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Epic Mickey Brought An Icon Back To Disney, And Warren Specter Doesn’t Want You To Forget

Epic Mickey Brought An Icon Back To Disney, And Warren Specter Doesn’t Want You To Forget https://ift.tt/Tmzw29d After over four decades in video games, developer Warren Specter is retiring from the industry. But as Specter moves towards the door, he wants to make sure that the team behind his 2010 game Epic Mickey gets their due for bringing one of Walt Disney's earliest creations back home to Disney. In 2003, the development document for Epic Mickey reportedly spurred then-Disney president Bob Iger to eventually regain the rights to Oswald the Lucky Rabbit, a breakout animated character created by Disney and animator Ub Iwerks. When the Oswald property was taken from Disney, the latter created Mickey Mouse and the rest was history. In 2006, Iger was Disney's CEO when he made the deal to bring Oswald home in exchange for the rights to sportscaster Al Michaels. Subsequently, Epic Mickey was the first Disney project to bring Mickey and Oswald together. Sixteen years a...

BioShock Successor Judas Is A Procedurally Generated Roguelite

BioShock Successor Judas Is A Procedurally Generated Roguelite https://ift.tt/NMBwr17

Bioshock creator Ken Levine's Judas has been in development for almost ten years, and now his studio Ghost Story Games are finally ready to show what its been working on all that time. While Judas is still a narrative-driven FPS in the style of the Bioshock games, it's also a procedurally generated roguelite set in a dynamically-shifting open world. Here's what we know so far.

Judas is fundamentally built around a concept Ken Levine calls "narrative Legos," which he has been refining since his GDC talk by the same name all the way back in 2014. The concept mixes procedural generation with bespoke building blocks of narrative or dialogue, creating a game that can react to a player's decisions in a way that feels natural.

"We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics," Levine explained in an interview with IGN. "You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do."

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