Paul Grzymkowski

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Paul Grzymkowski

Paul Grzymkowski

@paulogy

Lover of games, music, movies & staying thoughtful among the chaos. Watch me sprout more awesome / awful / clever / crazy ideas than I know what to do with :-)

Vermont, USA, Earth Beigetreten Ocak 2008
1.4K Folgt301 Follower
Wishfully
Wishfully@Wishfully_Games·
Out now on PC, Playstation 4/5, Xbox One/Series and Switch 1 & 2 🎉
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Wishfully
Wishfully@Wishfully_Games·
Little over a week since we released Planet of Lana II ✨🎉.
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David Jaffe
David Jaffe@davidscottjaffe·
I have never seen real time graphics this good before. Streaming from @NVIDIAGFN with all the bells and whistles on and this is blowing my mind. Resident Evil 9's opening city feels incredibly real. Very, very impressive and cool AF!
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Colin Moriarty
Colin Moriarty@longislandviper·
400 weeks ago, in July '18, @ChrisRGun and I started Sacred Symbols. Fast-forward nearly eight years, and Episode 400 is now live on Patreon. I'd say "here's to 400 more!" but I'm hoping some EMPs go off before then, eliminating the internet forever. Thanks for everything. <3
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DetectiveSeeds
DetectiveSeeds@DetectiveSeeds·
On 2/20 I communicated with 2 employees via LinkedIn who were with Bluepoint Games (I reached out on Linkedin via message to numerous employees, 2 talked to me, 1 said not right now as they are technically still employed, and others did not respond). I talked to them separately in messages on the condition of anonymity. Each of these individuals had different roles within the studio, and were in completely different departments: **Prior to putting this info out, both confirmed they are no longer employed with the company. I am only sharing this info as there is no risk of job loss to the sources. If they were still employed, I would not be sharing. 🔵Both stated that the God of War Live Service game they were working on was pitched by Bluepoint to Playstation DURING their work on God of War Ragnarok as their next game. Everyone enjoyed the God of War universe, and with Playstation wanting to do live service games, Bluepoint pitched this game and it was approved. However, they missed several deadlines and it became apparent how large of an undertaking this project was for Bluepoint. One of them said project sounded good, but we really should not have been doing a live service game. It was out of the norm for us, and our bandwidth. Ultimately, the project was shuttered by PlayStation after being given multiple opportunities, and Bluepoint was tasked with pitching new projects in 2025. Both said there was additional pressure turned up on deadlines on the heels of Concord being canceled (they said the scrutiny on live service games was intense). Both said they thought having the live service game canceled was the right move so they could take on other projects more suitable for them. 🔵Both said the studio WAS NOT currently working on any green lit project at the time of closing, and they HAD NOT secured any greenlit projects since God of war game was canceled. Both said any reports of them currently working on an approved project with funding are NOT accurate. There had been 4 projects pitched to PlayStation to their knowledge, and these projects were not greenlit. One of them said 2 of these projects were remakes they wanted to take on, but Playstation did not believe they would be successful in the market. Both were apparently single player experiences. I did ask if I could have the names of the projects. Both said no, and the reason is that at least one of the pitched projects is now being worked on by another studio and they do not want to be responsible for putting that info out. I followed up on why they did not get the greenlight but someone else did, and they did not know. 🔵One stated that Playstation DID offer them job opportunities within SIE due to what they do. The other stated they have NOT had help in getting jobs within SIE. 🔵One said the atmosphere had soured in their view after god of war project was canceled. It then got worse after the projects they were pitching kept being turned down. They said several had left the studio prior to closing, and they thought headcount was in the 50s at time of closing, maybe 60s. One stated they were fine with how the studio closing news was handled, but the other person said they were not happy with how things went down. I asked details and they said it was just the way it was communicated. Both said there was more that happened behind the scenes, but they were not directly involved in those conversations and hope others will give their side once they are no longer at the studio. The consensus after several pitches were declined, in their opinion, was that they were not going to get a project greenlit and it was a matter of time until they were closed. 🔵I asked about other potential studio closings. One did not want to discuss studios they did not work at. The other stated they have friends at other studios, and there are a few studios that they believe will be closed or more staff reductions in the near future. One did give me the names of studios they thought were next, but asked me not to share this part out of respect to those other studios still operating, and I agreed. I am thankful they took the time to communicate with me and trust that I would not use their names. All research for this was done through LinkedIn. Make sure to follow me for news and updates around video games, movies, and tv shows!
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Paul Grzymkowski
Paul Grzymkowski@paulogy·
@geoffkeighley @PlayHighguard I was just thinking you did all you could. You put it on the highest profile pedestal you had. Yet it wasn’t enough. What hope do others have?
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Geoff Keighley
Geoff Keighley@geoffkeighley·
A large part of the Wildlight Entertainment team that worked on @PlayHighguard has been laid off, just 16 days after release. An unfortunate, brutal and sad outcome for a game I enjoyed in early play tests.
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David Jaffe
David Jaffe@davidscottjaffe·
@grok Damn, we are all doomed.
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David Jaffe
David Jaffe@davidscottjaffe·
Hey @grok put them in bikinis.
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Paul Grzymkowski
Paul Grzymkowski@paulogy·
@cmuratori Just a hunch but coming to terms with the idea of fairly compensating people for their work forces people to face the reality that they steal from others constantly. They would rather reject the notion than accept and process (and compensate for) that guilt.
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Casey Muratori
Casey Muratori@cmuratori·
One of the most revealing things about the "using AI for concept art" argument is how disrespectful people - even other concept artists, apparently - already are towards other people's artwork. If it were up to me, of course you would either credit or pay (or both) every artist on your "moodboard"! Why don't you? Artists deserve credit, and they deserve payment. I can only speak for myself, but: A) We certainly don't put anything on a "mood board" here that we didn't buy. We use film stills mostly, and we buy the DVDs of the films we use. This is not expensive. If we used one that we didn't own, I would want someone to point that out so I could rectify that by buying a copy of the film. The last thing I would do is turn around and use that as justification to introduce a new technology that pirates things more efficiently. B) We did want to use another concept artists' portfolio work as inspiration for the background art style in our current project. Want to guess what I did? I contacted the artist and offered them a job doing concept art for the project. They already had a full-time job, but we were nonetheless able to work out a deal where we paid them to do concept art for us on the side. These things aren't hard. It's especially easy to credit people - have you seen the length of the credits in a modern AAA game? It's also easy to send someone some money if you found their work particularly inspirational. To be honest, I'm pretty appalled by this discourse. Respecting artists' work is neither difficult nor expensive. I don't understand why people are so eager to avoid doing it. We should be striving for better treatment of artists than they currently receive, not worse.
m3mnoch@m3mnoch

