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๐‘ต๐’†๐’˜ ๐‘ฎ๐’‚๐’Ž๐’† ๐‘จ๐’๐’†๐’“๐’•! ๐Ÿ”” Introducing ๐‘ฉ๐’๐’๐’Œ ๐‘ต๐’๐’๐’Œ our new game: ๐Ÿ•ฏ๏ธ Assemble dioramas, piece by piece ๐ŸคŽ Inspired by our favourite book nooks ๐Ÿ” A game with puzzle elements ๐ŸŽž๏ธ Discover a love story ๐‘ซ๐’†๐’Ž๐’ ๐’๐’–๐’• ๐’๐’๐’˜ ๐’๐’ ๐‘บ๐’•๐’†๐’‚๐’Ž ๐Ÿ”ฝ

80,969 ๆฌก่ง‚็œ‹ โ€ข 1 ไธชๆœˆๅ‰ โ€ขvia X (Twitter)

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็›ธๅ…ณ่ง†้ข‘

Donโ€™t Miss Out - 20 Winners to Receive 200 CW Tokens Each๐ŸŽ Hello Everyone, As 2024 is coming to an end, we reflect on a year filled with challenges and trials for our team. After three years of relentless effort in improving the game mechanics, we are excited to announce our launch on BNB Chain . Our official Dapp will be operational starting from November 1, 2024. Introduction to Cโ€ขWorld: Cโ€ขWorld is a virtual world formed from various different realms. The first realm is inspired by the short story "The Adventure of Cricket" by To Hoai and the traditional Vietnamese game "Cricket Fighting." Cโ€ขWorld is a pioneering Web3 project in the gamefi sector, blending real-world rules with traditional Vietnamese culture. Cultural and historical elements are integrated into the game world, creating a space for entertainment, economy, and education built on the BNBCHAIN. Players can access the game at: Website: Join our community to receive token and NFT airdrops from various events. Link: We sincerely thank the community for following and supporting us. Your love and shares are the motivation for us to thrive. 20 prizes of 200 $CW each for 20 lucky winners Rules: Like and share this post on your personal page, tagging C WORLD and including the hashtags: #BNBGameOn, #opBNB, #Greenfield, #bnbchain, #cworld, #cwgame, #cw #gamefi #crypto #coin #binance #nft #metaverse - Comment with the names of 3 friends on this post and a lucky number consisting of 3 digits (e.g., 657) End Date: November 7, 2024

C WORLD

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Hey Everyone, Itโ€™s been a while. I thought to peek out a little to confirm the absolute worst kept secret - yes, The Black Book: Old Scores, is happening, with Severance producer, Nicky Weinstock, joining the team as producer. The last two years have been frenetic for me, writing whatโ€™s become my favourite script along with my friend, Bunmi Ajakaiye, and working with Nicky, Mimi, and Ashley to raise unprecedented capital for the production of this historic production, with support from, Adino Capital, Mango Tree and Blooming Caravan. The Black Book became the most successful Nigerian film globally and it was important that the sequel meets the high standards set in our 2023 film. Iโ€™m excited to say that you are going to absolutely love Old Scores. Richard Mofe-Damijo returns as Paul Edima, with Wongi Ibom as sidekick! A brand new story. New characters. New world, painted with my home state in the Niger Delta as a breathtaking backdrop. Some of your favourite characters have returned, but the new characters will absolutely blow you away. Making Old Scores was an amazing experience - the biggest Nigerian production to date, backed by a Nigerian and International crew, 300 strong, and cast joining us from Nigeria, UK, US Japan etc. to make tell a truly incredible film. Every film is made by believers and I am deeply grateful for the friends who joined me on this journey. Grateful for Yinka Edward, who returned as DOP and Co-Producer, alongside Yolanda Okereke, also Costume Designer, with Joshua Enekahire as Assistant Director and Mosadoluwa Olaleka as Production Designer. We really canโ€™t wait to share Old Scores with you!

