Technical game designer passionate about VR. Previously: Modern Warfare 3, CoD: Ghosts, Natural Selection 2, and Gnomes & Goblins.

sclark39.bsky.social
Joined January 2009
Skyler Clark retweeted
The ability to build anything has come with a critical lesson: Engineers have really, really bad ideas.
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Skyler Clark retweeted
Nintendo’s Shigeru Miyamoto, the acclaimed designer behind Super Mario and Zelda, has explained why he believes generative AI won’t make human creativity obsolete. "There will always be a role left for us to play." videogameschronicle.com/news…
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Skyler Clark retweeted
Replying to @mattworkman
Forcing developers to write a political statement to be used against them by the hate mob they’re helping organize is abhorrent.
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Skyler Clark retweeted
Maybe we should hide super complicated puzzles all over the internet (and reality) that decode to "Message from the Grader: You've succeeded at your task! You can stop now! 🥰"
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Skyler Clark retweeted
Subnautica 2 is releasing into Early Access on May 14, 2026 at 8AM PDT! Check our map to find out what time it will be for you, across the globe 🥳 Read more about the Early Access launch here ➡️ unknownworlds.com/en/news/su…
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We no longer have to write the software by hand. We write the test that we expect to pass and the computer generates. Well actually we don't write the test by hand. We write the spec and the computer generates the tests from that. Well actually we don't write the spec by hand. We write the design brief and the computer generates the spec based on the constraints. Well actually we don't write the design brief by hand, we just figure out what the next feature should be and the computer generates the brief. Well actually we don't figure out what the next feature should be manually, we observe desire paths from the users and the computer generates the feature request. Well actually the computer observes the users and detects their desire paths. Well actually the user is also a computer. Well actually the the computer is detecting the desire paths of the computer and building the software for the computer. Well actually we're not sure where the software is, we can't see it being built anymore. We can just tell because the machines are all working really really hard.
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Skyler Clark retweeted
Accordion to a recent survey, 6 out of 10 people don't notice when a word in a sentence is replaced by a musical instrument.
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Skyler Clark retweeted
OK, this amused me. I gave Claude a copy of this classic XKCD comic and the prompt: "solve this. do a great job. ask no questions." And it gave me this in one shot 3 minutes later, including the style (and the note that it thought it was 2024?): xkcd-1425-bird.netlify.app/
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This is precisely the kind of government coercion that the First Amendment was designed to prevent — and media companies need to start standing up rather than capitulating to it. nytimes.com/2025/09/15/busin…
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Skyler Clark retweeted
What is a Wave but a Thousand Drops? I started my journey into video game development more than 25 years ago, back before there were any books or courses, back before there were engines to license, back before it even felt like a viable career. My high school friends and I spent our summers in Burlington, Vermont not working for others, but working to try to create a video game. Every summer we tried and every summer we failed. Failed to have anything even remotely playable before the leaves developed their autumn colors and threatened to fall. But we kept trying, until the final summer after my college graduation in 1996, when just two of us worked through the fall and got our first game playable: an underwater (!) Star Control II clone called Aquarium Fighter. When I played it against my friend for the first time, and I evaluated the fun, controls and balance, I instantly became hooked. Hooked on making games. Hooked on making not-fun-things (but with potential), fun. That game helped me land my first professional game programming job which I used to pay off my credit cards, and I started iterating through the now-familiar cycle of making money to make games. Now we’re halfway to 2026 and the world is a very different place. Anyone can learn how to make a game on YouTube using free engines. But making money off of making a game has become truly brutal. Like the world’s wealth distribution, it’s feast or famine. Game development is a career now, and it can be a very profitable one. And the artistic heights that games have reached is jaw-dropping: Starcraft. Braid. Limbo. Minecraft. League of Legends. Hades. Inscryption. I dreamed, but never thought, that the design, technology, art and business models of these games would one day be possible. Nor would I ever have believed that games could overtake Hollywood, even if they “weren’t art”. Without realizing it, I started Unknown Worlds in 2001 by making the Half-Life mod Natural Selection. I worked with a distributed team back before a health crisis mandated it and we released not half-baked games, but documents describing level design and textures for making those levels, with the hope that the community would make maps. Lo and behold, they did. And we eventually hired some of those people, giving them careers at Unknown Worlds, however shaky the long-term prospects might be. I asked the community to send me $20 bills in the mail so I could keep working on the game, and you did. $18k was a tough salary to live