• MindsEye’s Marketing Is a Complete Mess

    From an extensive line-up of fun indie games to incredible blockbusters, the consistent quality of releases this year is something to behold. If you haven’t gotten lost in the gorgeous world of Clair Obscur: Expedition 33 or discovered the brilliance of Cyrodiil in The Elder Scrolls 4: Oblivion Remastered, then maybe you experienced the Forza Horizon 5 and Indiana Jones and the Great Circle on PS5 for the first time. Such is the range of quality that I almost forgot about Like a Dragon: Pirate Yakuza in Hawaii, Dynasty Warriors Origins, and Steel Seed. The next six weeks will be even more enticing with Elden Ring Nightreign, Mario Kart World, and the long-awaited Death Stranding 2: On the Beach. The year’s second half is still TBD, with publishers doubtless scrambling to fill the void after Grand Theft Auto 6’s delay. However, with all the showcases coming in June, we could see several potential release date announcements. Amid all this hype, one game has seemingly slipped under the radar, made all the more bizarre by the time left before its release. We’re talking about MindsEye, an action-adventure title developed by Build a Rocket Boy, founded by Leslie Benzies of Rockstar North fame. It’s out June 10th for Xbox Series X/S, PS5, and PC, and the initial trailer gave the vibe of a GTA-coded playground with all the explosiveness and action to appeal to the franchise’s fans. Or at least those who only want the explosiveness and action because that’s more or less what the “reveal gameplay trailer” from February showcased. Lots of running around. Lots of blowing up cars with guns. Some driving. Some blowing up of cars while driving. Honestly, the amount of vehicular destruction is borderline concerning. Of course, the developer later clarified that the narrative is more linear than emergent or sandboxy. However, we’re a little over three weeks out from launch, and the only gameplay seen thus far has been that trailer and two recent gameplay teasers. One shows protagonist Jacob Diaz gunning down some enemies in a sequence more than a little reminiscent of Trevor attacking The Lost MC’s hideout in GTA 5. Eventually, he pursues them through the streets while a dust storm is in effect. The second teaser is longer but less exciting, showcasing some driving through Redrock City at night. No overview trailer. No walkthrough of a mission. Not even much by way of what makes the gameplay of MindsEye special or unique. It’s a marketing strategy garnering attention almost exclusively for its lack of marketing. This isn’t to say that Build a Rocket Boy isn’t advertising something different with MindsEye. You may remember the studio’s first announced project, Everywhere, an MMO more geared towards acting as a content platform where users can create and share different experiences. It also consists of a few districts, each with gameplay elements like racing and third-person shooting, while ARCADIA, its editor, lets you create different components. All of this attracted skepticism, especially given the controversy surrounding Metaverse-style games. If you watch its trailer from last year, it’s seemingly going for a Fortnite-style content platform experience. And MindsEye? It’s purportedly an experience within Everywhere developed by the studio, likely to showcase what ARCADIA is capable of. But it can also be modified to create different versions of MindsEye to mess around in. Associate game director Adam Whiting told Edge magazine likened it to Minecraft servers. “There are the official servers, but there are custom servers with wacky stuff. Maybe there’s a zombie apocalypse server you go on or one where they wipe the map of our story and characters and tell their own narrative using our tools.” There’s at least some potential, however small, of a sandbox-like experience kind of, sort of like GTA. There are also the bonus missions created with ARCADIA included in the Digital Deluxe Edition. So it’s possible, at least based on what Build a Rocket Boy is saying, to infuse MindsEye with more content to keep it going beyond the standard launch experience. How does it all work, at least in layman’s terms? Why isn’t the developer showcasing it in trailers or hyping up the same? It doesn’t seem like you need Everywhere to play MindsEye, seeing as it’s launching as a standalone product, but will that change down the line? To recap then: Not only does MindsEye not have any extensive official gameplay – and what we’ve seen thus far hardly seems all that special – but there’s an entire user-generated content side for it that Build a Rocket Boy hasn’t even touched on. Again, about three weeks out from launch. No pressure and all that, but if you’re charging for an experience, the least you could offer is more extensive details and gameplay. And no, shooting cars and watching them explode isn’t going to cut it. Of course, some would give the benefit of the doubt to Benzies. On top of being the former president of Rockstar North, the core developer behind the Grand Theft Auto titles – including the upcoming GTA 6 – he’s been involved in every single one of Rockstar’s biggest releases. A producer on every title in the series, starting from Grand Theft Auto 3. An executive producer on Max Payne 3 and L.A. Noire. A producer and game designer on Grand Theft Auto 5. At one point, Benzies was synonymous with Rockstar North almost as much as Dan Houser was with Rockstar as a whole. Maybe he’s earned some reprieve, given his illustrious history. However, remember that Grand Theft Auto 5, his last project, was released in 2013. Everywhere was announced in January 2017, starting development on Amazon’s Lumberyard engine before switching to Unreal Engine in 2020. It was slated to launch in 2023 but saw delays – in 2024, Build a Rocket Boy laid off an unknown number of employees. Though it began in Edinburgh, the developer has two other studios in Montpelier and Budapest. This isn’t implying that either project has seen development troubles, but with the long development cycle for Everywhere, you would expect a more concrete release window or assurance at this point. As for MindsEye, it was first teased in 2022, making it almost three years since. It’s possible that the developer won’t share anything until the final polishing stage. It could be going down to the wire, maybe announcing a last-minute delay if things don’t work out. The problem is that aside from these gameplay teasers and “narrative” trailers, which haven’t given us a reason to care about any of the characters, aside from that one dancing robot, there’s been very little communication from the studio this close to launch. It’s ironic considering how it touted this as a “meaningful, well-crafted story” or how the camera during high-speed driving would make you feel like you were in a Fast and Furious film. If that’s a tease for going into space at some point, it would be one of the few intriguing things in MindsEye. Finally, and I can’t emphasize this enough, not everyone sets out from the studio where they made their name to become a success. With all the talk around user-generated content, the launch of MindsEye may not be what defines it down the line. However, Build a Rocket Boy needs to detail what makes this a worthwhile experience on its own and fast. Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.
    #mindseyes #marketing #complete #mess
    MindsEye’s Marketing Is a Complete Mess
    From an extensive line-up of fun indie games to incredible blockbusters, the consistent quality of releases this year is something to behold. If you haven’t gotten lost in the gorgeous world of Clair Obscur: Expedition 33 or discovered the brilliance of Cyrodiil in The Elder Scrolls 4: Oblivion Remastered, then maybe you experienced the Forza Horizon 5 and Indiana Jones and the Great Circle on PS5 for the first time. Such is the range of quality that I almost forgot about Like a Dragon: Pirate Yakuza in Hawaii, Dynasty Warriors Origins, and Steel Seed. The next six weeks will be even more enticing with Elden Ring Nightreign, Mario Kart World, and the long-awaited Death Stranding 2: On the Beach. The year’s second half is still TBD, with publishers doubtless scrambling to fill the void after Grand Theft Auto 6’s delay. However, with all the showcases coming in June, we could see several potential release date announcements. Amid all this hype, one game has seemingly slipped under the radar, made all the more bizarre by the time left before its release. We’re talking about MindsEye, an action-adventure title developed by Build a Rocket Boy, founded by Leslie Benzies of Rockstar North fame. It’s out June 10th for Xbox Series X/S, PS5, and PC, and the initial trailer gave the vibe of a GTA-coded playground with all the explosiveness and action to appeal to the franchise’s fans. Or at least those who only want the explosiveness and action because that’s more or less what the “reveal gameplay trailer” from February showcased. Lots of running around. Lots of blowing up cars with guns. Some driving. Some blowing up of cars while driving. Honestly, the amount of vehicular destruction is borderline concerning. Of course, the developer later clarified that the narrative is more linear than emergent or sandboxy. However, we’re a little over three weeks out from launch, and the only gameplay seen thus far has been that trailer and two recent gameplay teasers. One shows protagonist Jacob Diaz gunning down some enemies in a sequence more than a little reminiscent of Trevor attacking The Lost MC’s hideout in GTA 5. Eventually, he pursues them through the streets while a dust storm is in effect. The second teaser is longer but less exciting, showcasing some driving through Redrock City at night. No overview trailer. No walkthrough of a mission. Not even much by way of what makes the gameplay of MindsEye special or unique. It’s a marketing strategy garnering attention almost exclusively for its lack of marketing. This isn’t to say that Build a Rocket Boy isn’t advertising something different with MindsEye. You may remember the studio’s first announced project, Everywhere, an MMO more geared towards acting as a content platform where users can create and share different experiences. It also consists of a few districts, each with gameplay elements like racing and third-person shooting, while ARCADIA, its editor, lets you create different components. All of this attracted skepticism, especially given the controversy surrounding Metaverse-style games. If you watch its trailer from last year, it’s seemingly going for a Fortnite-style content platform experience. And MindsEye? It’s purportedly an experience within Everywhere developed by the studio, likely to showcase what ARCADIA is capable of. But it can also be modified to create different versions of MindsEye to mess around in. Associate game director Adam Whiting told Edge magazine likened it to Minecraft servers. “There are the official servers, but there are custom servers with wacky stuff. Maybe there’s a zombie apocalypse server you go on or one where they wipe the map of our story and characters and tell their own narrative using our tools.” There’s at least some potential, however small, of a sandbox-like experience kind of, sort of like GTA. There are also the bonus missions created with ARCADIA included in the Digital Deluxe Edition. So it’s possible, at least based on what Build a Rocket Boy is saying, to infuse MindsEye with more content to keep it going beyond the standard launch experience. How does it all work, at least in layman’s terms? Why isn’t the developer showcasing it in trailers or hyping up the same? It doesn’t seem like you need Everywhere to play MindsEye, seeing as it’s launching as a standalone product, but will that change down the line? To recap then: Not only does MindsEye not have any extensive official gameplay – and what we’ve seen thus far hardly seems all that special – but there’s an entire user-generated content side for it that Build a Rocket Boy hasn’t even touched on. Again, about three weeks out from launch. No pressure and all that, but if you’re charging for an experience, the least you could offer is more extensive details and gameplay. And no, shooting cars and watching them explode isn’t going to cut it. Of course, some would give the benefit of the doubt to Benzies. On top of being the former president of Rockstar North, the core developer behind the Grand Theft Auto titles – including the upcoming GTA 6 – he’s been involved in every single one of Rockstar’s biggest releases. A producer on every title in the series, starting from Grand Theft Auto 3. An executive producer on Max Payne 3 and L.A. Noire. A producer and game designer on Grand Theft Auto 5. At one point, Benzies was synonymous with Rockstar North almost as much as Dan Houser was with Rockstar as a whole. Maybe he’s earned some reprieve, given his illustrious history. However, remember that Grand Theft Auto 5, his last project, was released in 2013. Everywhere was announced in January 2017, starting development on Amazon’s Lumberyard engine before switching to Unreal Engine in 2020. It was slated to launch in 2023 but saw delays – in 2024, Build a Rocket Boy laid off an unknown number of employees. Though it began in Edinburgh, the developer has two other studios in Montpelier and Budapest. This isn’t implying that either project has seen development troubles, but with the long development cycle for Everywhere, you would expect a more concrete release window or assurance at this point. As for MindsEye, it was first teased in 2022, making it almost three years since. It’s possible that the developer won’t share anything until the final polishing stage. It could be going down to the wire, maybe announcing a last-minute delay if things don’t work out. The problem is that aside from these gameplay teasers and “narrative” trailers, which haven’t given us a reason to care about any of the characters, aside from that one dancing robot, there’s been very little communication from the studio this close to launch. It’s ironic considering how it touted this as a “meaningful, well-crafted story” or how the camera during high-speed driving would make you feel like you were in a Fast and Furious film. If that’s a tease for going into space at some point, it would be one of the few intriguing things in MindsEye. Finally, and I can’t emphasize this enough, not everyone sets out from the studio where they made their name to become a success. With all the talk around user-generated content, the launch of MindsEye may not be what defines it down the line. However, Build a Rocket Boy needs to detail what makes this a worthwhile experience on its own and fast. Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization. #mindseyes #marketing #complete #mess
    MindsEye’s Marketing Is a Complete Mess
    gamingbolt.com
    From an extensive line-up of fun indie games to incredible blockbusters, the consistent quality of releases this year is something to behold. If you haven’t gotten lost in the gorgeous world of Clair Obscur: Expedition 33 or discovered the brilliance of Cyrodiil in The Elder Scrolls 4: Oblivion Remastered, then maybe you experienced the Forza Horizon 5 and Indiana Jones and the Great Circle on PS5 for the first time. Such is the range of quality that I almost forgot about Like a Dragon: Pirate Yakuza in Hawaii, Dynasty Warriors Origins, and Steel Seed. The next six weeks will be even more enticing with Elden Ring Nightreign, Mario Kart World (and the Switch 2 launch), and the long-awaited Death Stranding 2: On the Beach. The year’s second half is still TBD, with publishers doubtless scrambling to fill the void after Grand Theft Auto 6’s delay. However, with all the showcases coming in June, we could see several potential release date announcements. Amid all this hype, one game has seemingly slipped under the radar, made all the more bizarre by the time left before its release. We’re talking about MindsEye, an action-adventure title developed by Build a Rocket Boy, founded by Leslie Benzies of Rockstar North fame. It’s out June 10th for Xbox Series X/S, PS5, and PC, and the initial trailer gave the vibe of a GTA-coded playground with all the explosiveness and action to appeal to the franchise’s fans. Or at least those who only want the explosiveness and action because that’s more or less what the “reveal gameplay trailer” from February showcased. Lots of running around. Lots of blowing up cars with guns. Some driving. Some blowing up of cars while driving. Honestly, the amount of vehicular destruction is borderline concerning. Of course, the developer later clarified that the narrative is more linear than emergent or sandboxy. However, we’re a little over three weeks out from launch, and the only gameplay seen thus far has been that trailer and two recent gameplay teasers. One shows protagonist Jacob Diaz gunning down some enemies in a sequence more than a little reminiscent of Trevor attacking The Lost MC’s hideout in GTA 5. Eventually, he pursues them through the streets while a dust storm is in effect. The second teaser is longer but less exciting, showcasing some driving through Redrock City at night. No overview trailer. No walkthrough of a mission. Not even much by way of what makes the gameplay of MindsEye special or unique. It’s a marketing strategy garnering attention almost exclusively for its lack of marketing. This isn’t to say that Build a Rocket Boy isn’t advertising something different with MindsEye. You may remember the studio’s first announced project, Everywhere, an MMO more geared towards acting as a content platform where users can create and share different experiences. It also consists of a few districts, each with gameplay elements like racing and third-person shooting, while ARCADIA, its editor, lets you create different components. All of this attracted skepticism, especially given the controversy surrounding Metaverse-style games. If you watch its trailer from last year, it’s seemingly going for a Fortnite-style content platform experience. And MindsEye? It’s purportedly an experience within Everywhere developed by the studio, likely to showcase what ARCADIA is capable of. But it can also be modified to create different versions of MindsEye to mess around in. Associate game director Adam Whiting told Edge magazine likened it to Minecraft servers. “There are the official servers, but there are custom servers with wacky stuff. Maybe there’s a zombie apocalypse server you go on or one where they wipe the map of our story and characters and tell their own narrative using our tools.” There’s at least some potential, however small, of a sandbox-like experience kind of, sort of like GTA (but not really). There are also the bonus missions created with ARCADIA included in the Digital Deluxe Edition. So it’s possible, at least based on what Build a Rocket Boy is saying, to infuse MindsEye with more content to keep it going beyond the standard launch experience. How does it all work, at least in layman’s terms? Why isn’t the developer showcasing it in trailers or hyping up the same? It doesn’t seem like you need Everywhere to play MindsEye, seeing as it’s launching as a standalone product, but will that change down the line? To recap then: Not only does MindsEye not have any extensive official gameplay – and what we’ve seen thus far hardly seems all that special – but there’s an entire user-generated content side for it that Build a Rocket Boy hasn’t even touched on. Again, about three weeks out from launch. No pressure and all that, but if you’re charging $60 for an experience, the least you could offer is more extensive details and gameplay. And no, shooting cars and watching them explode isn’t going to cut it. Of course, some would give the benefit of the doubt to Benzies. On top of being the former president of Rockstar North, the core developer behind the Grand Theft Auto titles – including the upcoming GTA 6 – he’s been involved in every single one of Rockstar’s biggest releases. A producer on every title in the series, starting from Grand Theft Auto 3. An executive producer on Max Payne 3 and L.A. Noire. A producer and game designer on Grand Theft Auto 5. At one point, Benzies was synonymous with Rockstar North almost as much as Dan Houser was with Rockstar as a whole. Maybe he’s earned some reprieve, given his illustrious history. However, remember that Grand Theft Auto 5, his last project, was released in 2013. Everywhere was announced in January 2017, starting development on Amazon’s Lumberyard engine before switching to Unreal Engine in 2020. It was slated to launch in 2023 but saw delays – in 2024, Build a Rocket Boy laid off an unknown number of employees. Though it began in Edinburgh, the developer has two other studios in Montpelier and Budapest. This isn’t implying that either project has seen development troubles, but with the long development cycle for Everywhere, you would expect a more concrete release window or assurance at this point. As for MindsEye, it was first teased in 2022, making it almost three years since. It’s possible that the developer won’t share anything until the final polishing stage. It could be going down to the wire, maybe announcing a last-minute delay if things don’t work out. The problem is that aside from these gameplay teasers and “narrative” trailers, which haven’t given us a reason to care about any of the characters, aside from that one dancing robot, there’s been very little communication from the studio this close to launch. It’s ironic considering how it touted this as a “meaningful, well-crafted story” or how the camera during high-speed driving would make you feel like you were in a Fast and Furious film. If that’s a tease for going into space at some point, it would be one of the few intriguing things in MindsEye. Finally, and I can’t emphasize this enough, not everyone sets out from the studio where they made their name to become a success. With all the talk around user-generated content, the launch of MindsEye may not be what defines it down the line. However, Build a Rocket Boy needs to detail what makes this a worthwhile experience on its own and fast. Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.
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  • Should Valve make a smaller Steam Deck?

