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♦ Design Leadership, IP Creation, Combat, AI, RPG Systems, Survival Game…
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Jason Richardson posted thisTo any of my industry colleagues who have released Steam games with entitlements (backer rewards, Twitch drop rewards, exclusive DLCs, etc.), how did you implement these? The Steam inventory system? Steam DLCs? And if the latter, how did you keep exclusive rewards from showing up in the general DLC storefront? Appreciate whatever information you can provide!
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Jason Richardson reposted thisJason Richardson reposted thisI wanted to share some stats and thoughts on Hawthorn coming out of Steam Next Fest. - 40,000+ net new wishlists - Nearly 75,000 demo downloads - Nearly 45,000 players - “Very Positive” review score - $0 marketing spend - Close to 500k organic wishlists The numbers aren’t what I’ve been thinking about this week even though the results were beyond expectations as the person solo marketing the game with no marketing budget. I keep thinking about how unconventional this entire process has been. The build we released during Next Fest wasn’t a polished vertical slice built specifically for marketing and selling the game. It was our actual proof-of-concept prototype. The same build we shared with publishers. That might sound backwards, but we want to bring our community into the start of this adventure. We have a philosophy of building our games in the open to bring our community into the process. That’s why we are called NEARstudios. We believe in this philosophy so much that we let content creators become the first group outside the studio to ever play Hawthorn even before publishers. Before we felt “ready.” Here was their reaction: https://lnkd.in/g_WCb73x We constantly challenge a lot of the assumptions that we’ve picked up in game development during our long careers in AAA. I think many of us have been conditioned to be extremely protective of our work. We hide things until they’re polished. We worry about showing unfinished ideas. We convince ourselves that players should only see the final product. Building this has forced us to unlearn all of that. We’ve had to get comfortable showing placeholder work, rough systems, bugs, experiments, and ideas that might not survive. It feels scary and risky and it is. But what we’ve discovered is that a majority of players don’t seem to mind nearly as much as developers think they will. People appreciate being included and being trusted enough to see the process. They appreciate honesty and authenticity. One of the most rewarding parts of this journey has been watching our community become active participants in helping shape the game through their excitement and feedback during playtests and watching our journey. They’re helping us understand what works, what doesn’t, what excites them, and where we can do better. As a small independent studio, that’s incredibly valuable. This approach isn’t for every project and we’re still honestly figuring it out as we go. But this Next Fest reinforced something I’ve been feeling for a while: Some of the most powerful communities aren’t built after a game is finished. They’re built while it’s being made. Thank you to everyone who downloaded the demo, shared feedback, reported bugs, created content, and believed in what we’re trying to build. We’re excited to keep building Hawthorn with you! We have a new build that we branched from the demo and have worked on for the last year and we are ready for the next phase of Hawthorn!
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Jason Richardson reposted thisJason Richardson reposted thisWe recently announced that our game Hawthorn is participating in Steam Next Fest this month! That means an early version of our game is public today and you and anyone you want to experience this world with can jump in and play through June 22nd. What you'll experience is the Hawthorn's original "Proof-Of-Concept" demo, the earliest playable version of the game from over a year ago that first captured the attention and hearts of millions of people all around the world. This was the pre-production demo built to test our ideas and then later to portray the tone and the heart of Hawthorn (Windermere Village) as the starting point and to the spark imagination of what Hawthorn can become both to publishers, creators and our community. We are intentionally using Next Fest as a way to give players a way to look back at where Hawthorn began and more importantly to give them an invitation to join our bootstrapping journey to help bring this world to life alongside a passionate team and community. Hawthorn supporters will get to see how far the game has come with the latest build that our team is working on today, which was branched off from the Proof-of-Concept nearly a year ago. They will get hands on and continue to help shape the world of Hawthorn throughout development. We are taking a big risk by using Next Fest in this way, but we have been confident in the positive reception we have seen even with this earliest build and as long as we keep doing what we are doing and involving the community, we will make something truly unique and compelling along the way. Check the links in the comments if you want to learn more!
