Rafael

1.3K posts

Rafael banner
Rafael

Rafael

@simonokami

trabajando en cositas que ya sabreis😏

Madrid, Comunidad de Madrid Katılım Mayıs 2013
1K Takip Edilen134 Takipçiler
Rafael
Rafael@simonokami·
@garfieldrockero Joder mas que confiar le tenia esperanzas pero en cuanto se puso a la venta para acceder y tal me olió rarosimo y ni lo compré xD
Español
0
0
0
8
Rafael
Rafael@simonokami·
@Kikazo73 @Raysnakeyes Solo dejo esto por aqui, para que veias lo fiable que es metacritic xD y vas a los de 90 y son muchos pura mierda
Rafael tweet media
Español
5
0
7
1.4K
Ray Snakeyes
Ray Snakeyes@Raysnakeyes·
He estado jugando muchas horas a Crimson Desert: - Cantidad enorme de jefes únicos y desafiantes. - El juego es guiado pero... no tanto. - Un mundo impresionante, enorme, vivo, TOP. - Muchas actividades por realizar. - Rendimiento optimo en PC. - Combate lleno de combos
Ray Snakeyes tweet mediaRay Snakeyes tweet mediaRay Snakeyes tweet mediaRay Snakeyes tweet media
Español
71
79
2.3K
172.6K
Rafael
Rafael@simonokami·
@garfieldrockero Quien lo ha jugado dice que es la polla, yo me fiaria cero de metacritic viendo que soberanas mierdas tienen de 90 para arriba, en cuanto salga juzgare yo mismo jajaja
Español
2
0
0
20
XBifröst
XBifröst@damiangmc84·
@simonokami @RHernandez_13 @OnlyGerier Es que en los videojuegos no existen estafas de traillers?? Si sale bien, genial será algo único. Si sale mal, será lo que sucede 50 veces al año.
Español
1
0
3
93
Rafael
Rafael@simonokami·
@RHernandez_13 @OnlyGerier Pues como cuando salio el primer gameplay-trailer del wukong que todo el mundo lo tacho de falso y de ia, y cuando salio que era literalmente lo que vendian empezaron a buscar cualquier mierda aun asi para tirarle hate
Español
1
0
0
337
Ruben
Ruben@RHernandez_13·
@OnlyGerier Parece que estáis deseando que fracase macho tan difícil es aceptar que puede ser buenísimo sin que haya nada detras?
Español
17
0
89
10.5K
Rafael
Rafael@simonokami·
@joe_tashune Nice!! esto lo tiene el Where winds meet y esta muy chulo
Español
0
0
0
185
🌠Joe Galleto🗡️Bethesda⚙️
🚨 ¡Aprende a pescar OBSERVANDO a los NPCs en Crimson Desert! 🎣👀 ¿Quieres RELAX pescando peces épicos? ¡NO QUESTS NI TUTORIALES! Solo ACÉRCATE a un NPC lanzando la caña, OBSERVA unos segs y ¡BOOM! Skill de PESCA desbloqueada al instante! ⏱️🪝 Lo BRUTAL: Mecánica de "OBSERVAR" para TODAS las life skills y moves de COMBATE robados a enemigos. ¡Mundo DINÁMICO como RDR2 pero +RPG! 🌍💥 ¡Esto es OTRO NIVEL de inmersión! ¿Hype por la pesca? 👇 #CrimsonDesert #PescaNPC #LifeSkills
Español
4
4
35
2.8K
Rafael
Rafael@simonokami·
😌
Rafael tweet media
QME
0
0
2
15
Rafael
Rafael@simonokami·
どんな #ポケモン会えるかな ? #ポケモン30周年 #PR @poke_times
日本語
0
0
0
25
Rafael
Rafael@simonokami·
@DkDrix Literal, una pena, si la gente tuviera el valor de plantarse y limitar un poco el fanatismo para que le vieran las orejas al lobo lo mismo harian algo mejor
Español
1
0
0
23
Rafael
Rafael@simonokami·
@FolagoR Mi opinion es que aun asi la gente lo va a pagar y seguiran haciendo estas cosas cada vez que puedan y la culpa solo la tenemos nosotros
Español
0
0
0
18
FOLAGOR
FOLAGOR@FolagoR·
Pokémon Rojo Fuego y Verde Hoja llegan a 20 EUROS cada uno. No han tenido cojones de anunciar esto en el Pokémon Presents porque saben que se los comen vivos y hubiese eclipsado gran parte de los anuncios. A mi me parece duro, debería haber sido gratis para NSO. Opiniones?
Pokémon España@Pokemon_ES_ESP

¡Pokémon Edición Rojo Fuego y Pokémon Edición Verde Hoja confirmados para Nintendo Switch! 🔥🍃 Celebra el #DiadePokemon con estos títulos, disponibles para descarga después del Pokémon Presents, que se emitirá el viernes 27 de febrero de 2026 a las 15:00 (hora peninsular). #PokemonRFVH

