Game Designer who has worked on titles like Sleeping Dogs and Tryst, built his own first-person indie game, and has experience in LiveOps Design. Prior to Timbre, he was a senior Technical Designer for Relic Entertainment. Gerritt Turner — Before Timbre, Gerritt worked at Wizards of the Coast on a lot of Magic: The Gathering's writing, designing and overall creative. They even have an experience in Brand Writing for Hasbro. Yuliia Bocharova — Prior to Timbre, she was a Lead 3D Artist for Blackbird Interactive and worked there for 3+ years. You should check out her ArtStation portfolio: https://lnkd.in/gKEwykG5 Vincent-Gabriel Canadian — A talented VFX Artist who has worked for Studios like Frima, Behaviour Interactive, and Nesting Games. Vincent specializes in real-time VFX for video games! #layoffsupport
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4 Comments -
Amir Satvat
Friends, In an effort to adapt and grow with our ever-changing community, I have realized that we can do better in supporting those struggling to find their place in games. Together with Hailey Rojas and Desirée Rincón, we have refined what is to become our brand new, 16th resource on AmirSatvat.com: Hailey Rojas' #opentonetwork, her amazing passion project. This is different from our community coaching. It is meant to be our lightest touch and easiest access peer-to-peer connection point within the community. There is no expectation of a coaching conversation, but simply that you want to connect with someone and get to know them better on whatever terms you want. As a student herself, Hailey has experienced firsthand how intimidating building connections can be when starting out. This has been a passion project for Hailey, and she has already enrolled hundreds of people. Therefore, if you are currently #OpenToNetwork, I encourage you to join the nearly 400 individuals who are actively looking to strengthen their networks. This will go on AmirSatvat.com under Category 6: Community Voice. https://lnkd.in/dynRXCV9 This is not community coaching. For those formalized programs, please enjoy the four resources under category 2 at amirsatvat.com: https://lnkd.in/dQVT4U4y These resources are not mutually exclusive and I encourage you to explore both #opentonetwork and our community coaching. If you want to sign up, you can do that here: https://lnkd.in/e4X92puw To view the list of people #opentonetwork, please go here: https://lnkd.in/e9AvBNJx In a world where the power of connections is more potent than ever, it is never too late to introduce yourself and share who you are, without fear of being judged. Once again, I would like to thank our community for their constant support as we continue to improve the quality of resources offered. Finally, I would like to offer a huge thanks again, and again, and again, and again to Desirée Rincón, Amir Satvat's Games Community's Head of Design and my dear friend, for another masterpiece - god I love this one and isn't she just crazy talented? Hire this amazing human being please - you can ping her directly on LinkedIn! All the best, Amir
79
12 Comments -
Raphael van Lierop
I'm a massive Fallout fan. Going back to Wasteland, then the original Interplay Fallouts (FO1, FO2, Tactics), and into FO3 (still the best in the series, IMO -- don't waste your time talking to me about NV), etc. I've talked a lot about how FO3 was a big inspiration for TLD. So know that I am as big a fan as probably can be. I was really interested to hear from both gamer and non-gamer folks in my social circle who really bounced off of the Amazon series, due to what they described as the "extreme violence". This includes people who are fans of the game, and people for whom the TV series is their first entry point into the IP. I've only seen the first episode so far, but I have to say...I agree with them? It's very clear that Nolan/Joy are huge fans of the IP, and I know the show was developed under the watchful eye of Bethesda, as it should be. But IMO, they really missed the mark on the depiction of violence. It's massively overdone and 100% unnecessary. And I think it speaks to the challenges of adaptation from interactive to non-interactive media. Over-the-top violence is a hallmark of the Fallout IP, no question. Actually, I think it's fair to say that "OTT" is really the core pillar of the Fallout IP in general. There's a huge wink behind everything in the game. And you accept it, because you're the one pulling the trigger. You're the one choosing the "Bloody Mess" perk so you can see enemies literally explode (which I have to assume is an homage to Wasteland, and the "___ exploded like a blood sausage..." combat description). But this stuff just does not translate well to linear media. When we are playing games, we are immersed in those worlds, and we don't stop to think of how brutally violent we are in them, how casually we dispatch hundreds or thousands of enemies during the course of completing a game. We are desensitized to it in the game. And it's ok, because we know it's not real. It's part of the magic, part of the covenant we have between ourselves and the game. TV isn't real either. But it's made of the "real world". Amazon's Fallout is not animated or 3D, it's live-action. It's made of pieces of the world we live in. We can see ourselves in this violence. As OTT as the IP is, and as successful as the show has been so far, I personally feel that they missed the mark with the depiction of violence. I think they have unnecessarily alienated folks who would have otherwise really enjoyed the show. (And yes, I know videogame violence doesn't translate to violence in the real world. I'm not talking about that.) I'll keep watching, but for me I wish Nolan/Joy and Bethesda had had the foresight to recognize that straight up adapting the level of violence in the game was not necessary for the adaptation to be successful. I don't think the game fans would have enjoyed it any less if the violence had been less graphic, and I think a lot of the folks who are newly discovering Fallout might have had a better experience with it.
