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riftiee · 7 months
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PANACEA - VOID - JUDGEMENT
this one took me way too long. i’m rusty at digital art, so this was a bit of a process! but i’m happy with it.
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gauthiercolin · 1 year
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You have to die 1000 times to get all the achievements in this game. That’s a lot !
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dbarenzu626 · 1 year
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Old art with a tribute to @heartmachinez, one of my favorite indie developers of all. Alex and his team’s games just ooze vibrant colours wrapped in discordant and melancholic plots. Light for “Hyper Light Drifter” and Void for “Solar Ash”. Maybe I should also do another piece for “Hyper Light Breaker” closer to launch? Hmm~
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heartmachinez · 8 months
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CELEBRATING 10 YEARS OF HEART MACHINE
A Decade of Creativity and Community
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A decade ago, we began a journey that would lead to the birth of Heart Machine - a game studio committed to crafting immersive, vibrant experiences that resonate with players on a profound level. As we celebrate our 10-year anniversary, we reflect on our history, achievements, community, and the exciting future that lies ahead.
THINKING BACK
Glitch City, Kickstarter, and Hyper Light Drifter
In 2013, we took a leap of faith and launched a Kickstarter campaign for our debut project, Hyper Light Drifter. Little did we know that this campaign would not only secure the funds needed to bring our project to life, but also ignite a beautiful connection with supporters, players, and community members who believed in us from the outset.
Fueled by a need for camaraderie and knowledge, we spent those early days of Drifter’s development as a part of Glitch City, a then-small collective of independent game developers, artists, and creators all working together out of Alx’s basement. Those early days and (often) sleepless nights vision were critical in defining our design philosophies, studio culture, and grassroots community connections - setting the stage for what was to come.
Our Heartfelt Gratitude to Our Early Contributors
To date, thanks to the incredible support of our community, the Kickstarter for Hyper Light Drifter remains one of the most successful game projects on the platform. It smashed through the initial funding goal of $27,000 and ultimately raised over $600,000.
To our early backers who believed in us and our vision, and those fellow devs who helped us through endless rounds of playtesting and feedback, we extend our deepest gratitude. Your unwavering support enabled us to bring our dreams to life and emboldened us to continually push the boundaries of game design.
Special shout out to core Drifter team members: Alx Preston, Beau Blyth, Teddy Dief, Casey Hunt, Rich Vreeland, Akash Thakkar, Sean Ward, Lisa Brown, and Cosimo Galluzzi.
The critical reception following the release of Hyper Light Drifter was incredible - beyond our wildest expectations. We never could have anticipated the accolades and recognition it received, or the impact it made on players far and wide. It was humbling, and affirmed our dedication to continue to make great games to share with the world.
Moving Into a New Dimension
We started development on Solar Ash about a year before the multi-platform release of Hyper Light Drifter. Early on, we joined forces with Annapurna Interactive, whose expertise and resources facilitated our exploration of 3D game development. Over the next five years, Annapurna's support played a pivotal role in bringing this ambitious project to fruition. The vastness of the game's ethereal landscapes and fluid movement mechanics opened new avenues for worldbuilding and storytelling.
To date, Solar Ash continues to engage new players and inspire returning ones to create beautiful works inspired by the game. It is following in the footsteps of its predecessor and is now available on a a wide array of game platforms for a worldwide audience.
All of the positive reception that followed Solar Ash’s release proved that our community was ready to continue along this new aesthetic path with us. Just as Drifter smashed through its initial Kickstarter goals,  we are poised to once again smash the boundaries of possibility with our upcoming projects.
HEART MACHINE TODAY
Reimagining a Familiar World
As we celebrate our 10-year milestone, we're thrilled to now be well underway with our newest title set in the familiar Hyper Light Universe. This new project, Hyper Light Breaker, builds upon the foundations we've laid, evolving our creative vision in unexpected ways.
