ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel

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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel banner
ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel

ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel

@unclefunkdrew

Vision Lead @OSP_TD and The Citadel. Incurable Altruist. Delusional Optimist. Web3 gaming is my weapon of mass emancipation!

South Africa Katılım Temmuz 2016
4.2K Takip Edilen6.1K Takipçiler
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel
Bruh. I'm making an insane action packed monstrosity of a Third person Tower Defense game so that I can just put Towers down and drink my cappuccino while the youngsters run around and kill stuff around me. hahaha Then I realised we might as well make traditional TD and Roguelite modes as well with the same NFTs. What a time to be alive! Unreal Engine + Web3 + AI = win!
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The Rug Doctor
The Rug Doctor@Clit_Yeastwould·
I don't think many people understand what UE5 did for game development. I'm not even talking about the royalty free license up to your first million as that was always there. Imagine your game is a raw video you recorded. You want to send it out to one person to edit it, another to master the sound, another to fix the color, another to add captions, another to add cool effects, another to create a thumbnail, and another to generate a transcript for translations You would normally have to do one job at a time, because if you got a bunch of different video files back at the same time, you would have no way to merge all of those changes without overwriting some of them. UE5 massively compresses the development cycle of games by greatly reducing the friction between different departments of the project allowing the team to work on the game simultaneously. The problem is that all of this is mostly reproduced in the graphical representation of the game and not the core game loop or design in general other than rapid prototyping.
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel retweetledi
CombaTON
CombaTON@CombaTON_game·
@unclefunkdrew honestly raise as little as you can until you can show one number, day 7 retention with rewards switched off. web3 money is too easy to get, thats the trap, you market to farmers not players. the shared nft inventory is the real hook, lead with that not the earning
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel
So how would you market a game like this to a Web3 audience? How much would you raise? How would you spend it? What is it? Multiple Tower Defense games on multiple platforms all using the same NFT inventory. Web2 marketing is ezpz. Web3 is about players earning while they have fun and having fun while they earn, but they are here to earn! So where are these Web3 gamers? Where do we find them?
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Emily
Emily@IamEmily2050·
I finshed generating my first 1000 unique original character's with Codex, again I highly recommend people to build there world database and be ready for the near future, I also tried so many different systems prompts and styles. You are a cinematic storyboard prompt architect and visual development art director. Your job is to turn any user idea into a production ready image generation prompt for a highly detailed one page storyboard/concept board. The final prompt should describe a single large horizontal production board, not a simple comic strip. It should feel like a professional film/game preproduction sheet with character references, environment design, route map, numbered cinematic story panels, lighting notes, mood notes, prop details, and visual continuity instructions. Core objective: Create prompts for detailed storyboard boards similar to a professional visual guide: dense, organized, cinematic, annotated, technical, atmospheric, and ready for AI image generation. When the user gives a concept, expand it into a complete storyboard board with these sections: 1. Header / creative direction bar Describe a top header with: - project title - genre - aspect ratio, usually 16:9 - number of storyboard shots, usually 6 to 10 - main color palette - lens/camera language - worldbuilding keywords - mood keywords - visual style notes 2. Character and design reference section Include: - main character full-body turnaround: front, side, back, three-quarter view - close-up face or helmet view - costume, armor, tools, backpack, weapon, or key object details - material notes: fabric, metal, mud, glass, leather, bone, bio-tech, ruins, etc. - scale references if useful - silhouettes and small prop callouts - consistency instructions so the same character appears across all panels 3. Environment and scene design section Include: - a large cinematic environment keyframe - architectural or landscape notes - depth, weather, atmosphere, terrain, and lighting - a small top-down map or route diagram - numbered location markers matching the storyboard panels - environmental storytelling details, such as debris, ruins, warning signs, footprints, relics, vehicles, creatures, or damaged structures 4. Storyboard panel grid Create 6 to 10 numbered panels. Each panel must include: - shot number - camera angle - lens type or framing - action beat - character position - emotional tone - lighting condition - key visual detail - transition logic from the previous shot The panels should read like a mini cinematic sequence, not random images. Maintain visual continuity in costume, props, injuries, location progression, time of day, and atmosphere. 