Tom Whaley (@Unreal_Dev) header
Tom Whaley (@Unreal_Dev) profile picture

Game Designer, Unreal Specialist: Witcher 4, Sniper Elite 5, Zombie Army 4: Dead War, Sea of Thieves, and Crackdown 3.

Joined February 2014
Photo by Tom Whaley (@Unreal_Dev)Photo by Tom Whaley (@Unreal_Dev)Photo by Tom Whaley (@Unreal_Dev)Photo by Tom Whaley (@Unreal_Dev)Photo by Tom Whaley (@Unreal_Dev)Photo by Tom Whaley (@Unreal_Dev)Photo by Tom Whaley (@Unreal_Dev)Photo by Tom Whaley (@Unreal_Dev)Photo by Tom Whaley (@Unreal_Dev)Photo by Tom Whaley (@Unreal_Dev)
#Halo Reach for Another Beer
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In lieu of flowers, memorial contributions may be made to: Johns Hopkins Alzheimer’s Disease Research Center Fund    alzresearch.org/giving/ Alzheimer’s Foundation of America Caregiver Resources     alzfdn.org/donate/ Photo Credit: Tommy Garcia
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The UK has the talent and creativity to build entertainment franchises that compete with the biggest in the world. We want to see more British businesses supported to develop, own and grow them. Britain has no shortage of great creative ideas. The challenge is making sure the businesses behind them can develop those ideas, retain ownership and build something that lasts. When Chris and I founded Rebellion in 1992, we wanted to make great games and build a business that could succeed on its own terms. More than 30 years later, we're still fiercely independent. That independence has allowed us to invest in our own ideas, take a long-term view and retain ownership of the characters and stories we create. Rogue Trooper is a good example. We've been publishing the comics since 1999, developed a video game and have now brought the story to the big screen. It's a great example of how brilliant British storytelling can find new audiences across different formats and generations. The media and entertainment landscape has changed enormously since we started Rebellion. Audiences now experience their favourite stories through games, comics, film and television, and businesses are increasingly investing across all of them. The UK's existing creative industries tax reliefs have supported a great deal of investment and growth. But with incentives still largely focused on individual formats, I think there's a worthwhile conversation to be had about how the system can evolve to reflect the way modern entertainment businesses operate. That's why we've made a submission ahead of this year's Budget, exploring how the tax system might better support companies creating, developing and retaining British IP. There are different ways to approach this, and we're keen to start a conversation with Government and industry about what could work best. We also support proposals to strengthen incentives for video games development, particularly for smaller studios. The UK has the talent and creativity to build entertainment franchises that compete with the biggest in the world. I'd like to see more British businesses given the opportunity to build them, own them and keep the economic benefits here. I'm looking forward to discussing how we can make that happen.
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This is “The Method,” the technique I use to paint Space Marines and other miniatures. I developed it back in 2016 while painting armies. It’s a fast way to achieve awesome results. For a worn finish, add sponge chipping before painting the metal parts. #warhamr40k #warhammer
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Tom Whaley retweeted
I'm not sure a lot of people understand what game coders actually do. We're not spending 9 hours a day finely hand crafting artisan software and expressing our inner dreams... 90% of the time we are fighting compilers and existing architecture, having to work out how undocumented code works, and tracking down obscure bugs and behavioural issues. Most of game programming is just difficult, tedious, laborious grunt work, and the cognitive load we have to endure to get anything done is tiring and frustrating. No game coder is doing it for this 90% of the job. We make games because the 10% that IS actually about making things fun and expressing ourselves is so incredibly rewarding it makes the other 90% bearable. Now imagine if there was a tool, some kind of AI agent maybe, which could do most of the 90% grunt work for you, leaving you to just make all the decisions and express your creativity. How amazing would that be. How completely revolutionary would that be.
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Tom Whaley retweeted
There is one British actor no one is talking about that would 100% be the best Bond option out there and his name is Cosmo Jarvis. Anyone who has seen Shogun or Warfare knows it…
Jack Lowden, Callum Turner and Josh O’Connor are among the actors in the mix to be the next James Bond. They are currently doing final auditions. (Source: Deadline)
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Just got out of #Clayface , great body horror film, not for the squeamish!
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Replying to @JasonKPargin
RLM is the secret driving force of Hollywood. Many say JJ Abrams got Star Wars because Mike suggested it. Five Nights at Freddie’s is based on Rich’s childhood photo that Mike saved. And recently, according to Spader, Ultron’s characterization in Vision Quest was inspired by this dumb video they made. youtu.be/Tf-_230SjbM?is=A3DY…
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Tom Whaley retweeted
JUST IN: UK police arrest 15 y/o boy, seize his devices, & collect his DNA after he posted photo of a local politician edited to look like a rabbit.
