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  • Fullbright: Archive
    world Watch for more coverage all this month and if you re a subscriber watch for your issue of the magazine to hit your mailbox any day now Thanks again for checking this stuff out Really excited to be sharing it with you steve Jul 15 2015 52 notes tacoma fullbright games video games game informer video behind the scenes game development For a zero g environment the interior design of the Tacoma station feels much more grounded than I would imagine a station built for space would be Does it normally have artificial gravity but has that been switched off If so what about the foliage on the ceiling of the lobby Hmmmmmm interesting observation We ll say that no there normally is not artificial gravity the station isn t built in a ring shape to take advantage of centrifugal force nor does our sci fi timeline include more fantastical technology like Star Trek or Alien style artificial gravity generators But the specific mindset behind Lunar Transfer Station Tacoma s construction is one of the things you ll discover when playing the game Jul 11 2015 9 notes sunsetfields Is fullbright a reference to one of the names Philip K Dick gave to the VALIS entity That is a good question Unfortunately it s nowhere near as literary as that heh Fullbright mode is a piece of level design jargon it means to turn off all the shadows in a level to see it in full bright mode for aligning textures in corners and things like that It started as the name of Steve s level design blog back before he got into the games industry http fullbright blogspot com Cheers Jul 11 2015 5 notes googlethepoem The first ever gameplay footage of Tacoma Here it is Over at

    Original URL path: http://blog.fullbrig.ht/archive/2015/7 (2016-02-04)
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  • Fullbright: Archive
    Karla and Game Informer s Kim Wallace A long form interview with Steve on the Game Informer podcast where we answer fan questions and discuss the game in detail An exploration of some of the biggest influences on Tacoma digging into how everything from Alice Munro to The Wire informs our process and much more With Game Informer s awesome month of coverage complete we ll be sharing more about

    Original URL path: http://blog.fullbrig.ht/archive/2015/8 (2016-02-04)
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  • Fullbright: Archive
    event And thanks especially to everybody who came out to try the demo cheers steve Sep 14 2015 6 notes Summer press roundup Hi all Summer s winding down and we sure did have a busy one Following our appearance at E3 and our big month of coverage from Game Informer we took Tacoma down to San Francisco and out to Gamescom in Germany to give more press hands on time with our first playable version And we got quite the response Here for your reading watching listening pleasure is our Summer Press Roundup Gamespot captured video of almost 10 minutes of gameplay from the beginning of the game and Steve commentated over it with the Gamespot crew They also shared their thoughts impressions in text form as a companion piece IGN played the game at Gamescom and talked to Karla This isn t Oregon This is orbit Polygon also got to grab video of the early moments of the game and they commentated the video with their thoughts and insights as they played PC Gamer s Evan Lahti played and wrote up his thoughts What I took away from playing Tacoma is that it will be a sci fi story you can relate to Kill Screen considers tattoos holograms and augmented reality Giant Bomb s Brad Shoemaker came over and played the game then invited Steve into the studio to discuss Gone Home Tacoma and the spaces in between in an in depth audio interview Kotaku The Verge Ars Technica UK and Paste all shared their thoughts and insights into their time with the game as well Finally do you like longform interviews Well we ve got a few Engadget talked with Steve and Tynan about different perspectives on building Gone Home and its followup The OnlySP blog had

    Original URL path: http://blog.fullbrig.ht/archive/2015/9 (2016-02-04)
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  • Fullbright: Archive
    All posts Text Photo Quote Link Chat Audio Video November 2015 Nov 28 2015 411 notes Next page 2014 2015 January February March April May June July August September October November December 2014 2015 January February March April May June

    Original URL path: http://blog.fullbrig.ht/archive/2015/11 (2016-02-04)
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  • Fullbright: Archive
    All posts Text Photo Quote Link Chat Audio Video December 2015 Dec 18 2015 13 notes Next page 2014 2015 January February March April May June July August September October November December 2014 2015 January February March April May June

    Original URL path: http://blog.fullbrig.ht/archive/2015/12 (2016-02-04)
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  • Fullbright: Archive
    was my story editor on Gone Home and did the 2D art in the game so those notes magazine covers labels and packaging were hers Before that we had a very similar working relationship on Minerva s Den where we worked together on the story and she made a bunch of awesome new posters and other printed materials in the world of Rapture On our next project she will once again be my story partner and the game s 2D artist Kate Craig Prior to being the 3D artist on Gone Home Kate spent a number of years working on mobile and social games We met her early on in Gone Home s development and couldn t believe how lucky we were to find such a talented 3D environment artist just when we needed one most She built the furniture architecture and almost every object in Gone Home as well as collaborating with me on the layout of the house She ll be continuing to build the incredible places you ll explore in our next game And now for the new people Tynan Wales Tynan s been shipping games since the 90s The first title he worked on was Silencer a multiplayer only PC game that came out in 1998 Since then he s worked as an artist and designer on a bunch of titles including Oasis Iron Dukes and then as a level designer on BioShock 2 he and I started as level designers at 2K Marin the same week Since leaving 2K he s helped out with design on indie titles The Novelist and Quadrilateral Cowboy and has now joined Fullbright as our fulltime level designer Noël Clark After getting her Animation degree from DigiPen Noël spent two years working at Microsoft contributing character animation to a number

    Original URL path: http://blog.fullbrig.ht/archive/2014/9 (2016-02-04)
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  • Fullbright: Archive
    be much more along the lines of what we d already done But I was hiking with my wife Rachel on Wizard Island yes really when I had kind of an epiphany that with our next game we needed to push further from territory we d already explored and that discussion led to our next game being set on Lunar Transfer Station Tacoma situated at Lagrange Point 1 between the Earth and our moon The challenge with a second title is to give yourself new big problems to solve And for us solving the problems of how story exploration gameplay works in microgravity what kind of near future timeline might lead to the existence of Tacoma Station what this imagined place looks like what the daily lives of its inhabitants might be like it s new and invigorating territory for us all to explore together as developers here at Fullbright And we hope you re just excited as we are to see how it all turns out We re going to be pretty tight lipped with details about the game s setting story and features over the next few months but keep an eye here for spoiler free glimpses behind

    Original URL path: http://blog.fullbrig.ht/archive/2014/12 (2016-02-04)
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  • Fullbright
    magazine We re so incredibly excited for you guys to see more of Game Informer s in depth first coverage of the game AND we can t wait to see this cover on stands The absolutely incredible rebeccamock painted our cover based on a character design by Emily Carroll and environment art by Kate Craig In other words tons of hard work by a bunch of wildly talented artists went

    Original URL path: http://blog.fullbrig.ht/tagged/rebeccamock (2016-02-04)
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