    Cross-Section
    Member

    Oct 27, 2017

    7,018

    aka Steam Deck "easier to sneak into work" edition lol

    I do love my OLED Steam Deck, I use it for some of the less demanding games in my library, but sometimes I really do wish it was something I could just whip out of my pocket like one of the many retro handhelds in the marketplace currently.

    Obviously, the chief sticking point is the hardware. Would it be possible for Valve to fit the current Zen 2 APU inside a smaller form factor without compromising on performance or usability? Which feature would you be fine dropping in exchange for the ability to truly play your games on the go? 

    808s & Villainy
    Member

    Oct 27, 2017

    46,640

    Seems like a waste. Steam Deck has only sold a few million total. For Valve it's just an avenue to allow people to play some of their games on a handheld. I don't think having multiple SKUs is worth the effort for them
     

    TimPV3
    Member

    Oct 30, 2017

    702

    Does anyone else remember in 2004 when people thought the PSP was going to be too big?
     

    Squirrel09
    Member

    Nov 4, 2017

    1,911

    I don't think valve will make a mini-steam deck. But I do think that we'll get some 3rd party Retroid pocket 5 sized machines that either run windows or steam OS here in the next couple years.

    Won't be super powerful, but would be good for smaller indies/emulation 

    PlanetSmasher
    The Abominable Showman
    Member

    Oct 25, 2017

    132,801

    I don't see how you reduce the form factor without cutting into performance. I don't think there's any real benefit there.
     

    steviestar3
    One Winged Slayer
    Member

    Jul 3, 2018

    5,450

    It'd be cool but it wouldn't make financial sense at the moment, no.
     

    Imran
    Member

    Oct 24, 2017

    8,838

    I think if it were a significantly more mainstream machine with an appeal to kids, maybe. But it's a niche machine for adults, most of whom would not rush out to justify the extra production line and R&D on such a thing.
     

    Vanguard
    Member

    Jan 15, 2025

    592

    Yes, it would be easier for kids to hold.
     

    Bardeh
    Member

    Jun 15, 2018

    3,833

    No. Would likely take a decent amount of R+D that I'd prefer they put into other things.
     

    Jamesac68
    Member

    Oct 27, 2017

    3,195

    If people want it, sure. I don't, but somebody might. I ended up no longer using my Switch once the Steam Deck showed up because the bigger screen is just so much easier on my eyes. I'm actually looking forward to doing some catch-up once the Switch 2 hits, roughly the same size as the Steam Deck.
     

    Roubjon
    Member

    Oct 25, 2017

    3,083

    Yes. I got carpal tunnel from the current model due to its size.
     

    Dota322
    Member

    Aug 13, 2024

    86

    They will once Arm Translation mature enough
     

    PlanetSmasher
    The Abominable Showman
    Member

    Oct 25, 2017

    132,801

    Vanguard said:

    Yes, it would be easier for kids to hold.

    Click to expand...
    Click to shrink...

    Kids want a Nintendo, not a Steam Deck. What is the demographic for kids who want a portable console but don't want access to Mario and Fortnite? 

    LuciaDMC
    Member

    Oct 27, 2017

    9,232

    Bengali

    Yes that is my biggest request. Make the touchpads smaller, and make it lighter somehow.

    Also don't need 4 buttons at back, 2 is enough. 

    Sabin
    Member

    Oct 25, 2017

    6,096

    No.

    The deck already has too many SKUs imo and more SKUs. 

    cw_sasuke
    Member

    Oct 27, 2017

    29,972

    I dont think they can justify a niche revision of a somewhat niche device at that price point.

    It would be cool but i think they would put these resources behind other products. 

    Tobor
    Died as he lived: wrong about Doritos
    Member

    Oct 25, 2017

    34,023

    If they are going to make another model, it should be a box. As a handheld they have the right size.
     

    Fallout-NL
    Member

    Oct 30, 2017

    8,360

    Nope.
     

    Vanguard
    Member

    Jan 15, 2025

    592

    PlanetSmasher said:

    Kids want a Nintendo, not a Steam Deck. What is the demographic for kids who want a portable console but don't want access to Mario and Fortnite?

    Click to expand...
    Click to shrink...

    Kids like to play different games. There are lots of games that kids see streamers playing like Zort that aren't available on Switch, and they want to play what they see. Teardown and People Playground are other examples and the Steam Deck has easy mod support for both of these with Steam Workshop. 

    Lumination
    Member

    Oct 26, 2017

    16,013

    I don't think there's a market for two distinct sizes, but the next one should be smaller IMO. This thing is freaking unwieldy, and I have big hands. Reminds me vaguely of holding the Duke in the 2000s. And it's heavy as shit for long sessions.
     

    thewienke
    Member

    Oct 25, 2017

    19,288

    I'm more interested in a faster pro version with a bigger and better screen with less backlight bleed and larger hand grips. Something like the Portal.

    I've never played the Steamdeck away from a wall outlet personally 

    StrangerDanger
    Member

    Jul 18, 2018

    6,696

    Lumination said:

    I don't think there's a market for two distinct sizes, but the next one should be smaller IMO. This thing is freaking unwieldy, and I have big hands. Reminds me vaguely of holding the Duke in the 2000s. And it's heavy as shit for long sessions.

    Click to expand...
    Click to shrink...

    If they went the Nintendo route and had detachable sticks, then it would be fine.
     

    ramenline
    Member

    Jan 9, 2019

    1,670

    It would be cool, but I think you'll have to rely on things like the Ayaneo Air to fill that niche for small PC handhelds for now.
     

    Mocha Joe
    Member

    Jun 2, 2021

    13,413

    I would love Steam Deck 2 to be even smaller and lighter. LCD was really uncomfortable due to the weight but the OLED made it tolerable. I still love using it though. Greatest handheld ever
     

    Cipher Peon
    One Winged Slayer
    Member

    Oct 25, 2017

    9,649

    Yeah I think the Steam Deck is way too big.

    I'd like it to fit in my pocket, please. 

    BeansBeansBeans
    Member

    Jan 14, 2025

    986

    I'd love to buy a smaller deck for my son. He is 7 and loves games, but the deck is simply too big.
     

    GravaGravity
    Member

    Oct 27, 2017

    4,704

    One way or another society will always return to the PS Vita
     

    JetstreamRorschach
    One Winged Slayer
    Member

    Dec 30, 2017

    2,153

    Zaragoza, Spain.

    Not feasible. Steam Deck is very performant due to it being an absolutely inefficient laptop class x86 SoC on a big handheld casing. They are very energy consuming and need a whole lot of active cooling. Not all GPU and CPU architectures are compatible with all foundries. You'd either sacrifice performance to the point it isn't a Steam Deck anymore or get a smaller handheld with lower battery and hotter thermals than the original.
     

    DieH@rd
    Member

    Oct 26, 2017

    12,017

    I would be fine with same case as DS1.
     

    CesareNorrez
    Member

    Oct 25, 2017

    6,054

    My wife didn't like playing on the Deck handheld at all until I got her one of those gaming pillows. It is simply too large and heavy for extended use. So, in that regard, a smaller lighter version would be great. But I'm not sure if Valve sees any financial sense in it. Maybe when they do a Deck 2 they introduce a Deck Lite that matches the power specs of the original.
     

    mattycubed
    Member

    Dec 12, 2021

    289

    My crushed hands say yes, my heart says no
     

    Dekuman
    Member

    Oct 27, 2017

    21,021

    Steam Deck is tied to whatever APU AMD produces. Unlike a console, it's very unlikey they will take that old chip and shrink it down. That's a huge expense for a niche product. Die shrink is where you get your thermal headroom to go smaller.

    Granted, Valve can probably get deck-like performance from a more modern chip by downclocking it, and shipping it in a smaller form factor. But if they are designing with a new chip in mind, that would be a deck 2. 

    Apollo
    Corrupted by Vengeance
    Avenger

    Oct 25, 2017

    10,053

    I mean if they could, and it had a OLED model, I would absolutely get it Day 1. I use my Steam Deck a whole lot. But it is too big for me. If it was even slightly smaller it would be a huge improvement for me.
     

    Sai
    Prophet of Truth
    The Fallen

    Oct 25, 2017

    6,987

    Chicago

    No, it's tiny enough.
     

    iswasdoes
    Member

    Nov 13, 2017

    3,330

    Londinium

    Cant wait to see what Valve have in store hardware wise. I do see a deck 2 in the near future. Deck mini, less likely I think but I would like one
     

    Bran
    Member

    Oct 25, 2017

    540

    For what it's trying to do, I can't see anything smaller working quite as well. The ergonomics, input options, and screen are a core part of its appeal. Reduce or remove any of that, and you risk compromising functionality. It's already difficult enough to read text in some games. Making a flatter, tinier, more transportable machine that plays fewer games seems like a hard sell—you'd be better off with a different device.
     

    J_ToSaveTheDay
    "This guy are sick" and Corrupted by Vengeance
    Avenger

    Oct 25, 2017

    22,527

    USA

    Nah, I don't personally think it stands to make much sense business wise for them. I say that as someone who would very likely be interested… but as someone who is generally interested in smaller form factor electronics—it hasn't seemed like audiences are there for them anymore.
     

    Sabin
    Member

    Oct 25, 2017

    6,096

    Bran said:

    For what it's trying to do, I can't see anything smaller working quite as well. The ergonomics, input options, and screen are a core part of its appeal. Reduce or remove any of that, and you risk compromising functionality. It's already difficult enough to read text in some games.

    Click to expand...
    Click to shrink...

    Exactly.

    There are also already enough smaller pc handhelds available that already cater that niche while steam deck is the device to offer great ergonomics. 

    Kaworu
    Member

    Oct 28, 2017

    433

    I don't care much about power. Give me a Steam Deck Lite to play indie titles with a decent battery life.
     

    Ouroboros
    Member

    Oct 27, 2017

    16,111

    But the ergonomics are so good!! I'd hate to use a smaller version.
     

    Adam_Roman
    Member

    Oct 25, 2017

    3,399

    I think this is something they're at least thinking about. Last year there was a lot of work happening on an ARM translation layer for Steam. While it's probably immediately for something like their Deckard VR headset, it would also be very lucrative for ARM-based handhelds to run SteamOS, like an Odin 2 or a Retroid.
     

    BeansBeansBeans
    Member

    Jan 14, 2025

    986

    Bran said:

    For what it's trying to do, I can't see anything smaller working quite as well. The ergonomics, input options, and screen are a core part of its appeal. Reduce or remove any of that, and you risk compromising functionality. It's already difficult enough to read text in some games. Making a flatter, tinier, more transportable machine that plays fewer games seems like a hard sell—you'd be better off with a different device.

    Click to expand...
    Click to shrink...