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69 Comments -
Christopher Anjos🎗️
The Red Dead IP turns 20 years old. Development for Red Dead Revolver began in 2000 as a collaboration between Capcom and Angel Studios, previously known for their Nintendo 64 port of Resident Evil 2. The game initially focused on a SWAT team concept, but the setting soon shifted to the Wild West, a largely untapped genre at the time. Rockstar Games would go on to acquire the rights and tasking Rockstar San Diego, the successor to Angel Studios after its acquisition by Take-Two Interactive, with completing it. Despite having only nine months to rework the game, Rockstar San Diego transformed it into a more traditional Western experience. Red Dead Revolver's success set the stage for the Red Dead series, leading to the development of the critically acclaimed Red Dead Redemption in 2010. The sales figures of the Red Dead IP: ➤ Red Dead Revolver Lifetime sales: 920,000 units ➤ Red Dead Redemption Lifetime sales: Over 15 million copies ➤ Red Dead Redemption 2 Lifetime sales: Over 61 million copies Red Dead Revolver holds a significant place in gaming history, serving as the foundation for one of the industry's most successful franchises.
24
4 Comments -
Alexandra Takei
👥 Crowdfunding may be an untapped opportunity for video games. ❄ Frost Giant Studios executed one of the most successful Kickstarter campaigns ever. Tim Morten (Founder of Frost Giant Studios, Inc.) and Cara LaForge explain innovative approaches to crowdfunding and community building for their upcoming RTS game, Stormgate. ⁉ Crowd Financing vs. Crowd Equity (what do, how do?) 🎲 What are the rules of Kickstarter and best practices? 💰 Kickstarter stats (2021: $272M for board games, $24M for video games) 🏡 It takes a village: Stormgate’s investment in community, content creators, and multi-pronged marketing beats 🎯 Targets explained (how much to raise?) Listen to the full episode on Apple, Spotify, or YouTube in the comments! #gaming #crowdfunding Naavik Kickstarter
27
5 Comments -
Sebastian "Chosen1" Burton
I started Gold Standard Gaming in 2017 after recognizing a ceiling at my current job (which was Eleague). I didn't KNOW exactly what I wanted to do, but I had ideas and I had motivation. I knew A LOT of people in gaming culture because I had been to 50+ gaming events from.... MLG in Columbus to Final Round in Atlanta to Pax Prime in Seattle to E3 in LA. 🎮. 📷📸🎥🚈✈️ I knew I like connecting with people and helping. 🫱🏻🫲🏾 I knew I liked discussing marketing strategies.🎨📈 I knew I liked the hype surrounding events. 📢📢 I took those passion points and started an LLC. ✅ No funding, only... Pivots Persevering Pushing (And a lotta Ramen) 🤣🤣 In 2021 we got hot... In 2022 took off🚀🚀 and got our first 6 figure client Through our core values, which internally we refer to as "The Gold Standard" we just always try to treat all of our clients, products, stories and events like they are our OWN and when it comes to getting stuff done.... DO NOT take no for an answer. I couldn't have gotten this far without Marcus "Esports" Howard Kathryn De Shields-Moon, MFA Aishwarya Shinde Sanjay Yadav Adesoji Ige Shreya Singh This thread did pretty well on Twitter so I thought you might want to take a look. Hopefully, it helps you on your journey. 😎 #Esports #Entrpereneurship #Education #Gaming #Startup
81
20 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.
