Tag: making
The DCEU has become a crisis of Warner Bros.’ own making
The fate of Warner Bros. DC Comics movies is looking grim
Loungefly’s Creative Minds on Making Fandom Fashion for Everyone
Loungefly’s Liz DeSilva, VP of Creative, and Derrick Baca, VP of Business Development and Merchandising, are the minds behind the iconic mini-backpack line you see people wearing virtually everywhere, from conventions to theme parks to grocery stores. The versatility and imagery used on their products—including …
MayLa Ash Making Her Case To Be the Face of Women’s Bodybuilding
The Sims 4 High School Years quirk is making classes a bit grim
The Sims 4 High School years was off to a rough start, and while Maxis ironed out most of the life game’s new bugs, including the very concerning incest bug, players are still running into a few issues – namely that everyone’s dying in school. The game replaces dead NPCs with other random Sims, so it’s not a massive issue outside planning relationships with the departed. There’s no denying it adds a rather an unpleasant atmosphere to the daily routine, though. Going to school every day is bad enough, but seeing your teacher fall down dead is enough to change anyone’s moodlet permanently.
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Tower of Fantasy’s character creator is perfect for making Genshin Impact characters
The new free-to-play open world game is out today
Bride outraged after learning family are ‘making bets’ on how long marriage lasts
Spotify Stops Making Dash-Mounted ‘Car Thing’ Just Five Months After Launch
The change was announced as part of Spotify’s latest earnings release for shareholders, which said that developing the Car Thing cost €31 million (approximately $32 million USD) and that its overall gross margin was “negatively impacted by our decision to stop manufacturing Car Thing.” Spotify told TechCrunch:
Based on several factors, including product demand and supply chain issues, we have decided to stop further production of Car Thing units. Existing devices will perform as intended. This initiative has unlocked helpful learnings, and we remain focused on the car as an important place for audio.
Announced in April last year, the short-lived device first went on sale in the United States in February for $89.99. It was designed to be an in-car dash-mounted music and podcast player to provide a more seamless and personalized listening experience, especially in the large number of cars that do not support modern in-car infotainment systems or Apple CarPlay.
Paired with an iOS or Android device for data and connection to the Spotify app, the Car Thing was aimed at Spotify Premium subscribers with these needs and offered a touchscreen, a knob for navigation, voice control features, and four user-configurable buttons for fast access to areas such as favorite music, podcasts, or playlists.
This article, “Spotify Stops Making Dash-Mounted ‘Car Thing’ Just Five Months After Launch” first appeared on MacRumors.com
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A studio of ‘Witcher 3’ developers are making an online action game set in feudal Japan
A group of former CD Projekt Red developers is working on a new online action that will take players to feudal Japan. This week, Dark Passenger co-founders Jakub Ben and Marcin Michalski announced the formation of their studio and put out a call for talent in a series of tweets spotted by PC Gamer. Ben and Michalski were part of the art team that worked on The Witcher 3 and later went on to do contract work on Cyberpunk 2077.
Dark Passenger’s first game doesn’t have a name yet, but the studio’s website provides some details on the project. Ben and Michalski say they want to create an online multiplayer game with support for both competitive and cooperative play. They describe a title that sounds like it will borrow elements from games like Titanfall and Absolver. “Our locomotion system will allow players to perform incredible [feats] such as running on arrows that were fired by other players, fast climbing on vertical surfaces with the use of shuko claws or using [a] yari spear like a pole to jump over obstacles,” the studio said. “Engaging [in] close-ranged combat will demand as much dexterity as tactics and close cooperation with teammates.”
The news of the founding comes after former CDPR executive Konrad Tomaszkiewicz announced at the start of the year he was creating a studio named Rebel Wolves. He said his team would release its first project, a dark fantasy role-playing game built in Unreal Engine 5, sometime in 2025. After directing the critically acclaimed The Witcher 3 and contributing to Cyberpunk 2077, Tomaszkiewicz left CDPR in May 2021 amid allegations he bullied coworkers. Before his departure, it came out that work on Cyberpunk involved a lengthy and brutal crunch period for many of its developers.
As PC Gamer points out, Dark Passenger’s careers page alludes to some of the criticisms of CDPR. “We create a prejudice-free environment based on tolerance, support and understanding. We treat individual needs as seriously as the group’s expectations,” the page states. “We provide all amenities, private medical care and paid overtime. With an emphasis on work-life balance, we offer flexible working hours and holidays.” As for when you can expect to play the studio’s first game, Dark Passenger has not shared a release date.
John Romero reflects on the making of Wolfenstein 3D, crunch and finding time for creative exploration
In the age of years-long development cycles, it seems miraculous that Wolfenstein 3D, a game that spawned the modern-day FPS as we know it, was developed by six people in just six months. The story of Wolfenstein 3D’s development makes for a fascinating time capsule of those early days of game development – a milestone in gaming history that underlines just how much the industry has grown over the decades since.
But that’s getting ahead of ourselves a bit. The origins of Wolfenstein 3D, a gloriously violent game that paved the way for the even more gloriously violent Doom, can be found in a somewhat more cutesy series of titles: the Commander Keen series. id Software made four of these side-scrolling platformers for MS-DOS in very quick succession between 1990 and 1991, and studio co-founder John Romero tells us that the team was definitely ready for a change.