Alexander Westerhoff

760 posts

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Alexander Westerhoff

Alexander Westerhoff

@awesterhoffcom

Improving customer experiences at https://t.co/Jt5E3boKU7.

Copenhagen, Denmark Entrou em Temmuz 2018
140 Seguindo67 Seguidores
Alexander Westerhoff
Alexander Westerhoff@awesterhoffcom·
@MandoMichael The first thing that came to mind when I saw you in the trailer was how much I miss playing that game! Vaas <3
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Raphael Salaja
Raphael Salaja@raphaelsalaja·
i've distilled everything i've written on userinterface.wiki into a single skill file. 119 rules across 11 categories across animations, timings, ux laws, typography, audio, and more. npx skills add raphaelsalaja/userinterface-wiki
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Alexander Westerhoff
Alexander Westerhoff@awesterhoffcom·
Hvis dette bliver en realitet, så tænk på at være Mads Hermansen. Endelig er Schmeichel skadet, så han ikke kan udtages, og så henter de sgu en keeper ud af pension for at starte før Mads. #ForDanmark
Benjamin Leander@LeandinhoDK

#ForDanmark XI mod Makedonien næste uge. 90 minutter. Udtrykket fuldkommen ligegyldigt. Bare sejren, der skal hjem. Damsgaard isf Eriksen, hvis han er klar.