Editi Effiรฒng

55,544 ๆฌก่ง‚็œ‹ โ€ข 5 ไธชๆœˆๅ‰

People are debating gambling these days. A lot of the focus is on prediction markets---but our youngest children are gambling in Roblox, not prediction markets. What values are we inculcating in our children as they inhabit their first algorithmic nation? For my latest blog post, Branden and I decided to find out. We spent a week playing the 30 most trending games on Roblox. Watch the video below for a walkthrough of what we did and what we found, using MY MINING BRAINROTS as an example. What we found really surprised me. --Gambling-like mechanics are ubiquitous among the most popular games: the median game has 8! --Some of these mechanics are incredibly predatory. The worst is a "chained purchase" mechanic in which young children are enticed to spend digital currency to buy a good, only to discover that the purchase is just the first installment in an undisclosed sequence they must make to get the items they want. --The games all copy each other. They are not independently inventing these mechanics; rather, there's a shared underlying architecture of gambling being used by everyone. We conclude our piece with some recommendations for Roblox and policymakers. --Roblox should urgently experiment with alternative mechanics to help developers align on different, better models for designing and monetizing games. --Policymakers need access to systematic measurement of these bundles, and should take action to force transparency and potentially outlaw some or many of them. Lots more in our piece, linked in the reply below. Let us know what you think! We'll be doing a lot more work in this area.

Andy Hall

10,987 ๆฌก่ง‚็œ‹ โ€ข 4 ไธชๆœˆๅ‰

โš“๏ธSTEJAY HARBOR: Anchored in Love Project 8โš“๏ธ After four months of dreaming, designing, revising, and creating, weโ€™re finally ready to share one of our most personal projects yet. Introducing HARBOR & CREW ๐Ÿค A brand created exclusively for Steven and JL. What started as a simple idea while conceptualizing custom jewelry for them eventually grew into something much bigger. We wanted a dedicated brand that could serve as the home for future gifts, collections, and pieces designed specifically with Steven and JL in mind. Project Timeline: โ€ข March 2026 โ€“ Jewelry conceptualization begins โ€ข April 2026 โ€“ Design finalization and production โ€ข May 2026 โ€“ Apparel planning, design development, and additional jewelry production โ€ข June 2026 โ€“ Production completed Every piece in this collection was thoughtfully designed from the ground up. โœจ All apparel pieces feature embroidered artwork. โœจ Jewelry pieces were crafted using white gold, sterling silver, and diamond gemstones. โœจ Designs incorporate meaningful Stejay elements, including the iconic Stejay Pose and symbols inspired by their journey. โœจ Every detail was created exclusively for Steven and JL. This collection was created to tell a story, preserve memories, and celebrate the people who inspired it. Project Cost: โ‚ฑ538,000๐Ÿ’Ž This meaningful project came to life through the idea, dedication, and tireless hard work of DeerWolf Momโ™กโš“๏ธ๐ŸฆŒ๐Ÿบ. As JLโ€™s SteJay Harbor Mom, she not only made this project possible through her vision, but also generously donated 90% of the total project cost. ๐Ÿคโœจ No amount of words can fully express our gratitude. Thank you for believing in our vision and helping us bring these ideas to life. Your generosity allowed us to create something truly special for Steven and JL. โš ๏ธ Note/Disclaimer: The remaining portion of this project was privately funded by sponsors, admins, and fans through direct transactions. No public donation drives were conducted during the planning and securing of this project. A special note: Harbor & Crew was never created as a commercial brand. These pieces were designed exclusively as custom gifts for Steven and JL and are not intended for sale. Every item was made with them in mind, making each design deeply personal and unique to their story. Harbor & Crew is more than a collection. Itโ€™s a love letter to Steven and JL, crafted one detail at a time. ๐Ÿคโš“๏ธ Always for STEJAY, always Anchored in Love. All aboard! โš“๏ธ๐Ÿšข ANCHORED IN LOVE #StevenKim #JLGaspar #STEJAY #์Šคํ‹ฐ๋ธ #์ œ์ด์—˜ #AHOF #์•„ํ™‰ AHOF

