Outside of work, Rob “enjoys” gazing out at the stunning Copenhagen weather.

He also spends a lot of his time building Duplo towers and waiting for his son to knock them down. Just like a modern day Sisyphus.

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Today we introduce Rob!

Rob takes care of all kinds of stressful business and production stuff that the rest of us don’t even want to THINK about.

If you’d like to attend either (or both!), you can RSVP by replying here, or email char@framebunker.com for more details.

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🇩🇰 Copenhagen-based folks! 🇩🇰

On Friday February 28th we'll host 2 events in our city centre office:

🎮 2-5pm: Player testing - sign up for the first of many player testing sessions & let us grill you about our demo.

🍻 5-7pm: Friday beers for Copenhagen-based game devs!

When he’s not at work, he likes cooking and eating delicious healthy food, playing boardgames and D&D, and going to the theatre in style.

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Today we introduce Vladimir, one of our programmers!

Vlad (who is 𝙣𝙤𝙩 a vampire) works hard on gameplay systems, tools and frameworks.

In other words, we can add a quick text tag to a model, and when we bring it to Unity, it will populate with the corresponding prefabs.

Lens flares, shattering glass, rotating fans, particle systems. They’re all just a few words away!

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Continuing with showing some of our internal tools, take a look at an example from our art pipeline.

Our model processor lets us tag models in 3DSMax and easily instance prefabs to them when jumping over to Unity.

If you want to know more, you can check us out here:

👾 👾👾
👾 👾

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We all wear many hats & together we make magic!

From excellent coffee home-brewed by Thomas, to lunches together around the big table, to Ellen teaching us all about Tiktok - we’re more than a bunch of game developers: we’re a good bunch of weird humans making good, weird stuff.

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Our 𝘁𝗼𝗼𝗹𝘀 act as a force-multiplier for us, allowing our smaller-than-average team to tackle projects that would be otherwise outside of our reach.

We focus on reusable software, so what we build today serves as a foundation for what we’ll move onto next.

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In our work, our 𝗴𝗮𝗺𝗲 𝗱𝗲𝘀𝗶𝗴𝗻 𝗽𝗿𝗼𝗰𝗲𝘀𝘀 uses a hypothesis-driven approach that borrows ideas from cognitive science, statistical market research and user experience design to build memorable experiences.

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First, we’re a small team and we want to stay small. At the moment, we’re just 12 people in a bright loft office in central Copenhagen... but we're looking to grow a 𝙡𝙞𝙩𝙩𝙡𝙚 bit more over the next while.

We don’t have job titles, and our salary is fixed company-wide.

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There’s been a lot of industry talk lately about game studio processes and practices, so we wanted to share a little bit about how 𝙬𝙚 operate as a studio.

Here goes!

Our sounds and music are all crafted by Marco, a master of blending eerie soundscapes with dynamic cyberpunk beats.

Here’s a sample of his work:

One of the values we cherish at framebunker is the use of - and contribution to - open source software. To that end, not-evil-scientist Emil has gathered and will continue to update some of our work here:

In our little narrative corner, we’re playing through a bunch of missions & arguing about archetypes as we do so. Help us settle a bet here…

What’s your favourite type of fighting character class to play?

Today we introduce Kristian, one of our programmers!

Right now, he’s deep in code to develop our AI.

When he’s not at work, he bakes amazing cookies, watches weird movies, & plays all kinds of offbeat indie games. If you have lesser-known game gems to recommend him, holler!

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