Español
510
447
8.7K
497.3K
Rafael
Rafael@simonokami·
@IsPipo_ Nos vamos*, dudo que este mal porque la gente que lo ha jugado ya hablan muy bien de el, pero crucemos los dedos!
Español
1
0
1
9
Rafael
Rafael@simonokami·
@IsPipo_ Nadie lo esta pipo, nadie lo esta
Español
0
0
1
13
Rafael
Rafael@simonokami·
@deadxshadowx En madrid almenos, puedes pagar a alguien con la licencia de anestesista y que este a tu lado durante el tatuaje, el se encarga de la dosis y de vigilarte, lo he visto hacer para tatuajes de espalda completa
Español
0
0
0
646
TheGameVerse
TheGameVerse@TheGameVerse·
What game? 👀
TheGameVerse tweet media
English
5.9K
1.8K
90.3K
9.5M
Rafael
Rafael@simonokami·
@MrXavito Ualaaaa enhorabuena!!!! Que vaya todo perfecto tio!!!
Español
0
0
0
48
Erik "MrXavito"
Erik "MrXavito"@MrXavito·
¡Buenos días! En una hora me caso con ésta boba (la he engañado), así que se aceptan bendisiones. 💜💜
Erik "MrXavito" tweet media
Español
44
0
111
4.8K
Rafael retweetledi
Revise Entertainment
Revise Entertainment@reviseent·
👀First look at the blockout of an enemy (or maybe a boss?) in our game! Brought to life by the talented @navxgen_studio. Just a regular foe… or something far more dangerous? Want early access to exclusive content? Join our Discord for behind-the-scenes: discord.com/invite/C4ZAKTE…
Revise Entertainment tweet mediaRevise Entertainment tweet mediaRevise Entertainment tweet mediaRevise Entertainment tweet media
English
0
8
14
811
Rafael retweetledi
Revise Entertainment
Revise Entertainment@reviseent·
We understand that many of you, including media, players, team members, and those close to the project, have been wondering why we haven’t yet shown gameplay for DEPRISION, a title whose production began at Revise Entertainment in 2022, with a planned release in Q4 2025. This ambitious project has spanned several years, and we aim to provide a professional, detailed, and transparent explanation of the challenges we’ve faced, the changes we’ve implemented, the reasons behind the delay in sharing gameplay, and the progress we’re making to deliver an unforgettable experience. Below, we will outline these aspects in order to give you a clear picture of our journey, highlighting just some of the hurdles and details we’ve tackled to ensure everything functions seamlessly, which we will soon reveal to showcase what we’ve been working on. At Revise Entertainment, our process is unique. We adopt a modular approach, with each department, programming, level design, environment art, material creation department, animation, VFX, quality assurance, 3D modeling department, sound, art, narrative design, general production, and the team of writers and producers, working independently to refine their components before a final integration. This ensures every element meets a high standard, but it means the game comes together fully only in the later stages. While this methodology shapes our workflow, it is not the primary reason for the delay in revealing gameplay. Narrative: A Creative and Technical Collaboration The narrative is the core of DEPRISION, and crafting an immersive, cohesive story has been one of our greatest challenges. We didn’t aim for just a functional plot; we sought an emotionally gripping experience, with every detail designed to reflect our vision. This required an inseparable collaboration between the creative and technical teams. The team of writers, narrative designers, producers, and our creative director, @AleGrassini10, iterated tirelessly on the script, exploring ideas that often required technical validation to ensure feasibility. This trial-and-error process, while time-intensive, resulted in a robust narrative that now drives the game’s experience and was a significant factor in delaying gameplay reveals, as we prioritized perfecting the story. From a technical perspective, the creative team relied entirely on the technical team to bring the narrative to life. We designed dynamic dialogue systems that respond to player actions, requiring a flexible scripting framework to handle multiple outcomes. We worked closely to assess whether the technical team could implement the proposed ideas, adjusting them as needed to ensure optimal performance. For instance, player choices not only impact dialogue but also trigger environmental changes, such as activating specific events or altering the ambiance. For the horror component, we drew heavy inspiration from the oppressive atmosphere of Silent Hill 2, while certain scenarios fully embrace the immersive ambiance of Silent Hill P.T., aiming for an enveloping narrative that captivates the player. Additionally, we took inspiration from titles like Half-Life: Alyx, Half-Life 2, and INDUSTRIA to craft an atmosphere blending tension and reactivity. Although DEPRISION follows a linear narrative with a defined structure, similar to these games, we integrated systems to create a sense of interactivity, such as contextual events and seamless transitions between gameplay and cinematics. We continue to refine cinematics to blend organically with gameplay, implemented an autosave system to preserve progress without breaking immersion, and developed optimized progression logic to maintain narrative cohesion. We are currently working on internal databases to track game states and ensure player decisions have consistent impact—a process still in progress but vital for the narrative system’s robustness. Every creative adjustment required technical revisions to ensure the systems supported the vision without compromise, a time-intensive effort that contributed to the delay but was essential to transform the narrative into a living, interactive experience. For those interested, the director overseeing the cinematics, leading the animation team to ensure everything is flawlessly executed, is Rafale Simon Clemente (@simonokami). You can follow his work and learn more details on his profile. Technical Performance: Optimizing Expansive Zones On the technical side, we faced significant challenges with performance, particularly on desktop PCs, where certain expansive zones in DEPRISION required a much higher computational load. When we refer to