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Found 8 results

  1. Adam Snellgrove

    Ynterview #10 - Khan

    Every week we'll bring you an Ynterview with a member of our Ylands team. In this week's Ynterview we talk to the AI master Michael 'Khan' Řežábek @Khanecz. Also check out our 'bonus question' video on our Facebook page 😁 First off, what do you do here at the Ylands team and what’d you do before you joined? I‘m a designer, which means I‘m responsible for designing and maintaining new features. Before I joined Ylands team, I worked as a QA, testing mostly DayZ and Arma 3. How long have you worked on Ylands? What was the 1st thing you worked on when you joined? I‘ve been working on Ylands for about 4,5 years now. I think one of the first things I‘ve done was adding new items to the game and coming up with new healing herbs. Why are you called Khan? It‘s an old nick from my Team Fortress 2 days. It used to be „Sandokan“, as the famous pirate warrior 😁. After a while, I just shortened it to „Khan“. What do you find most exciting on Ylands in general? I love the editor and the fact that with enough skill and imagination, you can make some mind-boggling stuff. @Spyler.X and @Igor Q. are my favourite creators. And what is for you the most exciting feature coming in the near future? I really like the implementation of the new camera angles. I look forward to seeing the games our community can create with them. What are you working on right now? Right now, I‘m working on the new AI together with @Madamko (You‘ve seen a teaser for it in one of the previous Dev Diaries ) and also some Blueprint improvements with @Berzeger. What was the most difficult thing to implement to date? That would definitely be the new in-game and Main Menu UI . There are a lot of features in Ylands and it’s a challenge to fit every button and panel on one screen while making it look pretty, consistent and straightforward for the player. What do you do in your free time? Unsurprisingly, I love playing all kinds of games, tabletop games, board games, videogames… mostly RPGs 😊. I also love to read, watch movies, hiking in nature and hanging out with my wife. Who would you vote for president and why? Batman, Rick (from Rick and Morty), Dr. Who or Spock? Definitely Dr. Who. We would be safe from Dalek and Cybermen invasions forever!
  2. Every week we'll bring you an Ynterview with a member of our Ylands team. In this week's Ynterview we have approached our insanely creative designer: Tomáš Palát. First off, what do you do here at the Ylands team and what’d you do before you joined? I am one of the designers on the project and before Ylands I worked as a designer and QA technician on several other games in Bohemia Interactive and one other company. How long have you worked on Ylands? What was the 1st thing you worked on when you joined? It has been something like 5 years now. The team had only a few people back then and the very first thing I worked on was designing items that players can collect and use for crafting. Right after that, we started using generated voxel terrain and my focus shifted to working with terrain shapes, vegetation spawning and voxel colours. What do you find most exciting on Ylands in general? Definitely all the possibilities that our in-game editor offers. I understand that most players want to just play, not everyone aspires to create content for others, but those that do are getting really powerful tools to help them turn ideas into games. And players not interested in making games will benefit from that as well by having more content to play. What are you working on right now? Currently, I’m working on improvements for the Exploration mode, a lot of things will be redesigned and improved there in 0.15. We will add some progression and make the player experience more focused. What was the most difficult thing to implement to date? Definitely monetization related features. At first glance, it might not be obvious, but Ylands grew into a very complex project and integrating monetization into the already existing systems with all the possibilities and consequences wasn’t easy at all. What do you do in your free time? Lately I have been mostly changing diapers to my new-born son (and boy, do I need to do that a lot), but otherwise, I play games, watch TV-shows and do theatre-like performances with a medieval sword-fighting company. What Ice-cream flavour do you like most? Stracciatella, pistachio, strawberry, tuna, curry or hopes and dreams of millennials? This might sound weird, but I don’t really like ice-cream. Ask me about burgers instead
  3. Adam Snellgrove