    I think that we will see some good options once Steam OS gets licensed more and more. I feel like the ergonomics could still work. Also I don't think i've ever once used the touch pads. 

    horkrux
    Member

    Oct 27, 2017

    6,467

    TimPV3 said:

    Does anyone else remember in 2004 when people thought the PSP was going to be too big?

    Click to expand...
    Click to shrink...

    That's crazy 

    closer
    Member

    Oct 25, 2017

    5,580

    gamers and their concern with their deck size smh
     

    Regular Sega Fan
    Member

    Jul 22, 2022

    1,825

    Ally X + Steam OS could work I guess
     

    BeI
    Member

    Dec 9, 2017

    6,804

    Probably not. Leave that up to third party SteamOS devices to handle. If first party Steam hardware covers everything too well, there wouldn't be much reason for third party SteamOS devices to exist.
     

    FakePlasticTree
    Member

    Jul 24, 2018

    13,995

    The next Steam Deck should be a new hardware leap anything else seems like a waste.
     

    thecaseace
    Member

    May 1, 2018

    3,743

    Yes they should.

    I get it, most Steam Deck users love everything about Valves machine, but the numbers show that even amongst the 'core' audience there's people like myself that think it's too large.

    The Steam Deck and Switch are both handhelds but only the Switch is truly portable.

    They could make a sound mainstream play if they found a way to drop the touch pads and make the device smaller. It would make a great additional SKU. 

    KalBalboa
    Member

    Oct 30, 2017

    9,717

    Massachusetts

    TimPV3 said:

    Does anyone else remember in 2004 when people thought the PSP was going to be too big?

    Click to expand...
    Click to shrink...

    Oh yeah, I remember friends in high school giving the 16x9 screen some side-eye, haha. 

    Siri
    Member

    Nov 7, 2017

    1,367

    I think we're more likely going to get x86 to ARM translation to a decent state than Valve releasing a smaller Steam Deck. In fact, it's one of the reasons I've just got a Retroid Pocket Mini V2 in the post.

    Even in their infancy, I think Winlator and/or MiceWine should handle some lighter stuff. Of course, the floodgates will open as and when Steam really does set up a flavour of Proton for ARM and you can just have Steam on your phone, but for now trying to get the likes of Project Diablo 2 and Outrun 2006 C2C running should be a fun thing. 
    #should #valve #make #smaller #steam
    Should Valve make a smaller Steam Deck?
    Cross-Section Member Oct 27, 2017 7,018 aka Steam Deck "easier to sneak into work" edition lol I do love my OLED Steam Deck, I use it for some of the less demanding games in my library, but sometimes I really do wish it was something I could just whip out of my pocket like one of the many retro handhelds in the marketplace currently. Obviously, the chief sticking point is the hardware. Would it be possible for Valve to fit the current Zen 2 APU inside a smaller form factor without compromising on performance or usability? Which feature would you be fine dropping in exchange for the ability to truly play your games on the go?  808s & Villainy Member Oct 27, 2017 46,640 Seems like a waste. Steam Deck has only sold a few million total. For Valve it's just an avenue to allow people to play some of their games on a handheld. I don't think having multiple SKUs is worth the effort for them   TimPV3 Member Oct 30, 2017 702 Does anyone else remember in 2004 when people thought the PSP was going to be too big? 😂   Squirrel09 Member Nov 4, 2017 1,911 I don't think valve will make a mini-steam deck. But I do think that we'll get some 3rd party Retroid pocket 5 sized machines that either run windows or steam OS here in the next couple years. Won't be super powerful, but would be good for smaller indies/emulation  PlanetSmasher The Abominable Showman Member Oct 25, 2017 132,801 I don't see how you reduce the form factor without cutting into performance. I don't think there's any real benefit there.   steviestar3 One Winged Slayer Member Jul 3, 2018 5,450 It'd be cool but it wouldn't make financial sense at the moment, no.   Imran Member Oct 24, 2017 8,838 I think if it were a significantly more mainstream machine with an appeal to kids, maybe. But it's a niche machine for adults, most of whom would not rush out to justify the extra production line and R&D on such a thing.   Vanguard Member Jan 15, 2025 592 Yes, it would be easier for kids to hold.   Bardeh Member Jun 15, 2018 3,833 No. Would likely take a decent amount of R+D that I'd prefer they put into other things.   Jamesac68 Member Oct 27, 2017 3,195 If people want it, sure. I don't, but somebody might. I ended up no longer using my Switch once the Steam Deck showed up because the bigger screen is just so much easier on my eyes. I'm actually looking forward to doing some catch-up once the Switch 2 hits, roughly the same size as the Steam Deck.   Roubjon Member Oct 25, 2017 3,083 Yes. I got carpal tunnel from the current model due to its size.   Dota322 Member Aug 13, 2024 86 They will once Arm Translation mature enough   PlanetSmasher The Abominable Showman Member Oct 25, 2017 132,801 Vanguard said: Yes, it would be easier for kids to hold. Click to expand... Click to shrink... Kids want a Nintendo, not a Steam Deck. What is the demographic for kids who want a portable console but don't want access to Mario and Fortnite?  LuciaDMC Member Oct 27, 2017 9,232 Bengali Yes that is my biggest request. Make the touchpads smaller, and make it lighter somehow. Also don't need 4 buttons at back, 2 is enough.  Sabin Member Oct 25, 2017 6,096 No. The deck already has too many SKUs imo and more SKUs.  cw_sasuke Member Oct 27, 2017 29,972 I dont think they can justify a niche revision of a somewhat niche device at that price point. It would be cool but i think they would put these resources behind other products.  Tobor Died as he lived: wrong about Doritos Member Oct 25, 2017 34,023 If they are going to make another model, it should be a box. As a handheld they have the right size.   Fallout-NL Member Oct 30, 2017 8,360 Nope.   Vanguard Member Jan 15, 2025 592 PlanetSmasher said: Kids want a Nintendo, not a Steam Deck. What is the demographic for kids who want a portable console but don't want access to Mario and Fortnite? Click to expand... Click to shrink... Kids like to play different games. There are lots of games that kids see streamers playing like Zort that aren't available on Switch, and they want to play what they see. Teardown and People Playground are other examples and the Steam Deck has easy mod support for both of these with Steam Workshop.  Lumination Member Oct 26, 2017 16,013 I don't think there's a market for two distinct sizes, but the next one should be smaller IMO. This thing is freaking unwieldy, and I have big hands. Reminds me vaguely of holding the Duke in the 2000s. And it's heavy as shit for long sessions.   thewienke Member Oct 25, 2017 19,288 I'm more interested in a faster pro version with a bigger and better screen with less backlight bleed and larger hand grips. Something like the Portal. I've never played the Steamdeck away from a wall outlet personally  StrangerDanger Member Jul 18, 2018 6,696 Lumination said: I don't think there's a market for two distinct sizes, but the next one should be smaller IMO. This thing is freaking unwieldy, and I have big hands. Reminds me vaguely of holding the Duke in the 2000s. And it's heavy as shit for long sessions. Click to expand... Click to shrink... If they went the Nintendo route and had detachable sticks, then it would be fine.   ramenline Member Jan 9, 2019 1,670 It would be cool, but I think you'll have to rely on things like the Ayaneo Air to fill that niche for small PC handhelds for now.   Mocha Joe Member Jun 2, 2021 13,413 I would love Steam Deck 2 to be even smaller and lighter. LCD was really uncomfortable due to the weight but the OLED made it tolerable. I still love using it though. Greatest handheld ever   Cipher Peon One Winged Slayer Member Oct 25, 2017 9,649 Yeah I think the Steam Deck is way too big. I'd like it to fit in my pocket, please.  BeansBeansBeans Member Jan 14, 2025 986 I'd love to buy a smaller deck for my son. He is 7 and loves games, but the deck is simply too big.   GravaGravity Member Oct 27, 2017 4,704 One way or another society will always return to the PS Vita   JetstreamRorschach One Winged Slayer Member Dec 30, 2017 2,153 Zaragoza, Spain. Not feasible. Steam Deck is very performant due to it being an absolutely inefficient laptop class x86 SoC on a big handheld casing. They are very energy consuming and need a whole lot of active cooling. Not all GPU and CPU architectures are compatible with all foundries. You'd either sacrifice performance to the point it isn't a Steam Deck anymore or get a smaller handheld with lower battery and hotter thermals than the original.   DieH@rd Member Oct 26, 2017 12,017 I would be fine with same case as DS1.   CesareNorrez Member Oct 25, 2017 6,054 My wife didn't like playing on the Deck handheld at all until I got her one of those gaming pillows. It is simply too large and heavy for extended use. So, in that regard, a smaller lighter version would be great. But I'm not sure if Valve sees any financial sense in it. Maybe when they do a Deck 2 they introduce a Deck Lite that matches the power specs of the original.   mattycubed Member Dec 12, 2021 289 My crushed hands say yes, my heart says no   Dekuman Member Oct 27, 2017 21,021 Steam Deck is tied to whatever APU AMD produces. Unlike a console, it's very unlikey they will take that old chip and shrink it down. That's a huge expense for a niche product. Die shrink is where you get your thermal headroom to go smaller. Granted, Valve can probably get deck-like performance from a more modern chip by downclocking it, and shipping it in a smaller form factor. But if they are designing with a new chip in mind, that would be a deck 2.  Apollo Corrupted by Vengeance Avenger Oct 25, 2017 10,053 I mean if they could, and it had a OLED model, I would absolutely get it Day 1. I use my Steam Deck a whole lot. But it is too big for me. If it was even slightly smaller it would be a huge improvement for me.   Sai Prophet of Truth The Fallen Oct 25, 2017 6,987 Chicago No, it's tiny enough.   iswasdoes Member Nov 13, 2017 3,330 Londinium Cant wait to see what Valve have in store hardware wise. I do see a deck 2 in the near future. Deck mini, less likely I think but I would like one   Bran Member Oct 25, 2017 540 For what it's trying to do, I can't see anything smaller working quite as well. The ergonomics, input options, and screen are a core part of its appeal. Reduce or remove any of that, and you risk compromising functionality. It's already difficult enough to read text in some games. Making a flatter, tinier, more transportable machine that plays fewer games seems like a hard sell—you'd be better off with a different device.   J_ToSaveTheDay "This guy are sick" and Corrupted by Vengeance Avenger Oct 25, 2017 22,527 USA Nah, I don't personally think it stands to make much sense business wise for them. I say that as someone who would very likely be interested… but as someone who is generally interested in smaller form factor electronics—it hasn't seemed like audiences are there for them anymore.   Sabin Member Oct 25, 2017 6,096 Bran said: For what it's trying to do, I can't see anything smaller working quite as well. The ergonomics, input options, and screen are a core part of its appeal. Reduce or remove any of that, and you risk compromising functionality. It's already difficult enough to read text in some games. Click to expand... Click to shrink... Exactly. There are also already enough smaller pc handhelds available that already cater that niche while steam deck is the device to offer great ergonomics.  Kaworu Member Oct 28, 2017 433 I don't care much about power. Give me a Steam Deck Lite to play indie titles with a decent battery life.   Ouroboros Member Oct 27, 2017 16,111 But the ergonomics are so good!! I'd hate to use a smaller version.   Adam_Roman Member Oct 25, 2017 3,399 I think this is something they're at least thinking about. Last year there was a lot of work happening on an ARM translation layer for Steam. While it's probably immediately for something like their Deckard VR headset, it would also be very lucrative for ARM-based handhelds to run SteamOS, like an Odin 2 or a Retroid.   BeansBeansBeans Member Jan 14, 2025 986 Bran said: For what it's trying to do, I can't see anything smaller working quite as well. The ergonomics, input options, and screen are a core part of its appeal. Reduce or remove any of that, and you risk compromising functionality. It's already difficult enough to read text in some games. Making a flatter, tinier, more transportable machine that plays fewer games seems like a hard sell—you'd be better off with a different device. Click to expand... Click to shrink... I think that we will see some good options once Steam OS gets licensed more and more. I feel like the ergonomics could still work. Also I don't think i've ever once used the touch pads.  horkrux Member Oct 27, 2017 6,467 TimPV3 said: Does anyone else remember in 2004 when people thought the PSP was going to be too big? 😂 Click to expand... Click to shrink... That's crazy  closer Member Oct 25, 2017 5,580 gamers and their concern with their deck size smh   Regular Sega Fan Member Jul 22, 2022 1,825 Ally X + Steam OS could work I guess   BeI Member Dec 9, 2017 6,804 Probably not. Leave that up to third party SteamOS devices to handle. If first party Steam hardware covers everything too well, there wouldn't be much reason for third party SteamOS devices to exist.   FakePlasticTree Member Jul 24, 2018 13,995 The next Steam Deck should be a new hardware leap anything else seems like a waste.   thecaseace Member May 1, 2018 3,743 Yes they should. I get it, most Steam Deck users love everything about Valves machine, but the numbers show that even amongst the 'core' audience there's people like myself that think it's too large. The Steam Deck and Switch are both handhelds but only the Switch is truly portable. They could make a sound mainstream play if they found a way to drop the touch pads and make the device smaller. It would make a great additional SKU.  KalBalboa Member Oct 30, 2017 9,717 Massachusetts TimPV3 said: Does anyone else remember in 2004 when people thought the PSP was going to be too big? 😂 Click to expand... Click to shrink... Oh yeah, I remember friends in high school giving the 16x9 screen some side-eye, haha.  Siri Member Nov 7, 2017 1,367 I think we're more likely going to get x86 to ARM translation to a decent state than Valve releasing a smaller Steam Deck. In fact, it's one of the reasons I've just got a Retroid Pocket Mini V2 in the post. Even in their infancy, I think Winlator and/or MiceWine should handle some lighter stuff. Of course, the floodgates will open as and when Steam really does set up a flavour of Proton for ARM and you can just have Steam on your phone, but for now trying to get the likes of Project Diablo 2 and Outrun 2006 C2C running should be a fun thing.  #should #valve #make #smaller #steam
    Should Valve make a smaller Steam Deck?
    www.resetera.com
    Cross-Section Member Oct 27, 2017 7,018 aka Steam Deck "easier to sneak into work" edition lol I do love my OLED Steam Deck, I use it for some of the less demanding games in my library, but sometimes I really do wish it was something I could just whip out of my pocket like one of the many retro handhelds in the marketplace currently. Obviously, the chief sticking point is the hardware. Would it be possible for Valve to fit the current Zen 2 APU inside a smaller form factor without compromising on performance or usability? Which feature would you be fine dropping in exchange for the ability to truly play your games on the go?  808s & Villainy Member Oct 27, 2017 46,640 Seems like a waste. Steam Deck has only sold a few million total. For Valve it's just an avenue to allow people to play some of their games on a handheld. I don't think having multiple SKUs is worth the effort for them   TimPV3 Member Oct 30, 2017 702 Does anyone else remember in 2004 when people thought the PSP was going to be too big? 😂   Squirrel09 Member Nov 4, 2017 1,911 I don't think valve will make a mini-steam deck. But I do think that we'll get some 3rd party Retroid pocket 5 sized machines that either run windows or steam OS here in the next couple years. Won't be super powerful, but would be good for smaller indies/emulation  PlanetSmasher The Abominable Showman Member Oct 25, 2017 132,801 I don't see how you reduce the form factor without cutting into performance. I don't think there's any real benefit there.   steviestar3 One Winged Slayer Member Jul 3, 2018 5,450 It'd be cool but it wouldn't make financial sense at the moment, no.   Imran Member Oct 24, 2017 8,838 I think if it were a significantly more mainstream machine with an appeal to kids, maybe. But it's a niche machine for adults, most of whom would not rush out to justify the extra production line and R&D on such a thing.   Vanguard Member Jan 15, 2025 592 Yes, it would be easier for kids to hold.   Bardeh Member Jun 15, 2018 3,833 No. Would likely take a decent amount of R+D that I'd prefer they put into other things.   Jamesac68 Member Oct 27, 2017 3,195 If people want it, sure. I don't, but somebody might. I ended up no longer using my Switch once the Steam Deck showed up because the bigger screen is just so much easier on my eyes. I'm actually looking forward to doing some catch-up once the Switch 2 hits, roughly the same size as the Steam Deck.   Roubjon Member Oct 25, 2017 3,083 Yes. I got carpal tunnel from the current model due to its size.   Dota322 Member Aug 13, 2024 86 They will once Arm Translation mature enough   PlanetSmasher The Abominable Showman Member Oct 25, 2017 132,801 Vanguard said: Yes, it would be easier for kids to hold. Click to expand... Click to shrink... Kids want a Nintendo, not a Steam Deck. What is the demographic for kids who want a portable console but don't want access to Mario and Fortnite?  LuciaDMC Member Oct 27, 2017 9,232 Bengali Yes that is my biggest request. Make the touchpads smaller, and make it lighter somehow. Also don't need 4 buttons at back, 2 is enough.  Sabin Member Oct 25, 2017 6,096 No. The deck already has too many SKUs imo and more SKUs.  cw_sasuke Member Oct 27, 2017 29,972 I dont think they can justify a niche revision of a somewhat niche device at that price point. It would be cool but i think they would put these resources behind other products.  Tobor Died as he lived: wrong about Doritos Member Oct 25, 2017 34,023 If they are going to make another model, it should be a box. As a handheld they have the right size.   Fallout-NL Member Oct 30, 2017 8,360 Nope.   Vanguard Member Jan 15, 2025 592 PlanetSmasher said: Kids want a Nintendo, not a Steam Deck. What is the demographic for kids who want a portable console but don't want access to Mario and Fortnite? Click to expand... Click to shrink... Kids like to play different games. There are lots of games that kids see streamers playing like Zort that aren't available on Switch, and they want to play what they see. Teardown and People Playground are other examples and the Steam Deck has easy mod support for both of these with Steam Workshop.  Lumination Member Oct 26, 2017 16,013 I don't think there's a market for two distinct sizes, but the next one should be smaller IMO. This thing is freaking unwieldy, and I have big hands. Reminds me vaguely of holding the Duke in the 2000s. And it's heavy as shit for long sessions.   thewienke Member Oct 25, 2017 19,288 I'm more interested in a faster pro version with a bigger and better screen with less backlight bleed and larger hand grips. Something like the Portal. I've never played the Steamdeck away from a wall outlet personally  StrangerDanger Member Jul 18, 2018 6,696 Lumination said: I don't think there's a market for two distinct sizes, but the next one should be smaller IMO. This thing is freaking unwieldy, and I have big hands. Reminds me vaguely of holding the Duke in the 2000s. And it's heavy as shit for long sessions. Click to expand... Click to shrink... If they went the Nintendo route and had detachable sticks, then it would be fine.   ramenline Member Jan 9, 2019 1,670 It would be cool, but I think you'll have to rely on things like the Ayaneo Air to fill that niche for small PC handhelds for now.   Mocha Joe Member Jun 2, 2021 13,413 I would love Steam Deck 2 to be even smaller and lighter. LCD was really uncomfortable due to the weight but the OLED made it tolerable. I still love using it though. Greatest handheld ever   Cipher Peon One Winged Slayer Member Oct 25, 2017 9,649 Yeah I think the Steam Deck is way too big. I'd like it to fit in my pocket, please.  BeansBeansBeans Member Jan 14, 2025 986 I'd love to buy a smaller deck for my son. He is 7 and loves games, but the deck is simply too big.   GravaGravity Member Oct 27, 2017 4,704 One way or another society will always return to the PS Vita   JetstreamRorschach One Winged Slayer Member Dec 30, 2017 2,153 Zaragoza, Spain. Not feasible. Steam Deck is very performant due to it being an absolutely inefficient laptop class x86 SoC on a big handheld casing. They are very energy consuming and need a whole lot of active cooling (the LCD Deck's back usually burns to the touch and the fan makes a lot of noise). Not all GPU and CPU architectures are compatible with all foundries. You'd either sacrifice performance to the point it isn't a Steam Deck anymore or get a smaller handheld with lower battery and hotter thermals than the original.   DieH@rd Member Oct 26, 2017 12,017 I would be fine with same case as DS1 [and same 7.4" OLED, only 120hz and with VRR].   CesareNorrez Member Oct 25, 2017 6,054 My wife didn't like playing on the Deck handheld at all until I got her one of those gaming pillows (the arm mount one from Mechanism). It is simply too large and heavy for extended use. So, in that regard, a smaller lighter version would be great. But I'm not sure if Valve sees any financial sense in it. Maybe when they do a Deck 2 they introduce a Deck Lite that matches the power specs of the original.   mattycubed Member Dec 12, 2021 289 My crushed hands say yes, my heart says no   Dekuman Member Oct 27, 2017 21,021 Steam Deck is tied to whatever APU AMD produces. Unlike a console, it's very unlikey they will take that old chip and shrink it down. That's a huge expense for a niche product. Die shrink is where you get your thermal headroom to go smaller. Granted, Valve can probably get deck-like performance from a more modern chip by downclocking it, and shipping it in a smaller form factor. But if they are designing with a new chip in mind, that would be a deck 2.  Apollo Corrupted by Vengeance Avenger Oct 25, 2017 10,053 I mean if they could, and it had a OLED model, I would absolutely get it Day 1. I use my Steam Deck a whole lot. But it is too big for me. If it was even slightly smaller it would be a huge improvement for me.   Sai Prophet of Truth The Fallen Oct 25, 2017 6,987 Chicago No, it's tiny enough.   iswasdoes Member Nov 13, 2017 3,330 Londinium Cant wait to see what Valve have in store hardware wise. I do see a deck 2 in the near future. Deck mini, less likely I think but I would like one   Bran Member Oct 25, 2017 540 For what it's trying to do, I can't see anything smaller working quite as well. The ergonomics, input options (trackpads), and screen are a core part of its appeal. Reduce or remove any of that, and you risk compromising functionality. It's already difficult enough to read text in some games. Making a flatter, tinier, more transportable machine that plays fewer games seems like a hard sell—you'd be better off with a different device.   J_ToSaveTheDay "This guy are sick" and Corrupted by Vengeance Avenger Oct 25, 2017 22,527 USA Nah, I don't personally think it stands to make much sense business wise for them. I say that as someone who would very likely be interested… but as someone who is generally interested in smaller form factor electronics—it hasn't seemed like audiences are there for them anymore.   Sabin Member Oct 25, 2017 6,096 Bran said: For what it's trying to do, I can't see anything smaller working quite as well. The ergonomics, input options (trackpads), and screen are a core part of its appeal. Reduce or remove any of that, and you risk compromising functionality. It's already difficult enough to read text in some games. Click to expand... Click to shrink... Exactly. There are also already enough smaller pc handhelds available that already cater that niche while steam deck is the device to offer great ergonomics.  Kaworu Member Oct 28, 2017 433 I don't care much about power. Give me a Steam Deck Lite to play indie titles with a decent battery life.   Ouroboros Member Oct 27, 2017 16,111 But the ergonomics are so good!! I'd hate to use a smaller version.   Adam_Roman Member Oct 25, 2017 3,399 I think this is something they're at least thinking about. Last year there was a lot of work happening on an ARM translation layer for Steam. While it's probably immediately for something like their Deckard VR headset, it would also be very lucrative for ARM-based handhelds to run SteamOS, like an Odin 2 or a Retroid.   BeansBeansBeans Member Jan 14, 2025 986 Bran said: For what it's trying to do, I can't see anything smaller working quite as well. The ergonomics, input options (trackpads), and screen are a core part of its appeal. Reduce or remove any of that, and you risk compromising functionality. It's already difficult enough to read text in some games. Making a flatter, tinier, more transportable machine that plays fewer games seems like a hard sell—you'd be better off with a different device. Click to expand... Click to shrink... I think that we will see some good options once Steam OS gets licensed more and more. I feel like the ergonomics could still work. Also I don't think i've ever once used the touch pads.  horkrux Member Oct 27, 2017 6,467 TimPV3 said: Does anyone else remember in 2004 when people thought the PSP was going to be too big? 😂 Click to expand... Click to shrink... That's crazy  closer Member Oct 25, 2017 5,580 gamers and their concern with their deck size smh   Regular Sega Fan Member Jul 22, 2022 1,825 Ally X + Steam OS could work I guess   BeI Member Dec 9, 2017 6,804 Probably not. Leave that up to third party SteamOS devices to handle. If first party Steam hardware covers everything too well, there wouldn't be much reason for third party SteamOS devices to exist.   FakePlasticTree Member Jul 24, 2018 13,995 The next Steam Deck should be a new hardware leap anything else seems like a waste.   thecaseace Member May 1, 2018 3,743 Yes they should. I get it, most Steam Deck users love everything about Valves machine, but the numbers show that even amongst the 'core' audience there's people like myself that think it's too large. The Steam Deck and Switch are both handhelds but only the Switch is truly portable. They could make a sound mainstream play if they found a way to drop the touch pads and make the device smaller. It would make a great additional SKU.  KalBalboa Member Oct 30, 2017 9,717 Massachusetts TimPV3 said: Does anyone else remember in 2004 when people thought the PSP was going to be too big? 😂 Click to expand... Click to shrink... Oh yeah, I remember friends in high school giving the 16x9 screen some side-eye, haha.  Siri Member Nov 7, 2017 1,367 I think we're more likely going to get x86 to ARM translation to a decent state than Valve releasing a smaller Steam Deck. In fact, it's one of the reasons I've just got a Retroid Pocket Mini V2 in the post. Even in their infancy, I think Winlator and/or MiceWine should handle some lighter stuff. Of course, the floodgates will open as and when Steam really does set up a flavour of Proton for ARM and you can just have Steam on your phone, but for now trying to get the likes of Project Diablo 2 and Outrun 2006 C2C running should be a fun thing. 
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  • Naughty Dog has another new game in the works

