Dan Lowe @danlowlows.bsky.social · 08/08/2026This exact thing has basically stopped me posting altogether. 010
Dan Lowe @danlowlows.bsky.social · 04/04/2026Characters that hold heavy weapons with zero posture adjustment. 1160
Dan Lowe @danlowlows.bsky.social · 06/02/2026Been making games professionally for 20 years today. 🥳👴🏻 1130
Dan Lowe @danlowlows.bsky.social · 02/06/2025Wrapped up Assassin's Creed: Shadows over the weekend. Really enjoyed it! Has been my favorite AC in a long time (up there with AC2 and Black Flag for sure). Well done to the dev team! 020
Reposted by Dan LoweSimon Unger @simonunger.bsky.social · 24/04/2025Hoping I can crowd-source some data: How long does it take for you to export animation from your DCC program? Additional info that would also help: - frame number - character count - joint count - # of props, cameras, extras - cines and/or gameplay 141
Reposted by Dan LoweDan Floyd @danfloydplus.bsky.social · 27/03/2025There was a lot of good game animation in 2024, and I found ALL OF IT. #animation youtu.be/eD_dYrVFTEYyoutu.beThe Best Game Animation of 2024YouTube video by New Frame Plus 25793253
Dan Lowe @danlowlows.bsky.social · 23/03/2025…target for all other enemies or weapon types. The push to “make a game” of things is pushing back on people making individual features that might be interesting in isolation, but don’t contribute to the gameplay loop. 110
Dan Lowe @danlowlows.bsky.social · 23/03/2025…or made prototypes that were interesting in isolation but didn’t make sense within an actually game loop. The other thing that in my experience hasn’t worked well is “templating”: Basically saying let’s make one weapon, or one enemy type, and we’ll take that to final, and then that will be the… 110
Dan Lowe @danlowlows.bsky.social · 23/03/2025I don’t think we fundamentally disagree. I’m definitely not suggesting taking uninformed shots in the dark, just as you’re not suggesting to design exclusively on paper for months on end. I guess my perspective comes from having worked on projects that either restricted early development to paper… 110
Dan Lowe @danlowlows.bsky.social · 23/03/2025Also can’t stress enough: Make a game out of your prototypes. It’s one thing to use a feature in its own test level, just to nail the realization, but to really see if it’s fun, create a challenge out of it. Playtest a full scenario. Create a tournament to see who on your team is best at it. 020
Dan Lowe @danlowlows.bsky.social · 23/03/2025100% agree with this. Games are a complex mix of interacting systems. It’s near impossible to predict how those individual systems will actually work out, until you can put them into context. 1101
Dan Lowe @danlowlows.bsky.social · 02/03/2025Oh wow, bit of a nostalgia overload here: That Captain was the first miniature I ever painted. 010
Reposted by Dan LoweMila Pavlin - Accessibility Game Dev @missfire.bsky.social · 26/02/2025I was unfortunately impacted by the studio closure today. I appreciate any support or leads and am open to new work. 12270113
Dan Lowe @danlowlows.bsky.social · 18/02/2025The Design of Everyday Things by Don Norman is great and super applicable. 020
Dan Lowe @danlowlows.bsky.social · 29/01/2025Awesome. youtu.be/sbgYaeerXhg?...youtu.beAstartes II – Official Teaser Trailer | Warhammer+YouTube video by Warhammer 2170
Dan Lowe @danlowlows.bsky.social · 11/01/2025The publisher is between a rock and a hard place. They don’t want to negatively impact the pre-prod project, but there are so many dominoes lined up with the shipping project that they can’t delay. They just have to deal with the problem in front of them. 030
Dan Lowe @danlowlows.bsky.social · 11/01/2025Absolutely. Or a common one is you get important projects nearing shipping, and you need all hands on deck, so you have to pull people from your projects in pre-production to get the near-shipping project out the door. But then those pre-prod projects are now no longer establishing their direction. 120
Dan Lowe @danlowlows.bsky.social · 11/01/2025You could maybe argue that they should take those people and spin-up something new, and sometimes they do, or sometimes it’s a mix. It’s just not an easy situation. Anything new is also going to be in pre-pro and not ready for 200 people. 0240
Dan Lowe @danlowlows.bsky.social · 11/01/2025Is the publisher at fault? Well no, they shouldn’t be rolling people on to a sequel that no-one wants, and they were trying to do the right thing saving people’s jobs. Sometimes this is just one of those things. 2260
Dan Lowe @danlowlows.bsky.social · 11/01/2025…But maybe those teams are still in early pre-production and aren’t ready to have 200 people dropped on them. Suddenly the burn rate of that team goes through the roof and the cost of those early months/years where you’re supposed to be taking your time to find the right idea, becomes astronomical. 1270
