Lego Master, Cat Whisperer, Gaming Ninja

Istanbul
Joined October 2008
Terrain and Map Generation Using AI: The map and terrain in the first video come from my original pipeline: I gave Opus 5.5 1-2 concept images and converted them to terrain. The output in the second video has a completely different pipeline: 6 different concept images and material references. Chunks of map concept were fed into Tripo AI to generate reference objects and topography for map regions. Opus 5.5 gathers concept images and 3d reference outputs from Tripo. The terrain build concept; including material usage, topography, and map decoration density, is decided. Opus creates all the materials, terrain formations, and decorations in Blender.
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Project: Halcyon - Superweapons have arrived. The features in my RTS project are almost complete now. The tech tree is fully functional, with 4 branches you can choose from and upgrades that unlock powerful weapons. Here's how the animatter beam works.
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Burada konuşulmayan kısım şu. BioWare eski BioWare değil. Bu sadece BioWare'e özgü bir şey de değil. Blizzard ve Bungie gibi birçok oyun stüdyosunda bizim sevdiğimiz oyunları yapan insanlar yavaş yavaş dışlandılar. Eğer aranızda eski oyun direktörlerini ve tasarımcılarını takip edenleriniz varsa, neredeyse hiçbirinin artık bu stüdyolarda çalışmadığını göreceksiniz. Politik dalgalanmalar sonrasında, bizim ülkemizde olduğu gibi, kutuplaşma her iki tarafta da uçlarda yaşayan gruplar ortaya çıkardı. Problem, Amerika'da toplumun %1'ini oluşturmayacak insanların temsil edilme bahanesiyle yavaş yavaş oyun stüdyolarında iş bulmasıyla başladı. Daha sonra bu kitlenin, kendileri gibi politik konularda aktivist olan benzer görüşteki insanları şirketlere doldurmaları, oyun şirketlerinin maalesef içini boşalttı. Politik olarak ortada duran ya da sağcı olan sektörün tecrübeli çalışanları da, yaptıkları katkıya bakılmaksızın, şirketlerin dışına itildi. Sonuçta hem yaptıkları işte iyi olmayan, hatta topluluk yöneticisi gibi pozisyonlarda olup kendini oyun geliştiricisi olarak tanımlayan ve sağa sola yargı dağıtanların bu şirketlerde söz sahibi olmaya başladıklarını gördük. Böylece oyun yapma, hikaye diyalog yazma konusunda çok sınırlı tecrübesi olan, ortaya koydukları içeriği kendi terapi seanlarındaki dışavurum ile karıştıran, mevcut politikalara karşı nefretlerini haykıranların, çıkardıkları oyunlarla karşı karşıya kaldık. Pandemide yaşanan kapanma sürecinde de dijital tüm içerik satışları arttığı için bu değişim finansal açıdan da pozitif algılanıp sermaye sahipleri tarafından da ciddi şekilde desteklendi. Bugün gereğinden fazla büyük 100-200 milyon dolar gibi saçma sapan bütçelerle yapılan vasat oyunlar sonrasında patlayan işler sonucunda işinden olan birçok oyun geliştiriciyi ve kapanan stüdyoları seyrediyoruz. Burada "ohh kapandı" diye sevinen tipler de sektörün bütün halinde zarar gördüğünün, finansal olarak güven kaybettiğinin ve kaliteli iş yapan insanları da iş yapmalarının zorlaştığının farkına varmıyorlar. BioWare gibi bir şirketin kapanması, neresinden bakılırsa bakılsın, iyi bir şey değil. Tavsiyem, en azından hem bu süreç boyunca hem de kapanmalar sonucunda dışarı itilen insanları takip etmek ve onların çıkardıkları bağımsız oyunlara ya da yeni kurdukları oluşumlara destek vermek olacaktır. Mass Effect ekibi mesela Exodus adında bir oyun yapıyor. Casey Hudson KOTOR'un devam projesi için yeni bir stüdyo kuruyor. Bunlara göz atın, takip edin; eğer en azından eski tarz oyunları yapmayı başarabilirler ve finansal olarak da başarı elde ederlerse, ibre tekrar oyuncular yönüne geri dönebilir.