A Shared Journey
Our journey would not be complete without acknowledging the invaluable contributions of our community. From community leaders who pave the way forward with creativity and kindness, to creators who challenge us with incredible skill and passion,  to modders who continuously breathe new life into our games, to wiki writers who meticulously document every detail, to speedrunners who push the boundaries of possibility – you are the heartbeats that keep our worlds alive.
Over the years, we've had the privilege of connecting with our wonderful community at conventions and events across the digital and physical world. These gatherings allowed us to share our passion, hear your stories, and learn from your insights. Your presence and enthusiasm continue to inspire us.
We’re so grateful to: Polare, Lukas, Durtle, Clark, Yrrzy, CornMayor, Aza, Andreas, Conscy, Perfectly Mediocre, Thunderbrave, Bryonato, Utsu, NicowithaC, Covert Muffin, Sylvi, among many many others who make our work worth doing.
Our Company Vision
At Heart Machine, we've built more than games. We've cultivated a company culture that values kindness, inclusivity, and pushing the envelope. Our mission has always been not only to entertain but also leave a lasting impact. This dedication has enabled us to support and grow a thriving studio of some of the most talented, thoughtful, and fun people in the entire industry.
Our ethos revolves around fostering a work environment that prioritizes professional advancement, mental and physical health, and employee happiness. This commitment takes shape in various dimensions of our culture. We proudly offer Heart Machine University (HMU), a collaborative peer-teaching initiative where we cover everything from how to LARP or make sculptures out of driftwood to environment, concept, and tech art techniques. We also organize activities like group gaming and anime sessions, provide access to networking and learning resources, and support social and charitable initiatives to reinforce our team’s sense of purpose. As a studio, we strive to hang our culture on a framework where each individual can flourish and achieve their own growth and learning goals.
It’s no accident that the trajectory of these past 10 years has led us to forming the team we have now. We have always and will continue to adhere to our culture of high quality standards, emphasis on creative innovation, and heart-first leadership practices.
LOOKING AHEAD
As we stand at the threshold of the next chapter, we're excited to announce that Hyper Light Breaker will be arriving in Early Access in 2024. This project represents our ongoing commitment to pushing boundaries, taking risks, and creating experiences that captivate and challenge players in our specifically unique ways.
Beyond Hyper Light Breaker, we have other projects currently under wraps that will continue to define us as a studio. We can't wait to share these journeys with you as we forge into this next decade.
Thank you thank you thank you for joining us on this incredible ride. Heart Machine wouldn't be the same without each and every one of you. Here's to the many more adventures that lie ahead!
With love and gratitude,
The Heart Machine Team
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satoshi-mochida · 8 months
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Hyper Light Breaker Early Access delayed to early 2024
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Gearbox Publishing and developer Heart Machine have delayed the Early Access launch of roguelite action adventure game Hyper Light Breaker from its previously planned fall 2023 release window to early 2024. It will be available for PC via Steam.
“We need just a bit more time on Hyper Light Breaker before we launch into Early Access,” said Heart Machine creative director Alx Preston in a video update. “This means we’ll be pushing our date to early next year in 2024. We have worked incredibly hard to get here. The game has come such a long way in such a short amount of time.
Preston continued, “We’ve built an expansive complex and rock solid foundation executing on the absurd idea of a new open world for every run. This, as you can imagine, takes time and effort—not only to develop, but to continue to iterate and test and make sure it’s consistent. We have a lot of wild ideas we want to put into the game, which is exciting and thrilling since the format and tech we’ve created allows so much possibility. This short push will give us the best chance for a stronger first step into open development in Early Access next year.”
Watch the video message below.