16
2 Comments -
Carina Kom
I am deeply saddened to hear about the layoffs at Timbre Games, Phoenix Labs, Popreach, ATA, and countless other studios. Let's address this together: gaming is a hit-driven business, and businesses are inherently designed to generate profits for investors and stakeholders. However, it is possible to balance profit with employee well-being, and we must actively strive for solutions that prioritize both. We have a lot of issues to work through and even more to work through later. So please do not forget one fundamental pillar of the gaming industry which seeks to delight gamers, because it can be done through positive relationships at work. This is not a critique of those serving as CEOs (which is an effing hard job and I empathize with you 😅), but a reminder of how the gaming industry continues to evolve as a powerful medium for expression and a significant generational influence. This influence extends not only through the stories we craft but also in how we treat our employees. Despite the challenges, we can and must do better. #GamingIndustry #CorporateResponsibility #GameDev #Leadership #Innovation
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Amir Satvat
Hi everybody, I'm very sorry to have heard that Traega Entertainment had to downsize most of its staff today, as reported in a post by its Game Director Tony Mann. https://lnkd.in/edhWamQ5 To those 19 gamers affected at Traega: 🔗 Please visit AMIRSATVAT.COM, our community's games jobs resources hub with 14 resources that will help you find work. These resources are free and updated regularly. 🔗 Resource 10 is our games org support posts. There you will find a template. If someone on your team can own populating that with information from individuals on your team, with their consent, I will get the finished product edited and out to the community, hitting 100,000 eyeballs. I have done 94 of these, working directly with games teams, and they are highly effective in increasing visibility. To our community: please do your part in making a difference. Some options include: -Spreading the word. Every reshare of this post is appreciated to raise visibility as to these situations. - Offer Support: While you certainly can do it through our community's resources (at amirsatvat.com we present 13 ways you can help), any advice lent, listening ear provided, or other support given is appreciated for those navigating these changes. - Join Our Movement: Become part of our network of volunteers at AMIRSATVAT.COM, providing support to our colleagues in the games industry. Together, our collective of over 84,000 people has enabled 1,700+ jobs and 29,000 community coaching conversations, and we're just getting started. More importantly, this network and its content seeks to provide a daily source of encouragement in this tough time. Thanks for stepping up for our friends at Traega, as outlined below: Character Art: Mike Waver Daniel Gallagher Concept: Dan Carpenter Environment Art: Andrew Baker Cutlar Nordyke Animation: Derek Zivolich Tech: William Harvey Brian Gordon Design: Ken Eland Alexander Loughran UI: Michael Scala Engineering: David Ollman Simon Barker Benjamin Miles Kirk Sexton Production: Karrah Yanta Business Operations: Mike Dixon QA: Chad Finley Troy Way
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2 Comments -
Amir Satvat
I am sorry to report that Flaming Fowl Studios (Gloomhaven) laid off over 20 staff yesterday, as reported by GamesIndustry.Biz. I appreciate everybody's reposts to get the word out and so employees there can know of and use our resources. Hopefully we can also get Games Org Support Posts going for them, which have proven to be highly effective in getting affected gamers into new jobs. To those gamers affected at Flaming Fowl Studios, we have a wealth of always-free community homes and resources to help you: 🔗 Please visit AMIRSATVAT.COM, our community's games jobs resources hub with 15 resources that will help you find work. These resources are free and updated regularly. 🔗 Please consider joining our Discord Server, with nearly 1,000 members in just 48 hours of existence, a live extension of our community resources: https://lnkd.in/e2tyvpWv 🔗 Resource 10 is our games org support posts. There you will find a template. If someone on your team can own populating that with information from individuals on your team, with their consent, I will get the finished product edited and out to the community, hitting 100,000 eyeballs. I have done 95 of these, working directly with games teams, and they are highly effective in increasing visibility. To our community: please do your part in making a difference. Some options include: -Spreading the word. Every reshare of this post is appreciated to raise visibility as to these situations. - Offer Support: While you certainly can do it through our community's resources (at amirsatvat.com we present 13 ways you can help), any advice lent, listening ear provided, or other support given is appreciated for those navigating these changes. You can also offer help on our new Discord server. - Join Our Movement: Become part of our network of volunteers at AMIRSATVAT.COM, providing support to our colleagues in the games industry. Together, our collective of over 85,000 people has enabled 1,800+ jobs and 31,000 community coaching conversations, and we're just getting started. More importantly, this network and its content seeks to provide a daily source of encouragement in this tough time.