expansive zones, we mean areas that, while not a fully open world, are large enough to give that impression, following a narrative-driven structure similar to Silent Hill 2. These zones involve constant partition loading, with numerous elements like objects, textures, and effects activating depending on the player’s location. Early versions suffered from framerate drops, long loading times, and stability issues on mid-range hardware. We identified high polygon counts, inefficient high-resolution texture handling, and an unoptimized rendering pipeline as the main bottlenecks, necessitating extensive rework that delayed our timeline for sharing gameplay. To address this, we overhauled the graphics pipeline. We implemented advanced LOD (Level of Detail) techniques to reduce complexity in non-essential models, optimized texture streaming to minimize memory load, and improved edge smoothing to balance visual quality and performance. We adopted Sub-Levels and World Partition systems to manage the unification of these expansive zones, allowing the engine to dynamically load and unload world sections based on the player’s position, which reduced memory requirements and improved loading times. We also refined memory management with advanced culling and spatial partitioning, easing the GPU load and ensuring a smooth experience across a wide range of hardware. To maintain order and stability during development, we used Azure DevOps as our version control system, assigning a branch per user for each team member. This enabled efficient management of mechanics, levels, unifications, environments, visual effects (VFX), particle systems, animations, audio, lighting configurations, shaders, and AI systems. Each coordinator, leading a department, collaborated with a technical lead and a supervisor to ensure changes were properly integrated into their department’s main branch. A technical lead then reviewed and merged these changes into the department’s main branch before propagating them to other main branches in a structured order. This rigorous approach ensured updates didn’t introduce conflicts and kept all game components synchronized, maintaining coherence in a project of this scale. The complexity of coordinating these technical improvements was another key factor in delaying gameplay reveals, as stability was critical before showcasing the game. Innovation: ProLevelToolkit A key achievement was our collaboration with Radian Team to develop ProLevelToolkit, an internal tool that transformed our production pipeline. ProLevelToolkit is a comprehensive framework designed to accelerate level design, optimize performance, and enhance creativity. Its development required significant time and resources, contributing to the delay in gameplay footage, but it has proven invaluable. Its features include: Data Asset: Intuitive asset management with drag-and-drop mesh assignment, real-time updates, and a modular design for extensive asset libraries. Modular Building System: Precise structure construction with an intelligent grid system, automatic placement, and error-free snapping. Blueprint Quick Tools: Blueprint-based utilities for rapid property adjustments, material detection, and customizable shortcuts. Smart Scatter with Physics: Physics-based object scattering for natural placement, support for sloped surfaces, and quick prop merging. ProLevelToolkit enhances performance by optimizing collisions and physics, speeds up complex scene creation, and ensures visually rich environments without compromising stability. Its real-time profiling system identifies bottlenecks, enabling immediate adjustments. Integrated with Unreal Engine’s Editor Scripting Utilities plugin, this tool has streamlined our pipeline, saving time and elevating quality. We’ll continue updating ProLevelToolkit with new features to maximize its impact on DEPRISION. Led by the @RadianTeam_ under the leadership of @trom3r. Art: A Cohesive Vision The art department faced significant challenges, which also contributed to the delay in sharing gameplay. In several iterations, we found inconsistencies between 3D models, textures, and the overall art direction. Some assets didn’t capture the intended atmosphere or integrate well visually. This led us to rework multiple elements, from characters to environments, to achieve a cohesive aesthetic experience. We adjusted shaders to enhance lighting, optimized materials to reduce performance impact, and refined the asset import pipeline for uniformity. We conducted extensive tests to align the art with the project’s vision, tweaking color palettes, environmental details, and effects like fog, reflections, and particles. This process resulted in a visually striking world that complements the narrative and heightens immersion, but the time spent refining these elements meant we weren’t ready to showcase gameplay earlier. Stabilization and the Road Ahead After overcoming these challenges, our former CTO, Jesús Caldera (@ztrxwzy), resolved critical technical issues, laying a solid foundation. For personal reasons, Jesús did not renew his contract, and Matías Lahorca stepped into a key role to keep the project on track. Thanks to their efforts and the team’s collective work, we stabilized DEPRISION, optimized workflows, and are now moving toward the final stages. What’s Next We understand the wait has been long and expectations are high. We’re focused on polishing gameplay systems, integrating all components, and ensuring DEPRISION meets our quality standard. When we’re ready to show gameplay, we’ll announce it through our official channels. If all goes as planned, we’ll share an exclusive teaser or the Reveal Official Trailer and Gameplay Reveal Trailer between October and December 2025. We deeply appreciate your patience and support. At Revise Entertainment, every obstacle overcome has brought us closer to a DEPRISION that will exceed expectations. We’re working passionately to deliver a technical, artistic, and narrative experience that leaves a lasting mark. Stay tuned, because what’s coming will be extraordinary! Revise Entertainment Team
Revise Entertainment tweet media
English
1
7
12
982