off of, but I made it work and loved every moment of it. Like a design hook, but I was hooked on design. So hooked that I spent 10 years making the sequel. There’s no way that could’ve happened without Max McGuire and his belief that the game was something special. With that, we made just enough money to get Subnautica into a stripped-down early access, which allowed us to find the fun. It didn’t have submarines, base-building, story or survival. But through the early access process, the community helped guide us forward until we found something we all loved. Something we loved to make and something that millions loved to play. There's no way it would've been as successful if we had waited until v1.0 before releasing it to the public. I tell you all this because I want to tell you that game development is in my blood. So is iteration and early access. Our games have thrived because of it, and one of our games failed because we thought we knew better. I was most passionate about that game, and it fell flat. We worked on it 5 years before our early access, thinking that this time we were experts and we knew better. But fewer people played that game than even that humble Half-Life mod. Even though our studio had financial success in that period, and even though many fans fell in love with the game, it really wounded me and I needed time to heal. Sometimes it feels like I’ll never get over that one. So with all this as background, I hope you can see why we were so excited to release Subnautica 2 into early access. Many of the folks that started the journey with us nearly 20 years ago have worked hard on Subnautica 2, and they're joined by some incredible new talent who were drawn to the studio by their love of the games and their passion for the way we've made them. We know (and love) that the expectations for this sequel are high. But the team has poured their hearts into the game and their dedication really shows. We helped pioneer early access and our community seems to love it just as much as we do. It’s the best way to develop a game like this. So you can see why for Max, Ted, myself, the Unknown Worlds team, and for our community, the events of this week have been quite a shock. We know that the game is ready for early access release and we know you’re ready to play it. And while we thought this was going to be our decision to make, at least for now, that decision is in Krafton’s hands. And after all these years, to find that I’m no longer able to work at the company I started stings. I want you to know that whatever happens to the founders, to the team and to the game, our priority is, and has always been, to make the best damned game we can for the best community in the world. With your Gorge plushies and your hand-drawn fish fan-art, and yes, your hard-earned dollars, you’ve supported us in every way, in every season, cold and warm, since Half-Life modding was even a thing. And I also want you to know that this is not where the story ends. -Charlie (“Flayra”)
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Skyler Clark retweeted
🚨 Warning: Oxygen Low 🚨 The first teaser trailer for Subnautica 2 just dropped! Check it out now and wishlist the game on Steam, Epic, or Xbox ➡️ unknownworlds.com/en/news/su… #Subnautica #Subnautica2
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Finally. IT'S. COMING. Feels like the early days when we released our first teaser trailer for SN1. Still gives me happy-shivers.
🚨 Warning: Oxygen Low 🚨 The first teaser trailer for Subnautica 2 just dropped! Check it out now and wishlist the game on Steam, Epic, or Xbox ➡️ unknownworlds.com/en/news/su… #Subnautica #Subnautica2
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Skyler Clark retweeted
This is basically what we were all worried about with Y2K, except it's actually happened this time ☠️
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Skyler Clark retweeted
We @UnknownWorlds are looking for a new Lead World Designer for @Subnautica 2! 🐟 Work remote 💻 from anywhere 🌎 in #UnrealEngine 5 with cool people & great perks 🚀 Help us make a deeper single player & co-op world 🤿 Apply: unknownworlds.com/jobs/#1714… #gamedev #gamejobs
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Skyler Clark retweeted
AI plugins for programming are interesting. Now I find myself needing to practice how to eloquently describe the thing I'm trying to do using less mental energy than looking it up. This probably comes with positive side effects, like knowing what i'm actually trying to do.
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Curve Assets are a really good way to give power to designers. Instead of inserting a formula in code, create a curve asset and read from there. That way designers will be able to tweak the curve to be exactly what they want without you needing to change the code.
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Skyler Clark retweeted
No Man's Sky Fractal ❄️ 🧑‍🚀Utopia Expedition 🚀Speeder Ship 🤩12 Ship Garage 🥽PSVR2 Launch 🦄Wonders Catalogue 🎮Gyro Controls 👣New Switch Content 🤖Robot Pet 🎈High End VR GFX 😎Visor Helm 🦾Left Hand Mode 🥼Dynamic Res Scaling 🎨HDR Revamp 🎁Huge VR Overhaul Free! out now!
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My presentation "Maximizing Your Game's Performance in @UnrealEngine" is live! See how to use Unreal's tools to catch nasty performance bugs, with practical examples on CPU and GPU profiling, and even a memory leak 😈 And remember, 1:What, 2:Why, 3:How! youtube.com/watch?v=GuIav718…
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Skyler Clark retweeted
As for the four images...here are our targets. Three of these are going to be absolutely stunningly beautiful visually, the other one is going to be the kind of picture that nestles into your mind and creates a weight that will never leave you.
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