"Bioware'i Bioware yapan şey neydi, insanlar neden seviyordu?" derseniz cevap bence oyunlardaki o yargılayıcı olmayan karanlık hava, "herkesin pis bir tarafı var" tonu, ahlaki grilik, alignmentlar, karakter gelişimleriydi. Sonra ne oldu? O insanların sevdiği ahlaki gri alanlar, karanlık hava, "herkesin pis bir tarafı var" tonu gitti yerini sıradan, ahlaki öğüt veren ve ucuz propaganda yapan, parlak, basit, yapay gelen klişeleşmiş bir yapı aldı. Kimsenin kimin eşcinsel olduğu ile, güçlü kadın savaşçı olduğu ile, kimin zenci büyücü olduğu ile derdi yoktu, bunlar 2000'lerin başında NWN'de de vardı, Star Wars'ta da vardı. Ama çiğ propaganda değildi, hikayeye entegre ve doğal bir haldeydi. Eskiden karakterler tepki almıyordu çünkü savaşın, binbir türlü derdin içinde çıkıp ergen gibi kimlik krizlerini uzun uzun anlatarak "Ben propagandayım kanka." diye bağıran lüzumsuz ve itici gelen diyaloglara girmiyorlardı. Bunlar zaten güçlü karakterlerdi, güçlü karakter olmanın gereğini yapıp hikayedeki rollerini oynuyorlardı. Olması gerektiği gibi. Ve insanlar tüm o karakterleri oldukları gibi sevdiler zaten. İnsanlara itici gelen şey karakterlerin kimliği değil, alttaki videoda görüldüğü gibi, oyunun akışı içinde güçlü olması icap eden karakterlerin üzerinde çok eğreti duran, aşırı yapay gelen diyaloglar. Yoksa aynı kitle, güçlü kadın Aribeth'le de, zenci spymaster Aarin'le de romantizm opsiyonlarını yaşadı 2000'lerde. Lezbiyen Juhani'ye kimse dırdır etmedi. Kimsenin derdi kimliklerle değil, geçiniz o fobik mobik ithamlarını. İnsanlar şu altta görülen alakasız yapaylığı sevmiyorlar işte. Böyle bir savaşçı karakter yazımı olmaz. Şirketlerin artık rasyonel birer karar alıcı gibi davranıp şu "Go woke go broke." ilkesinin özünü iyi anlamaları lazım o yüzden.
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The RTS Project continues. Now I have hit a certain milestone that at least satisfies my quality standards. There are still too many things to do. But I'm having too much fun playing the game.
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The RTS Journey continues: Many people have asked about my workflows and how I use Claude Code to build the game. Although I'm building the game with Claude Code, the following are my genuine thoughts. Thankfully, I can still form my own sentences without using AI. Here's an agent working for me: "The Effects Agent" For people who haven't seen the previous post, I've built an RTS game in Claude Code utilizing agents as studio departments. Currently, I have 7: lead, effects modeling, materials, arena (balance), environment generator, and QA. Each works with Opus 5.5 Medium Effort. Higher efforts or using Fable didn't generate impactful results. In this showcase, you're seeing the Effects Agent's output. It works in its own git worktree. Every time it finishes a job, a hook intervenes and logs the learnings of that specific task. I give the agent many iterations, feedback, and direction while it creates the effect I desire. It has its own quality bar and rules. Each job is meticulously tested and recorded within the game environment in different camera positions. The lead agent also checks the work against the quality standards after task completion and waits for my approval before committing and merging. Effects like fire and smoke are simulated using Blender Mantaflow. Effects are created with VFX Graph and built using C# and custom URP shaders. Everything is built from the ground up with no third-party assets. Everything you see in this showcase is custom-built.
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Gaming companies have treated the RTS genre like a plague for a while, and nothing new seems to be on the horizon. I’m an avid RTS player. I grew up playing Dune 2, Tiberian Dawn, Warcraft/Starcraft. For the last 7 days, I've been working on an RTS game using AI. Now I can play a proper RTS game after using about 7B Tokens. This is the prototype I built from scratch, without using any premade assets. It's playable against various AI enemies, with 4 different maps and many features already baked in. I’m currently building the game for myself. But if people are interested in a brand-new RTS experience, I might expand the project by adding a campaign, multiplayer, and even factions.
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All hands on deck! This is the biggest threat to Stop Killing Games yet! The EU #KidsAct could end #StopKillingGames by collapsing the EU gaming market and making private and community servers illegal!: youtu.be/mQRcK9nYg9g "The best thing you can do is spread the word...The people who write this crap do not like it when the public at large knows what they're trying to do to you" - @accursedfarms Don't just take our word for it, here's the EU Kids Act to see for yourself. Ross also has more links in the description of his video: eur-lex.europa.eu/legal-cont… eur-lex.europa.eu/legal-cont…
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Nice addition, but the hype is ridiculous. It's 2026. You don't need to react like the Lisan al-Gaib just brought rain to Arrakis.
Put a cloak on: increased weather effects are coming to certain WoW: Forever Beta Zones soon 🌧️
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This!
