Brian Baglow

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Brian Baglow

Brian Baglow

@flackboy

Founder and director of Scottish Games Network and Scottish Games Week. Currently writing Scotland’s National Games Strategy

City 17 Katılım Ağustos 2007
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Brian Baglow retweetledi
UK Games Fund
UK Games Fund@ukgamesfund·
Expressions of Interest Now Open Established companies with a track record and a video game development project at an early stage can submit an EOI for grants up to £100,000. tinyurl.com/5n7rd26x
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Brian Baglow
Brian Baglow@flackboy·
Fancy hearing a debate about the impact of #tech and #AI on Scotland's future? Tomorrow, I am part of a #hustings, alongside some leading experts and politicians. I will be championing games as a critical part of Scotland's digital infrastructure. scottishgames.net/2026/04/22/nat…
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Brian Baglow retweetledi
KeskinensBigToe
KeskinensBigToe@KeskinensBigToe·
Before you vote for reform in Scotland, this is what Nigel Farage thinks of us…
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Angus Robertson
Angus Robertson@AngusRobertson·
The SNP has pledged to roll out a new “minimum income” for Scotland’s writers, musicians, filmmakers, playwrights, comics and visual artists if it returns to power after the Holyrood election. heraldscotland.com/news/26018299.…
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Brian Baglow
Brian Baglow@flackboy·
#HelloWorld! is something genuinely ground-breaking for the UK's #videogames ecosystem. It helped 89% of students (& those impacted by closures and layoffs) to understand how to start and run a new #games business (with an emphasis on business!) Help me bring it to your region
Scottishgames@scottishgames

The #HelloWorld startup summit which ran at the start of March 2026 helped 89% of the sell out crowd, become more likely to consider starting their own #games business. We need more successful and sustainable games startups. This is how me make them. scottishgames.net/2026/04/14/hel…

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Brian Baglow
Brian Baglow@flackboy·
This is fabulous news for the #UK's #games sector. £30M funding is great. However (you knew that was coming, right?) Funding is only part of the solution. We need strategic recognition, links to education & skills & to look beyond the consumer market. We need a GAMES ACTION PLAN.
Scottishgames@scottishgames

The UK Government has announced a new £30M funding package to support the UK's #games industry, with £28.5M for @ukgamesfund & £1.5M for @londongamesfest. scottishgames.net/2026/04/14/30-…

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Scottishgames
Scottishgames@scottishgames·
Great news for the creative industries - including games - as the Tay Cities Region secures up to £20M in UK Government's Local Innovation Partnerships Fund. scottishgames.net/2026/03/30/tay…
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
I often think about the technical limitations that game designers of the 80s had to work with - both in terms of software and hardware. The game that stands at the very top is Elite. Think about this for a second: The core game code on the BBC Micro version occupied roughly 22 KB of memory. Now think about what Braben and Bell turned that into: a universe with eight galaxies, each containing 256 star systems (for a total of 2,048 planets/systems). Each system featured unique details: government type, economy, technology level, population, commodity prices, and even descriptive text (e.g., a planet known for "carnivorous arts graduates" or similar quirky combinations). If you still need a bit more help to contextualize that, try this: Elite was smaller than many modern text files or desktop icons, yet it contained (and let you freely explore) a multi-galaxy-spanning universe that felt vast and limitless. Oh, and by the way, the game also rendered 3D wireframe ships, stations, and planets in real time on a 2 MHz 6502 processor. This is no slight on today’s game designers. They work with what they have, and that's okay. But when you think about the worlds that some programmers created with the tools they were given, it sometimes breaks my brain trying to understand how they did it. Elite is a true masterpiece on so many levels. I played the C64 version back in the day, and even 40+ years later it still feels like one of the most incredible programming wonders ever.
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Brian Baglow
Brian Baglow@flackboy·
<New Scottish Indie Game Alert> Donut Panic is the latest release from @kylewbanks the man behind the incredible Farewell North. Taking things in a slightly... different direction.
Scottishgames@scottishgames

The award-winning game developer @kylewbanks creator of Farewell North, has announced Donut Panic Instead of exploring the lush highlands, exploring loss & reminisence, you're pulling a nightshift at an all-night cafe where things could get... weird scottishgames.net/2026/03/19/don…

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