SteJay Harbor

76,215 ๆฌก่ง‚็œ‹ โ€ข 1 ไธชๆœˆๅ‰

INDIA FIRST. NOT KIWIS FIRST. THATโ€™S LUXONโ€™S NZ. Luxon is beyond a frickinโ€™ joke now. Luxon was at yet another Indian event todayโ€ฆthis time parading around the Kabaddi World Cup in Takaniniโ€ฆwaving like heโ€™s some celebrity while the country he leads is in chaos. Every weekend itโ€™s another Indian event, another community heโ€™s desperate to impress, another photo-op for the cameras. Sikh games, Indian business awards, Diwaliโ€ฆthe list goes on. Meanwhile New Zealand is disappearing under his watch. This video looks like heโ€™s in India, not Auckland. While he smiles for photos, the shelves are emptying, the roads are clogged, the hospitals are bursting, the schools are overloaded, and Kiwis canโ€™t afford to buy a home in the country their grandparents built. Hereโ€™s the truth: The problem is the mass immigration machine that BOTH Labour and National coalitions have been running. Labour opened the floodgates. National has ripped them off the hinges. Theyโ€™ve turned immigration into a numbers gameโ€ฆ a population reset engineered in Wellington, not by the Kiwi people. They clogged our cities, took our houses, overloaded our services, and now Luxon is doubling down, accelerating the mess Labour created. And with Labour & National neck-and-neck in the polls, theyโ€™re desperately competing for the immigrant vote to save themselves. This isnโ€™t growthโ€ฆ itโ€™s a population takeover by policy. This is not assimilationโ€ฆthis is an invasion through mass immigration. Luxon cares more about being popular with new arrivals than protecting the everyday Kiwi: ๐Ÿ”น The ones stuck in traffic every day ๐Ÿ”น The ones priced out of housing ๐Ÿ”น The ones watching their neighbourhoods change overnight ๐Ÿ”น The ones losing the Kiwi Way of Life piece by piece And that is EXACTLY why every Kiwi who believes in: ๐Ÿ”ธ KEEP NZ, NZ ๐Ÿ”ธ Kiwis FIRST ๐Ÿ”ธ Protecting NZ for our kids ๐Ÿ”ธ Standing as a TRUE PATRIOT Must join me on the Auckland Harbour Bridge on 31st January. If we donโ€™t stand up now, NZ will be unrecognisable in a few short years. 31 JAN - WE DRAW THE LINE. WE TAKE A STAND. WE TAKE OUR COUNTRY BACK. WE SAY NO MORE MASS IMMIGRATION.

Brian Tamaki

29,919 ๆฌก่ง‚็œ‹ โ€ข 7 ไธชๆœˆๅ‰

GM! Thanks for sticking with me through these long posts as we dive into the complexities of Kaidro. Today, let's talk about the development of our animation series. We haven't discussed this much because it's quite detailed. Where are we with the animation series development? It's a complex answer because our IP spans multiple mediums. Here's a simplified breakdown: - Learning from Anime: Like popular series such as "Fullmetal Alchemist," "Naruto," and "One Piece," where manga serves as the storyboard for anime, we've taken a similar approach but with a twist. - Starting with the end in mind: We began by creating 3-D assets in Unreal Engine 5 for our Webtoons and print manga. This choice allows us to use the same high-quality assets for cinematic TV, movies, and games, reducing costs and enhancing consistency. - Asset Reuse: By developing assets once for high-quality output, we can use them across comics, games, and animations. This method, similar to what was done in "Arcane," involves hand-painting over 3-D models for a unique look. - Cost and Efficiency: This approach isn't common due to its difficulty and the need for story consistency. However, it allows for smarter production, echoing the methods of visionaries like Disney and Hanna-Barbera, ensuring we can sustain and grow our IP like Pokรฉmon. Current Status: - Pre-production: We're well into preproduction, with story development, storyboards, color scripts, and asset creation nearly complete. This groundwork usually takes years but we're ahead. This is because what I listed above are the mangas. Each manga counts as two episodes. And because each of those are fully developed, we have all the information we need to develop an episode. - Production Timeline: We're set to move into full production in 2025. Post our animation lock-up system with the community we am to go into full production after that in January. - Quality and Speed: An example of our efficiency is the cinematic for December 18th, where we reused game assets for backgrounds, finishing 43 scenes in just a month, which is exceptionally fast. Why This Matters: - For Investors and Community: This strategy not only reduces costs but also extends the life and reach of Kaidro, ensuring long-term success. We're significantly further in our animation development than most Web3 projects, maintaining high quality while pushing boundaries. Our hyper focus is on the production pipeline to allow for the anime to come to life. LFG $KDR