10.6.28. Only In Theaters.
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Destiny needs clear leadership and a vision. In about a year Bungie went from Parsons to Truman to Torkan. The two people fronting this announcement are the Studio Head and the Marathon GM. So who is leading Destiny? Name that person, and have them talk to us directly and own the roadmap. Tell us the exact vision and where the game is heading. Is this Destiny 2 continued, or is Destiny 3 being developed? "We are not done with Destiny" and "new stories and games" is not an answer. Then tell us how you're going to deliver. Unvaulting is the right call, and you said yourselves it's not just restoring files. Lighting, encounters, combatants all need rework. So who is doing that work? You cut around half the studio in June. Most of the Raids & Dungeons team is gone. Essentially the whole Destiny VFX team is gone. What is Bungie actually capable of delivering right now? Are you going to grow the Destiny team again? How many content updates can you ship in a year, and when does the first unvaulted campaign or raid actually land? I'm going to be blunt. Every time Bungie said "we are going to earn back your trust," they never managed to earn it back. So we don't need another apology. You said you'll set up a way to report against your commitments. Do it, be clear, lay out the vision and the plan, and put dates on it. I'm still hopeful somehow, and I'd like you to earn our trust. But first you need to deliver on those promises.
Today, we’re sharing more about the future of Bungie, including our plans for Destiny, Marathon, and how we’re changing the way we work. Read more on Bungie.net: bung.ie/bungiefuture
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"Thank you for walking with me all these years."
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Created this logo around 2008 for a publisher pitch - not knowing the impact it would have almost 20 years later.
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Is it weird that AI coding assistance is not giving me identity fracture? A lot of software developers are feeling disoriented and threatened these days. Programming by hand is clearly going the way of the buggy whip and the hand-cranked auger. Which is how we're finding out that a lot of people have their identities bound up in being good at hand-coding and how it feels to do that. That's not me. It's not me at all. Rather to my surprise, I don't miss coding by hand, not any more than I missed writing assembler when compilers ate the world and made that unnecessary. (That was in a couple years back around 1983, for you youngsters.) Maybe the fact that I'm not feeling any of this disorientation disqualifies me from having anything to say to people who are. On the other hand...if you can learn to emulate my mental stance and be completely unbothered, maybe that would be a good thing? So. If you're a programmer, and you're feeling disoriented, try this on for size: I like being a wizard. I like being able to speak spells, to weave complex patterns of logic that make things happen in the world. Writing code is a way to manifest my will. Yes, I've piled up a lot of arcane knowledge over the 50 years I've been doing this. But languages of invocation, they come and they go. Been a long time since I've had any use for being able to program in 8086 assembler, and that's okay. I have better spells now, and these days some rather powerful familiars. What I'm inviting you to do is think of yourself as a wizard. Not as a person who writes code, but as a person who is good at assuming the kind of mental states required to bend reality with the application of spells. And if that's who you are, does it matter if the spells are painstakingly scribed in runes of power, versus being spoken to an obedient machine spirit? It's all one; it's all the manifestation of will. Arcane languages come and go, machine spirits appear and then diminish to be replaced by more powerful ones, but you? You are the magic-wielder. Without you, none of it happens. Same as it ever was. Same is it ever was. And so mote it be.
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Ozberk retweeted
How was the show Silicon Valley so ahead of its time?
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MUST WATCH. This NAILS the difference between 90's kids who played video games and Gen Z kids. Thanks to @ShortN40 for the tip on this.
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Hot Take: Even if GTA VI were to be released this year, Clair Obscur: Expedition 33 would come up on top in GOTY
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Hey @BaronDestructo, have you ever checked anything in the video game industry? Given that Chris Judge is also a prominent part of it. There are some great works being released recently. The last addition was a game called Clair Obscure, and I would like to see your take on it
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Video evidence of @MyNameIsByf stealing from poor people instead of uncovering lore in Marathon (:
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We have found an issue where yesterday's TWID had an outdated list of perks for Lotus-Eater, the upcoming Rocket-Assisted Sidearm. The good news: it now has some fan favorite Void-focused perks. Check the updated list below: - Third column: Shoot to Loot, Beacon Rounds, Reconstruction, Strategist, Feeding Frenzy, Repulsor Brace - Fourth column: Destabilizing Rounds, High Ground, Reverberation, Withering Gaze, Adrenaline Junky, One for All
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Türkiye’de #oyun bir iş olarak kabul edilmeyen günlerde #Joygame bütün dünya devlerine meydan okuyarak tarih yazmıştı. Oyun sektörünün bugünlere gelmesinde öncü rolümüz büyüktür. 2013’te Kore oyun devi #Netmarble satın alması ise hayatımızda çok keyifli, unutulmaz bir dönem açtı
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