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Jason Richardson reposted thisJason Richardson reposted thisWe recently made our game Hawthorn’s Proof-of-Concept demo public ahead of Next Fest and we are already sitting at nearly 40k downloads, reviews sitting at “Very Positive”, and nearly 20k net new Wishlists! Not bad for a prototype build, running our marketing push all by myself with no marketing budget. This is despite dropping the ball in a couple of spots due to sheer overwhelm and the work certainly isn’t over, but it’s nice to step back every once in awhile, just breathe and appreciate the hard work happening at NEARstudios. Reaching nearly 450k wishlists entirely organically is an incredible feat. Regardless of how this turns out I’m incredibly proud of this team! Check out our demo between now the 22nd. What you’ll experience is where Hawthorn started, the version we sent to publishers, our initial tests that helped us prove out what Hawthorn can become. The game we are working on today is much further along than this Proof-of-Concept demo, but this build that you can download will give you a sense of the feeling we want to convey to the player while they build a life in Windermere Village. It’s rough around the edges, but it is chock full of charm: https://lnkd.in/eP-FQ9Tt
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Jason Richardson reposted thisToday, we are honored to announce our partnership with Dell Technologies and NVIDIA! Thanks to Cindy Olivo and Paul Logan for your efforts to make this a reality. This has changed the game for our scrappy, yet ambitious team. We are excited for what the future holds! #Nvidia #Dell #startups #computeJason Richardson reposted thisIn my latest #blog, I share how Heather C. and Jason Richardson left #AAA #studios to co‑found #NEARstudios and build #Hawthorn, a co‑op #RPG set in a Victorian fairy‑tale world of anthropomorphic woodland animals. I also dig into how the right hardware changed everything: a #Dell #Pro #Max #Tower #T2 powered by #NVIDIA #RTX PRO (Blackwell) GPUs cut Unreal Engine packaging time from a full day to just five minutes, unlocked massive VRAM‑dependent workflows, and let the team iterate faster than personal machines ever allowed. If you care about co‑op games, indie studios, or how modern workstations directly impact creative velocity, this one’s worth the read. https://lnkd.in/grK2P8Xg #Iwork4Dell Dell Technologies #DellAmbassador Eva Grand (Zelaya) Crystal Cook Paul Logan Charlie Walker Ryan Gu Juan Alfaro NVIDIA Workstation #NVIDIA #GameDevelopmentThe Co-op RPG Gap: Hawthorn Targets an Underserved Audience | DellThe Co-op RPG Gap: Hawthorn Targets an Underserved Audience | Dell
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Jason Richardson reposted thisOur team at NEARstudios Inc. is thrilled to bring Kim Swift in on this incredible adventure! Kim has the skills that will help us bring the wonderful world of Hawthorn to market and support our journey to build a next generation studio with grand ambitions and a mission to protect creativity! I have spent years looking for the right person for this role and I'm confident with her earliest experience as the Lead Designer of Portal to most recently leading creative teams to publish their games on Xbox, she is a well rounded and driven individual who is a perfect fit to help us achieve our goals. Welcome to the team Kim Swift, let's change this industry for the better!Jason Richardson reposted thisI'm exceptionally pleased to announce that I've joined indie game developer, NEARstudios Inc., creator of Hawthorn, as Chief Operating Officer! I'll be helping the team to oversee day-to-day ops, expand the team's development infrastructure, shore up GTM planning and drive community engagement strategy. On a personal note, I've been wanting to go back to my roots for a while, working at a game development studio. Being chronically online, I was watching TikTok, saw a viral video about Hawthorn and thought to myself -- I wish I could work on a game like that! Cut to a few months later, and here I am! It's still early and I'm in the drinking from the firehose phase, but I'm already loving working with founders Heather C. and Jason Richardson. I'm really looking forward to supporting the studio and helping to bring the beautiful, charming world of Hawthorn to life!