97
1 Comment -
Bill Young
This is just the 12th installment of OMY@C...and I'm already phoning it in. I mean that literally...this is a scheduled post. Why? I'm camping. Will I return? 🤷♂️ Aside from maybe a lack of timeliness this week, it likely won't really matter. My usual process is quite simple: 1) Think something and type it (not always in that order). 2) Spend ~3 minutes editing for typos...try to make sure I didn't say anything that will get me fired or cancelled. 3) Hit post. It's my version of authenticity. If I take too long to compose something, it loses flavor. If I edit it too much, eventually it will be boring. I like to think of it as removing myself from the creative process...if that makes sense. OMY@C 🚶♂️ 🏃♀️ Spatial Awareness - Possessing a lack of it...might just be my ultimate pet peeve. It's not even a pet...it's a predator peeve. Dudes...what the ever-loving hell is wrong with you? MOVE. Costco, airports, sidewalks, escalators, the coffee machine in the kitchenette at the Amazon office...two words: OTHER FRIKKIN' PEOPLE. We're all in this together...well, I'm in it together. You're oblivious. Shape up. What does this have to do with video games? ...nothing, probably. It's not my fault you chose to commit to reading this nonsense. You've done this to yourself. Moving on... 🍄 🧟♀️ The Last of Us (HBO) - Showrunners Craig Mazin and Neil Druckmann have said that they think the storyline from LoU2 could take 3 seasons to tell. GOOD. My only complaint about Season 1 was that they ripped right through the story. Season 2 is only going to have 7 episodes...inferring 21 total episodes for the Abby arc. Works for me. 🎮 👊 Multiversus Is Back (Player First Games, Warner Bros. Games) - I played it the first go-around, and it was a lot of fun making Velma whoop Batman's ass. It went back into dev for a spell, but the F2P fighter is back. Tom, Jerry...Rick, Morty...It's an IP-splosion in there, kids...have at it. ✍ 👫 Other People - Don't worry, this is not a reprise...I just thought...since I didn't really add much to your feed this week, I'd point you toward 3 folks who put actual thought into what they post: Ben Sarraille - Ben's posts just keep getting better and better. He's a thoughtful writer mostly covering UGC gaming and the creator economy. Always worth clicking "more" on Ben's posts. Sergei Vasiuk - I can't imagine any of Sergei's posts took less than many hours to put together. He's the anti-Bill. Day-jobs as the Director of Live Ops at Wargaming...moonlights as a very insightful LI poster. Slow it down, Sergei. Lizzie Mintus - You should really watch her interviews...just in the last few weeks she's posted talks with Alyssa Padia Walles, Bill Roper, Sarah Anderson, Perrin Kaplan, Jeri Ellsworth, Jen Donahoe...all great. ...Follow'm. I won't see (or as a result, respond, obviously) to any comments until Monday...so have at it. See y'all next week...unless the Squatch gets me.
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10 Comments -
Kenn White
I get to work with some very talented people on my team here on DC Universe Online, several of whom worked for years at Cryptic Studios on Star Trek Online. So naturally, we have a lot of great quotes to pull from both franchises. This morning, one of those quotes came up again and reminded me of how many people are agonizing over rejection emails they're getting right now. Having just interviewed several fantastic people for a role I opened here, I know nearly all of them are about to get a rejection email from us. I want you all to know something: it's not because you necessarily did ANYTHING wrong. You could have done everything right, but still lost out. Your qualifications and references were enough to get you on a call with a hiring manager like me in the first place. You got to speak with members of my team and while not all of the feedback may have been perfect, I assure you that no one we hire ever gets by unscathed, either. So yeah, as Patrick Stewart reminds us in his role as Captain Jean Luc Picard, “It is possible to commit no mistakes and still lose. That is not a weakness; that is life.” Don't get caught up in what you could have done differently. Don't agonize over minute details, inflections in your voice, if your facial expression wasn't genuine enough, if your answer was too rambly - you may not have made any mistakes at all, honestly. Someone else just matched the specific team fit slightly better, or had slightly better experience in a slightly different area, or scored in some other category just slightly better. It's possible to commit no mistakes and still lose. Get up, brush yourself off and as we're told... Leave your hesitation and your self-doubt behind. You've got more calls to prep for and one of these days, it's going to be you who ends up scoring just ever so slightly better in a category or two. And here's the real secret - you'll invariably make mistakes on the interview you finally nail, anyway. #gameindustry #getbusyliving #youvegotthis #opentowork #hiring #boldlygo
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2 Comments -
Brooke Van Dusen