Robert Simons | $KDR ๐Ÿ‰

37,206 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

Today, Stern Pinball, Inc. announced its all-new line of pinball games, The Uncanny X-Men. The game features iconic Marvel characters including Wolverine, Professor X, and many more. Created in collaboration with Marvel Comics, players will step into the lives of their favorite X-Men. To save the world from a future ruled by Sentinels, they must first change the past! The Uncanny X-Men pinball games are available today in Pro, Premium, and Limited Edition (LE) models. The X-Men is one of the highest-grossing superhero franchises of all time, with hundreds of millions of comics sold, over $6B in Box Office earnings from films to date, and the critically acclaimed X-Men '97 series which extended the original X-Men animated series from the 1990s. Multiple X-Men characters were featured in the new Deadpool & Wolverine movie which has grossed over $1BN making it the highest earning R-rated film of all time. Stern's new The Uncanny X-Men pinball games feature Wolverine, Professor X, Cyclops, Storm, Colossus, Beast, Rogue, Gambit, Nightcrawler, Jean Grey, Bishop, Kitty Pryde, and Magneto, along with a supporting cast of allies and foes. The adventure takes players to familiar X-Men locations including the Danger Room, Beastโ€™s Lab, the X-Mansion, and Genosha. Along the way players will interact with fabled X-Men devices like Cerebro and the X-Jet. The Uncanny X-Men playfield is a unique pinball layout that features an array of new crossing shots and ramp designs with surprising ball trajectories to deliver kinetic satisfaction. The all-new Danger Room design, located to the left of the main flippers, offers a high-risk, high-reward experience that includes a mini-flipper and a novel outlane spinner. Premium and Limited Edition models also include an all-new elevated captive ball vari-target themed as Beastโ€™s Lab. The Uncanny X-Men pinball game features a mechanically articulated Sentinel for the player to battle. The Sentinel's large robotic head changes its state based on the playerโ€™s actions. In the Premium and Limited Edition models, the Sentinel rises from underneath the playfield and fights back by destroying the playerโ€™s ramps or attacking the ball with its extended hands. "X-Men is a time-honored franchise that Marvel and Stern fans love. Itโ€™s the superhero franchise that I grew up with. We're excited for fans to experience the fun of The Uncanny X-Men pinball," said Seth Davis, President & CEO of Stern Pinball. The Uncanny X-Menโ€™s game experience is masterfully illustrated in comic book style art by renowned artist Jeremy Packer, aka Zombie Yeti. Each game also features a custom X-Men soundtrack with diverse musical styles designed to immerse the player into the gameโ€™s various time periods. The soundtrack was composed by Charlie Benante of Anthrax and Pantera fame. The gameโ€™s video presentation makes the classic Days of Future Past story come to life in animated motion graphics style. The Days of Future Past story takes place in Marvelโ€™s Earth-811 timeline and as an homage, our numbered Limited Edition games will be limited to 811 games globally for The Uncanny X-Men. The highly collectible Limited Edition model includes the new Speaker Expression Lighting System with X-Men-themed game effects, a โ€œDanger Roomโ€ inspired mirrored backglass, reflective foil โ€œFuture vs. Pastโ€ high-definition cabinet decals with artwork by Zombie Yeti, exclusive โ€œSentinel Armorโ€ powder-coated pinball armor, a custom designer-autographed bottom arch, upgraded audio system, anti-reflection pinball playfield glass, shaker motor, a sequentially numbered plaque, a signed Certificate of Authenticity, and a digital Insider Connected LE ownerโ€™s badge on registration.

