Game Designer blending code and creativity · Former Game Director of @linceworks + Aragami · Now building #007FirstLight at @IOInteractive

Barcelona
Joined November 2008
3 years of my life in a box. #aragami #gamedev
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David León retweeted
Dear gaming community, Following the end of our external finance partnership on Project Fantasy, IOI has regained full ownership of the project and our IP. We will continue to develop and fund it independently amongst our other projects. With this context, we had to find a new balance for the long-term future of the studio, focused on the success of our main internal core titles instead of external projects and potential mobile game derivatives. This has meant making changes as well as proposed changes across our studios: the closure of our Istanbul studio and starting a process to part ways with colleagues who have been a meaningful part of what makes IOI what it is. Our immediate focus is on supporting those affected as best we can through this period. If you are aware of any opportunities within your network, we would be genuinely grateful for any support you can offer to any of the talented people across IOI who might be looking for new opportunities. These are hard, but necessary decisions, in order to retain the long-term future of IO Interactive as one of the very few fully independent AAA developer and publisher, as well as to give Project Fantasy the best possible foundation to succeed under our own passion and direction. Project Fantasy is a game, a world, and an IP that we are wholly committed to, and we cannot wait to share the love with you.
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Dear gaming community, For a good while, it has been all positive news from IO Interactive. We remain humbled and honored by the response to our latest outing with a young, unproven Bond. A bold new story and a take on one of the most famous characters in entertainment, which the world has embraced with love. However, today we have to share some more downbeat news. A relationship with an external partner on our own IP, Project Fantasy, has come to an end. This means we have to adapt to this new reality and its short-term consequences, including staffing decisions, which is what is happening as we write this update, and we are fully committed to supporting those affected through this challenging transition. Project Fantasy is a game, a world, and an IP that we absolutely love and remain 100% committed to, now and in the future. This wonderful universe will see the light of day.
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Thrilled to share that I have joined @IOInteractive as a Senior Game Designer for Project 007! 🎮
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A behind the scenes look at the making of the 1989 video game "Prince of Persia".
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🧑‍🎓🕹️ El proper divendres 29 organitzem amb @sdeicec la formació: Del 1r al 2n videojoc o com passar de 5 a 10 treballadors en una empresa de videojocs Amb @xDavidLeon, Jangmi Baek de @MelbotStudio, @DanielDelAmor de @petoons i @OskiTwit de @gamebcn ℹ️ tuit.cat/jv988
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It took me ~14 logged hours to port the 500kloc game core of Qud into Godot, and get a full boot. It's truly, completely running 100%, feeding frames and waiting on input. If I can do it, you can too.
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What a legend
time to fuck around and find out (and record my hours as records of damages inflicted)
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time to fuck around and find out (and record my hours as records of damages inflicted)
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I believe I’ve seen that ability in some other game before… 🤔
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Guess who’s glad he started learning @godotengine 2 weeks ago? 🙃
Featured Blog | The Death of Unity "If you're starting a new game project, do not use Unity. If you started a project 4 months ago, it's worth switching to something else. Unity is quite simply not a company to be trusted." gamedeveloper.com/business/t…
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Imagine my face when I noticed URP didn’t support real time shadows and we aimed to release on Ps5 hahaha Anyway, after Aragami 2 we moved the full team to work on Unreal Engine. Wasted a year relearning, which didn’t help the studio’s financial situation. Thanks Unity. 8/X
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We ended up using Bakery for lighting, Photon for multiplayer, Amplify for shaders, Rewired for input, wwise for audio, pro builder for greyboxing, i2 for localization…. What a Frankenstein of an engine. We didn’t develop with Unity, we develop with the Unity Asset Store.
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Most issues were Unity bugs, crashes and issues with URP/Lightmapper..you name it. Usual response from our account representative was that they couldn’t do bug fixes on a client-basis, so we had to wait until (maybe) the bug fix magically appeared in a future version lol
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