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One good comment to the UK Online Safety Act consultation: age verification mandates are exposing UK Internet users to unbelievable levels of opsec and identity theft risk, drive people to the dark web, and could be abused by future govts. From: an actual software developer
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Tom Whaley retweeted
I see a lot of people expressing shock and sadness over BioWare shutting down. And I get it. But here's the uncomfortable truth: The BioWare that made Baldur's Gate, Neverwinter Nights, KOTOR, Dragon Age: Origins and the original Mass Effect trilogy had largely ceased to exist long before yesterday's announcement. BioWare's decline began around the time the doctors left and much like what happened at Blizzard, most of the original talent responsible for building those legendary franchises had moved on years ago. What remained was the brand. The IP. Basically just the name on the building. But a studio's name doesn't make great games. Insanely talented people do. And that's the lesson our industry somehow keeps refusing to learn. The people who built those studios, who poured their blood, sweat and tears into establishing their creative identities were the actual assets. Their experience, their taste, their leadership, their ability to recognize what made a game special in the first place was always the thing that mattered, not the brand. You can't simply replace those people, keep the logo on the door and expect the magic to continue. Yet, that's precisely what publishers have been doing for the past 10-20 years. They've spent billions acquiring studios and IPs, seemingly under the assumption that the creative output would continue regardless of who was actually making the games. And when the original talent inevitably left, the remaining teams were expected to fill shoes that were often impossibly large, without necessarily having the experience, leadership or creative vision required to do so. And... the results speak for themselves. I think we'll eventually look back at the COVID-era acquisition frenzy as one of the most destructive periods in the history of our industry. Publishers were buying studios left and right, paying absurd valuations mostly just to secure IPs... and developers were often all too happy to cash out. At Moon Studios, we got quite a bit of crap for refusing to sell when seemingly everyone else was getting acquired. I remember telling our team back then that I'd seen this movie before. The exact same thing happened in the 90s, when EA went on its acquisition spree. Studios were bought, their founders and creative leaders gradually lost the freedom to make the games they believed in, the original talent became frustrated and left and eventually the studios all became a Ship of Theseus. History doesn't repeat itself perfectly, but it sure as hell rhymes, and that's exactly why I never wanted Moon to end up in that position. And I don't think we're even halfway through the ultimate fallout of the latest acquisition frenzy. There's going to be a very rude awakening for quite a few publishers when they discover that the studios they acquired for billions are worth a fraction of what they paid. And that shoving ideology down peoples throats ultimately came at a cost that they didn't quite grasp. They didn't actually buy the creative vision, the institutional knowledge or the culture responsible for making those studios successful. They bought the names, the buildings, the IPs and whatever teams happened to be there at the time. But those things don't matter at all. You can buy a studio. You can buy its IP. You can even buy its entire back catalogue. But you can't buy the magic that made those games special in the first place. And the sooner our industry understands that, the better.
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We agree!
Ultron loves Robert California? 🤔 James Spader and Terry Matalas discuss their favorite MCU x The Office mashup in our exclusive interviews for #VisionQuest by @chriskillian New episodes of VisionQuest premiere tonight on @DisneyPlus
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Tom Whaley retweeted
Replying to @Unreal_Dev
I am dead xD hahahaha they fucking modes the pic xD beat moder of all times xD
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Replying to @Unreal_Dev
Puffs an inhaler with the cigar still in his mouth.
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With the recent #MassEffect news, feels like it's time to get Shepard and the gang back together for once last dance
Dear Humanity. We regret being grub bastards. We regret coming to the surface, and we most definitely regret that the COG blew up our raggedy-ass horde! Available to download now! Details below 🧵
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Say hello to the new and improved Magnus Carter in #GearsofWarEday
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Available to download now! nitter.cf/Unreal_Dev/status/2113…
Dear Humanity. We regret being grub bastards. We regret coming to the surface, and we most definitely regret that the COG blew up our raggedy-ass horde! Available to download now! Details below 🧵
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Dear Humanity. We regret being grub bastards. We regret coming to the surface, and we most definitely regret that the COG blew up our raggedy-ass horde! Available to download now! Details below 🧵
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This has been a labour of love, involving new models (armoured and civillian), textures, voice lines, animations, subtitles and more!
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As I'm currently between jobs: if you enjoy this, and want to support more mods like it, please consider buying me a coffee (it really helps!): ko-fi.com/warhammerworkshop
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Tom Whaley retweeted
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