Stern Pinball

46,512 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

The Tokyo Game Show was a humbling yet uplifting experience. We booked early and got a pretty decent sized booth in the middle of the main hall, hoping we could make some noise in Asia's most prestigious web2 game show... But the moment I arrived to the venue, it made me realize just how small Apeiron and web3 gaming still really is. We were surrounded by the giants of the industry, their sheer size, quality and scope are next level, and I genuinely feel like a bucket in an ocean.๐Ÿ’ง I was also hoping we would have gotten more to show by this time as well, that our mobile game would be ready and the game economy would be blossoming. Sadly, it's quite the opposite, and it made me wonder if we are ready for such a big stage. But times don't wait and opportunities always come and go, so we'll just have to present the work we've done so far with the doodiest attitude and let the show go on.๐Ÿ™Œ Each morning there would be a giant rush as early participants run through the venue to collect time slotted entry tickets from giant publishers to make sure they can experience upcoming AAA titles like Monster Hunter Wilds (MH is actually where Apeiron normal attacks are inspired from). Most of the giant booths don't actually give out much merchandise or ingame rewards, and the only real offer they have is for their fans to playtest the latest games, watch unrevealed trailers or take photos with cosplayers/mascots/diorama. Having been in web3 for a while, this is a good reminder that, out there, there is a massive and genuine love for gaming beyond incentives. And this is the intrinsic value of games that we hope to deliver๐Ÿฅฐ After the initial rush, the traffick will eventually disperse and trickle towards other booths, I remember watching our line build up each day, finding different ways to attract passerbys to get a leaflet, to pre-register and to playtest our game, it took 2 hours to fill up the lines on the first day, and by the 4th day the lines filled up in 30 minutes. We got a pretty good strategy going, the models posed for a wall of photographers to block the path, while the mascot and plushies drew people in. big sword | Apeiron found it more effective to wave sealed packaged plushies instead of opened plushies to let ppl know it is actually something they can obtain and take away, small but very effective difference!๐Ÿงธ Our line extended each day, and the booth was constantly surrounded by curious passerbys asking what game this is...what is the name of that cute mascot... when is it launching... After each playtest our Japanese community doods, such as mino.ron ๐ŸŠ who helped us man the battle stations would ask the player for their feedback, many of whom had to que for over an hour to try our game... and the feedback we got were very positive! The emotions I see on their face as they play the game, fighting the first boss and winning their first pvp matches... were all of genuine excitement and happiness. I watched a lot of gamers from around the world play Aperion for the first time, and I have to say this gaming nation really does pick up Apeiron faster compared to other regions, or hopefully, its because of the new tutorial we put in place.๐Ÿคž We were visited by many of the major booth's representatives, countless PR/Broadcasting outlets and a handful of mobile game publishers. A lot of them told me they were attracted to our booth's colorful design. We would mention the crypto elements of the game but most of the interest is centered around the cute dood, the colorful artwork and the unique gameplay. I literally got over 200+ business cards during these 4 days (though bulk of them are marketing agencies lol) and my email and telegram is absolutely flooded.๐Ÿ’ฆ We may be a bucket in the ocean, and there is still a lot of work that needs to be done, but amidst the giants out there, the appeal of Apeiron is still here. Our uniqueness and quality is what sets us apart even amongst web2 peers. I don't know how much longer it will take for Apeiron to be ready to compete with the giants up there, but I know I want to be up there one day, and I have a target I really want to aim for.๐ŸŽฏ During those 4 days, while I was giving out flyers and waving plushies towards smiling japanese doods in real life, I was also messaging back in omega channel to a group of upset holders who were concerned with our token performance. It's quite a surreal and contrasting experience. But yes I understand the performance of our token and assets also stands in stark contrast to what we are trying to present in real life. But with all the lesson we've learnt in crypto over the past 3 years... is that we must be patient and conserve ammunition during market downturns. We have not sold any APRS since TGE, we have only been accumulating steadily, we will stage our comeback when the mobile game is ready, when we have the means to acquire and onramp retail users (i beleive this is the sacred duty of web3 games), and hopefully but not absolutely necessarily, with healthier market conditions.๐Ÿ’ฑ We are so close now, and as cheesy as it sounds, its darkest before dawn, we have witnessed this in Apeiron's ecosystem before the Ronin migration, we will build, we will survive, and we will thrive. What's most important now, is to focus on creating the best gaming experience for new users coming in. Our closed mobile beta testing on google play will begin next week, together with a new bug report flow, we will need all the help we can get to eliminate those bugs and issues and more suggestions to help build a better Apeiron.๐Ÿ™‡โ€โ™‚๏ธ

LoreKeeper

28,962 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅWESTSIDE GUNN DAY 25โ€™ WAS BY FAR ONE OF THE BEST DAYS OF MY LIFE ๐Ÿค˜๐Ÿฝ๐Ÿค˜๐Ÿฝ๐Ÿค˜๐Ÿฝ THANK U to EVERYONE who had a hand in making this moment SO special!!!! ALL the talent put on a KRAAAZY Show and gave the ppl exactly what they came for ๐Ÿค˜๐Ÿฝwe made new wrestling fans that night and thatโ€™s wat itโ€™s ALL about ๐Ÿฆ‚ Every piece of Merch SOLD OUT, the trillburgers ๐Ÿ” still got ppl losing their minds, the kids got book bags, and it was the true definition of Community โค๏ธ Fourth Rope IS THE CULTURE!!!! There is NO ๐Ÿ™…๐Ÿฝโ€โ™‚๏ธ other promotion thatโ€™s doing what weโ€™re doing, We have the best Indy production and growing super fast, the talent is having fun, weโ€™re building new fans organically 1 at a time, with the best Merch, atmosphere and we just take the love for the sport to a diff level, itโ€™s about the FANS 1st โ€ฆ THANK U AGAIN TO EVERY ONE whoโ€™s supported this dayโ€ฆ MUCH LOVE And S/O to our New 4THROPE Womenโ€™s Champion Rhio ใƒชใ‚ช CONGRATULATIONS make sure u follow her & FOLLOW Fourth Rope #4BIDDENDOOR #4THROPE #HEELSHAVEEYES #WESTSIDEGUNNDAY #BUFFALOKIDS #HISTORY #ART #CULTURE #WRESTLING

