Scott Blinn

863 posts

Scott Blinn banner
Scott Blinn

Scott Blinn

@scottblinn

Director of Design, Monomi Park. #GameDev on franchises such as System Shock, Red Faction, Darkwatch, Skylanders, and others. Thoughts are my own.

Bend, OR เข้าร่วม Ağustos 2008
492 กำลังติดตาม316 ผู้ติดตาม
ทวีตที่ปักหมุด
Scott Blinn
Scott Blinn@scottblinn·
Deactivating my account soon. Find me on Bluesky.
English
0
0
0
21
Scott Blinn รีทวีตแล้ว
Slime Rancher
Slime Rancher@slimerancher·
It's official: Slime Rancher 2 is coming to PS5 along with an exclusive in-game item! Players can pre-order the game today and play early on June 7th at 10AM PDT. General access opens up on June 11 at 10AM PDT. PS5 pre-order 💙 gsght.com/c/poeu70
English
135
398
2.8K
416.5K
Scott Blinn รีทวีตแล้ว
Slime Rancher
Slime Rancher@slimerancher·
The @Steam Spring Sale is officially here and Slime Rancher 2 is 30% off! 💐 So spring into action and start your adventure today. 🌼 gsght.com/c/zjotog
Slime Rancher tweet media
English
12
128
1.1K
37.3K
David A. Rodriguez 🖋️🖋️
David A. Rodriguez 🖋️🖋️@DaveARodriguez·
I regret to inform my timeline that, due to some extenuating medical reasons, I will not be able to attend #BlizzCon2023 this year. I am a bit heartbroken at the circumstance but I hope I get a chance to meet you all soon! 🥺
English
27
0
51
4K
Scott Blinn
Scott Blinn@scottblinn·
@unity But that is where the real problem lies. Even if this entire mess is backtracked, where does that leave us all really? With a corrupt company who has shown their true face and a level of deceit and disrespect for its users that exploded all trust. How do you fix that?
English
2
0
0
26
Scott Blinn
Scott Blinn@scottblinn·
@unity I’ve used Unity since early Mac-only betas. I’ve started a small business and created a professional visual scripting tool for it on the asset store. I’ve created an indie studio and commercial game with it. I’d love to see it bounce back under GOOD LEADERSHIP we could TRUST.
English
1
0
1
57
Unity
Unity@unity·
We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.
English
7.8K
3.9K
22.4K
12.9M
Scott Blinn
Scott Blinn@scottblinn·
@UnrealEngine any chance you can implement C# for the Unity developer exodus? It’s a pretty sweet language…
English
0
0
0
40
Scott Blinn
Scott Blinn@scottblinn·
@unity “more than 90% of our customers will not be affected by this change” - WRONG. You broke the trust of 100% of your customer base. Even if you walk this back now we can never trust Unity again with current leadership. I hope the board understands this.
English
0
0
2
38
Unity
Unity@unity·
We want to acknowledge the confusion and frustration we heard after we announced our new runtime fee policy. We’d like to clarify some of your top questions and concerns: Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have. Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. It’s not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model. How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on: - Re-install charges - we are not going to charge a fee for re-installs. - Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent. - Trials, partial play demos, and automation installs (devops) charges - we are not going to count these toward your install count. Early access games are not considered demos. - Web and streaming games - we are not going to count web and streaming games toward your install count either. - Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives. For additional questions, we have updated our blog and FAQ resources. ⬇️ Blog: on.unity.com/3ZiIwlB FAQ: on.unity.com/44NMZ0R Forums: on.unity.com/45RgrnV
English
8.4K
1K
3.2K
12.1M
George Broussard
George Broussard@georgebsocial·
The Unity board needs to call for resignations. Start with John Riccitiello and most of the exec team responsible for the design and communication of this atrocious idea. They are destroying Unity. Act swiftly. Only with heads on a spike will some semblance of trust be restored. #gamedev #unity3d #unity #madewithunity #indiedev #IndieGameDev
Unity@unity

We want to acknowledge the confusion and frustration we heard after we announced our new runtime fee policy. We’d like to clarify some of your top questions and concerns: Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have. Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. It’s not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model. How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on: - Re-install charges - we are not going to charge a fee for re-installs. - Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent. - Trials, partial play demos, and automation installs (devops) charges - we are not going to count these toward your install count. Early access games are not considered demos. - Web and streaming games - we are not going to count web and streaming games toward your install count either. - Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives. For additional questions, we have updated our blog and FAQ resources. ⬇️ Blog: on.unity.com/3ZiIwlB FAQ: on.unity.com/44NMZ0R Forums: on.unity.com/45RgrnV

English
47
327
3.1K
263.5K
Scott Blinn
Scott Blinn@scottblinn·
@AlanLawrance @unity For me it’s that the trust in the company is destroyed forever. They are an organization that is willing to retroactively change the very foundation of why most of us went with that engine in the first place - pay for the tool and keep what you make with it.
English
0
0
2
94
Alan Lawrance
Alan Lawrance@AlanLawrance·
@unity Unity needs to scrap this entire half-baked install fee idea and start over. Most developers will be OK with some kind of reasonable revenue sharing plan. Epic got this right, it's not like it can't be done.
English
5
1
124
10.6K
Scott Blinn
Scott Blinn@scottblinn·
@ben_throop Very cool! This would make such a chill/relaxing game to herd sheep. I’d play it! Careful though, I hear soon you’ll have to pay Unity per sheep used 😉
English
1
0
0
60
Scott Blinn
Scott Blinn@scottblinn·
@cliffski Volunteer. Also, make some wild games that are not constrained by a need for commercial success.
English
0
0
0
10
Amber
Amber@SymbaLily·
I think both Bloodborne and Hollow Knight have become my favourite games now, thank you YouTube
English
22
3
215
0
Scott Blinn
Scott Blinn@scottblinn·
@xemu It’s like good game onboarding design in reverse. Provide so much friction that people give up and stay subscribed. Evil.
English
0
0
1
0
Scott Blinn
Scott Blinn@scottblinn·
@vikingdad278 Loving it! Hopefully they will make an open world Bloodborne next 😂🤞🏼
English
0
0
1
0
Scott Blinn
Scott Blinn@scottblinn·
It’s insane to think that #Bloodborne came out 7 years ago today! Cheers to one of my all time favorite games! 🍻
Scott Blinn tweet media
English
1
0
6
0