    While we know Naughty Dog is currently developing its next big single-player adventure Intergalactic: The Heretic Prophet, studio head Neil Druckmann casually mentioned Tuesday that the studio concurrently has another game in the works.

    Appearing on the Press X to Continue podcast, Druckmann said, “There’s another game that’s being worked on at Naughty Dog where I’mmore of a producer role and I get to mentor, and watch this other team, and give feedback and be like the executive in the room. I enjoy all those roles, and the fact that I jump from one to the next it makes my job very exciting and always feeling fresh. I’m never bored.”

    While Druckmann is credited as Creative Director on both The Last of Us games and Intergalactic, he seems be embracing a more hands-off role with this new project. Having multiple teams develop separate games alongside each other is nothing new for studios as large as Naughty Dog. It was recently working on a The Last of Us multiplayer game before that was cancelled in 2023.

    Perhaps Druckmann is overseeing the revival of one of the studio’s dormant franchises — Naughty Dog was known for the Crash Bandicoot and Jax and Dexter series before it pivoted its focus to The Last of Us and Uncharted. Speaking of which… could an Uncharted 5 be on the way?

    2016’s Uncharted 4: A Thief’s End closed out Nathan Drake’s journey as a swashbuckling treasure hunter, though it kept the door open for more adventures through the introduction of his and Elena Fisher’s daughter, Cassie. Kaitlyn Dever portrayed Cassie in Uncharted 4’s epilogue and currently stars as Abby in season 2 of The Last of Us.

    A 2023 PS5 ad ignited speculation the Uncharted series was due to return. It featured live-action clips emulating Sony’s robust first-party lineup, and one Uncharted-like clip showed a young woman holding a torch and exploring a cave in search of some sort of artifact. Job listings at that time sought talent for a separate studio “co-developing an exciting new project with Naughty Dog in a beloved franchise”, though it’s not confirmed if that “beloved franchise” is Uncharted or something else.