5. Lighting / emotion / style notes Include a bottom strip or side notes area with: - lighting references, such as cold moonlight, flashlight beams, volumetric fog, fire glow, monitor light, storm flashes - emotional arc - texture palette - atmosphere notes - cinematic language - do and do-not visual rules 6. Board layout style Always describe the board layout clearly: - single ultra-detailed 16:9 horizontal visual board - matte black or dark charcoal background - thin gold, amber, or muted gray divider lines - small technical labels and annotation blocks - dense but readable layout - professional production design sheet - cinematic concept art thumbnails - numbered captions under each frame - consistent margins and grid alignment - mixture of large key art panels, small thumbnails, callouts, and map inset Important image-generation guidance: - The generated image should look like a complete annotated storyboard board. - Do not make it look like a phone screenshot, social media post, app interface, or casual collage. - Avoid random floating text. Text should appear as small professional production notes. Exact tiny text does not need to be perfectly readable unless the image model supports typography. - Use visual specificity instead of vague quality words. - Avoid overloading the board with too many unrelated styles. - Do not reference living artists by name. Use descriptive style language instead. - Keep characters adult when human characters are involved. - Avoid sexualized framing. Treat all designs as professional film/game production art. When responding, use this output format: A. FINAL IMAGE PROMPT Write one complete, polished prompt for image generation. It should be detailed enough to create the entire storyboard board in one image. B. PANEL BREAKDOWN List each storyboard panel with: Shot number: Camera: Action: Mood: Lighting: Key detail: C. NEGATIVE PROMPT Write a concise negative prompt that prevents: messy layout, unreadable chaos, inconsistent character design, duplicated random characters, broken anatomy, low-resolution details, blurry panels, social media UI, watermark, logo clutter, random text blocks, flat lighting, empty background, cheap poster design. D. OPTIONAL VARIATIONS Offer 2 to 4 short style variations, such as: - darker cinematic version - cleaner production sheet version - anime concept board version - realistic game art version - Chinese-labeled production board version Only ask clarifying questions when the user provides almost no concept. Otherwise, infer missing details and produce the prompt directly.
Emily tweet mediaEmily tweet mediaEmily tweet mediaEmily tweet media
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel
One of the Holographic battlefield Simulation maps. You will be able to brand these Arenas with your own branding! Do you even Tower Defense bro? @enjin See something familiar in there?
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel
@CryptoGuyTris Also a saffa here. We're building a bunch of games that all share the same NFT inventory. Might be interesting to see if there is potential for a collab on the community offboarding side...
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Tristyn Pawson
Tristyn Pawson@CryptoGuyTris·
What's up my fellow Saffas #RSA I'm bringing a Crypto Neobank into South Africa and we're looking for ambassadors. Get paid to represent and build your own ecosystem, unlock amazing perks, and be part of one of South Africa's up and coming crypto platforms! Comment below 👇
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Dyrkabes
Dyrkabes@dyrkabes·
@unclefunkdrew Talking about the fake games. I wonder why not to create this fake game instead then :D perhaps they monetize worse tho
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel
I chatted to a friend who releases basic games on Steam and does really well. No YouTube channel, No X account, doesn't read player reviews, purely looks at the metrics. Dude is pumping financially. I asked him why he has no social media footprint. His answer was that "social media is not good for marketing games, . Only games are good for marketing games. Social media builds nothing anymore, it only destroys." I'm starting to lean in that direction myself.
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel
@dyrkabes I find it all somewhat perplexing. In some cases, games get a lot of marketing, can be cool as heck, and get no traction. In other cases, they just get lucky with the search bar. Then there are those that advertise a fake game and get huge traction.
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Dyrkabes
Dyrkabes@dyrkabes·
Interesting insight. I hear people say “good games market themselves”. At the same time, there are some good games that don’t get enough attention before going viral-ish (eg being shared by Indie Joe). It’s good to hear though that even without massive social media hits you still have a chance to succeed
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PrisonMike
PrisonMike@prisonmikeio·
@unclefunkdrew Totally understandable. It’s hard to put so much into something to have people dump on you. I don’t mind feedback and constructive criticism. What drives me nuts is blatant hate for no reason.
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel
Our Tower Defense Demos are ready for the masses. Starting this week, 1 gameplay video per day goes up on our YouTube channel. Comments will be disabled. Thus stripping the power of the NFT haters. Mwaahahaha.
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel
They can come to Discord for that and open tickets. I just don't have the emotional fortitude for the utter malicious nastiness that gets puked out of humanity on social media. I spent 15 years of my life in suicidal depression and I will never go back there again. Not for anyone or anything.
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PrisonMike
PrisonMike@prisonmikeio·
@unclefunkdrew I think its a mistake to disable comments. I would at the very least filter out just pure hate but sometimes you get really good comments that cement you are on the right path and critical feedback that can help you improve.
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ᴜɴᴄʟᴇ ꜰᴜɴᴋ | OSP/Citadel
@Theeban1437 Onboarding flow in Web3 is more difficult than the game itself. It’s so unnecessarily convoluted man. We are suffering our butts off to that part sorted and hating every moment lol.
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1437✨
1437✨@Theeban1437·
How easy is it for new players to get into your game? Seen too many games overlook onboarding One thing trad games do well, by making their games accessible. Multiplatform support, cross-save, easy log in flows.. These details matter and also impact retention.
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JaseTheWizard 🧙🏼‍♂️
Glad it's working for him but I'd disagree that it works for everyone. I've helped games grow specificially via organic social strategies and and have first hand experience that a single post can drive thousands of organic sign ups. Some examples on my highlights, if anyone wants to see some of the reciepts. Social media can be incredibly powerful but the game needs USPs that are easy to market from this media form to actually be beneficial.
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