Early Access Development Update
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br--ktrout · 10 months
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Hi gamers I'm going to talk about the art in Hyper Light Drifter because. it is important to me
The main things that stand out to me about HLD's art is the lack of dialogue (talking to NPCs results in a string of images that tells a story), the contrast between the north, south, east, + west areas, and also the nostalgic properties + emphasis on beauty in the mundane
this post might be long so :3
So. Other than some words used to tell you how to control your character (like "hold E to interact"), there is no text (i will ignore the monoliths bc they have to be deciphered and its not smthing the player sees and can understand) meaning you have to rely on the art to figure out what's going on. Alx Preston said it was difficult to implement but that “there’s something about that lack of text that transports you to a different space” and I totally agree bc by having no words to rely on, the player is forced to turn to their environment to figure out what is happening. This makes the player have to rely on the art, showing how inseparable it is from the game
This ALSO means that the player becomes more invested in the world while playing, since they need to understand information solely through visuals. And there r lots of clues to the world scattered throughout the game! corpses of long dead titans, old technologies, the labs <3 and people who u can interact w to see their story in image format. Imo having to interpret the story alone deepens the connection an individual has with the material.
I think to lots of ppl however this approach feels too vague and they wish the lore would be given to them in a more understandable way, but i personally like how vague it is, u gotta discover the world urself and also mystery is so cute and fun.
next point i think the most important part of the art in HLD is the contrast throughout each biome.. it keeps it visually interesting and gives everything a unique vibe. And it's quite obvious at first glance how different everything is but i wanna talk about HOW MUCH they are made to contrast each other
So. Each of the four main locations are established with a unique colour palette and use of space. The colour palettes are used to display the mood of each area, like in the north, the world is covered in grey-toned snow, with the only highlights being dull green buildings. This directly contrasts with the bright orange colours found in the desert of the south area. The east and west areas also contrast with each other, the east with fresh blues and greens versus the unrealistic pinks, dark blues, and accents of aquamarine in the west. All of these colour schemes are very separate from each other, making them easily definable.
 Not only is each area diverse in colour, but they are in their use of space too! For example, the west side is full of dense woods, which feels a lot more enclosed compared with the east area has been flooded over with water, creating an open world of platforms and an endless ocean. Also the north and south are mountains and desert which r like opposites in height and spikiness . But needless to say the shapes of each area are all very distinct.
You (as a visual designer) have to be careful when you change up the colour and shape of the world so drastically throughout the map bc that can often lead to making the whole world feel disconnected from itself (in an unintentional way) however in HLD every section is unified by the underground portions they have. By using elevators which are found in any section of the world, the player can travel beneath the earth to said location’s underground area. These areas are all connected by the similar textures of the hard floors, as well as tight man-made walls. Even with these similarities, they are all distinct due to each underground area keeping motifs from its adjacent above ground area. For example the snow in the north, vegetation in the east, sand in the south, and crystals in the west are all both above + underground. In addition, after effects are used to create a sharp distinction between the above ground and underground areas - underground is a lot darker (u know no sunlight) w some areas of light disrupting it. So all of this keeps each underground area from looking identical, while still being unified with both the entire underworld and its own above ground location.
i just think it's soo cool that everything is so different but so unified :3
Last of all I think the art + aesthetics do a great job dialing into nostalgia and also the beauty in the mundane. The choice of pixel art has nostalgic factors due to being reminiscent of retro video games. Also, smooth gradients of colour and lighting effects are used on top of the rough edges of the pixel art, which counteracts the roughness that pixel art by itself would have. These techniques are used together to draw out their best aspects in evoking a sense of nostalgia.
It's not surprising that this type of vibe is prevalent in HLD, since Alx has said that a major influence for himself while creating it has been Miyazaki/Studio Ghibli films (which is so fun he mentioned nausicaa bc i love both it and hld).