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Jason Richardson shared thisHawthorn has had a successful Kickstarter run, and there are only 24 hours left! Please share the word, back Hawthorn, and help push us past our next Housing stretch goal before the end! https://lnkd.in/ecngu6AD
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Jason Richardson shared thisPlease share the word about the Hawthorn Kickstarter! If we reach our "Voiced Main Story" stretch goal, Doug Cockle, voice of Geralt from the Witcher games will join the Hawthorn VO cast!
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Jason Richardson reacted on thisJason Richardson reacted on thisUkraine has “provoked” Russia simply by existing. The destruction of the Ukrainian people has been Russia’s goal for centuries. Even the infamous interview between pro-russian propagandist Tucker Carlson and Vladimir Putin showed that Russia’s invasions of Ukraine in 2014 and 2022 had nothing to do with NATO. Instead, they stem from Putin’s obsession with the breakup of Kyivan Rus in the 12th century and the USSR in the 20th century. He cannot accept that Ukrainians are a distinct nation, so he seeks to erase Ukraine from existence. Putin claims that russia was founded in 862. However, at that time, Moscow was a swampy forest with no civilization, whereas Kyiv was a prosperous city. Kyiv was ruled by Askold and Dyr beginning in 860, even before the Rurikid dynasty took control in 882. By 1100, Kyiv had become the fourth-largest city in Europe (larger than Paris or London in those days), while Moscow was not founded until 1147. The founder of Moscow is even buried in Kyiv, and visitors can still see his grave today. The state was known as Rus. The Byzantine Emperor referred to it as “Rossia.” In the 13th century, the Pope called Danylo, the Ukrainian king, the “King of Rus,” while Alexander Nevsky was merely the “Duke of Suzdal.” Even in the 17th century, Ukrainian Hetman Bohdan Khmelnitskyi referred to himself as the “Hetman of Rus.” Moscow was originally a colony of Rus and was called “Zalissia” (meaning “the land beyond the forest”). Moscow established its first state only in 1157 and identified themselves as Suzdalese (from the city of Suzdal). Their first newspaper was titled “The News of the Moscovian State,” and coins from Peter I’s era were inscribed with “Moscovian ruble.” Ivan Fedorov, the first book printer of Moscovia, fled to Ukraine just two years after publishing his book and identified himself as Moscovian. However, in 1721, after conquering the lands of ancient Rus, Moscovia officially renamed itself to Russia and adopted the two-headed eagle from Byzantium. They then fabricated a story that Rus “migrated” to Moscow to escape the Golden Horde. Bottom line: As a political unit, Ukraine began in the 9th century as the Kingdom of Rus. Moscovia, on the other hand, began in 1157 as the Principality of Vladimir-Suzdal. Claiming that Russia began in Kyiv is as inaccurate as saying that Argentina began as the Kingdom of Castile in the 9th century or that the USA began as the Kingdom of Wessex in the 6th century.
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Jason Richardson reacted on thisJason Richardson reacted on thisHere is another good rule on how to vote from Rev. Benjamin Cremer: When it comes to voting, Christianity should sound like, "I'm thinking of the most vulnerable people among us and voting out of love for them," not "I'm voting for the candidates who hate the same people I do."
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Jason Richardson reacted on thisJason Richardson reacted on thisToday is my last day working at Funcom, after my role was affected in the latest restructuring. I joined the team at Funcom’s NC studio almost 5 years ago to help build the NPC AI systems for Dune: Awakening, and I can’t speak highly enough of all the people I had the pleasure of working with these past years to ship that special game. I certainly feel a healthy amount of trepidation at entering the job market among so many other talented people right now, but there’s an overriding excitement I can’t shake at wondering what comes next for me.
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Jason Richardson reacted on thisJason Richardson reacted on thisI report Trump. Now, where do I get my $1,000,000?
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Projects
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Prey 2
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Prey® 2, the sequel to the award-winning 2006 game, is an open world sci-fi shooter about an Air Marshal, Killian Samuels, who is abducted by a cruel race of aliens.
