Gwen Frey Profile picture
Ex-AAA dev (BioShock Infinite & more) Founded Chump Squad, developed KINE & now LAB RAT. ➕ Wishlist LAB RAT! https://t.co/4fRRrUVZ4l ➕ Discord: https://t.co/DWxx2yCQLc
Feb 7, 2022 9 tweets 7 min read
@joshscherr @glassbottommeg @PartlyAtomic Actually... this is a GREAT STORY!

At Irrational We had a standard org chart with disciplines (env art, character art, writing, etc) and each discipline had a lead, director, etc. @joshscherr @glassbottommeg @PartlyAtomic Mid-production on Bioshock Infinite the producers wanted to shake up our dev process. They created multi-disciplinary "squads" that each had specific goals. So "Liz Squad", for instance, had a programmer, writer, designer, etc & handled everything to do with Elizabeth.
Feb 7, 2022 8 tweets 5 min read
@glassbottommeg @PartlyAtomic Hahaha, yeah, this was me. I placed all the background characters in Bioshock Infinite & the dlcs. It was a large part of my job. Here's why there is a bread boy:
🧵 @glassbottommeg @PartlyAtomic I was populating the Paris scene with "chumps" (skeletal meshes of humans with no AI).

I'd play a looping animation on a person, script some head-tracking or whatever, & request VO lines from the writers to flesh them out.
Sep 28, 2019 24 tweets 5 min read
I strongly feel that we need to change how we staff our gamedev teams in this industry. I’m making a twitter thread about this in the hopes it reaches developers in the indie space and starts some conversations. [1/22]
#indiedev IMO the best games are made when a smaller number of devs guides the core vision of the game. It is best to keep your team lean and agile when prototyping, then staff up during production. You then need to staff down again at the end of a dev cycle to close out and ship. [2/22]