The old screenshots of the dash bring back lots of memories. The releases were all named after European cities at the time; Berlin, Geneva, Stockholm, Madrid, etc.
697 karma · joined August 13, 2009
https://www.birdcartel.com
Past projects at
https://www.bjmalicoat.com
The old screenshots of the dash bring back lots of memories. The releases were all named after European cities at the time; Berlin, Geneva, Stockholm, Madrid, etc.
I'm trying to learn kanji and it was a fun exercise to learn how to render svg in unity so I made a free iOS and Android app:
https://apps.apple.com/us/app/kanji-book/id1532844605
https://play.google.com/store/apps/details?id=com.bmalicoat....
More recently during the pandemic, I wanted a simple way to stay connected to friends and family so I made an async multiplayer word game, Downwordly. I was super psyched when Apple made it game of the day a few months back! Still have to learn how to market it in non-scummy ways :)
https://apps.apple.com/us/app/downwordly/id1544633266#?platf...
Coming to Android very soon!
VVS is an indie game studio based out of the Fremont neighborhood in Seattle. Founded by the creator of the BAFTA award-winning game, 'Never Alone'. We're currently about 25 folks, privately funded, and have a history of working with partners like Google ATAP, Microsoft and others. We're currently in production on a multi-year mobile title with a major publisher.
We tend to work on projects where pioneering technologies intersect shared game experiences. We take great care when choosing our partners, the projects we focus on and the audiences we develop with. We're adept at collaboration which leads to authentic and novel experiences that add whimsy and joy to the world. Most people in the studio identify as makers, with skills and interests outside of game development. We're an eclectic crew and love to share our passions with each other and the world. Week to week, you'll find us hacking around with 3D printing, modular synths, D&D campaigns, model building, electronics, Ukrainian egg dying, building custom Gashapon capsule stations (https://www.youtube.com/watch?v=8mWMOf1NBbM), resin casting, building haunted spaceships for Halloween open houses (https://www.youtube.com/watch?v=LbxfXZ2UpbU) and more.
We value our creativity and love to learn and grow, so we hold quarterly game jams to keep our skills sharp. Sometimes we even release the games we make during the jam: https://vvspaceship.itch.io/
On the engineering side, we prefer generalists. People with a little bit of knowledge in a wide breadth of areas and who are comfortable not always having the answers, but excited to find them.
We're currently on the hunt for:
- Senior Client Engineer
- Senior Backend Engineer
- Backend Engineer
- QA Lead
- 3D Artist
We also have a peer company that is hiring for a Senior Firmware Engineer. I can forward your info to them if that sounds interesting.
You can see our role descriptions here: https://vvspaceship.website/jobs
If you're interested to work on projects worth making, with people that are worth making them with, drop me an email at bj@vvspaceship.email and I'll do my best to answer any questions and provide more detail on what's happening here. Thanks!
VVS is an indie game studio based out of the Fremont neighborhood in Seattle. Founded by the creator of the BAFTA award-winning game, 'Never Alone'. We're currently about 20 folks, privately funded, and have a history of working with partners like Google ATAP, Microsoft and others. We're currently in production on a multi-year mobile title with a major publisher.
We tend to work on projects where pioneering technologies intersect shared game experiences. We take great care when choosing our partners, the projects we focus on and the audiences we develop with. We're adept at collaboration which leads to authentic and novel experiences that add whimsy and joy to the world. Most people in the studio identify as makers, with skills and interests outside of game development. We're an eclectic crew and love to share our passions with each other and the world. Week to week, you'll find us hacking around with 3D printing, modular synths, D&D campaigns, model building, electronics, Ukrainian egg dying, building custom Gashapon capsule stations (https://www.youtube.com/watch?v=8mWMOf1NBbM), resin casting and more.
We value our creativity and love to learn and grow, so we hold quarterly game jams to keep our skills sharp. Sometimes we even release the games we make during the jam: https://vvspaceship.itch.io/
On the engineering side, we prefer generalists. People with a little bit of knowledge in a wide breadth of areas and who are comfortable not always having the answers, but excited to find them.
If you're interested to work on projects worth making, with people that are worth making them with, drop me an email at bj@vvspaceship.email and I'll do my best to answer any questions and provide more detail on what's happening here. Thanks!
VVS is an indie game studio based out of the Fremont neighborhood in Seattle, founded by the creator of the BAFTA award-winning game, 'Never Alone'. We're currently about 15 folks, privately funded, and have a history of working with partners like Google, Microsoft and others. We're currently in pre-production on a multi-year mobile title with a major publisher.
We tend to work on projects where pioneering technologies intersect shared game experiences. We take great care when choosing our partners, the projects we focus on and the audiences we develop with. We're adept at collaboration which leads to authentic and novel experiences that add whimsy and joy to the world. Everyone in the studio identifies as a maker, with skills and interests outside of game development. We're an eclectic crew and love to share our passions with each other and the world. Week to week, you'll find us hacking around with 3D printing, modular synths, D&D campaigns, model building, electronics, Ukrainian egg dying, building custom Gashapon capsule stations (https://www.youtube.com/watch?v=8mWMOf1NBbM), resin casting and more.
We value our creativity and love to learn and grow, so we hold quarterly game jams to keep our skills sharp. Sometimes we even release the games we make during the jam: http://k2mu.fish.
On the engineering side, we prefer generalists. People with a little bit of knowledge in a wide breadth of areas and who are comfortable not always having the answers, but excited to find them.
If you're interested to work on projects worth making, with people that are worth making them with, drop me an email at bj@vvspaceship.email and I'll do my best to answer any questions and provide more detail on the magic that's happening here. Thanks!
We had a film crew document the development of the app, you can check out the videos here http://aka.ms/syivideos and you can read some technical posts here https://microsoftstudios.com/hololens/editors-notes/
Download the code and run it in Unity, the emulator, or a real device!
Got one, thanks Rob!
Evil is quite relative, especially when billions of dollars are involved.
Google (and Facebook) should be held to a higher standard since there has been no company in human history that knows (or has the potential to know) so much personal information.
There's something deeply satisfying about picking locks, hearing each pin tick and feeling the barrel give just a little bit more than the last time you torqued it. I love it.
[1] http://www.southord.com/Lock-Picking-Tools/Jackknife-Pocket-...
Don't read if you haven't seen it yet!
Saito dies at some level (if I remember right at the top dream level) and he enters limbo. Cobb goes there from the snow compound dream level but Saito has already been there 20-40 years (maybe they said in the movie, I forgot that too). Cobb then helps him remember Saito is in a dream so they can wake up together from the limbo state.