    Interview Ynterview #6 - Filip

    Every week we'll bring you an Ynterview with a member of our Ylands team. In this week's Ynterview we have approached our Gameplay Programmer: Filip Vondrášek. First off, what do you do here at the Ylands team and what’d you do before you joined? I’m officially a gameplay programmer, although my area for the past year or two has mostly been collaborating with our backend guys to bring all of their online services (such as the in-game chat and friends system) to Ylands. I also share some responsibilities for our mastering process, i.e. building new versions, both public and internal, pushing them to Steam etc. But first and foremost, I’m a programmer. Before joining Bohemia Interactive and Ylands in 2015, I was studying Czech Technical University and working in a company that creates and supplies hardware and software for gas stations. As a programmer, of course. How long have you worked on Ylands? What was the 1st thing you worked on when you joined? I’ve been here for 4 years. The first thing I worked on, if my memory serves me well, was Energy. What do you find most exciting on Ylands in general? Since we released our in-game editor, I’ve been nothing but amazed by all the creations that players make. Some of them leave me scratching my head and wondering: “Wait, is that even possible?” And what is for you the most exciting feature coming in the near future? I’m most excited for the Explore improvements. For me, it was one of the two main game modes when I joined Ylands and it’s still dear to my heart. What are you working on right now? Right now I’m working on some armour and blueprint improvements. I’m not sure if I’m allowed to talk about specific changes, so let’s leave it at that! What was the most difficult thing to implement to date and what will be in the future? For me personally, the most difficult thing to implement was probably Blueprints. It took a surprising amount of time to wire it in and there were a lot of unexpected problems, even things that are seemingly simple, such as GUI previews. But I think the most complicated thing to implement is AI. Three programmers gradually tried to implement their version of AI, but we still weren’t getting satisfying results (until the last update). Implementing pathfinding in a dynamic world where everything can change is especially difficult. In the future, for me personally improving blueprints will be the most difficult thing. I always remember how much fun I had with the initial implementation. I also can’t forget how I accidentally deleted about 4 hours of my Blueprints work before sending it to our code repository. I had to leave the office for half an hour and breathe it out. What do you do in your free time? I am an avid gamer and I really enjoy programming. So, usually, when I’m not playing something, I program stuff that I find enjoyable at the moment. Last month, I implemented a simple raytracer in C++, because I wanted to see what all the fuss is about. Is there a better way to get to know something than to try to create it? What Ice-cream flavour do you like most? Vanilla, chocolate, lemon, chicken, wasabi or tears of your enemies? I’d say mint, but since there isn’t mint in that list, then I’d say lemon and I would love to try a wasabi flavour. Spiced with the tears of my enemies.
  4. Every week we'll bring you an Ynterview with a member of our Ylands team. In this week's Ynterview we have approached one of our Senior Designers: Rudolf Klenovský. First off, what do you do here at the Ylands team and what’d you do before you joined? On Ylands I am currently responsible for all things Editor. I work closely with Lukáš @Houp Beran (and other programmers ) who was the mastermind behind the editor implementation. He was working on the editor alone until I joined him roughly 2 years ago. Since then I am helping him with design, feedback and testing of new features. I am also responsible for the upkeep of Goldrush and Playlands. Before Ylands I have worked about 5 years on Take on Mars, where I did most of the single-player camping, a lot of map design and scripting. Although I have never studied Games or Digital Arts, I have been into computer games long before I joined BIS. I’ve been active in modding communities for several games, but primarily for Natural Selection (1 and 2) for which I made a few levels. One of them made it in the official release of Natural Selection 2: Combat. So as you can see, my modding legacy made it just logical to end up as an Editor designer How long have you worked on Ylands? What was the 1st thing you worked on when you joined? For about 2,5 years. If I remember correctly, the first large thing I worked on Ylands was the overhaul of the crafting tech tree. We took a good look at how item recipes are dependent on each other and after thorough analysis, we have adjusted the recipe order to how they unravel now. Although players cannot see this, we have reorganised all items in system of tiers and have identified transition points, where those tiers advance from one to the other. According to these findings, we have added “milestone” recipes which are separate to those tiers and should give players a sense of progression. We know that the system is not yet ideal and we would like to tackle it in the near future, but at least we have a solid foundation to build on. What do you find most exciting on Ylands in general? To be honest, after several years on any project it is hard to take a step back and actually have an unbiased opinion - For the trees he cannot see the forest. But getting impressions from our colleagues from other projects at BIS, I can say that the Visual Scripting is quite a feature. It impresses me, that it really helps to start to code also for people with not such a strong programming background. I am still amazed how Lukáš, Honza and Dan were able to pull this feature off. And what is for you the most exciting feature coming in the near future? Well, you came to ask a bit late :), because the most amazing feature was just released in 0.14 – the Custom UI Editor. But we still have one big feature stacked up, which should allow the community to make games similar to Playlands. This feature currently is being polished and prepared for release in 0.15. With the 1.0 closing rapidly, we are now changing our focus on polishing. There are several UX inconsistencies that are bothering me for a long time and I would like to squash those bugs for good. What are you working on right now? I am currently putting together a list of bugs and “quality of life” improvements for the Editor intended for Ylands 1.0. What do you do in your free time? Many things! Of course, I play computer games – mostly indie canapes, because I don’t have that much free time as I used to. Occasionally I also like to delve in some large RPGs. As for other things, I also collect vinyl records and play them out as a DJ sometimes. This comes hand in hand with my love for outdoor activities, so during summer I usually help organise and play at festivals and parties. Do you prefer lying on a beach, exploring a city, hunting mythical animals or taking part in a witches’ sabbath? I am a natural-born backpacker, so I prefer lying on a beach after a thorough city or country exploration. And as a raver, witches’ sabbath is not an unfamiliar thing to me
  5. Adam Snellgrove

