Kenan Alpay (@KTallguy) header
Kenan Alpay (@KTallguy) profile picture

Game Designer @ Capcom Tokyo|Tweets are my own ゲームプランナーです。格闘ゲームが好きです!ハンドルネームは「ハンター★KT」です。

日本 東京
Joined January 2009
Photo by Kenan Alpay (@KTallguy)Photo by Kenan Alpay (@KTallguy)Photo by Kenan Alpay (@KTallguy)Photo by Kenan Alpay (@KTallguy)Photo by Kenan Alpay (@KTallguy)Photo by Kenan Alpay (@KTallguy)
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i built a website where you can sit at elizabeth holmes’ desk open her macbook, scroll her iphone, run the theranos edison machine her texts, emails, slides, documents, and theranos machine records are real, sourced from exhibits in the united states v. holmes criminal trial
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NeoBardsのチームは、「恵比寿ヶ丘」および『SILENT HILL f』の世界の制作に関する詳細をお届けできることを嬉しく思います。どうぞお楽しみに! The NeoBards team are excited to help present details on the creation of Ebisugaoka and the world of SILENT HILL f. Please look forward to it!
『サイレントヒルf』の公式設定資料集が12月7日に発売決定。登場人物、バケモノ、背景美術、道具類のアート素材のほか、貴重な資料を多数収録! famitsu.com/article/202610/8… 開発スタッフの取材記事に加えてキャスト陣のインタビューも掲載している。
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歴史に残る公平な格ゲー名実況
Found my favorite 3rd strike clip
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The rows appear to move.
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ラトビア風オオウチ錯視デザイン An Ouchi illusion design featuring the Latvian flag
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Hope y'all enjoyed the World Cup 2026 ⚽️ Made a little iPhone game themed on it, but due to frustrating AppStore technical rejections was unable to get it out during the event ☹️ Anyways, better late than never I suppose lol. FOOTBALL CHAMPIONS 2026! apps.apple.com/gb/app/footba…
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I just released RUSH version 0.2.2 on Itchio. RUSH finally has a Lobby system, and it should be way more seamless and awesome than the waiting rooms that FG players are used to. Check it out, and lmk what you think 🙏 I put a shitload of work into this one alcratz.itch.io/rush-proto
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A depth-reversible image composed of double Lissajous curves
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オオウチ錯視
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Physical disc production ending in January 2028 for new games releasing on PlayStation consoles blog.playstation.com/2026/07…
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展示のご案内 ■ Ryuichi Sakamoto: Playing the Piano 2026 – D ■ Ryuichi Sakamoto Musics - open reel listening room 同一空間内にて、2つのプログラムが交互に展開します。 《Playing the Piano 2026 – D》を2回連続で上演したのち、《open reel listening room》を1回再生する構成です。 オープンリールテープや機材は非常に繊細なため、熱による劣化を防ぎ、常に最高の音響状態を保つためのインターバルを兼ねた、 豊かな音響体験を維持するための循環構成となっております。 リスニング作品は、日ごと・回ごとに下記6作品の中からランダムに再生されます。 【オープンリール再生作品】 ・『音楽図鑑』(1984) ・『エスペラント』(1985) ・『CHASM』(2004) ・『out of noise - R』(2009 / 2024 re-mastering) ・『async』(2017) ・『12』(2023) . Exhibition Information ■ Ryuichi Sakamoto: Playing the Piano 2026 – D ■ Ryuichi Sakamoto Musics - open reel listening room Both programs will be presented alternately within the same space. Each cycle consists of two consecutive setlists of Playing the Piano 2026 – D, followed by a single playback of the open reel listening room. Open reel tapes and their equipment are highly sensitive, so this rotating format is designed to allow intervals that prevent heat-related degradation — ensuring the equipment remains in peak condition and that every visitor experiences the finest possible sound quality. The open reel listening work will be drawn randomly from the following six albums, rotating daily and across sessions: 【Open Reel Playback Works】 Ongaku Zukan (1984) Esperanto (1985) CHASM (2004) out of noise – R (2009 / 2024 remaster) async (2017) 12 (2023) @commmons #skmtnews #坂本龍一 #ryuichisakamoto #Kagami
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#上半期に描いた絵 いつも早いねー、もう半年って💦
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There are a few things that I look back on as my mistakes in the early days. Quake was overly ambitious technically. We could have done all the great multiplayer and modding work inside a Doom++ engine, allowing the designers to work with a more stable base instead of rug-pulling everything out from underneath them a couple times. The follow up game could have then brought in full 6DOF environments and characters. I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Quake was also where I really had to accept my personal limits. I was working pretty much as hard as humanly possible, and I was still slipping past my goal points. On all of the founders’ shoulders, our original corporate stock arrangement and buy/sell agreement was a mistake, and resulted in bad incentives. We wanted to ensure that all ownership rested in the hands of people working hard on current projects, but the Silicon Valley standard approach of vesting stock would have worked out better. One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology provided a richer palette. Romero covered that well, which set our company expectations early on. We should have figured out how to pair up artists and designers earlier, but there was infighting among the designers, and the ones that could manage the visuals were happy to disparage the ones that couldn’t. Sorry, Sandy.
How Quake ruined id Software. There has been a lot of praise of Quake of late, with its 30th anniversary, and it's deserved. Quake is an amazing feat of art, programming, and design. I worked on it, and everything came together almost perfectly from all of us. We ended up with a free-wheeling, frenetic action game with enough of a visible world to grip the imagination. All the team did a brilliant job, fulfilling tasks just right. But at a grim cost. We worked long and hard, and I think it broke us spiritually. 1/3
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Kenan Alpay retweeted
Best skeletons ever
Jason and the Argonauts released 63 years ago today. 19 June 1963 ⚔️
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After two years of research I made public a database of fighting games that are playable in some form on Windows 100% manually made in 90's HTML code that looks like shit on mobile. There's a lot of work left but I hope it will be helpful for some people hanagumi.denpa.cl/fightingdb…
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The way these guys run is cool.
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