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Nostalgia Daily
Nostalgia Daily@nostalgia_·
If this doesn’t unlock a childhood memory, I feel bad for you
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Sam Parr
Sam Parr@thesamparr·
There's a men's clothing brand called Drakes. Each season they put out a lookbook where they show off new styles. They've turned their lookbook into a piece of art that menswear nerds look forward too. Its pretty cool how they've done it. They're particularly known for being great at picking good color combinations for their lookbook.
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Alexander Westerhoff
Alexander Westerhoff@awesterhoffcom·
@CleanShot I just downloaded CleanShot again. However, it won't open. It briefly appears in the menu bar but closes again in less than a second. I tried reinstalling it, and there are no files in the library to clear.
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thomasmahler
thomasmahler@thomasmahler·
With No Rest for the Wicked, we're in an extremely interesting space right now after we shipped our Together update and are gearing up for 1.0. Let me ramble and share my thoughts for a minute: We never built Wicked as 'one game' that we finish and then replace with a sequel. We built it as a foundation, a platform. Over the past 5–10 years, we’ve created hundreds of thousands of assets, animations, systems, tools... we basically crafted an entire world. And I truly believe that the work we put into crafting Wicked that way will compound in value in the weeks, months and years to come. To me, this is a quite radically different development approach that could potentially even change how larger publishers look at game development. For Wicked, we’re going with an expansion model. Big campaign expansions will always be looming up ahead: More areas to explore, more story to unravel, more cinematics to experience, in short: More of your traditional ARPG fare. But in-between those expansions, me and some of my design team will always keep trying to push new ways of play into Wicked in order to potentially create that 'forever game' that many of us have always been dreaming of (I think in many ways the allure of that was what spawned the 'Metaverse' craze a few years back). My point is: For the past 30+ years, when a games studio finished a game, they either made a sequel while starting mostly from scratch or they started to develop an entirely new IP and usually had to rebuild everything. But I think we're finally at a point where it makes sense to break that old model: Because of the foundation we have, if we plan to fully commit to building a rogue-like that could rival Hades and other genre-references out there, we automatically have a huge leg-up by simply being able to already use our combat system and everything we've built so far. We don't have to reinvent the wheel or start from 0 and spend years building a base. Often times in development, the first couple of years are spent on pre-production where you figure out the world, the characters, the design, the systems... and usually then there's a mad rush when you fully enter production to pull all these pieces together in order to actually make the game that was dreamt up in these years prior. But given our foundation, we're now able to jump straight into the actual meat and potatoes of just crafting the game we want to make. That would only be possible if Wicked remains as one game that we'd keep expanding upon, which is currently still our intention. I've been frustrated in recent years because I think Survival Games are a bit stuck and so far I think Survival Games work more because of their addictive systemic loops instead of the perfection of all their core pillars. Case in point: I couldn't name a single survival game out there that has an insanely rich combat system. I'm sure devs had to spend most of the development time on other stuff and... rightly so. But... if we want to craft a survival game, we basically get the combat 'for free' since we already built it and spent years refining it. No publisher out there would fund a survival game where the pitch is 'This will be a survival game with combat as deep as Elden Ring!' - Everyone would understand that the costs would be horrendous and you'd question if the designer has properly done his homework. But if we do it based on the foundation we already built, suddenly that goal becomes entirely feasible. I recently discussed this idea with a senior person at Riot and got the same confirmation: If you'd want to build a new type of MOBA, one based on an animation-commit combat system instead of their old point and click foundation, you'd get booted out the room. Unfathomable, too costly and way too risky. And... they might be right. Unless you already have all the bits and pieces. Whenever I share this core idea with gamers, sometimes people draw comparisons to games like Spore. But the analogy isn't apt: Yes, Spore tried to be many games at once, but it was all built simultaneously, and then shipped as a packaged product. That doesn't work, it's too complex of a task and our brains aren't built that way. Wicked is the polar opposite: We started with one extremely solid core - our ARPG campaign. Now we expand outward, over time, in modules that share DNA. In many ways, this is close to what Will Wright was dreaming up in the 90's: Interconnected systems across different experiences. That idea was just too early back then and the infrastructure to deliver that didn't exist. But now it does. If we execute properly and don't do something really stupid, No Rest for the Wicked has the potential to become one of the first true 'forever games' and the 'endgame' experience would go far beyond what's traditionally seen in ARPGS: Not in the sense of endless grind. But in the sense that you don’t have to leave the game if you want something slightly different. You just pivot inside it. The ARPG campaign will always be the heart. And with 1.0, I think we'll deliver on that in spades. But when you finish a quest and feel like doing something else for a while, I believe the world should be your oyster. It's all incredibly ambitious and - frankly - quite insane. But so was building Wicked in the first place 😂🤣
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Alexander Westerhoff
Alexander Westerhoff@awesterhoffcom·
@0xdhrv @brian_lovin I figured it out after setting everything up on my personal machine. The Raycast browser extension was disabled on my work laptop, which caused the "Save Current Tab" feature to fail. It's working now - cheers!
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Alex Burdin
Alex Burdin@buburdin·
spent the last 3 weeks (planned 3 hours) experimenting with @maxyugio on a simple tool that turns your handwriting into a font you can use anywhere. best experience-draw directly on mobile. beta mode-handwrite on paper and take a photo. we’re both designers, so this wouldn’t have happened without these incredible tools and libraries: @cursor_ai, @claudeai, @vercel, perfect freehand by @steveruizok, @framermotion, opentype.js, and others.
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Alexander Westerhoff
Alexander Westerhoff@awesterhoffcom·
@_poolday_ Just give me access, damn it! I can't keep scrolling any longer to find that old screenshot of a carbonara recipe.
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Alexander Westerhoff
Alexander Westerhoff@awesterhoffcom·
@thomasmahler Had the opportunity to play the game for approx. 8 hours on PC. Very much looking forward for a 1.0 release on either Playstation or Switch. It's really really... really good!
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thomasmahler
thomasmahler@thomasmahler·
Random thought: Could we exploit Switch's GameShare to rethink couch co-op? One big issue with couch co-op ARPGs is menus. In D3, one player opening the inventory pauses everyone. In D4/PoE2, menus go half-screen, but co-op is limited to 2 players, which is rough for families. D3’s 3-4 player co-op was great. Since Switch has a tablet, I wonder if players could each use their own Switch for inventory, stats, etc., while everyone still plays together on the big screen. Worth investigating.
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dennis
dennis@dennismuellr·
@awesterhoffcom @hyojun_at nah, that's just what was assumed based on this email. we're shipping like 5 big features in the next weeks hah
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jun
jun@hyojun_at·
i don't think this is a good question for finding a pivot idea
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Mads ♥mann
Mads ♥mann@Mads_Hartmann·
We bought a house and we’ll get access soon. So now we have to make one of lifes biggest decisions. Bosch green, Bosch blue, or Makita
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Alexander Westerhoff
Alexander Westerhoff@awesterhoffcom·
@RasmusNielsen Would love to test it! I've been trying out various camera apps for years, but most of them are just too technical. What I really want is a camera app that's easy and fun to use. I don't know what filter or film looks good – I just want to point and shoot!
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Ras✦Maus
Ras✦Maus@RasmusNielsen·
10 slots for testing 'Roll'. I've previously had shifting luck getting actual feedback, so please let me know why you need the spot.. ok bye thanks!
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Jordan Singer
Jordan Singer@jsngr·
hey @wabi give me an app that uses my location to point me to the single closest coffee shop on a map
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