    Interview Ynterview #4 - Aleš

    Every week we'll bring you an Ynterview with a member of our Ylands team. In this week's Ynterview we have approached the Creative Director himself: Aleš Ulm. First off, what do you do here at the Ylands team and what’d you do before? I am a Creative Director which means I do my best to make sure that the game stays true to a vision and that there’s always a bigger picture. Before that, I worked as a designer on several other projects. How long have you worked on Ylands? What was the 1st thing you worked on? Since the very beginning – fun fact: I programmed the very first prototype (which says a lot about how small and desperate the team was at the very start 😊). First thing I did was just a character borrowed from one of our previous games running over some primitive landscape interacting with stuff and some concepts of inventory which couldn’t be further from what we have in the game now. What do you find most exciting on Ylands in general? The fact that we are making both game and tools at the same time (which, is, strangely enough, also the most frustrating thing at times). And what is for you the most exciting feature coming in the near future? What are you looking forward for? We have a lot of immensely cool things planned to be added after 1.0. I like to call it The not yet announced cool feature number 1. What are you working on right now? Right now I’m deciding which gameplay features need to be polished most before 1.0. What do you do in your free time? If there is some, I usually try to relax by watching something like Red Dwarf, Flight of Conchords, Mighty Boosh; doing the “just-one-last-turn-I-promise” Civilization routine or just trying to save the world from some difficult-to-pronounce monster. If you had to fight zombies with candy, what candy would you choose? I think the Smarties from our vending machine that exist concurrently in three different states might scare them away. Well, there you have it. And if you missed our 'bonus question', visit our Facebook page 😉
  6. Adam Snellgrove