    We likely won’t know what Naughty Dog is working on for some time, if it gets formally revealed at all; remember, plenty of games get cancelled before the public even knew they existed.
    #naughty #dog #has #another #new
    Naughty Dog has another new game in the works
    While we know Naughty Dog is currently developing its next big single-player adventure Intergalactic: The Heretic Prophet, studio head Neil Druckmann casually mentioned Tuesday that the studio concurrently has another game in the works. Appearing on the Press X to Continue podcast, Druckmann said, “There’s another game that’s being worked on at Naughty Dog where I’mmore of a producer role and I get to mentor, and watch this other team, and give feedback and be like the executive in the room. I enjoy all those roles, and the fact that I jump from one to the next it makes my job very exciting and always feeling fresh. I’m never bored.” While Druckmann is credited as Creative Director on both The Last of Us games and Intergalactic, he seems be embracing a more hands-off role with this new project. Having multiple teams develop separate games alongside each other is nothing new for studios as large as Naughty Dog. It was recently working on a The Last of Us multiplayer game before that was cancelled in 2023. Perhaps Druckmann is overseeing the revival of one of the studio’s dormant franchises — Naughty Dog was known for the Crash Bandicoot and Jax and Dexter series before it pivoted its focus to The Last of Us and Uncharted. Speaking of which… could an Uncharted 5 be on the way? 2016’s Uncharted 4: A Thief’s End closed out Nathan Drake’s journey as a swashbuckling treasure hunter, though it kept the door open for more adventures through the introduction of his and Elena Fisher’s daughter, Cassie. Kaitlyn Dever portrayed Cassie in Uncharted 4’s epilogue and currently stars as Abby in season 2 of The Last of Us. A 2023 PS5 ad ignited speculation the Uncharted series was due to return. It featured live-action clips emulating Sony’s robust first-party lineup, and one Uncharted-like clip showed a young woman holding a torch and exploring a cave in search of some sort of artifact. Job listings at that time sought talent for a separate studio “co-developing an exciting new project with Naughty Dog in a beloved franchise”, though it’s not confirmed if that “beloved franchise” is Uncharted or something else. We likely won’t know what Naughty Dog is working on for some time, if it gets formally revealed at all; remember, plenty of games get cancelled before the public even knew they existed. #naughty #dog #has #another #new
    Naughty Dog has another new game in the works
    www.polygon.com
    While we know Naughty Dog is currently developing its next big single-player adventure Intergalactic: The Heretic Prophet, studio head Neil Druckmann casually mentioned Tuesday that the studio concurrently has another game in the works. Appearing on the Press X to Continue podcast, Druckmann said, “There’s another game that’s being worked on at Naughty Dog where I’m [in] more of a producer role and I get to mentor, and watch this other team, and give feedback and be like the executive in the room. I enjoy all those roles, and the fact that I jump from one to the next it makes my job very exciting and always feeling fresh. I’m never bored.” While Druckmann is credited as Creative Director on both The Last of Us games and Intergalactic, he seems be embracing a more hands-off role with this new project. Having multiple teams develop separate games alongside each other is nothing new for studios as large as Naughty Dog. It was recently working on a The Last of Us multiplayer game before that was cancelled in 2023. Perhaps Druckmann is overseeing the revival of one of the studio’s dormant franchises — Naughty Dog was known for the Crash Bandicoot and Jax and Dexter series before it pivoted its focus to The Last of Us and Uncharted. Speaking of which… could an Uncharted 5 be on the way? 2016’s Uncharted 4: A Thief’s End closed out Nathan Drake’s journey as a swashbuckling treasure hunter, though it kept the door open for more adventures through the introduction of his and Elena Fisher’s daughter, Cassie. Kaitlyn Dever portrayed Cassie in Uncharted 4’s epilogue and currently stars as Abby in season 2 of The Last of Us. A 2023 PS5 ad ignited speculation the Uncharted series was due to return. It featured live-action clips emulating Sony’s robust first-party lineup, and one Uncharted-like clip showed a young woman holding a torch and exploring a cave in search of some sort of artifact. Job listings at that time sought talent for a separate studio “co-developing an exciting new project with Naughty Dog in a beloved franchise” (via VGC), though it’s not confirmed if that “beloved franchise” is Uncharted or something else. We likely won’t know what Naughty Dog is working on for some time, if it gets formally revealed at all; remember, plenty of games get cancelled before the public even knew they existed.
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  • NVIDIA GeForce RTX 5080 SUPER Specs Leak: 24 GB VRAM At 32 Gbps & 10752 Cores at 400W+

    The first specifications of NVIDIA's GeForce RTX 5080 SUPER have been leaked by Kopite7kimi, revealing 24 GB of VRAM and a fully enabled GB203 chip.
    NVIDIA's GeForce RTX 5080 SUPER To Pack Full GB203 GPU Die & 24 GB VRAM Clocked at 32 Gbps
    It was reported a while ago that NVIDIA was working on a SUPER series refresh of the RTX 50 series. This lineup would feature a series of updated specs, especially to the memory configurations, and it looks like Kopite7kimi has more details to share.
    According to the leaker who had been on point with his previous leaks, the NVIDIA GeForce RTX 5080 SUPER will retain the full GB203 Core configuration of the RTX 5080 with 10752 cores, but the GPU SKU is changed from GB203-400 to GB203-450, and the PCB is PG147-SKU35.
    It is stated that the card will operate at a TBP of 400W+, which even at 400W, will be 40W higher than the Non-SUPER RTX 5080, though it does make sense if NVIDIA is going to clock the chip much higher and the memory specifications, which we will talk about in a bit, also seem to give us a good reason why the power numbers have been raised so much.

    So, coming to the memory specifications, it is stated that the NVIDIA GeForce RTX 5080 SUPER will feature 24 GB of VRAM across a 256-bit bus while running at 32 Gbps, a 2 Gbps bump over the 30 Gbps used by the non-SUPER variant. These will be the latest 3 GB GDDR7 modules, and this gives us the full 1 TB/s of bandwidth, which we had hinted at a long time ago.
    That's a 6.6% bump in memory bandwidth and, given that the core config will remain the same, we can expect real-world gaming performance in the 5% range, similar to the RTX 4080 SUPER, though that extra VRAM onboard will look very enticing to those who have waited to buy the 16 GB RTX 5080. So the main updates on the SUPER include:
    RTX 5080 SUPER vs RTX 5080 Non-SUPER:

    Same Cores but Different GB203 SKUPossibly Higher Clock Speeds
    24 GB VRAM vs 16 GB VRAMSame 256-bit Bus Interface
    6.6% Higher GDDR7 speeds6.6% More Bandwidth11.1% Higher TBPCurrently, there's no word on when NVIDIA will launch the RTX 50 SUPER series and AIBs haven't started talking about these cards yet, not even at the Computex showfloor, but it looks like we will get updates in the second half of this year with a launch possibly taking place in late 2025 or at CES 2026.
    NVIDIA RTX 50 SUPER GPU Lineup:

    Graphics Card NameNVIDIA GeForce RTX 5080 SUPERNVIDIA GeForce RTX 5080NVIDIA GeForce RTX 5070 SUPERNVIDIA GeForce RTX 5070

    GPU NameBlackwell GB203-450Blackwell GB203-400TBDBlackwell GB205-300-A1

    GPU SMs8484TBD50GPU Cores1075210752TBD6144

    Clock SpeedsTBD2.62 GHzTBD2.51 GHz

    Memory Capacity24 GB GDDR716 GB GDDR716 GB GDDR712 GB GDDR7

    Memory Bus256-bit256-bit192-bit192-bit

    Memory Speed32 Gbps30 GbpsTBD28 Gbps

    Bandwidth1024 GB/s960 GB/sTBD672 GB/s

    Power Interface1 12V-2x61 12V-2x6TBD1 12VHPWRLaunchTBD30th January, 2025TBD5th March, 2025

    TBP400W+360WTBD250W

    PriceTBDUSTBDUS
    #nvidia #geforce #rtx #super #specs
    NVIDIA GeForce RTX 5080 SUPER Specs Leak: 24 GB VRAM At 32 Gbps & 10752 Cores at 400W+
    The first specifications of NVIDIA's GeForce RTX 5080 SUPER have been leaked by Kopite7kimi, revealing 24 GB of VRAM and a fully enabled GB203 chip. NVIDIA's GeForce RTX 5080 SUPER To Pack Full GB203 GPU Die & 24 GB VRAM Clocked at 32 Gbps It was reported a while ago that NVIDIA was working on a SUPER series refresh of the RTX 50 series. This lineup would feature a series of updated specs, especially to the memory configurations, and it looks like Kopite7kimi has more details to share. According to the leaker who had been on point with his previous leaks, the NVIDIA GeForce RTX 5080 SUPER will retain the full GB203 Core configuration of the RTX 5080 with 10752 cores, but the GPU SKU is changed from GB203-400 to GB203-450, and the PCB is PG147-SKU35. It is stated that the card will operate at a TBP of 400W+, which even at 400W, will be 40W higher than the Non-SUPER RTX 5080, though it does make sense if NVIDIA is going to clock the chip much higher and the memory specifications, which we will talk about in a bit, also seem to give us a good reason why the power numbers have been raised so much. So, coming to the memory specifications, it is stated that the NVIDIA GeForce RTX 5080 SUPER will feature 24 GB of VRAM across a 256-bit bus while running at 32 Gbps, a 2 Gbps bump over the 30 Gbps used by the non-SUPER variant. These will be the latest 3 GB GDDR7 modules, and this gives us the full 1 TB/s of bandwidth, which we had hinted at a long time ago. That's a 6.6% bump in memory bandwidth and, given that the core config will remain the same, we can expect real-world gaming performance in the 5% range, similar to the RTX 4080 SUPER, though that extra VRAM onboard will look very enticing to those who have waited to buy the 16 GB RTX 5080. So the main updates on the SUPER include: RTX 5080 SUPER vs RTX 5080 Non-SUPER: Same Cores but Different GB203 SKUPossibly Higher Clock Speeds 24 GB VRAM vs 16 GB VRAMSame 256-bit Bus Interface 6.6% Higher GDDR7 speeds6.6% More Bandwidth11.1% Higher TBPCurrently, there's no word on when NVIDIA will launch the RTX 50 SUPER series and AIBs haven't started talking about these cards yet, not even at the Computex showfloor, but it looks like we will get updates in the second half of this year with a launch possibly taking place in late 2025 or at CES 2026. NVIDIA RTX 50 SUPER GPU Lineup: Graphics Card NameNVIDIA GeForce RTX 5080 SUPERNVIDIA GeForce RTX 5080NVIDIA GeForce RTX 5070 SUPERNVIDIA GeForce RTX 5070 GPU NameBlackwell GB203-450Blackwell GB203-400TBDBlackwell GB205-300-A1 GPU SMs8484TBD50GPU Cores1075210752TBD6144 Clock SpeedsTBD2.62 GHzTBD2.51 GHz Memory Capacity24 GB GDDR716 GB GDDR716 GB GDDR712 GB GDDR7 Memory Bus256-bit256-bit192-bit192-bit Memory Speed32 Gbps30 GbpsTBD28 Gbps Bandwidth1024 GB/s960 GB/sTBD672 GB/s Power Interface1 12V-2x61 12V-2x6TBD1 12VHPWRLaunchTBD30th January, 2025TBD5th March, 2025 TBP400W+360WTBD250W PriceTBDUSTBDUS #nvidia #geforce #rtx #super #specs
    NVIDIA GeForce RTX 5080 SUPER Specs Leak: 24 GB VRAM At 32 Gbps & 10752 Cores at 400W+
    wccftech.com
    The first specifications of NVIDIA's GeForce RTX 5080 SUPER have been leaked by Kopite7kimi, revealing 24 GB of VRAM and a fully enabled GB203 chip. NVIDIA's GeForce RTX 5080 SUPER To Pack Full GB203 GPU Die & 24 GB VRAM Clocked at 32 Gbps It was reported a while ago that NVIDIA was working on a SUPER series refresh of the RTX 50 series. This lineup would feature a series of updated specs, especially to the memory configurations, and it looks like Kopite7kimi has more details to share. According to the leaker who had been on point with his previous leaks, the NVIDIA GeForce RTX 5080 SUPER will retain the full GB203 Core configuration of the RTX 5080 with 10752 cores, but the GPU SKU is changed from GB203-400 to GB203-450, and the PCB is PG147-SKU35. It is stated that the card will operate at a TBP of 400W+, which even at 400W, will be 40W higher than the Non-SUPER RTX 5080, though it does make sense if NVIDIA is going to clock the chip much higher and the memory specifications, which we will talk about in a bit, also seem to give us a good reason why the power numbers have been raised so much. So, coming to the memory specifications, it is stated that the NVIDIA GeForce RTX 5080 SUPER will feature 24 GB of VRAM across a 256-bit bus while running at 32 Gbps, a 2 Gbps bump over the 30 Gbps used by the non-SUPER variant. These will be the latest 3 GB GDDR7 modules, and this gives us the full 1 TB/s of bandwidth, which we had hinted at a long time ago. That's a 6.6% bump in memory bandwidth and, given that the core config will remain the same, we can expect real-world gaming performance in the 5% range, similar to the RTX 4080 SUPER, though that extra VRAM onboard will look very enticing to those who have waited to buy the 16 GB RTX 5080. So the main updates on the SUPER include: RTX 5080 SUPER vs RTX 5080 Non-SUPER: Same Cores but Different GB203 SKU (450 vs 400) Possibly Higher Clock Speeds 24 GB VRAM vs 16 GB VRAM (+50%) Same 256-bit Bus Interface 6.6% Higher GDDR7 speeds (32 Gbps vs 30 Gbps) 6.6% More Bandwidth (1024 GB/s vs 960 GB/s) 11.1% Higher TBP (400W+ vs 360W) Currently, there's no word on when NVIDIA will launch the RTX 50 SUPER series and AIBs haven't started talking about these cards yet, not even at the Computex showfloor, but it looks like we will get updates in the second half of this year with a launch possibly taking place in late 2025 or at CES 2026. NVIDIA RTX 50 SUPER GPU Lineup (Preliminary): Graphics Card NameNVIDIA GeForce RTX 5080 SUPERNVIDIA GeForce RTX 5080NVIDIA GeForce RTX 5070 SUPERNVIDIA GeForce RTX 5070 GPU NameBlackwell GB203-450Blackwell GB203-400TBDBlackwell GB205-300-A1 GPU SMs84 (84 Full)84 (84 Full)TBD50 (50 Full) GPU Cores1075210752TBD6144 Clock SpeedsTBD2.62 GHzTBD2.51 GHz Memory Capacity24 GB GDDR716 GB GDDR716 GB GDDR712 GB GDDR7 Memory Bus256-bit256-bit192-bit192-bit Memory Speed32 Gbps30 GbpsTBD28 Gbps Bandwidth1024 GB/s960 GB/sTBD672 GB/s Power Interface1 12V-2x6 (16-Pin)1 12V-2x6 (16-Pin)TBD1 12VHPWR (16-Pin) LaunchTBD30th January, 2025TBD5th March, 2025 TBP400W+360WTBD250W PriceTBD$999 USTBD$549 US
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  • أوتوماتيك بالكامل! مترو الرياض هيغير فكرتك عن المواصلات

    أوتوماتيك بالكامل! مترو الرياض هيغير فكرتك عن المواصلات
    #أوتوماتيك #بالكامل #مترو #الرياض #هيغير
    أوتوماتيك بالكامل! مترو الرياض هيغير فكرتك عن المواصلات🤯
    أوتوماتيك بالكامل! مترو الرياض هيغير فكرتك عن المواصلات🤯 #أوتوماتيك #بالكامل #مترو #الرياض #هيغير
    أوتوماتيك بالكامل! مترو الرياض هيغير فكرتك عن المواصلات🤯
    www.youtube.com
    أوتوماتيك بالكامل! مترو الرياض هيغير فكرتك عن المواصلات🤯
    0 Commentarios ·0 Acciones ·0 Vista previa
  • Creating Memorable, Complex Characters

