@oddtalesgames

Uncompromising creative studio. Stories for the world ahead. Building in stealth mode. Our debut title: @TLN_Game

🇬🇧 London & 🌍 Remote
Joined March 2017
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Flying to San Francisco today to show The Last Night in private around GDC. Last year was an absolute pleasure, met many creative heroes. Gamedevs, platforms, angels, VCs, publishers, TV / cinema producers: hit me up. I have something special. Here for the full week.
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RT @timsoret: Late night studio vibes.
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The Last Night from @timsoret and @oddtalesgames is channeling Children of Men, Taxi Driver and Her, which beggars a lot of exciting questions nitter.cf/timsoret/status/178816…
Replying to @timsoret
Also the indie game I'm making and three of the inspirations behind it
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16k views for our tech talk! One of the rare presentation available online on game architecture, especially for a large-scale game on Unity with interconnected features. youtube.com/watch?v=aG5339e3…
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We designed this architecture to support The Last Night's dynamic world, like our weather: Surfaces get wet & dry dynamically, fog / cloth / vegetation / water react to wind, all in real time, all in pixel art. A world first. nitter.cf/timsoret/status/178141…
Replying to @timsoret
Bonus: The Last Night's weather controlled by MIDI controller. With our tech architecture, any variable can be affected by any other element in the game, without hardcoded dependencies.
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"The Last Night's Game Architecture" A presentation by our Lead Programmer @GhatSmith, at @rgbconf_gva this Saturday. Discover what we developed on top of Unity to blend systemic simulation with handcrafted content: 0 allocation + way faster than Unity's Visual Scripting.
The second speaker to be announced is Nicolas Regnault (@GhatSmith) from @oddtalesgames currently creating The Last Night. He will talk about game architecture and how to empower designers. Buy your ticket here: eventbrite.ch/e/rgb-games-pr… #indiedev #programming #gamedev #conference
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More infos here: nitter.cf/timsoret/status/171794… And yes, the slides will be made publicly available on our website soon after.
Replying to @timsoret
Our tech architecture is allowing us to achieve *perfect* feature decoupling. The product of 6 years of work, following several false starts with other approaches based on singletons & IoC. nitter.cf/timsoret/status/936741…
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Interactive 3D pixel art PBR materials (mud, grass, vegetation, water, dirt, dust, etc). Ultra lightweight, infinite scale, any amount of interacting objects. #TheLastNight #madewithunity @AmplifyCreates
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🚀 Wishlists: 300,000 store.steampowered.com/app/6… 🚀 Discord: 3,000 members discord.gg/thelastnight 🚀 Trailer: 1,5M views youtu.be/pupdeq1MoVw 🚀 Making of: 600,000 views youtu.be/UJfeziEzSg4
The Last Night just made its way into 250.000 wishlists on Steam, despite our discretion since 2017. In the top 40 most desired games with just a reveal trailer. Thank you all for your trust. Stats like wishlists & trailer views allow us to get a much larger budget for the game.
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The Last Night, as of today.
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I’m really glad to see games visually inspired by the old The Last Night trailer. It’s like creative children. I’ll just say that it’s also ok to acknowledge inspirations. That’s the first thing I did in my E3 2017 making-of. youtu.be/UJfeziEzSg4
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Close-up. 4k 60 fps, #madewithunity Our graphic pipeline is so far technically compared to what you saw in 2017, but most importantly, we really master our tools. It was hard to get the refractive raindrops cast shadows (gamedevs will confirm: transparency is tough to work with).
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Spent the night working on something for our options menu...
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We are on the verge of a civilizational change. Yet outside of books, there is an intense philosophical void. Little thread.
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