WESTSIDEGUNN

32,588 ๆฌก่ง‚็œ‹ โ€ข 11 ไธชๆœˆๅ‰

We just hit 800k followers!!!! What a fantastic moment to step back and reintroduce myself to both new and familiar faces. Aha m bu Janine, born and brought up in Zurich, Switzerland but, since September last year, proudly immersed in the vibrant life of Enugu, Nigeria. My family includes my wonderful husband Ezenwa; our adventurous twins, Chijioke and Ziora; our thoughtful Uche; and of course, our spirited Nnanyereugo, not forgetting Brutus, the most senior among us all, our ever-youthful dog! A huge part of my love for everything Igbo has been inspired by my amazing husband, Ezenwa. Not only is he a Nze na Ozo, earning me the title Lolo Anyanwu Ututu in Ala Igbo, but his love and passion for his culture have deeply influenced my journey into embracing and celebrating our beautiful life here. His support and love are the bedrock of my adventures and storytelling. For those who have just joined us, my blog shares my journey through the beauty of intercultural marriage, the joys and challenges of raising multinational kids, and my adventures in trying (and sometimes failing) to master the Igbo language after 16 years. I am a self-confessed foodie, diving fork-first into the rich flavors of Igbo cuisine, and an enthusiast for showcasing the stunning spots Nigeria has to offer. Despite what might seem, social media isnโ€™t my main hustle. My day job is in an office, keeping things balanced, but my heart beats strongest for my side passions. I am a passionate childrenโ€™s book author, with my first book, โ€œAla Nnam,โ€ exploring our kidsโ€™ adventures in their fatherโ€™s village and their discovery of Igbo culture. My creativity also finds its outlet in painting and photography, my personal retreats that Iโ€™ve yet to share widely. As we continue to build this amazing community, I warmly invite each of you to be part of this journey. Whether youโ€™re here for the cultural insights, the art, the food, or to simply share in our story, Iโ€™m thrilled to have you with us. Hereโ€™s to the exciting journey ahead, together. Your support and curiosity fuel this adventure, and I canโ€™t wait to see where this shared path takes us. #introduce #igbo #nigerwife #travel #anambra #isuofia #nwanyiocha

Nwanyi Ocha

773,056 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰

Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. Itโ€™s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, weโ€™ve been able to learn from UEโ€™s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesnโ€™t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we donโ€™t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyoneโ€™s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

Naru

55,609 ๆฌก่ง‚็œ‹ โ€ข 5 ไธชๆœˆๅ‰

Great week coming on Reading With Your Kids. In the March 8 episode, Tracy Wolf introduces her middle-grade novel The After Myth, set at Naximanders Academy, a Greek mythologyโ€“infused school where Penelope Weaver must rethink everything she believes about myths like Pandoraโ€™s Box. Tracy shares how Penelope and her sidekick Fifi are secretly modeled on her college roommate and herself, and she talks about โ€œstory Biblesโ€ and giant bulletin boards as tools for building rich fantasy worlds. The conversation highlights how reframing myths can teach kids to question received stories and see history from new perspectives. Later, Eric G. Reed discusses his picture book Dad, Someone Took the Moon, born from a family joke and packed with personal โ€œEaster eggsโ€ for his son, underscoring how picture books can preserve memories and strengthen parentโ€“child bonds [March 8]. On March 10, Jessica Collins and Lisa Malamed share Whereโ€™s Big Dog, a picture book inspired by their beloved golden doodle Lucy. A gentle exploration of pet loss, the book functions as both a story for children and a kind of sympathy card for grieving families, inviting conversations around grief, love, and remembrance. In the same episode, Ellen Cochran presents Follow the Water, a middle-grade novel based on the true survival story of Julian Kopecki in the Amazon. Blending narrative with sidebars about flora, fauna, and field science, it aims to inspire young readers to see science as an adventurous, meaningful path [March 10 Lisa, Jessica Ellen]. The March 12 episode turns to social skills and emotional resilience. Kimberly Deludeโ€™s Freddie the Fly series uses a funny, relatable insect hero to help kids recognize their own social struggles, while giving adults concrete language for coaching them. Jed and Kimberly discuss the power of daily reading to massively expand childrenโ€™s vocabularies and confidence. Then Wanda Arlene Barajas shares Benny the Brave, about a three-legged rescue dog, along with her forthcoming Puerto Ricoโ€“set story about the endangered Paloma sabanera. On our March 13 episode Latin Grammyโ€“nominated musician and debut picture book author Sonia de los Santos joins Jed to talk about birds, borders, and the magic of bilingual stories. Sonia shares the inspiration behind her new picture book La Golondrina, based on her song of the same name. The story follows a young girl who becomes fascinated with swallow birds while visiting her grandmother, and slowly begins to see her own migration story reflected in their long journeys.