    Hi Everyone!
    A memorable storyCome read my first Dev Blog post to find out how you can craft memorable, unique background stories for your heroesin The Guiding Spirit! When I was designing the background generation system, my goal was to show to the player how much the selected Traits/Spells/Skills actually matter and have an impact on their characters' story right from the start.
    Let’s say you pick the Scurg ancestry for your character. These are adrenaline-addict creatures, always looking for danger, tough situations keep them alive.For Class, you choose the bard. Because bards are cool. In the world of The Guiding Spirit, bards do not neccesarily have access to the Intellect, they might simply be a chanter making a living in shady taverns or a jester hired by the Wind-King to entertain their royal court. How they became a bard will depend on their Origin story.Speaking of! For Origin, you pick „Merchant family”, but let’s say that when you distribute your skill-points you don’t put any points in Trade. So how that is presented in their backstory? Well, your character was raised by merchants but every time their father counted his profit, their mind was elsewhere. Where exactly? If you did put points in Arcane skills, the story will call out that instead of learning the basic principles of trade, the character was secretly reading books about performing complex magical practises. If you designed the character to be a warrior, their story will mention that when nobody looked, they practised combat stances with a wooden swordin the backyard. From where do they get the equipment to do those things? It depends on what personality traits you gave to the character. A Swindler might carefully „borrow” those books and training materials. An agressive, maybe evil character might bully someone to get what they want. A creative, quick-thinker person will do it in a way nobody expects...But let’s keep this simple for now, you can go crazy when you'll try out the demo. Your scurg character never wanted to be a merchant, they took their father’s old, never-before-used lute and went to seek adventure and danger. You pick the „Rich Start” and „Missing Finger” capability traits, among others. But wait... you didn’t pick the „Noble Kid” Origin, so how Rich Start is going to work? Let’s see what has been added to their backstory:„She was even lucky enough to find a small fortune by accident during her first day of travel. It only costed her a finger as the bandits who hid the chest found her later that day... At least she made it out alive.”Okay, that’s tense. But why exactly the character decided to become an adventurer, leaving behind their past? Maybe they have a more complex, specific reason? Lucky for you, you can define that as well! For simplicity, let’s choose the „Wants to be famous” Aspiration as it goes well with the bard class. If you mix that with the „Ambitious” personality trait, I promise you will get some very cool story-scenes!And there you go, you just created a unique, complex backstory with twists and turns. There’s even more, you candefine your character's core memories, followers, faith, constellation, specializations and special abilitiesand more! You change any aspect, you get a different concept. Find the one suitable for you and see how it plays out!There are myriad of choices you can select from when it comes to Origins, Core Memories, Aspirations, Capabilities, Personality, Skills, Proficiencies, Followers and the unique combination of these will create memorable characters. Even if you pick the same Trait for two heroes in the party, every other aspect you selected for them will alter their background story enough to make them feel distinctive.You can create a character who works alone. You can create a character who doesn’t speak at all, not a word during the entire adventure. You can create a character who struggles to understand what others are saying. You can create a bard who is kicked-out of every tavern at their early days - and then witness exceptional character development - because you forgot to put points into the Performance Skill.The choice is yours.And keep in mind, your choices do not only change their backstory, they change the actual journey, they guide the story. Their aspirations, their past, their identity will decide what's happening to them, each npc will react to them based on who they are, what they do, in a nutshell: how you designed them. Also, it goes beyond the combination of an individual’s traits, the mixture of all your team members’ features will create unique outcomes, story beats. There are a lot of very-well hidden storylines in there which you can only find with a certain combination of characters!Cheers,Dice Impact
    #creating #memorable #complex #characters
    Creating Memorable, Complex Characters
    Hi Everyone! A memorable storyCome read my first Dev Blog post to find out how you can craft memorable, unique background stories for your heroesin The Guiding Spirit! When I was designing the background generation system, my goal was to show to the player how much the selected Traits/Spells/Skills actually matter and have an impact on their characters' story right from the start. Let’s say you pick the Scurg ancestry for your character. These are adrenaline-addict creatures, always looking for danger, tough situations keep them alive.For Class, you choose the bard. Because bards are cool. In the world of The Guiding Spirit, bards do not neccesarily have access to the Intellect, they might simply be a chanter making a living in shady taverns or a jester hired by the Wind-King to entertain their royal court. How they became a bard will depend on their Origin story.Speaking of! For Origin, you pick „Merchant family”, but let’s say that when you distribute your skill-points you don’t put any points in Trade. So how that is presented in their backstory? Well, your character was raised by merchants but every time their father counted his profit, their mind was elsewhere. Where exactly? If you did put points in Arcane skills, the story will call out that instead of learning the basic principles of trade, the character was secretly reading books about performing complex magical practises. If you designed the character to be a warrior, their story will mention that when nobody looked, they practised combat stances with a wooden swordin the backyard. From where do they get the equipment to do those things? It depends on what personality traits you gave to the character. A Swindler might carefully „borrow” those books and training materials. An agressive, maybe evil character might bully someone to get what they want. A creative, quick-thinker person will do it in a way nobody expects...But let’s keep this simple for now, you can go crazy when you'll try out the demo. Your scurg character never wanted to be a merchant, they took their father’s old, never-before-used lute and went to seek adventure and danger. You pick the „Rich Start” and „Missing Finger” capability traits, among others. But wait... you didn’t pick the „Noble Kid” Origin, so how Rich Start is going to work? Let’s see what has been added to their backstory:„She was even lucky enough to find a small fortune by accident during her first day of travel. It only costed her a finger as the bandits who hid the chest found her later that day... At least she made it out alive.”Okay, that’s tense. But why exactly the character decided to become an adventurer, leaving behind their past? Maybe they have a more complex, specific reason? Lucky for you, you can define that as well! For simplicity, let’s choose the „Wants to be famous” Aspiration as it goes well with the bard class. If you mix that with the „Ambitious” personality trait, I promise you will get some very cool story-scenes!And there you go, you just created a unique, complex backstory with twists and turns. There’s even more, you candefine your character's core memories, followers, faith, constellation, specializations and special abilitiesand more! You change any aspect, you get a different concept. Find the one suitable for you and see how it plays out!There are myriad of choices you can select from when it comes to Origins, Core Memories, Aspirations, Capabilities, Personality, Skills, Proficiencies, Followers and the unique combination of these will create memorable characters. Even if you pick the same Trait for two heroes in the party, every other aspect you selected for them will alter their background story enough to make them feel distinctive.You can create a character who works alone. You can create a character who doesn’t speak at all, not a word during the entire adventure. You can create a character who struggles to understand what others are saying. You can create a bard who is kicked-out of every tavern at their early days - and then witness exceptional character development - because you forgot to put points into the Performance Skill.The choice is yours.And keep in mind, your choices do not only change their backstory, they change the actual journey, they guide the story. Their aspirations, their past, their identity will decide what's happening to them, each npc will react to them based on who they are, what they do, in a nutshell: how you designed them. Also, it goes beyond the combination of an individual’s traits, the mixture of all your team members’ features will create unique outcomes, story beats. There are a lot of very-well hidden storylines in there which you can only find with a certain combination of characters!Cheers,Dice Impact #creating #memorable #complex #characters
    gamedev.net
    Hi Everyone! A memorable storyCome read my first Dev Blog post to find out how you can craft memorable, unique background stories for your heroes (or villains) in The Guiding Spirit! When I was designing the background generation system, my goal was to show to the player how much the selected Traits/Spells/Skills actually matter and have an impact on their characters' story right from the start. Let’s say you pick the Scurg ancestry for your character. These are adrenaline-addict creatures, always looking for danger, tough situations keep them alive.For Class, you choose the bard. Because bards are cool. In the world of The Guiding Spirit, bards do not neccesarily have access to the Intellect (magic), they might simply be a chanter making a living in shady taverns or a jester hired by the Wind-King to entertain their royal court. How they became a bard will depend on their Origin story.Speaking of! For Origin, you pick „Merchant family”, but let’s say that when you distribute your skill-points you don’t put any points in Trade. So how that is presented in their backstory? Well, your character was raised by merchants but every time their father counted his profit, their mind was elsewhere. Where exactly? If you did put points in Arcane skills, the story will call out that instead of learning the basic principles of trade, the character was secretly reading books about performing complex magical practises. If you designed the character to be a warrior, their story will mention that when nobody looked, they practised combat stances with a wooden sword (or any other weapon, depending on which weapon proficiency you selected!) in the backyard. From where do they get the equipment to do those things? It depends on what personality traits you gave to the character. A Swindler might carefully „borrow” those books and training materials. An agressive, maybe evil character might bully someone to get what they want. A creative, quick-thinker person will do it in a way nobody expects...But let’s keep this simple for now, you can go crazy when you'll try out the demo (coming later this year for free!). Your scurg character never wanted to be a merchant, they took their father’s old, never-before-used lute and went to seek adventure and danger (mind, you are a scurg, you need danger!). You pick the „Rich Start” and „Missing Finger” capability traits, among others. But wait... you didn’t pick the „Noble Kid” Origin, so how Rich Start is going to work? Let’s see what has been added to their backstory:„She was even lucky enough to find a small fortune by accident during her first day of travel. It only costed her a finger as the bandits who hid the chest found her later that day... At least she made it out alive.”Okay, that’s tense. But why exactly the character decided to become an adventurer, leaving behind their past? Maybe they have a more complex, specific reason? Lucky for you, you can define that as well! For simplicity, let’s choose the „Wants to be famous” Aspiration as it goes well with the bard class. If you mix that with the „Ambitious” personality trait, I promise you will get some very cool story-scenes!And there you go, you just created a unique, complex backstory with twists and turns. There’s even more, you can (beyond the above) define your character's core memories, followers, faith, constellation, specializations and special abilities (spells and combat abilities) and more! You change any aspect, you get a different concept. Find the one suitable for you and see how it plays out!There are myriad of choices you can select from when it comes to Origins, Core Memories, Aspirations, Capabilities, Personality, Skills, Proficiencies, Followers and the unique combination of these will create memorable characters. Even if you pick the same Trait for two heroes in the party, every other aspect you selected for them will alter their background story enough to make them feel distinctive.You can create a character who works alone. You can create a character who doesn’t speak at all, not a word during the entire adventure. You can create a character who struggles to understand what others are saying. You can create a bard who is kicked-out of every tavern at their early days - and then witness exceptional character development - because you forgot to put points into the Performance Skill.The choice is yours.And keep in mind, your choices do not only change their backstory, they change the actual journey, they guide the story. Their aspirations, their past, their identity will decide what's happening to them, each npc will react to them based on who they are, what they do, in a nutshell: how you designed them. Also, it goes beyond the combination of an individual’s traits, the mixture of all your team members’ features will create unique outcomes, story beats. There are a lot of very-well hidden storylines in there which you can only find with a certain combination of characters!Cheers,Dice Impact
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  • Hideo Kojima's espionage title Physint is at least five years away, director confirms

    Kojima Productions will begin developing Physint following the release of Death Stranding 2 later this year.
    #hideo #kojima039s #espionage #title #physint
    Hideo Kojima's espionage title Physint is at least five years away, director confirms
    Kojima Productions will begin developing Physint following the release of Death Stranding 2 later this year. #hideo #kojima039s #espionage #title #physint
    Hideo Kojima's espionage title Physint is at least five years away, director confirms
    hitmarker.net
    Kojima Productions will begin developing Physint following the release of Death Stranding 2 later this year.
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  • Senior Rendering Engineer at CD Projekt