Players assume the role of Killian to track down, apprehend and/or kill alien bounties, in a film-noir inspired world, utilizing an innovative 'Agile Combat' system.Other creatorsSee project -
Fallout 76
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Mass Effect: Andromeda
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Warren Wang
Qoobit Productions Inc. • 619 followers
We recently released 3 different Aim based control rigs as part of QOOBIT's Control Rig Utility - Aim plugin targeted at cleaning up animations. These rigs provide different ways to adjust rotations through positional transforms of controls to more easily clean up animation curves rather than directly manipulating the controls. Take a look at how all three work and if you have other ideas on how to do tedious animation cleanups that you would like for us to turn into a tool, please let us know. Aim: https://lnkd.in/gSv9Kqiv Prop Aim: https://lnkd.in/gQYCjxRZ Tri Aim Pin: https://lnkd.in/ghkPZC3C PS: Since the release I've improved the UX even more than what are in these videos, so there should be even better handoffs when using the widget to better update the selection and UI context as you're using the tool, to reflect the live state of the control rigs.
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Christopher Roda
iMyth • 2K followers
Ivan was the sole pipeline technical artist on the production. Export scripts stayed configured. Art assets dropped into the build without argument. Nothing shipped over budget and nothing crashed the game. He was first in every morning and last out every night, and the team read that as dedication rather than a costume change. At any point in production, twenty to thirty artists were generating hundreds of assets. To wrangle that, we ran a three depot flow. Art sources and references lived in the art source depot. Intermediate exchange files, FBX and PNG textures, lived in the staging depot. Designers pulled from staging into the build depot, where the engine picked them up. The build always had the latest assets. Staging always had the correct ones, sitting exactly where they were supposed to be. No artist ever lost a source file. Ivan also studied Polish. Whenever he had a free moment, a lesson was running, and walking past his cubicle meant hearing Polish read aloud. "Why are you studying Polish, Ivan?" I asked him. "I think it's a really cool language," he replied. Not quite convinced, I asked him again a week later. "I have a couple of cousins who speak Polish. I thought it would be cool to talk with them in their own language." I gave him the benefit of the doubt, right up until he dropped the bomb. "I've got a dream opportunity at CD Projekt Red," he said. "Once in a lifetime shot. I'm leaving in two weeks." We hustled as hard as we could and got a brain dump on everything we knew he was doing. There was a great amount of material. It was only the tip of the iceberg. Two weeks after he left, we started to see what the cape had been covering. Assets went missing. The ones that reached the build without blowing up arrived slow and unoptimized. Reconditioning the pipelines to carry the work Ivan had been carrying after hours took the team almost six months. Transitional boundaries between depots without named owners are rarely unowned. They get claimed, informally and unpaid, by whoever is least willing to live with a broken build. That person carries responsibilities nobody wrote down, and nobody covers them the day the person leaves. Game teams run on exceptional people performing everyday acts of super-heroics. They are simply intolerant of lost, broken, and unoptimized assets, and they will do whatever it takes to deliver, including saving the day when nobody is watching. Certain heroics buy clean builds and hide invoice at extreme cost. Learn how to identify and fortify the boundaries that demand a superhero, before the cape walks out the door, in my new book, Technical Artist Pipelines and Workflows, releasing late fall 2026. Who is quietly holding your pipeline together, and what happens the day they start studying Polish?
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Marc Mencher
GameRecruiter.com • 21K followers
85% of game studios have dropped degree requirements. So why is it still so hard to find the right talent? 🧐 The truth is, removing a barrier is only half the battle. When you open the floodgates, you get more applicants, but not necessarily more *qualified* candidates. Without a degree as a filter, the burden falls on recruitment to identify "Maker DNA": the innate ability to solve problems and ship products. AI tools are flooding the market with generic resumes, making the search even harder. This is why "Surgical Recruitment" is no longer optional. You need a partner who knows how to spot a closer, with or without the diploma. Is your screening process overwhelmed? Let’s find the signal in the noise. #GameRecruiter #Hiring #GameDevelopment #RecruitmentLife #TechTalent
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