Studio Ghibli films are known for their nostalgic, atmospheric qualities, and portrayal of the the beauty in the simple + mundane parts of life. The mediums of film and video games are different, making it a lot harder to make a player stop to notice details of their own volition, however those elements are still there for people who take the time for it, like how the player can make their character sit down and relax in the scenery, watch the citizens in the main town go about their day, say hello (i think the little music note responses r so cute), and even bond with the snails u can find throughout the game... something so small that almost nobody would notice, but it gives so much life to the game...,
imo these exchanges between the player and the game add depth that could easily be missed.. which makes it extremely rewarding when you notice
RAGH so yea. that's why I think the art and everything about HLD is so beautiful. thanks 4 reading ^^
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jcmarchi · 1 month
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Hyper Light Breaker Preview - Hands-On With The Not-Quite-A-Sequel To Hyper Light Drifter - Game Informer
New Post has been published on https://thedigitalinsider.com/hyper-light-breaker-preview-hands-on-with-the-not-quite-a-sequel-to-hyper-light-drifter-game-informer/
Hyper Light Breaker Preview - Hands-On With The Not-Quite-A-Sequel To Hyper Light Drifter - Game Informer
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In my review for 2016’s Hyper Light Drifter I wrote about how it was a game I created excuses for myself to keep playing after seeing credits writing, “I didn’t do it out of necessity; I did it because I wanted to stay in Hyper Light Drifter’s world for as long as possible.” I love the color, style, music, and overall vibe of that game, which is why I was so excited to finally go hands-on with its not-quite-a-sequel, Breaker, and finally have an excuse to exist in that world again.
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“It’s not a sequel – it is just in the world of Hyper Light. It will have common threads, themes, and shared components,” director Alx Preston says. “If you played Drifter you will see reappearing species and enemies and other stuff like that, but generally, you don’t have to play Dirifter to enjoy this. The story is encapsulated in its own way. But there are connections to it for sure.” Preston is even more ambiguous about its Drifter relationship when asked specific questions about the timeline saying, “It takes place not too far away from [Dirfter] on either end. It’s not like it’s taking place 1000 years later. It’s within a range of the events of Drifter.”
Breaker retains the mood of Drifter, and its sound, though Preston says returning composer Disasterpiece was mainly only involved in the beginning, but it does overall look and feel different. Breaker is a 3D action game, and I made my way through a few short runs while Preston watched and politely congratulates me on lasting longer than most. There is a quick dash for general movement and a separate combat dash for closing the gap between enemies. I found little use for it in my short time, but you can also pull out a hoverboard to move quickly over longer stretches and use a glider to prevent fall damage when jumping from high heights. Expectedly, considering developer Heart Machine’s action history, it feels good, and though I died quickly, I can already see the opportunities for skill improvement.
In my first run, I used a personal favorite, dual swords and a pistol, and for my second run, I used a single sword and something close to a machine gun. You can mix and match weapons as you progress, which I am thankful for as I would love to take the machine gun with the dual swords.
At the end of my playtime, I took on a boss named Dro. The gigantic wolflike creature with a big glowing yellow sword introduced himself by jumping into the arena with strange, staccato animation. It was as if he was intentionally leaving out frames, and it looked awesome. I didn’t get to see much else of him, though, because he killed me almost immediately. After leaping over a few expanding yellow attack circles on the ground, I got in about two hits before losing all my health. Preston was still polite about my run but did not offer the same compliment about how long I lasted compared to when I was out in the world.
“It’s going to be a thing where I have to figure out what to call it,” Preston says with a chuckle when I ask about if the game should be considered a proper roguelike. “It has roguelike elements for sure, but it’s also an open world with extraction elements. You can go on runs and death matters, but it’s on a different scale than a normal roguelike.”
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You attempt runs in Breaker, and there are randomized open worlds, but you set your schedule for how you want to approach them. You have a limited time and attempts to go through a world and defeat its three bosses. If you fail you get a new world, but success also leads to a new world. There is also some agency in when you leave a given world with your earned assets, which Preston says almost makes it feel more like an extraction game. It’s a mechanic that will undoubtedly make more sense in practice but is difficult to perceive with just a few runs, not to mention developer tools to automatically transport you to Dro so he can immediately murder you.
