Parrish Ley (@parrish_ley) header
Parrish Ley (@parrish_ley) profile picture

Development Lead at BioWare. Views my own.

Edmonton, Alberta
Joined March 2018
Photo by Parrish Ley (@parrish_ley)Photo by Parrish Ley (@parrish_ley)Photo by Parrish Ley (@parrish_ley)Photo by Parrish Ley (@parrish_ley)Photo by Parrish Ley (@parrish_ley)
Parrish Ley retweeted
We have another #N7Day surprise for you from the team working on the next Mass Effect. 👀 Thank you all for being the best fans in the world!
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Parrish Ley retweeted
#N7Day is here! Come see what we have going on today! bit.ly/3BNEtAF
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Parrish Ley retweeted
We’re excited to unveil Half-Life: Alyx, our flagship VR game, this Thursday at 10am Pacific Time. Can’t wait to share it with all of you!
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Parrish Ley retweeted
Looking forward to sharing some of the waya we're using SpatialOS to build our online RPG. Let me know if you have any questions beforehand I can prep for!
Don’t miss our next Livestream, with special guest @AarynFlynn, GM of our Edmonton studio and ex-GM of BioWare. Tune in as the team look at faster iteration and simulated player services on #SpatialOS for Unreal 2019.1. Register to join now: bit.ly/30M3VVw
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Parrish Ley retweeted
Built a new walk system around #Houdini #vellum . It holds shapes better than the last one, so I can create more exotic leg shapes. I’ll upload a process vid tommorow if I can get it done! Youtube higher quality here - youtube.com/watch?v=LL3F9vBP…
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SAM SPIEGEL: We need a really epic establishing shot. DAVID LEAN: I got this. #LawrenceofArabia
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At the end of our official launch day, I just want to say how much I love the @anthemgame player community, and our incredible team here at BioWare. Much more on the way for Anthem!
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Another part of the awesome @anthemgame animation team is in Austin Texas: @pescedor, @TheDannyHayden, @alauretta, Dave Hoang, @R1c00, Sung Chung, Chad Hranchak, @AnimationMerc, & me. ⛴️ it.
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Replying to @danlowlows
Thanks Dan! On the animation front all credit goes to David Hoang for flight, he is one of the best at 'feel' and it really shows here. We were really trying to push the sprint->jump->flight loop to feel as good as possible since this is the core of our traversal in Anthem.
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Parrish Ley retweeted
An amazing concept of a game by @marian42_ based on the Wave Function Collapse algorithm where you can walk through an infinite city that is procedurally generated as you move. 80.lv/articles/using-the-wav… #gamedev #indiedev #3dart #proceduralart #gamedesign
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Reader beware! We wrote a Goosebumps Choose-Your-Own-Adventure book. Can we predict YOUR DOOM? Click to find out...botnik.org/goosebumps
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Parrish Ley retweeted
We've just released the DeepMimic code + mocap data + pre-trained policies: github.com/xbpeng/DeepMimic Everything you need to train a simulated humanoid to do this:
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Just realized it was 20 years ago today - September 8, 1998 - when I started work @BioWare. Forever grateful to @DoktorZee and @RayMuzyka for taking a chance on me, and so proud of the work we’ve done as a studio. Love being able to work every day with such amazing people!
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Parrish Ley retweeted
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More John Berkey art. Images from books Toward Distant Suns 1980, Tomorrow and Beyond: Masterpieces of Science Fiction Art 1978, Infinite Worlds by Vincent Di Fate 1997, John Berkey: Painted Space 1991
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