vimes

Phaedrus' Street Crew
  • Content count

    1718
  • Joined

  • Last visited

About vimes

  • Rank
    Thread Terminator
  • Birthday 04/10/1984

Contact Methods

  • MSN
    guybrushthedwar@hotmail.com
  • Website URL
    http://www.lunaticgamers.info/wordpress
  • Skype
    thomas-vimes

Profile Information

  • Gender
    Male
  • Location
    Singapore
  • Interests
    EVERYTHING.

Converted

  • Location
    Singapore
  • Occupation
    Gameplay Programmer
  1. WJ6 Team Seeking

    Hello all! What I'm Doing: I'm back here to offer my 2D art skills for people to use. Also, if you want French voice over or French accented English , I'm here for that :) Contact Info: PM Time Zone: GMTPortfolio: I did the paint over over and 2d character art of last year's Uwaki Hittoman. (scroll down the thread to see in-dev screenshot) You can find more of my stuff on https://artonthetjo.tumblr.com and on https://twitter.com/VimesTom/media
  2. anybody has a clip to the mentionned hammond narration? Also, I suspect you guys know this already, but Trespasser was helmed by Renaissance Man - and personal hero - Seamus Blackley who did amazing things in his life and recount them in this great discussion with Warren Spector.
  3. [RELEASE] Uwaki Hittoman

    Eh thanks Eh, thanks
  4. WJ4 Team Builder

    I still haven't started thinking about a pitch, but I've put some of my info in the Doc form: I can do code, design and some art
  5. There's a million questions and comments I want to make about this podcast, but I'll just stop at saying that this was an excellent, excellent one and that the 'Post South Park cast' is a thing that needs to happen. OK, I'll just say this one thing: it's fascinating to see how the other interest you've got in your lives are informing, interacting or contradicting with the way that you see and make games.
  6. That Primary Colors comparison in the last podcast is insanely adequate - if you're a dev your relation to the gratification and dread of gamedev probably fit one of the main character's stance toward politics.
  7. The Idle Thumbs 10th Anniversary Committee

    For the first time in my internet community life, I feel that a moment is deserving of this gif
  8. Double Fine's Amnesia Fortnight 2014

    'xactly. Some of friend of mine said: "Zerg Kirby in Space". The concept is still awesome though.
  9. Double Fine's Amnesia Fortnight 2014

    Amnesia Fortnight is probably my favorite industry event; so I'm super stocked. My top three are: Headlander: the idea is super potent and all I've seen from Petty makes me want to see him helm a full game. Extraterrarium: because it could be one of the few instances of procedurally driven puzzle game. Steed: because I like cool ideas being turned on their head. For the Pen Ward protos, I'm not super impressed but I'll probably pick Dammit Jerry because it's not as crazily specific and impossible to make as the others. The cycle of human/zombie state for No More McDonalds is quite cool though. I've also offered two bundles to some friends so I could buy their vote off - basically giving a strong nod to: Cat in a Box: I can see being a legit interesting game beyond the cat trope. Ether; might have been in my top 3 if it The White Birch hadn't be so disappointing and if i wasn't afraid they'd try to make Journey 2. Parabolic: love the original idea and I can't tell what game it's going to be which is exciting. Breach: because an avatar based, coop version of that loop is super promising. White Witch's Gnome War: because Black Lake was lovely I'm on the fence for Bad Golf 2, Jet Girl & Ghost Dog and Project Xin. Overall the vast majority of the pitches were interesting, but i've realized that the creator mentioning "it's this game meet this game" is a huge turn off for me (even more so when the game is Gone Home and they seemed to show a bad understanding of what made it special ("Gone Home + space horror", " Gone Home + Women in Fridge trope!")). Also, I'm really not into roguelike/procedurally generated game right now. Sorry JP :/
  10. anime

    I'm probably over-analyzing, but Space Dandy really feels like Watanabe trying his hardest to destroy Cowboy Bebop aura of perfection so that he can remove the burden that it placed on his career: it takes all the tropes of the Bebop universe - the rubbish technology, the femme fatale, the hyper-ethnic future, the bounty hunter lore, the noir backstory of side characters - and deride them in the most dismissive and dumbed down way possible. It's really sad to see one of the few anime TV directors who take himself seriously giving up on that to go for easy lampooning; but unlike Kill La Kill shit take on fully limited anim' style, it has truly virtuoso animation.
  11. Movie/TV recommendations

    Inside Llewyn Davis was pretty good. One thing that may be of interest to non-french speaker who watched it: the last sentence of Llewyn in "Au revoir" which is the equivalent to "good bye", but in French, it's a contraction of "jusqu'au revoir", which literally means "until we see each other again". Given the Coens craftiness, the film structure and theme, I would be surprised it's coincidental.
  12. By the way, I was in HK late in December and this happened: Bespoke things everywhere.
  13. Broken Age - Double Fine Adventure!

    Maybe it's because but does anybody agree that this is Schafer's best story structure and theme/game structure symbiosis to date?
  14. Tone Control 7: Brendon Chung!

    Great interview! His trajectory from fart jokes to AAA to indie was super interesting and the fact that he completed Flotilla in 6 months is amazing. Also, I completely geeked out on the "tar trap + fire" discussion: that's a gameplay programmer wet dream; adding a gameplay ingredient that because it builds naturally on existing systems, is self explanatory and captures the imagination, can be given to both the player and the designers to add immediate depth to their activity. I freakin live to find out/implement that kind of stuff. Anyway, I admire Brendon Chung because 1) he seems to have incredible self motivation 2) he hasn't done the same game twice and through his successfull explorations of different genres, he still manages to keep a Kubrick-like consistency (i.e. fairly over, but obvious in hindsight) and 3) even when he builds a game around one-off interactions - like in the Citizen Abel series - he manages to present and construct in a way that make them feel systemic - as if the game simply happened to present them to us only once; but they could be used in many other situation.
  15. anime

    Just giving my 2 cents about GitS-Arise: I see it as a new take on the characters and universe because it is as different from the TV Series than the TV Series was from the Movies which themselves were very different from the original manga. So the Ghost in the Shell 'franchise' is used to letting the creator shape everything as they want. I actually like that approach a lot but, beside the new explanation of Motoko full synthetical body, Arise has been hugely underwhelming: it feels like a second grade techno thriller with no meat on the story (despite 50 min episodes) and no inventivity in the animation or the direction.