Ghat Smith

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Ghat Smith

Ghat Smith

@GhatSmith

French game developer Lead Programmer on #TheLastNight at @oddtalesgames Personal Project : Ó̮X͚͊ͅ#̯͕̳ͩ_̹͇̎̑3̘̠̇R͉ͅ1͚ ATA ATA HOGLO HULU

France Katılım Ekim 2014
428 Takip Edilen558 Takipçiler
Ghat Smith retweetledi
Tim Soret
Tim Soret@timsoret·
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Ghat Smith
Ghat Smith@GhatSmith·
@addy_valentine Amazing trailer, and that song... I've been listening to it on repeat for several days. All the best to you and Gun Nose!
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Ghat Smith retweetledi
Addy Valentine
Addy Valentine@addy_valentine·
Never in my wildest dreams would I have imagined people to respond so well to my song for the Gun Nose game trailer! Thank you everyone who has supported the Kickstarter! Let's go to the MOON so I can make more cool animation! kickstarter.com/projects/addyv… #TrailerTuesday
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Ghat Smith
Ghat Smith@GhatSmith·
Unity decided to wake up right after posting my tweet 🙌 And surprisingly switching back to the initial platform took around 20 minutes. Back to work!
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Ghat Smith
Ghat Smith@GhatSmith·
The ultimate endurance test for any Unity dev: 1⃣ Accidentally trigger a platform switch ⏳ Endure hours of re-importing agony 😬 Realize you need to switch back 💤 Brace yourself for another 3 hours of staring at progress bars And no, platform switch can't be aborted💀
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Ghat Smith
Ghat Smith@GhatSmith·
@andyhellgrim Then consider your wish as already granted because from my point of view you definitely helped me more in my projects than the other way around ;)
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𝑨𝒏𝒅𝒚 𝑯𝒆𝒍𝒍𝒈𝒓𝒊𝒎
It’s a long time and probably almost everyone forget about my Vtuber app but today I want to clarify things: VADisplay is Dead ! 🧵 First I want to apoligize to all the peoples in my waiting list, I didn’t forget about you ! You'll hear about me in your DM soon 🎃 1/7
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Ghat Smith
Ghat Smith@GhatSmith·
@thomasmahler I've been reading your tweets for some time, and I just wanted to tell you that I really like your vision of the video game industry, so thank you for sharing that! Wish you the best with No Rest for the Wicked, it looks absolutely amazing!
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thomasmahler
thomasmahler@thomasmahler·
The idea that IP matters over all has always been an erroneous notion that I hope we can all accept as being profoundly wrong at some point. It certainly feels like the wave of acquisitions in recent years - not just by the games industry, but in general - has been driven by the idea that all big corps will have platforms and those platforms have to constantly be supplied with content. The problem is: If you remove the original creators from those IPs, usually you’re left with nothing but a few names that meant something in the past, but won’t necessarily in the future because - surprise - it’s always been the talent behind those IPs that made it all work. And it’s not like this hasn’t been proven historically yet. It’s been proven to be true over and over and over again. Who cares today about Metal Gear without Kojima making it? How much is the Metal Gear IP still worth today? Who cares about Halo without Bungie driving? How much money has been spent on trying to relive the good old days? Say what you will about George Lucas, but Star Wars isn’t the same without crazy George’s vision. As much as I love Sea of Thieves, the RARE we have today isn’t the same team it was during the Nintendo days because most of that talent left a long time ago. Asking the RARE of today to make another Banjo Kazooie is akin to asking a team of fans to recreate the past. All the old Blizzard talent left Blizzard over the past 10-15 years and if you ask me, Blizzard would be best suited just giving those new teams a chance to come up with entirely new things instead of having to work on stuff that was created by other teams in the past. Even when the old guard was still around, Diablo certainly became an entirely different thing after Blizzard North was disbanded. Could Ori 3 be done by another studio than Moon? I doubt it would capture the same essence. Even if you’d own a brand like the Beatles - if you don’t have John, Paul, George and Ringo writing the songs, what output do you expect to get? The games industry in general has a history of almost trying to hide who the creative minds behind those beloved products actually were. And it certainly feels like these companies still do not understand that a Picasso recreated by some random dude might still be a nice painting - but it certainly wouldn’t be a Picasso.
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Ghat Smith
Ghat Smith@GhatSmith·
@timsoret 4) Dofus: roleplay encouraged me to pay attention to grammar and improve my writing skills. Creating and managing my own guild for several years also helped me to develop many skills (communication to recruit new members, management, organization etc).
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Ghat Smith
Ghat Smith@GhatSmith·
@timsoret 2) Another World/Dune: made me realize how games (and media in general) can be immersive and impactful 3) Guitar Hero: sparked in me a love interest in music, to the point of practicing multiple instruments and loving an infinite number of musical genres
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Tim Soret
Tim Soret@timsoret·
Curious to know what are the games that "changed you"? For me it's been: - Metal Gear Solid 2 - Minecraft - Starcraft II - The Last Guardian - From Software (Bloodborne / Dark Souls 3 / Elden Ring) - Outer Wilds Each one of them, one way or another, altered my thinking, my relationship with the world or with myself.
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Ghat Smith retweetledi
Tim Soret
Tim Soret@timsoret·
16k views for our tech talk! One of the rare presentation available online on game architecture, especially for a large-scale game on Unity with interconnected features. youtube.com/watch?v=aG5339…
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Ghat Smith
Ghat Smith@GhatSmith·
@TedWikman @oyvindstromsvik Good job for the Asesprite importer! If I may put my two cents in, something really missing in the animation window is a search field in the dropdown, navigating between animations when you have many is sooo painful. Same for your animation clip inspector preview, think about it.
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Ghat Smith
Ghat Smith@GhatSmith·
@andrew_saraev @timsoret Components can also define their own blackboards, with predefined variables, to easily expose multiple values to the whole variable/blackboard architecture.
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Ghat Smith
Ghat Smith@GhatSmith·
@andrew_saraev @timsoret Yes exactly! We can take advantage of the modifiers to expose things from code to the variable architecture. Main Camera is a good example indeed. I also use it to expose some static variables (like SavingSystem.IsLoading).
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Stéphane Cocquereaumont
Stéphane Cocquereaumont@stephc_int13·
@GhatSmith @timsoret I am working on it and I will publish a tech article once I am happy, but in Crayfish there is a single hierarchical "gamestate" structure, that is parsed by the engine to be observable at all time, stored in a manner that enable full timeline style access, forward and backward.
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Ghat Smith
Ghat Smith@GhatSmith·
@stephc_int13 @timsoret That's why, as mentioned in the talk video, it's important to put in place good practices (like in code), and why we also invested in tracking and debugging tools.
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Ghat Smith
Ghat Smith@GhatSmith·
@stephc_int13 @timsoret I agree that sometimes, things that seem to work at first glance can fail in practice. The devil is in the details as we say. It's also true that complexity doesn't really disappear. In our case, we obtain a lot of flexibility but we must manage to keep everything under control.
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Ghat Smith
Ghat Smith@GhatSmith·
@Lockyaw Our visual scripting system has a basic state machine implementation. For character animations, we are still using Unity animator (Mecanim). We can add visual scripting logic directly inside animator states, very cool when we need more complex logic directly tied to animations.
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Walter H. - Lockyaw 🕊️
@GhatSmith Great post, kinda similar to my own architecture! Are you guys using the Visual Scripting for character State Machines as well?
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