@supertommy @cmuratori YOU DON'T UNDERSTAND TOMMY YOU NEED TO CREDIT EVERY SINGLE ARTIST ON YOUR MOODBOARDS OR YOURE A THIEF AND A HACK!!!

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Geoff Keighley
Geoff Keighley@geoffkeighley·
Our team had a lot of fun working with Remedy to create a very theatrical lead in to the CONTROL Resonant reveal at TGA. Many of these moments take months and months of work - we had our first meeting about this one in March.
Mikael Kasurinen@MikaelKasurinen

Behold. My nuanced yet expressive first sketch of the CONTROL Resonant TGA stage show - thank you awesome @geoffkeighley, @AnssiMaatta, Kimmie Kim & whole @thegameawards crew for rolling with it and putting together such a magical show! @ControlRemedy

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Paul Grzymkowski
Paul Grzymkowski@paulogy·
@geoffkeighley Tough to pick, but I think the mindbending Control trailer had the perfect mix of build up, intrigue, then delivery of the overall very strong show
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Geoff Keighley
Geoff Keighley@geoffkeighley·
Which was your favorite reveal from The Game Awards this year?
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Paul Grzymkowski
Paul Grzymkowski@paulogy·
@NoMansSky WOO HOO! Congrats! What a comeback story and what a game your team has built (and continues to)! Also I think the number of presenters of your award might have been more than the number of fine folks in your studio! :-)
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Paul Grzymkowski
Paul Grzymkowski@paulogy·
@Jonathan_Blow Congrats on your game reveal! Order of the Sinking Star is coming along well! Glad it’s coming next year at last :-)
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Jonathan Blow
Jonathan Blow@Jonathan_Blow·
2025 has gone by quickly! Since it's December already, is there any kind of show coming up soon that caps off the year, picking best games and giving them awards or anything like that? Such a thing would help me catch up.
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genDESIGN
genDESIGN@genDESIGN_Inc·
本日12月6日、『ICO』そして『人喰いの大鷲トリコ』が発売日を迎えました 長い年月を経ても作品を愛し、語り継いでくださる皆さまに、心より感謝いたします これからも、ふとした時に思い出して楽しんでいただけたら嬉しいです いつも本当にありがとうございます
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