Reuben Covington

@reubencovington.bsky.social

Game Designer at Playside. Formely at Ubisoft, on Xdefiant, Infinity Wars Classic, Ring of Pain & KanaQuest. Massive Card Game enthusiast. Side projects include TitanForge TTRPG & Pokemon Salt and Shadow. He/Him

Tears rise from the Abyss... Amazing piece of the Sea mother from Pokemon Salt and Shadow. The mix of motherly and monstrous has especially been captured well

Athena Kipen@notdeaddesign.bsky.social · 7mo ago

I've been working on this piece for the final boss of Pokemon Salt and Shadow for my mate @reubencovington.bsky.social I hope she's an appropriately unnerving end to that game lol eeveeexpo.com/salt-and-sha... #pixelart #fangame #pokemon

Terrifying octopus lady crying while lying down. The scene is solely lit by her tears illuminating the inky blackness of the bottom of the ocean

The structure/format of roguelikes is such that many naturally suit a "healthy" session shape; A. I play a full session in one sitting and if its a long session I feel satisfied regardless of the outcome. B. I have a session with several false starts, e.g 2 or 3 twenty-min runs of Slay the Spire.

e.gh

alternative math curriculum for game developers: - probabilities and loot tables, aka If you Fuck This Up Your Endgame Playerbase Will Be So Mad At You, Pay Attention - physics, aka Oh God Is The Player Stuck In That Wall Again - vector math, aka Bullet Logic Is Mostly Raycasts Honestly

I saw a random reddit comment where someone theorized that Pennywise and Mary Poppins were the same species of primordial psychic entity, but Pennywise feeds on fear while Poppins feeds on joy. both of them eat kid emotions because fear and joy are more intense in kids. This is Canon for me now.

I think the single most important design decision in the entirety of Destiny 1 or 2 was when they built the inventory/quest screens to be interactable during loading screens Not talked about almost ever, but it was so damn important to the loot game

Long-shot: I will pay $500 for a recording or transcript, with slides visible, of the 2017 CEDEC “Field Level Design” Breath of the Wild talk by Hidemaro Fujibayashi and Makoto Yunezu, if you’re ok with me sharing it.

A screenshot of Breath of the Wild, with Link standing on a hill looking out at a wide vista. Overlaid on the screenshot are a bunch of highlighted triangular shapes, part of BOTW’s visual design language.

hi. looking to speak to folks in the games industry getting put through the wringer in the job application process rn. unpaid labour, multiple interviews only to get ghosted, sham job listings, scams, AI screening, any and all of that kinda stuff. DM or email at lukeATaftermathDOTsite, thank you!

Bild