Negotiating Service Contracts Service contract negotiation is a bit of an art form. Especially in games, nearly every project has some unique aspect that requires special consideration. As a result, each transaction takes on a slightly different shape. However, there’s one practice I keep seeing over and over again from buyers that consistently works against them: Demanding a concession on price at the tail end of a negotiation. This generally happens at the very last minute, when signatures are expected after months of meetings, interviews, proposals, audits, and contract negotiations. The reason it happens so often is that, most of the time, it ‘works.’ Service providers begrudgingly say yes, saving the buyer 5% or so. After all, at this point in the process, the provider feels like their choices are either to proceed with the project or lose it entirely. Deal fatigue is also a factor that usually works in the buyer’s favor. But let me tell you this: in service agreements, these unnegotiable last-minute price cuts are never worth it. Sure, you’ve shaved a couple of percentage points off your budget. It looks good in the short term—you’ve saved your company some money, which could be a nice line item in your upcoming performance review. But those few points cost you dearly. You just turned what was going to be an exciting new project into a cut-rate job. For contrast: by accepting the provider's bid, you also accept a promise from them that they will deliver outstanding work. If you cut the rate, you break that promise. You’ve undermined whatever trust you’ve built throughout the procurement process. Luckily for whoever negotiated the contract, they probably won’t have to deal with the fallout. The difference in these scenarios usually doesn’t become obvious until the project’s final stages—the polish, the final bugs, the crucial finishing touches. It’s here, when you’re making a big push to deliver, that your provider’s focus will instead be on exiting the project as quickly as they can, motivated to recover as much of the price cut as possible. If you had accepted their promise of an excellent final product, they would have no excuse. Their reputation is on the line. Maintaining goodwill in all your partnerships is worth far more to your overall project than a few percentage points. After all, who is going to go to bat for you when things get tough? Ultimately, I think this tactic is simply lazy. There are plenty of ways to negotiate better pricing that does not undermine trust. If it turns out you need to reduce the budget, be forthcoming with the provider and look for other areas where you can be flexible. Be creative, and spend time working alongside your future partner in good faith to come to a mutual plan of action. You both have the same end goal in mind.
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1 Comment -
Jon Radoff
Neat chart by Jack Soslow - AR/VR revenues rival those of the creator platforms currently getting a ton of attention (and valuation). This isn’t exactly apples to apples but interesting to see the developer payouts have become substantial in spatial computing. (Also a lot less competitive for get a share of the pie in VR)
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2 Comments -
Jamy Nigri [he/him/his]
Excited to reconnect with my gaming family at the upcoming event! If you’re attending, let's catch up! Now, a bit about my professional focus: Developers - Expert back-end development for smooth gameplay - Co-dev partners with credits from top games like CoD - Business advice on self-publishing vs. platform distribution - Cross-platform solutions for friends lists, leaderboards, achievements - Hybrid on-prem and cloud infrastructure for global deployment Publishers - Expanding Steam distribution to over 130 other stores AI Enthusiasts - Discussing all things AI - Reimagining performance marketing, influencer strategies, IRL-to-TikTok content, and community insights - Comms writers who need real-time social media context, especially on TikTok and Twitter (X) Licensing Experts - Developers for projects suitable for your IP - Kids game authentication modules for age/gender verification, looking at Hasbro & Mattel CEOs - Honest discussions about your business model (ARR vs. project-based revenue) Creative Media Agencies - Using AI to streamline social media departments - Crafting authentic brand collaborations (think Burger King & Stevenage Football Club) Ad Networks - Navigating IDFA changes with AI, LLMs, and social networks - Creating custom segments based on current IRL conversations Telecom Companies (BT Group, stc) - Integrating games into communities with PII benefits - Restoring eCPMs for F2P games through data enrichment and AI LLMs Monetization Experts - Exploring IRL-to-virtual and back again monetization strategies - Innovative ways to monetize virtual worlds, including IRL extensions Sherry Cask Scotch Enthusiasts - Finding and enjoying the best in Malmo Cigar Aficionados - Same as above! Consulting Models - Balancing professional life with family priorities Roblox x Fortnite x Meta - Discussing the potential of core gameplay in Roblox & Fortnite and meta-games on Meta Looking forward to meaningful conversations and some great cigars!
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3 Comments
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