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playing with picmix....
25 Years of Maxis – Living the Simulated Dream - Game Informer
Author's Note: This article originally appeared in issue 236 of Game Informer. With the news of Maxis closing its doors in Emeryville, we wanted to post the feature to give you a look at happier days at the legendary studio. I conducted these interviews in September 2012 – prior to the release of SimCity and The Sims 4 – to commemorate the 25th anniversary of Maxis. Though recent developments may be missing from the conversation, I left the studio impressed by the dedication, passion, and creativity of the staff. Even if the Maxis brand persists in some altered form, the Emeryville location was the core of the studio, and I'm sad to see it go.
These are stories from the Maxis staff about the ups, downs, and quirks about the studio – and the games that made it famous.
some motd sketches
An Archive of Our Own, a project of the Organization for Transformative Works
Your PC ran in We're jus :(
Nightclub!AU for @a-n-n-i-m-i-a and @victoriasfreespace, because WHY THE HELL NOT
same as it ever was same as it ever was same as it ever was same as it ever was same as it ever was same as it ever was
I'm nostalgic for the early years of indie games today, and that's been sending me down rabbit holes and getting me worked up over a bunch of old, long-settled discourses, and one of them is this somewhat controversial take from Spore developer Chris Hecker from 2010.
It's weird on one level cause a lot of indie games in 2025 have the exact opposite problem that he describes (being mostly unexpectedly long productions that burn out their creators instead of quick and dirty one shots made in a span of a few days) so I guess Chris got what he wanted sort of.
It's also EXTREMELY weird that he cites, of all things, *Braid* as being an example of a game that did it right, cause when I played Braid a couple of years ago I honestly thought it was pretty shallow.
I also think "explores its mechanic to its fullest potential" is not necessarily the best way to approach game development! I mean, it's one approach you can take, sure, but also a lot of game jam games (even at the time) do in fact do that? I don't get it.
On the other hand, it's fun seeing Cactus cited specifically as a game jam guy, which is what I mostly know him for as opposed to being the Hotline Miami dev.
It's a real time capsule! Watch this video for a snapshot of ancient history, I guess.
Sitemize "SpyParty, beş senelik aradan sonra Steam Early Access'e girdi" konusu eklenmiştir. Detaylar için ziyaret ediniz. http://acayipbisey.com/2018/04/17/spyparty-bes-senelik-aradan-sonra-steam-early-accesse-girdi/