Hyper Light Breaker is planned for Early Access this summer with the 1.0 release marking its console release. Preston, a Steam Deck fan, considers that platform a priority if for no one else but himself and offers a “never say never” response when asked about Switch.
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gamerbulten · 4 months
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Solar Ash'in gizli bir hardcore modu var, onu nasıl açacağınız aşağıda açıklanmıştır Tekrar çal, Rei Solar Ash hardcore mo...
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Acesso antecipado de ‘Hyper Light Breaker’ adiado para o início de 2024
Hyper Light Breaker foi adiado e tem agora uma nova data de lançamento para o início de 2024. Alx Preston, fundador e diretor criativo do desenvolvedor Heart Machine, citou a necessidade de mais tempo para garantir que o jogo atinja o seu potencial máximo. “Portanto, precisamos de um pouco mais de tempo no Hyper Light […]
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srepgames · 8 months
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Hyper Light Breaker retrasa el lanzamiento de su early access hasta 2024.
Publicado por SrepGames
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En el marco de la Gamescom 2023, La editora Gearbox Publishing y la desarrolladora Heart Machine anunciaron que el early access de Hyper Light Breaker se verá retrasado hasta principios de 2024. Iba a ser lanzado a finales de este año en PC (Steam).
Aquí el comunicado de Alx Preston, director creativo del juego:
“Necesitamos un poco más de tiempo con Hyper Light Breaker antes de lanzar su early access. Esto significa que retrasaremos la fecha de lanzamiento para principios de 2024. Hemos trabajado increíblemente duro para llegar hasta aquí. El juego ha recorrido un largo camino en tan poco tiempo. Hemos construido una base sólida y expansiva que se ejecuta en la idea absurda de un nuevo mundo abierto para cada partida. Esto, como pueden imaginar, requiere tiempo y esfuerzo, no solo para desarrollar, sino para continuar iterando, probando y asegurándonos de que sea consistente. Tenemos un montón de ideas locas que queremos poner en el juego, lo cual es emocionante ya que el formato y la tecnología que hemos creado permiten muchas posibilidades. Este breve retraso nos brindará la oportunidad de dar un primer paso más fuerte hacia el desarrollo abierto en early access el próximo año”.
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universodelgaming · 8 months
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riftiee · 4 months
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hi I got you on my tl because I follow the hld tag and saw the ask talking about what the game is about! I've beaten the game myself but I have pretty much no knowledge of the lore , I know you weren't wanting to talk about it bc spoilers but do you know where I could learn more? I don't think the wiki is a good place is it? is there a wiki that's not the Fandom one that might be better? :0
[SPOILERS FOR HYPER LIGHT DRIFTER]
Forgive me, I’m pretty sleepy and typing this on my phone, but I’ll take a crack at it ;]
sadly Hyper Light Drifter doesn’t really have a great comprehensive lore wiki that is all in one place. The game itself is very interpretive and the lore is pretty ambiguous, a big part of it is a lot about filling in the blanks.
An important thing to note is that the game itself was inspired by Alx Preston’s (the creator) congenital heart disease. There is a lot of symbolism relating to this concept throughout the game.
One of the most important parts of lore in the game comes from the Monoliths. Once you locate all of the Monoliths, you reach a library room containing every monolith plus a bonus walk of text. The bonus wall of text, after being translated, reads:
“HARNESSING A GREAT WELLSPRING, A PERFECT IMMORTAL CELL WAS CRAFTED TO BE IMBUED WITHIN ALL SENTIENT LIFE A NOBLE GOAL, THOUGH SUCH A POWER TERRIFIED OTHERS, AND BROUGHT RUIN AS ITS PURPOSE WAS TRANSMOGRIFIED THE ABHORRENT CELL STILL FESTERS DEEP IN THE CHAMBERS OF THIS WORLD”
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Knowing that Judgement is also known as the Perfect Immortal Cell, we are able to figure out that HLD is set in a world where scientists (?) created the ‘immortal cell’, Judgement, by harnessing the power of something called the Great Wellspring [Anubis]. I believe the Perfect Immortal Cell’s original intention was to, well, grant the people of the Land of Light immortality… but some people were fearful of of this power, and so eventually, a war broke out, which caused the Immortal Cell to become corrupted, creating what we now know as Judgement.