jed doherty

50,846 ๆฌก่ง‚็œ‹ โ€ข 4 ไธชๆœˆๅ‰

๐ŸŽ‰๐ŸŽ‰๐ŸŽ‰ It's my BIRTHDAY! I'm an indie dev. I'm using today to be proud, which is often frowned upon. I made this hex grid w/ level editor in 3 weeks in UE, by myself. MY GOAL: Release new games every 2 weeks by end of year. This is my story, and why you should follow along: --- The video of what I made was made 4 MONTHS before the release of UE for Fortnite, while I worked at Epic a year and a half ago. I did it over our winter break. 80 hours of work across 3 weeks. I time tracked and worklogged the whole thing. This was before we had MoveTo(), SetMesh/Material(), Animation Controller was broken, you couldn't reference to other verse devices in editables. It was PAINFUL. Most of my time was spent duplicating and editing sequences. There were 631 hexes... and like 6 sequences per hex and 13 gameplay devices per hex. It was hacky, but it worked. ๐Ÿ˜…๐Ÿ˜…๐Ÿ˜… NOTE... this was with a new programming language that NOBODY outside of Epic had really used using a HIGHLY buggy in-development tool. There were no tutorials, or stackoverflow, or communities to ask for help. Even my coworkers were on winter break, so couldn't ask them for help either. Everything I did was from my raw experience as a Software Architect. And I'll argue, that what I did was FAR more advanced and complicated from an engineering aspect than ANYTHING released by the UEFN community to this day. I am SOOO proud of that work and what it represents. ๐Ÿ˜๐Ÿ˜๐Ÿ˜ --- My special interest is productivity in making things, and using that to enable others to make great things easier and faster. User Generated Content (UGC) platforms like Minecraft/Roblox/Fortnite/Halo, have been my passion for 17 years now since Halo 3 released. I've been a software engineer for 22 years... I turn 36 today, so since I was 14. ๐ŸŽ‰๐ŸŽ‰๐ŸŽ‰ I'm autistic, so I literally live, eat, and breath UGC. Because I see it as a path to build what's in your dreams. The dreams of a kid who played a game that made a difference in their life of one day making their own games. I want to enable that for everyone who wants it. Because it took me FAR too long to get into the gaming industry. People see it as complicated and difficult and competitive. I want to lower those barriers as my legacy. ๐Ÿค“๐Ÿค“๐Ÿค“ --- My new company, Creative Force, has a goal of "Building games at the speed of thought". I'm designing a general system to make games faster that could be used in any game engine. A design language that can be read by an engine that will "build your game for you". Basically allowing game designers to make "recipes" for games, and let other people use those recipes anywhere, and modify them easily to experiment and have a creative outlet. Maybe one day be a game chef and make a living doing what they dreamed, without needing crazy technical experience. ๐Ÿ‘ฉโ€๐Ÿณ๐Ÿ‘ฉโ€๐Ÿณ๐Ÿ‘ฉโ€๐Ÿณ I believe this is possible with modern learnings from software that haven't been used in game development fully yet. A game architecture that will take the technical out of making games, and make it as approachable and as deep as writing a novel or painting a masterpiece. This is my dream... and I hope you'll follow along with me. Cuz my year #36, is quite literally a GAME CHANGING year. Love y'all ๐Ÿ’–๐Ÿ’–๐Ÿ’–

RayBenefield

24,418 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