Samuel Villarreal (@SVKaiser) header
Samuel Villarreal (@SVKaiser) profile picture

Lead engine developer at Nightdive Studios and head developer of the Kex projects. Cooking/baking enthusiast

Porter, TX
Joined December 2012
Photo by Samuel Villarreal (@SVKaiser)Photo by Samuel Villarreal (@SVKaiser)Photo by Samuel Villarreal (@SVKaiser)Photo by Samuel Villarreal (@SVKaiser)Photo by Samuel Villarreal (@SVKaiser)Photo by Samuel Villarreal (@SVKaiser)Photo by Samuel Villarreal (@SVKaiser)Photo by Samuel Villarreal (@SVKaiser)Photo by Samuel Villarreal (@SVKaiser)Photo by Samuel Villarreal (@SVKaiser)
Okay so yeah, there's an interview in relations to this certain game that I geeked about for years. Take a guess usgamer.net/articles/exclusi…
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We can accelerate Mario across the screen! We can run! We can skid! We can jump across a large gap. Heck - we can even swim! How? Let's find out! New episode of Behind the Code... youtu.be/dtYJhy01jNI
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You know the current vibecoding epidemic is fucking ridiculous when stuff like this happens; the entire FEAR series already has PC versions - GOOD PC versions that are also available on GOG and in their Preservation Program Why would you ever want this dubious vibecomp?
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If you're interested in programming and mathematics, you should check out Project Nayuki, a fellow Torontonian's fantastic website that's chock-full of interesting, well-written interactive articles and features. There's something for everyone here! nayuki.io/
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We are deeply saddened by the passing of Richard “Levelord” Gray. From his legendary work on Duke Nukem 3D to the countless players and developers he inspired, Richard leaves behind a lasting legacy. Rest in peace, Levelord.
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Gross man. Just fuckin gross. Complete disrespect for the artistry and craft of game development.
'“No more hand-written code,” one of the game’s directors told staff in an internal message reviewed by Bloomberg. The director added that all art for the game would be “generated with full AI workflows.”'
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happy 32 years of DOOM II
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Mein leben!
Wolfenstein 3D is now running on the Nintendo 64! Wolfenstein 3D was one of the first MS-DOS games I ever played, and the Nintendo 64 remains my favorite console of all time. Bringing the two together felt like a fun project to take on, and I'm excited to share the results! I have been working on an unofficial N64 port of id Software's classic, built from id's original source code using libdragon. My goal was to recreate the original DOS experience as faithfully as possible, and I have managed to get it playing accurately, right down to id's recorded demos, which play back move for move exactly as they do on a PC. The graphics look great, and the game typically runs at around 40 FPS, reaching up to 60 FPS when you reduce the size of the game view. The port supports every level of the version you build it from, whether that's the original shareware episode, the full six-episode game, or Spear of Destiny. All the original enemies and bosses are present, along with the death cam, secret push walls, and the original music and sound effects. I have also added a few N64-specific features, including analog stick controls, customizable button layouts, and cartridge-based saving. There are even a couple of additions that weren't in the original DOS version, including an automap and a cheats menu. How can you play it? The project is completely free and open source. None of id Software's copyrighted game data is included, so you will need to build the ROM using your own copy of Wolfenstein 3D or Spear of Destiny. You can build it using a simple script or a point-and-click build window on Windows. The port has been developed and tested using the ares N64 emulator. I just wish I had an EverDrive-64 so I could test it on my actual Nintendo 64! It's been a really fun project bringing one of my earliest PC gaming memories to my favorite console. If you give it a try, I would love to hear your thoughts! Download the source and build your own N64 ROM: github.com/michaelpwest/wolf…
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John Romero has just met Karl Urban at San Diego Comic Con in Málaga, Spain. "Made #DOOM. Was in DOOM." (From Romero's instagram - theromero)
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ITS FINALLY OUT!! BRAZILIAN DRUG DEALER BEFORE 4: DEMONS FROM THE PORTAL TO HELL I OPENED ARE STILL IN THE FAVELA AND NOW I HAVE TO SAVE MAMADAS FROM RONALDO!! HAVE U PLAYED IT?? IF NOT PLAY RIGHT NOW!!!! CHEERS
We launched a game yesterday, have you played it?
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We brought Richard into the game industry to work on Duke Nukem 3D from the Doom mod scene. He became a fan favorite with lots of press interviews, a killer moniker (Levelord), and awesome levels. Nowadays, level designers seem to be hidden behind the scenes.
Replying to @Orangeolive7
can’t forget Levelord of 3D Realms / Ritual Entertainment, a true hero of gaming
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I never imagined to see a meme from 8+ years ago make a comeback and yet here we are.
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Marty Stratton about the future of id Software and id Tech: "We're all in on id Tech; we're not moving to Unreal Engine," "We had a meeting yesterday with five or six tech directors; sometimes you wish that the audience could've been in that tech meeting to see some of the excitement around some of this stuff. I don't think people should worry; we're going to continue to be a tech powerhouse moving forward." "The verdict is going to be in how we move forward, what we deliver to fans, and whether or not that meets the bar. That's how we go into every single project we make. That's how we're going into what we're doing next." "As hard as it's been, you know, over the course of the last month to have friends and long-time colleagues leave. I've been here 26 years now. This was my 26th anniversary. When I started, we were 12 people. We finished Doom 3 with 19 people. And again, I know it's a long time ago. That's an old game. Things change; we go through lots of transitions, but every single dev project is different from, you know, this combination of people, technological capability, and then marrying that to a design ambition. And I really believe in our team's ability to create amazing work moving forward." Source: @JezCorden / @WindowsCentral
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Today's rally of @idSoftwareUnion in support of layed off employees at @BethesdaStudios and @idSoftware. My heart is still with you 🥰 #SafeIdSoftware – at Dubno, Česká republika
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Incoming report: Hardcorps Command here signing on with an update on SiN: Reloaded. The wait is almost over. Status: Releasing September 24 on PC, Playstation, Xbox, and Nintendo Switch.
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This is who AI people are to their core - selfish, entitled pricks and grifters.
What the hell must I do? Artists just want a place online where platforms don't feed their work to AI. So I built Cara. But people just won't leave us alone. The laws don't help us, the governments don't help us. What are artists supposed to do exactly? 1/
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This magnificent survival horror game was overshadowed by Resident Evil 4 in 2005. Totally undeserved, Cold Fear was a great game.
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Just some real Prey shots. Go play Prey!
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