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It is unclear what the four Titans came from and what their intended purpose is, but we do know that they were somehow involved in the war. It is often theorized that Judgement was the one who ‘activated’ the titans. The four Titans ravaged the land, wiping out almost everything in their path, and completely wiping out the South zone, leaving it as an uninhabited desert. They were all eventually ‘killed’, leaving their ‘skeletons’ to litter the Land of Light.
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After the Titans ravaged the land, in order to try and contain the Immortal Cell/Judgement, the remaining population gathered together and trapped the Immortal Cell in an underground cavern in order to prevent it from being able to harm anyone anymore. This same underground cavern under the central town is where the final battle of the game takes place.
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The Immortal Cell (at least up until the events of the game) has festered beneath the earth ever sense, waiting. However, for some reason which is unclear, Judgement still haunts the Drifters, giving them frightening, violent visions and presumably causing them their illness.
Again, as I’ve states before, there is seriously just a TON of extra stuff that I can’t even begin to dig into… This game is absolutely full of little secrets. Alx Preston has also done a lot of Heart To Heart streams in which he talks about the lore of Hyper Light Drifter, so if you’re ever interested, those are a cool thing to check out; He gives a lot of interesting little details that we otherwise may not have every known!
Overall the game is intended to be pretty vague, and is extremely symbolic. A lot of it is meant to be left up to interpretation, so take it as you will…! There’s some really great posts out there on Reddit, as well as this Youtube video which does a MUCH better job than I could ever do at explaining the lore in much more detail.
Sorry if this was a bit convoluted or not what you asked for, but I do hope this helps “:] Thank you for the ask, as always!!!
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kieranfmp2 · 1 year
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Heart Machine
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Heart Machine is an American video game development studio founded in 2013 by Alx Presto. They are best known for developing Hyper Light Drifter and Solar Ash.
The name Heart Machine was drawn from different medical conditions related to congenital heart disease that Preston had suffered, they were also inspirations for Hyper Light Drifter.
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astonsfmpyear2 · 1 year
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Solar ash
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Solar ash’s environment/ land scape is really similar you my desert, in the future I would like to integrate solar ash’s art style into my projects.
Solar Ash is an adventure platforming game. The player controls the main character Rei, a Voidrunner within a black hole known as the Ultravoid, through a bright-neon colored, three-dimensional landscape, avoiding obstacles and attacking enemies with energy slashes and a phase-shifted and hard light sword, as Rei tries to save her planet. The game's focus is less about combat and more on movement, as lead developer Alx Preston stated "We're traversal first. That was kind of the vision of the game: Control the traversal, the environments that you're moving through, and the spectacle of it all. Especially the scale on the grandiosity of it just feeling impossibly large and you're feeling really tiny and insignificant in as many ways as possible. The traversal absolutely takes precedence and the combat is kind of intermingled with that traversal.”
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heartmachinez · 8 months
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Embracing Accessibility and Diversity: The Vital Role of Remote Presentations in Game Conventions
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In recent years, the gaming industry has witnessed an unprecedented surge in popularity and innovation. This phenomenon is often celebrated at large international conventions like Gamescom / devcom, where developers, enthusiasts, and creators from around the world gather to showcase their latest creations, share insights, and explore new horizons.
However, as the gaming community continues to expand, so does the need to ensure that these conventions remain accessible and inclusive for everyone. Enter the concept of live remote presentations – a powerful tool that preserves diversity, fosters representation, and empowers those who might otherwise be excluded.