    Senior Rendering EngineerCD ProjektWarsaw Masovian Voivodeship pl2 hours agoApplyJob DescriptionCD PROJEKT RED is looking for a Senior Rendering Engineer to join our team to work on Cyberpunk 2, the next major video game in the Cyberpunk franchise. In this role, you will become part of the team responsible for developing rendering solutions and optimizations to enable designers and artists to deliver the vision of the game.Responsibilities:Maintaining and optimizing existing rendering systems.Developing new rendering solutions for large-scale problems.Working closely with art teams to provide performant and effective solutions.Bringing our characters and worlds to life with your rendering knowledge.Optimizing performance & memory utilization.Qualifications7+ years of industry experience.Fluent C++ and in-depth experience with graphics programming are essential.Professional knowledge of Unreal Engine, preferably a shipped title with UE technology.Extensive knowledge of rendering techniques and GPU/CPU architecture.Comprehensive multithreaded programming experience.Experience with one or more low-level graphics API.Thorough experience with at least one graphics debugging toolExperience with low-level profiling and optimization.Effective communication skills, responsibility, sense of ownership and dedication for work.A proactive attitude towards helping the team to get their work done faster and more efficiently.Nice to have:Shipped at least one Unreal-based project.Additional InformationWorking modeFor this role you can choose between a remote-first or office-first working mode.Office-First: working primarily from the Warsaw, Wroclaw, or Cracow office for a minimum of 10 days per month.Remote-First: working from home, or from any location that is within 3 hours of the GMT+3 time zone.Perks & Professional GrowthFlexible working hours — start your workday anytime between 8:00 and 10:00 AM.A welcome pack filled with goodies — to help you feel right at home once you join the team.Trainings, lectures and courses — internal workshops, external training for each employee, ‘Meet a star’ events, knowledge-sharing initiatives, online tutorials, and e-learning classes are all available. There’s always something to learn!Merch — gifts for newborn rebels and regular chances to nab some cool swag!Health & Well-beingPrivate medical healthcare — a selection of medical plans with dental care to choose from, which are also accessible for your partner and relatives.Psychological care — free mental health support and various well-being webinars.Multisport card — gain access to a wide number of sporting and fitness facilities across the city.Social Activities & Life in the OfficeDog-friendly office — dog owner? Bring your pooch with you and look after them while working! There’s always a furry friend or two to meet at the studio.Social events — we host regular gatherings at the studio where we can all unwind, play games, and just have some fun together.Healthy selections — organic fruit, snacks, muesli, organic honey, vegan milk, and speciality coffee are all at your disposal around the studio. Enjoy!Truly international working environment — a chance to meet and work with a diverse selection of people from all around the world.Head office in WarsawSustainable campus with an eco ethos — solar panels provide green energy, 2000 plants and an air-filtering system to help provide clean air, electric car charging points, flower meadows, and more green features in the works.An onsite, well-equipped gym with a climbing wall, daily Gym Assistant support and yoga and healthy spine classes.Car and bike parking spaces.A designated space for your bicycle, as well as bicycle repair equipment and showers available whenever you need them.No dress-code — we like to keep it casual.Relocation supportRelocation package – flight ticket, company apartment for your first month, relocating your pet, shipping your belongings: it’s all covered. Who said moving countries needs to be complicated?Relocation assistance — processing your legalization operations for you, assistance with finding residence, tax settlements, helping out with translations if needed, and much more — we have dedicated teams to help make sure that all you need to feel right at home is taken care of.Polish lessons for foreign employees — and for your spouse or partner, too.Paid Leave — from 20 to 26 days of holiday for every team member per year, paid sick leave, and paid maternity & paternity leave.If you have observed any irregularities in our recruitment process please click here to report them.Company DescriptionTo create revolutionary, story-driven RPGs which go straight to the hearts of gamers — this is our mission. Want to dive deeper into our company’s culture? Explore our social media and check out our YouTube channel where we share behind-the-scenes insights and stories direct from our team members!
    Create Your Profile — Game companies can contact you with their relevant job openings.
    Apply
    #senior #rendering #engineer #projekt
    Senior Rendering Engineer at CD Projekt
    Senior Rendering EngineerCD ProjektWarsaw Masovian Voivodeship pl2 hours agoApplyJob DescriptionCD PROJEKT RED is looking for a Senior Rendering Engineer to join our team to work on Cyberpunk 2, the next major video game in the Cyberpunk franchise. In this role, you will become part of the team responsible for developing rendering solutions and optimizations to enable designers and artists to deliver the vision of the game.Responsibilities:Maintaining and optimizing existing rendering systems.Developing new rendering solutions for large-scale problems.Working closely with art teams to provide performant and effective solutions.Bringing our characters and worlds to life with your rendering knowledge.Optimizing performance & memory utilization.Qualifications7+ years of industry experience.Fluent C++ and in-depth experience with graphics programming are essential.Professional knowledge of Unreal Engine, preferably a shipped title with UE technology.Extensive knowledge of rendering techniques and GPU/CPU architecture.Comprehensive multithreaded programming experience.Experience with one or more low-level graphics API.Thorough experience with at least one graphics debugging toolExperience with low-level profiling and optimization.Effective communication skills, responsibility, sense of ownership and dedication for work.A proactive attitude towards helping the team to get their work done faster and more efficiently.Nice to have:Shipped at least one Unreal-based project.Additional InformationWorking modeFor this role you can choose between a remote-first or office-first working mode.Office-First: working primarily from the Warsaw, Wroclaw, or Cracow office for a minimum of 10 days per month.Remote-First: working from home, or from any location that is within 3 hours of the GMT+3 time zone.Perks & Professional GrowthFlexible working hours — start your workday anytime between 8:00 and 10:00 AM.A welcome pack filled with goodies — to help you feel right at home once you join the team.Trainings, lectures and courses — internal workshops, external training for each employee, ‘Meet a star’ events, knowledge-sharing initiatives, online tutorials, and e-learning classes are all available. There’s always something to learn!Merch — gifts for newborn rebels and regular chances to nab some cool swag!Health & Well-beingPrivate medical healthcare — a selection of medical plans with dental care to choose from, which are also accessible for your partner and relatives.Psychological care — free mental health support and various well-being webinars.Multisport card — gain access to a wide number of sporting and fitness facilities across the city.Social Activities & Life in the OfficeDog-friendly office — dog owner? Bring your pooch with you and look after them while working! There’s always a furry friend or two to meet at the studio.Social events — we host regular gatherings at the studio where we can all unwind, play games, and just have some fun together.Healthy selections — organic fruit, snacks, muesli, organic honey, vegan milk, and speciality coffee are all at your disposal around the studio. Enjoy!Truly international working environment — a chance to meet and work with a diverse selection of people from all around the world.Head office in WarsawSustainable campus with an eco ethos — solar panels provide green energy, 2000 plants and an air-filtering system to help provide clean air, electric car charging points, flower meadows, and more green features in the works.An onsite, well-equipped gym with a climbing wall, daily Gym Assistant support and yoga and healthy spine classes.Car and bike parking spaces.A designated space for your bicycle, as well as bicycle repair equipment and showers available whenever you need them.No dress-code — we like to keep it casual.Relocation supportRelocation package – flight ticket, company apartment for your first month, relocating your pet, shipping your belongings: it’s all covered. Who said moving countries needs to be complicated?Relocation assistance — processing your legalization operations for you, assistance with finding residence, tax settlements, helping out with translations if needed, and much more — we have dedicated teams to help make sure that all you need to feel right at home is taken care of.Polish lessons for foreign employees — and for your spouse or partner, too.Paid Leave — from 20 to 26 days of holiday for every team member per year, paid sick leave, and paid maternity & paternity leave.If you have observed any irregularities in our recruitment process please click here to report them.Company DescriptionTo create revolutionary, story-driven RPGs which go straight to the hearts of gamers — this is our mission. Want to dive deeper into our company’s culture? Explore our social media and check out our YouTube channel where we share behind-the-scenes insights and stories direct from our team members! Create Your Profile — Game companies can contact you with their relevant job openings. Apply #senior #rendering #engineer #projekt
    gamejobs.co
    Senior Rendering EngineerCD ProjektWarsaw Masovian Voivodeship pl2 hours agoApplyJob DescriptionCD PROJEKT RED is looking for a Senior Rendering Engineer to join our team to work on Cyberpunk 2, the next major video game in the Cyberpunk franchise. In this role, you will become part of the team responsible for developing rendering solutions and optimizations to enable designers and artists to deliver the vision of the game.Responsibilities:Maintaining and optimizing existing rendering systems.Developing new rendering solutions for large-scale problems.Working closely with art teams to provide performant and effective solutions.Bringing our characters and worlds to life with your rendering knowledge.Optimizing performance & memory utilization.Qualifications7+ years of industry experience.Fluent C++ and in-depth experience with graphics programming are essential.Professional knowledge of Unreal Engine, preferably a shipped title with UE technology.Extensive knowledge of rendering techniques and GPU/CPU architecture.Comprehensive multithreaded programming experience.Experience with one or more low-level graphics API (DirectX12, Vulkan, console, etc.).Thorough experience with at least one graphics debugging tool (RenderDoc, Pix, console-specific, etc.)Experience with low-level profiling and optimization.Effective communication skills, responsibility, sense of ownership and dedication for work.A proactive attitude towards helping the team to get their work done faster and more efficiently.Nice to have:Shipped at least one Unreal-based project.Additional InformationWorking modeFor this role you can choose between a remote-first or office-first working mode.Office-First: working primarily from the Warsaw, Wroclaw, or Cracow office for a minimum of 10 days per month.Remote-First: working from home, or from any location that is within 3 hours of the GMT+3 time zone.Perks & Professional GrowthFlexible working hours — start your workday anytime between 8:00 and 10:00 AM.A welcome pack filled with goodies — to help you feel right at home once you join the team.Trainings, lectures and courses — internal workshops, external training for each employee, ‘Meet a star’ events, knowledge-sharing initiatives, online tutorials, and e-learning classes are all available. There’s always something to learn!Merch — gifts for newborn rebels and regular chances to nab some cool swag!Health & Well-beingPrivate medical healthcare — a selection of medical plans with dental care to choose from, which are also accessible for your partner and relatives.Psychological care — free mental health support and various well-being webinars.Multisport card — gain access to a wide number of sporting and fitness facilities across the city.Social Activities & Life in the OfficeDog-friendly office — dog owner? Bring your pooch with you and look after them while working! There’s always a furry friend or two to meet at the studio.Social events — we host regular gatherings at the studio where we can all unwind, play games, and just have some fun together.Healthy selections — organic fruit, snacks, muesli, organic honey, vegan milk, and speciality coffee are all at your disposal around the studio. Enjoy!Truly international working environment — a chance to meet and work with a diverse selection of people from all around the world.Head office in WarsawSustainable campus with an eco ethos — solar panels provide green energy, 2000 plants and an air-filtering system to help provide clean air, electric car charging points, flower meadows, and more green features in the works.An onsite, well-equipped gym with a climbing wall, daily Gym Assistant support and yoga and healthy spine classes.Car and bike parking spaces.A designated space for your bicycle, as well as bicycle repair equipment and showers available whenever you need them.No dress-code — we like to keep it casual.Relocation supportRelocation package – flight ticket, company apartment for your first month, relocating your pet, shipping your belongings: it’s all covered. Who said moving countries needs to be complicated?Relocation assistance — processing your legalization operations for you, assistance with finding residence, tax settlements, helping out with translations if needed, and much more — we have dedicated teams to help make sure that all you need to feel right at home is taken care of.Polish lessons for foreign employees — and for your spouse or partner, too.Paid Leave — from 20 to 26 days of holiday for every team member per year, paid sick leave, and paid maternity & paternity leave.If you have observed any irregularities in our recruitment process please click here to report them.Company DescriptionTo create revolutionary, story-driven RPGs which go straight to the hearts of gamers — this is our mission. Want to dive deeper into our company’s culture? Explore our social media and check out our YouTube channel where we share behind-the-scenes insights and stories direct from our team members! Create Your Profile — Game companies can contact you with their relevant job openings. Apply
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  • At Least A Few Stores Will Have Switch 2 In Stock The Day Of Launch For Fans Without Pre-Orders

    nintendoByEthan GachPublished44 minutes agoWe may earn a commission from links on this page.Image: Nintendo / KotakuSwitch 2 pre-orders have basically been sold out since they went live last month, but a lucky few might still be able to nab the new Nintendo console in person when it launches on June 5. GameStop, Best Buy, and others have promised limited quantities on site at certain stores when fans go to pick-up their midnight pre-orders.Suggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews

    Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews

    Share SubtitlesOffEnglishNintendo Switch 2 Could Launch With Almost No ReviewsBest Buy was the first to signal that at least some of its Switch 2 inventory at certain stores was being set aside for day-one sales. The electronics retailer promised “limited inventory of systems, games, accessoriesthe chance for a free Nintendo collectible” for those showing up at 12:01 a.m. ET on June 5. Target appears to be doing something similar. According to multiple reports, certain locations will have anywhere from 30 to 100 Switch 2 consoles available to the first customers to arrive without existing pre-orders. The company hasn’t announced anything official yet, and it’s not clear if its stores will be doing midnight pre-order pickups or customers there will have to wait until regular opening hours. GameStop, on the other hand, is all-in on the Switch 2 midnight launch party. “Additional Switch 2 units will be available in-store and online while supplies last,” the retailer confirmed last week. The “launch event” begins at 3:00 p.m. local time, with pre-order pickups beginning at midnight. The suggestion is that if you want a shot at one of those on-site consoles, you’ll need to be some of the first in line for that 3:00 p.m. start time. You’ll also get a free Red Bull. Walmart hasn’t yet confirmed its plans for launch day inventory yet, and Amazon has been completely silent about pre-orders and when it will begin selling the Switch 2, if at all. Nintendo is still slowly going through its own My Nintendo Store pre-order process with invitations going out on a rolling basis. But those units aren’t guaranteed to arrive on launch day and some might not arrive until days or weeks later. Basically, what I’m saying is that if you failed to lock down a pre-order in the initial frenzy last month, there’s still hope. Now, does that mean showing up on the day of or camping out for a week? Knowing Nintendo fans, and with the Switch 2 being the biggest console launch in the company’s history, I wouldn’t put anything past them. .
    #least #few #stores #will #have
    At Least A Few Stores Will Have Switch 2 In Stock The Day Of Launch For Fans Without Pre-Orders
    nintendoByEthan GachPublished44 minutes agoWe may earn a commission from links on this page.Image: Nintendo / KotakuSwitch 2 pre-orders have basically been sold out since they went live last month, but a lucky few might still be able to nab the new Nintendo console in person when it launches on June 5. GameStop, Best Buy, and others have promised limited quantities on site at certain stores when fans go to pick-up their midnight pre-orders.Suggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews Share SubtitlesOffEnglishNintendo Switch 2 Could Launch With Almost No ReviewsBest Buy was the first to signal that at least some of its Switch 2 inventory at certain stores was being set aside for day-one sales. The electronics retailer promised “limited inventory of systems, games, accessoriesthe chance for a free Nintendo collectible” for those showing up at 12:01 a.m. ET on June 5. Target appears to be doing something similar. According to multiple reports, certain locations will have anywhere from 30 to 100 Switch 2 consoles available to the first customers to arrive without existing pre-orders. The company hasn’t announced anything official yet, and it’s not clear if its stores will be doing midnight pre-order pickups or customers there will have to wait until regular opening hours. GameStop, on the other hand, is all-in on the Switch 2 midnight launch party. “Additional Switch 2 units will be available in-store and online while supplies last,” the retailer confirmed last week. The “launch event” begins at 3:00 p.m. local time, with pre-order pickups beginning at midnight. The suggestion is that if you want a shot at one of those on-site consoles, you’ll need to be some of the first in line for that 3:00 p.m. start time. You’ll also get a free Red Bull. Walmart hasn’t yet confirmed its plans for launch day inventory yet, and Amazon has been completely silent about pre-orders and when it will begin selling the Switch 2, if at all. Nintendo is still slowly going through its own My Nintendo Store pre-order process with invitations going out on a rolling basis. But those units aren’t guaranteed to arrive on launch day and some might not arrive until days or weeks later. Basically, what I’m saying is that if you failed to lock down a pre-order in the initial frenzy last month, there’s still hope. Now, does that mean showing up on the day of or camping out for a week? Knowing Nintendo fans, and with the Switch 2 being the biggest console launch in the company’s history, I wouldn’t put anything past them. . #least #few #stores #will #have
    At Least A Few Stores Will Have Switch 2 In Stock The Day Of Launch For Fans Without Pre-Orders
    kotaku.com
    nintendoByEthan GachPublished44 minutes agoWe may earn a commission from links on this page.Image: Nintendo / KotakuSwitch 2 pre-orders have basically been sold out since they went live last month, but a lucky few might still be able to nab the new Nintendo console in person when it launches on June 5. GameStop, Best Buy, and others have promised limited quantities on site at certain stores when fans go to pick-up their midnight pre-orders.Suggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews Share SubtitlesOffEnglishNintendo Switch 2 Could Launch With Almost No ReviewsBest Buy was the first to signal that at least some of its Switch 2 inventory at certain stores was being set aside for day-one sales. The electronics retailer promised “limited inventory of systems, games, accessories [and] the chance for a free Nintendo collectible” for those showing up at 12:01 a.m. ET on June 5. Target appears to be doing something similar. According to multiple reports, certain locations will have anywhere from 30 to 100 Switch 2 consoles available to the first customers to arrive without existing pre-orders. The company hasn’t announced anything official yet, and it’s not clear if its stores will be doing midnight pre-order pickups or customers there will have to wait until regular opening hours. GameStop, on the other hand, is all-in on the Switch 2 midnight launch party. “Additional Switch 2 units will be available in-store and online while supplies last,” the retailer confirmed last week. The “launch event” begins at 3:00 p.m. local time, with pre-order pickups beginning at midnight. The suggestion is that if you want a shot at one of those on-site consoles, you’ll need to be some of the first in line for that 3:00 p.m. start time. You’ll also get a free Red Bull. Walmart hasn’t yet confirmed its plans for launch day inventory yet, and Amazon has been completely silent about pre-orders and when it will begin selling the Switch 2, if at all. Nintendo is still slowly going through its own My Nintendo Store pre-order process with invitations going out on a rolling basis. But those units aren’t guaranteed to arrive on launch day and some might not arrive until days or weeks later. Basically, what I’m saying is that if you failed to lock down a pre-order in the initial frenzy last month, there’s still hope. Now, does that mean showing up on the day of or camping out for a week? Knowing Nintendo fans, and with the Switch 2 being the biggest console launch in the company’s history, I wouldn’t put anything past them. .
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  • Made with Unity Monthly: December 2022 roundup