Dan Lowe @danlowlows.bsky.social · 11/01/2025…But then then the game comes out, doesn’t sell well, and the publisher decides not to go ahead with a sequel. The publisher doesn’t want to fire people, so they see what else they have in development, and shifts those people to other teams… 1210
Dan Lowe @danlowlows.bsky.social · 11/01/2025One thing that doesn’t get talked about much is the impact that cancelling projects has on other projects. For example, say a team just released a game that was expected to do well, and that team was expected to go directly on to working on a sequel… 1251
Dan Lowe @danlowlows.bsky.social · 11/01/2025If I can give any advice on finding direction, just make sure everyone on your team is building things during pre-pro that you can actually play. Too many developers get paralyzed waiting for direction, or get stuck on paper designs. Build it, play it, if you need to throw it out, then throw it out. 0430
Dan Lowe @danlowlows.bsky.social · 11/01/2025What Jason is saying here is right, but should stress that when people say making games is hard, they’re not kidding. Some of these management challenges aren’t necessarily because the managers are bad, but because finding a clear direction that works, is really, really difficult. 637854
Dan Lowe @danlowlows.bsky.social · 10/01/2025Congrats to all the nominees for the DICE Awards, particularly those in the animation category. Tons of awesome animation in games this year: www.interactive.org/awards/84Kd_...interactive.org28th Annual D.I.C.E. Awards Finalists RevealedThe Academy of Interactive Arts & Sciences (AIAS) is pleased to announce the nominees for its 28th Annual D.I.C.E. Awards (#DICEAwards), the video game industry’s premier awards show, with winners sel... 040
Dan Lowe @danlowlows.bsky.social · 01/01/2025Probably not as neat as getting them done professionally, but good enough for me. 020
Dan Lowe @danlowlows.bsky.social · 01/01/2025I used Frame It Easy to get frames to exact size, and then made the mat boards myself (with the right tools it’s not too difficult). 120
Dan Lowe @danlowlows.bsky.social · 30/12/2024We occasionally had guest speakers at the uni I went to and most would come, do their talk, then leave. When Martyn Brown was done, he asked who wanted to go to the pub, then spent the next few hours chatting, telling stories and offering advice. It meant the world to all of us. 050
Dan Lowe @danlowlows.bsky.social · 30/12/2024My favorite bit on this topic: www.youtube.com/watch?si=0nI... 000
Dan Lowe @danlowlows.bsky.social · 28/12/2024Yeah, I agree. Definitely prefer the vibes over here but Discover just isn’t as good at consistently delivering posts that I’m interested in. 000
Dan Lowe @danlowlows.bsky.social · 23/12/2024For your Idle pose, consider making it slightly asymmetrical. Perfectly symmetrical poses tend to look unnatural, and the silhouette doesn’t read well from the side. Consider twisting the hips and bit and having one foot slightly more forward, and the other foot slightly more back. 010
Dan Lowe @danlowlows.bsky.social · 23/12/2024Once you’ve adjusted the spine, consider adding more flow to the limb movement. It’s quite exaggerated in this image but the same concept applies to more realistic movement. 110
Dan Lowe @danlowlows.bsky.social · 23/12/2024The spine is very static. Would recommend adding more twist. The image just shows up and down but the spine should also corkscrew forward and backward to follow the motion of the arms and legs as they move forward and backward. 110
Reposted by Dan LoweDavid Gaider @davidgaider.bsky.social · 22/12/2024It occurs to me, after reading posts getting it spectacularly wrong, that there are a lot of misconceptions over how game studios organize and, in particular, who makes the actual decisions about what ends up in your game. Much of it is by folks who don't *try* to get it... but not all, surely. 1/🧵 441914410
Dan Lowe @danlowlows.bsky.social · 14/12/2024That little camera pan to the right saved someone a whole lot of work. 2566
Dan Lowe @danlowlows.bsky.social · 14/12/2024I see you Naughty Dog, just casually dropping a little jacket put-on in there like it's no big deal. 51039
Dan Lowe @danlowlows.bsky.social · 13/12/2024Super exciting to see new stuff from CDPR and Naughty Dog! Have so much respect and admiration for those teams. Really curious to see how CDPR handles the switch to Unreal. 1240
Dan Lowe @danlowlows.bsky.social · 03/12/2024No it’s the Visceral Games/Amy Hennig Star Wars project. 010
Dan Lowe @danlowlows.bsky.social · 02/12/2024Sorry for your loss Alanah and sorry to see you go. Appreciate your work, and all the kind things you said about the studio. Was great having you on the team and wish you all the best for the future. 050