During the pandemic, many conventions like GDC, Gamescom, Gen Con, etc. decided to go remote rather than cancel their events outright. Now that COVID-19 is under control, these same conventions have decided to return to an IRL format for the obvious benefits of fostering greater networking opportunity, spontaneous collaborations, personal branding, cultural exchange...among other advantages.
We were very fortunate this year that even though Gamescom / devcom was one of thsoe conventions that returned to an in-person format this year, they were able to accomodate our Founder / Creative Director Alx Preston's remote talk From Pixels to Polygons – Bringing the Hyper Light Universe into the Third Dimension. They decided to make an exception to the in-person only format this year due to Alx's specific health considerations.
But maybe a hybrid format should be the norm, and not the exception?
The Power of Representation and Diversity
One of the most valuable assets of the gaming industry is its diverse and passionate community. Gamers, creators, and developers hail from various backgrounds, cultures, and perspectives, enriching the industry with fresh ideas and innovative concepts. Embracing this diversity fosters creativity and leads to games that resonate with a broader range of players. But for this diversity to flourish, the voices and viewpoints of all members of the community need to be heard.
Accessibility as a Cornerstone of Inclusion
International conventions like Gamescom attract attendees from around the world, turning them into melting pots of ideas and creativity. However, the barrier of physical attendance can inadvertently lead to exclusion. Not everyone has the financial means, the physical health, or the time to journey halfway around the globe to participate in such events. This exclusion can inadvertently stifle unique perspectives and novel insights that could otherwise contribute to the growth of the industry.
The Crucial Role of Remote Presentations
Live remote presentations offer a solution that bridges the gap between physical presence and accessibility. By allowing speakers to present their ideas, projects, and perspectives remotely, conventions can ensure that individuals who might not be able to attend in person can still contribute meaningfully. Here are a few compelling reasons why this approach is essential:
Global Representation: Remote presentations empower voices from different continents, cultures, and backgrounds to participate and share their experiences, especially including folks from foreign countries who might encounter time or money difficulties getting visas to travel. This widens the scope of perspectives and ensures a more holistic representation of the gaming community.
Inclusivity: Everyone should have an equal opportunity to engage with the industry they love. Remote presentations provide a level playing field for those with limited physical abilities, financial constraints, or geographical limitations.
Time and Resource Efficiency: For busy professionals, remote presentations eliminate the need for extensive travel and time away from work or other commitments. This encourages a more diverse pool of experts to contribute without sacrificing their personal and professional obligations.
Reduced Environmental Impact: International travel carries a significant carbon footprint. Embracing remote presentations aligns with sustainability efforts and demonstrates a commitment to reducing the environmental impact of such events.
Technological Advancements: With the rise of high-quality video conferencing tools, remote presentations can be seamless and engaging. This eliminates potential technical barriers and ensures that remote speakers can effectively communicate their ideas.
Looking Ahead: A More Inclusive Gaming Community
In conclusion, the gaming industry's continued growth hinges on the cultivation of diverse ideas and perspectives. International conventions like Gamescom play a pivotal role in this process by providing a platform for individuals to share their insights. However, it's crucial to acknowledge the limitations that physical attendance imposes on accessibility and representation. By embracing live remote presentations, and offering a hybrid format, these conventions can pave the way for a more inclusive and vibrant gaming community.
In a world where technology connects us across continents, it's only fitting that the gaming industry utilizes these tools to break down barriers and amplify voices. By making remote presentations a staple of game conventions, we celebrate the richness of our community while ensuring that everyone has a seat at the table, regardless of their location, resources, or physical abilities.
Thank you so much to Nico Balletta and the devcom / Gamescom team for giving us the chance to share our projects with the world. Here's to an amazing Gamescom 2023!
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cooncel · 1 year
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Meet Hyper Light Breaker's Last Master Miniboss With Director Alx Preston
Meet Hyper Light Breaker’s Last Master Miniboss With Director Alx Preston (more…) “”
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