    The new year is here, but before we go forward, let’s look back at how 2022 wrapped up. Enjoy this latest monthly roundup of Made with Unity highlights, featuring everything you need to know aboutas it relates to community happenings for the past month.December was, once again, a month filled with opportunities to celebrate your numerous achievements. Catch a recap of this month’s Milestone Monday posts below.This month, we celebrated the launch of the Sandbox update for POPULATION: ONE,the release of IXION by Bulwark Studios, and Mineko’s Night Market playable demo by Meowza Games. It was also a lot of fun to see the teleporting race cars from Supergonk’sWarp Driveand the return of a classic: JellyCar Worlds by Walaber. Keep looking out for new releases or milestone spotlights every Monday on the @UnityGames Twitter.As usual, Tuesdays are dedicated to #UnityTips on Twitter, and there were plenty of amazing tips shared in December.User @samyam_youtube offered a way to change your camera speed in one simple step. Then, we retweeted an amazing series of VFX tutorials from @studiocrafteurs that are simple to follow. We also published a recap of highlights from our 2022 dev Twitter takeovers right here on the blog.There’s more to come in 2023, so keep tagging us and using the #UnityTips hashtag!Continuing the trend from past months, we were amazed by the amount of incredible-looking projects we saw using the #MadeWithUnity hashtag throughout December.Twitter’s @GravitonPunch had a beautiful and satisfying world-generation mechanic to show, and @MortalCrux came up with a fun way to spawn entities. Finally, @ClipSummer demonstrated one character’s flashy combat skills in an epic boss battle.On Instagram, @jordy_j_s had some incredible animation to show a character’s transformation, the Obsidian Legion team gave a lesson on how to fight when outnumbered, and a repost from Twitter’s @AtelierChimere explored some ancient ruins.All in all, December was a flurry of fun. We can’t wait to share your projects throughout the new year, so keep adding the #MadeWithUnity hashtag to your posts.Before the holidays hit, we hosted three Twitch streams. The first, a Creator Spotlight featuring JellyCar Worlds. The second, a first-of-its-kind panel about the 2022.2 Tech Stream. And, last but not least, another Creator Spotlight with Whiteboard Games.We also brought clips back to YouTube – a resurrected series where we showcase highlights from the full Creator Spotlight streams. Check out a clip from our stream with Whiteboard Games.Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss us in the moment, don’t worry: We upload all streams to our YouTube playlist.On December 8, we had our last Dev Blitz Day of 2022, focusing on DOTS. During the event, we answered more than 100 developer questions. We’d like to thank everyone who participated and look forward to bringing you more community events like these in 2023.Our next Dev Blitz Day doesn’t have a fixed date yet, but something tells us that having it close to Global Game Jam 2023 could be fun. Keep an eye on the forums and our Discord for future announcements.To start the month off, we asked what genre of game you were working on, and RPG took the top spot for popularity.We can’t wait to see the progress you make on your games in 2023. Be sure to tag us and share which #AssetStore assets you’re using. Here are some of our favorite creator showcases from Twitter in December:Sky Master ULTIMATE | ARTnGAME3 Worlds | Moon TribeSee-through Shader | ShadercrewThe amazing Amplify Creations took over our feed before the holidays, offering some fantastic #UnityTips on how to use Amplify Shader Editor to create shaders and make workflows work for you.To end the year, we shared a 2022 Publisher Highlights showcase that included exceptional creator contributions from our Asset Store publishers. If you’re a publisher, you are the butter to our bread. Thank you for all that you do.Last but not least, here’s a non-exhaustive list of Made with Unity titles released in December. See any on the list that have already become favorites or one that we’re missing? Tell us about it in the forums.Swordship, Digital KingdomKnights of Honor II: Sovereign, Black Sea GamesYi Xian: The Cultivation Card Game, 墨日工作室IXION, Bulwark StudiosZombie Cure Lab, Thera Bytes GmbHChained Echoes,Matthias LindaThe Forest Quartet, Mads & FriendsJellyCar Worlds, WalaberPotion Craft: Alchemist Simulator, niceplay gamesLil Gator Game, MegaWobbleAka, Cosmo GattoMelatonin, Half AsleepDepersonalization, MeowNatureSail Forth, Festive VectorThat’s a wrap for December! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.
    #made #with #unity #monthly #december
    Made with Unity Monthly: December 2022 roundup
    The new year is here, but before we go forward, let’s look back at how 2022 wrapped up. Enjoy this latest monthly roundup of Made with Unity highlights, featuring everything you need to know aboutas it relates to community happenings for the past month.December was, once again, a month filled with opportunities to celebrate your numerous achievements. Catch a recap of this month’s Milestone Monday posts below.This month, we celebrated the launch of the Sandbox update for POPULATION: ONE,the release of IXION by Bulwark Studios, and Mineko’s Night Market playable demo by Meowza Games. It was also a lot of fun to see the teleporting race cars from Supergonk’sWarp Driveand the return of a classic: JellyCar Worlds by Walaber. Keep looking out for new releases or milestone spotlights every Monday on the @UnityGames Twitter.As usual, Tuesdays are dedicated to #UnityTips on Twitter, and there were plenty of amazing tips shared in December.User @samyam_youtube offered a way to change your camera speed in one simple step. Then, we retweeted an amazing series of VFX tutorials from @studiocrafteurs that are simple to follow. We also published a recap of highlights from our 2022 dev Twitter takeovers right here on the blog.There’s more to come in 2023, so keep tagging us and using the #UnityTips hashtag!Continuing the trend from past months, we were amazed by the amount of incredible-looking projects we saw using the #MadeWithUnity hashtag throughout December.Twitter’s @GravitonPunch had a beautiful and satisfying world-generation mechanic to show, and @MortalCrux came up with a fun way to spawn entities. Finally, @ClipSummer demonstrated one character’s flashy combat skills in an epic boss battle.On Instagram, @jordy_j_s had some incredible animation to show a character’s transformation, the Obsidian Legion team gave a lesson on how to fight when outnumbered, and a repost from Twitter’s @AtelierChimere explored some ancient ruins.All in all, December was a flurry of fun. We can’t wait to share your projects throughout the new year, so keep adding the #MadeWithUnity hashtag to your posts.Before the holidays hit, we hosted three Twitch streams. The first, a Creator Spotlight featuring JellyCar Worlds. The second, a first-of-its-kind panel about the 2022.2 Tech Stream. And, last but not least, another Creator Spotlight with Whiteboard Games.We also brought clips back to YouTube – a resurrected series where we showcase highlights from the full Creator Spotlight streams. Check out a clip from our stream with Whiteboard Games.Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss us in the moment, don’t worry: We upload all streams to our YouTube playlist.On December 8, we had our last Dev Blitz Day of 2022, focusing on DOTS. During the event, we answered more than 100 developer questions. We’d like to thank everyone who participated and look forward to bringing you more community events like these in 2023.Our next Dev Blitz Day doesn’t have a fixed date yet, but something tells us that having it close to Global Game Jam 2023 could be fun. Keep an eye on the forums and our Discord for future announcements.To start the month off, we asked what genre of game you were working on, and RPG took the top spot for popularity.We can’t wait to see the progress you make on your games in 2023. Be sure to tag us and share which #AssetStore assets you’re using. Here are some of our favorite creator showcases from Twitter in December:Sky Master ULTIMATE | ARTnGAME3 Worlds | Moon TribeSee-through Shader | ShadercrewThe amazing Amplify Creations took over our feed before the holidays, offering some fantastic #UnityTips on how to use Amplify Shader Editor to create shaders and make workflows work for you.To end the year, we shared a 2022 Publisher Highlights showcase that included exceptional creator contributions from our Asset Store publishers. If you’re a publisher, you are the butter to our bread. Thank you for all that you do.Last but not least, here’s a non-exhaustive list of Made with Unity titles released in December. See any on the list that have already become favorites or one that we’re missing? Tell us about it in the forums.Swordship, Digital KingdomKnights of Honor II: Sovereign, Black Sea GamesYi Xian: The Cultivation Card Game, 墨日工作室IXION, Bulwark StudiosZombie Cure Lab, Thera Bytes GmbHChained Echoes,Matthias LindaThe Forest Quartet, Mads & FriendsJellyCar Worlds, WalaberPotion Craft: Alchemist Simulator, niceplay gamesLil Gator Game, MegaWobbleAka, Cosmo GattoMelatonin, Half AsleepDepersonalization, MeowNatureSail Forth, Festive VectorThat’s a wrap for December! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch. #made #with #unity #monthly #december
    Made with Unity Monthly: December 2022 roundup
    unity.com
    The new year is here, but before we go forward, let’s look back at how 2022 wrapped up. Enjoy this latest monthly roundup of Made with Unity highlights, featuring everything you need to know about (and may have missed) as it relates to community happenings for the past month.December was, once again, a month filled with opportunities to celebrate your numerous achievements. Catch a recap of this month’s Milestone Monday posts below.This month, we celebrated the launch of the Sandbox update for POPULATION: ONE,the release of IXION by Bulwark Studios, and Mineko’s Night Market playable demo by Meowza Games. It was also a lot of fun to see the teleporting race cars from Supergonk’sWarp Driveand the return of a classic: JellyCar Worlds by Walaber. Keep looking out for new releases or milestone spotlights every Monday on the @UnityGames Twitter.As usual, Tuesdays are dedicated to #UnityTips on Twitter, and there were plenty of amazing tips shared in December.User @samyam_youtube offered a way to change your camera speed in one simple step. Then, we retweeted an amazing series of VFX tutorials from @studiocrafteurs that are simple to follow. We also published a recap of highlights from our 2022 dev Twitter takeovers right here on the blog.There’s more to come in 2023, so keep tagging us and using the #UnityTips hashtag!Continuing the trend from past months, we were amazed by the amount of incredible-looking projects we saw using the #MadeWithUnity hashtag throughout December.Twitter’s @GravitonPunch had a beautiful and satisfying world-generation mechanic to show (above), and @MortalCrux came up with a fun way to spawn entities. Finally, @ClipSummer demonstrated one character’s flashy combat skills in an epic boss battle.On Instagram, @jordy_j_s had some incredible animation to show a character’s transformation, the Obsidian Legion team gave a lesson on how to fight when outnumbered, and a repost from Twitter’s @AtelierChimere explored some ancient ruins.All in all, December was a flurry of fun. We can’t wait to share your projects throughout the new year, so keep adding the #MadeWithUnity hashtag to your posts.Before the holidays hit, we hosted three Twitch streams. The first, a Creator Spotlight featuring JellyCar Worlds. The second, a first-of-its-kind panel about the 2022.2 Tech Stream. And, last but not least, another Creator Spotlight with Whiteboard Games.We also brought clips back to YouTube – a resurrected series where we showcase highlights from the full Creator Spotlight streams. Check out a clip from our stream with Whiteboard Games (above).Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss us in the moment, don’t worry: We upload all streams to our YouTube playlist.On December 8, we had our last Dev Blitz Day of 2022, focusing on DOTS. During the event, we answered more than 100 developer questions. We’d like to thank everyone who participated and look forward to bringing you more community events like these in 2023.Our next Dev Blitz Day doesn’t have a fixed date yet, but something tells us that having it close to Global Game Jam 2023 could be fun. Keep an eye on the forums and our Discord for future announcements.To start the month off, we asked what genre of game you were working on, and RPG took the top spot for popularity.We can’t wait to see the progress you make on your games in 2023. Be sure to tag us and share which #AssetStore assets you’re using. Here are some of our favorite creator showcases from Twitter in December:Sky Master ULTIMATE | ARTnGAME3 Worlds | Moon TribeSee-through Shader | ShadercrewThe amazing Amplify Creations took over our feed before the holidays, offering some fantastic #UnityTips on how to use Amplify Shader Editor to create shaders and make workflows work for you.To end the year, we shared a 2022 Publisher Highlights showcase that included exceptional creator contributions from our Asset Store publishers. If you’re a publisher, you are the butter to our bread. Thank you for all that you do.Last but not least, here’s a non-exhaustive list of Made with Unity titles released in December (which can double as a way to use those holiday gift cards). See any on the list that have already become favorites or one that we’re missing? Tell us about it in the forums.Swordship, Digital Kingdom (December 5)Knights of Honor II: Sovereign, Black Sea Games (December 6)Yi Xian: The Cultivation Card Game, 墨日工作室 (December 6)IXION, Bulwark Studios (December 7)Zombie Cure Lab, Thera Bytes GmbH (December 7)Chained Echoes,Matthias Linda (December 8)The Forest Quartet, Mads & Friends (December 8)JellyCar Worlds, Walaber (December 8)Potion Craft: Alchemist Simulator, niceplay games (December 13)Lil Gator Game, MegaWobble (December 14)Aka, Cosmo Gatto (December 14)Melatonin, Half Asleep (December 15)Depersonalization, MeowNature (December 20)Sail Forth, Festive Vector (December 21)That’s a wrap for December! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.
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