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Steve Ince Video Games Writer. Chloe Bonnet Lead Cinematic Animator. Doug Pennant Development Manager. Jason Kingsley CEO. Gary Cassey Technical Director.

Present your company via our board and use it to strengthen your recruiter brand. Create your job posting On the GamesIndustry. Present your company Companies can set up a profile and present themselves on the board, positioning themselves ideally for their target group. Find top industry talent Through the CV search you can find information about suitable candidates.

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Arkane Lyon's campaign director Dana Nightingale discusses how to empower players and earn their trust. CEO on differing philosophies, new business models and the dream of taking its franchises to big free-to-play markets. Court argued that the plaintiffs, who were suing on behalf of their children, had never used Steam and therefore couldn't claim they were misled.

Platform holder says it's focusing on cash gift cards, as rumours spread of new subscription service. Advertise on GamesIndustry. Square Enix detailed its plan to expand its data centres to cope with players' demand. Game One survey says that largest executive pay ratio gap compared to company employees was 1 to 1, Publisher aims to expand its offerings of non-violent and cooperative entertainment games with the acquisition. PUBG maker files suit against app store owners and developer of "blatantly infringing" mobile game.

Deathloop nabs eight as Inscryption and It Takes Two tie for five considerations while Returnal follows with four. It's about the year or so, the world is getting darker, I'm into rock 'n' roll, girls, and brooding philosophical books. Video games seemed like a rite of passage I had completed, a childish idea to shake off on your way into adulthood. A friend a fellow graphic designer, who had, unlike me, not complicated his vocational ideas by studying philosophy puts Limbo in front of me.

My perception changes, almost overnight. For a decade I had resigned myself to think of video games as basically stupid. Limbo helped me to reconsider games - not just as something to pass the time, or as even an art form, but as something that I might want to dedicate my professional life to.

I had tried academia, writing, and graphic design. I had a pretty nice job in an ad agency. I was going to be successful -- and really bored. I was ready for something to come along and shake me up. Limbo didn't look like a game. It seemed Simple, yet grown up. It looked unexpected, like the paper cut-outs that used to hang on the walls of my grandparents' basement.

Graphics that seemed to spring right out of some designer's notebook, channeled through Photoshop's layer effects. It was beautiful, and yet it seemed achievable. It was made in a language I understood, at least in principle. In short, it made me think "I can do this. Little did I know how hard it would be to actually live up to that idea. I think I still haven't. There's nothing harder in design than to make something appear simple. Designers should know this. Except they're also humans, so they don't.

They get fooled like everybody else. And Limbo had fooled me. In at least one aspect -- its wordlessness, if that is a word -- it felt revolutionary. I'm not sure if it was the first of its kind. But it sure was to me.

It might seem trivial right now, but let's recall the silent shock it produced in everyone who played it. There were no apparent tutorials.



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