    Interview Ynterview #3 - Dan

    Every week we'll bring you an Ynterview with a member of our Ylands team. In this week's Ynterview we have approached our UI programmer Daniel Janák. First off, what do you do here at the Ylands team and what’d you do before you joined? Well, I'm taking care of the whole Ylands UI. I started my career as a UI programmer and that's what I did before I joined the Ylands team as well. How long have you worked on Ylands? What was the 1st thing you worked on when you joined? I've been here for a year and a half now. Wow. There were many things in parallel that I did when I started here. But apart for creating a new UI management system that supports animations and plug'n'play features for our UI, the first visible thing I did was a revamp of the Editor UI. What do you find most exciting on Ylands in general? I love creative game elements where I can control many aspects of the gameplay. Especially the building gameplay. I loved playing with LEGOs as a kid. To create, destroy, dramatize things. I might also have a severe God complex, to be honest 😃 And what is for you the most exciting feature coming in the new 0.14 update? That'll be our new UI Editor. I think it's the most complex thing I've created in terms of UI management. We brought a lot of engine features right to the player through our game. And I loved programming it as well as being a part of its design. What are you working on right now? Well, right now, we're polishing things before the update so there's a lot of small things and attention to detail. Fixing some visual inconsistencies, etc. What do you do in your free time? I'm trying to sort my social life. Nah, just kidding. Devs don't have social lives. No, but seriously, I'm happy to be in a state where I can just go for a beer with my friends, go watch a movie, or just read a book. I do enjoy swimming and parkour. Although not as much as before. I also experiment with some game prototypes of my own, trying to learn new things, designs, etc. And of course, going for a walk with my beautiful pit bull who you might have seen on Yland's Instagram account. If you had to choose just one mode of transport, would it be the pogo stick, ostrich or rocket rollerblades? Well, I’d like to live to see another day so I'd say none of those. Especially here in Prague. Although an ostrich would be cool. But I couldn't bear staring into those cold soulless eyes and not thinking of 36 different ways the ostrich surely wants to murder me in my sleep. Well, there you have it. And if you missed our 'bonus question', visit our Facebook page 😉
  7. Adam Snellgrove

    Interview Ynterview #2 - Eris

    Every week we'll bring you an Ynterview with a member of our Ylands team. In this week's Ynterview we have approached our saviour QA Lead Eva 'Eris' Rýznarová. First off, what do you do here at the Ylands team and what’d you do before you joined? I tell people that the work they have done sucks. For money. And I encourage other people to do the same. This is my first fulltime job. How long have you worked on Ylands? What was the 1st thing you worked on when you joined? I officially joined the Ylands team on January 2016 and since that’s like one eternity ago, I have no memory of that time. What do you find most exciting on Ylands in general? There is always something broken to fix 😉 And what is for you the most exciting feature coming in the new 0.14 update? That would be the minigames. They are incredibly fun! What are you working on right now? Dude, it’s getting close to the release of a new update! I am working on EVERYTHING 😄 What do you do in your free time? I like sleeping a lot, but when I am not doing that I am trying to learn things. Lately, I have been progressing with Norwegian on Duolingo, learning to model with Blender and when I am not doing that I tend to stand from both sides of a camera. Oh and games of course If you’d have to eat just one food till the end of your life and it had to be CZECH, which one would it be (and why)? I would probably starve to death because traditional Czech foods consist mostly of things, I don't eat. Well, there you have it. And if you missed our 'bonus question', visit our Facebook or Instagram 😉
  8. Adam Snellgrove

    Interview Ynterview #1 - Clair

    Every week we'll bring you an Ynterview with a member of our Ylands team. In our first Ynterview we have approached the incredibly talented Game Designer Svjatoslava 'Clair' Raskina. First off, what do you do here at the Ylands team and what’d you do before you joined? Hi! At Ylands I work as a game designer. After I left university, I worked as a receptionist in a 5* hotel for a short time, but I always knew I wanted to make games. How long have you worked on Ylands? What was the 1st thing you worked on when you joined? Almost for 3 years. I started here as a game tester. It was a very interesting experience, even though I’m now subconsciously looking for bugs in every game I play. The first feature I helped design were the game costumes. What do you find most exciting on Ylands in general? Our team! The best people I’ve ever met, seriously. And what is for you the most exciting feature coming in the new 0.14 update? The Playlands (ed. More about that in last week’s Dev Diary 😉 ) ! It is an amazing new feature. We’re doing our best so that our players love it. Special thanks to my fellow designers Rudolf Klenovsky and Prokop Lagner without whom this wouldn’t be possible. What are you working on right now? Now I’m working on the Codex, which will help new players quickly get used to the game, and even current players may learn something new. Also, I’m working on the Playlands. What do you do in your free time? I’m Always trying not to stay at home and to visit new places and cities. Of course, I play games on PC and mobile, draw when I have some inspiration, I am engaged in various sports and read a lot of books, especially about criminology and psychology. If you were brought up by animals, would you want them to be Flamingos or Moose? Why? 😊 Flamingos! I would definitely learn to keep perfect balance, standing on one leg. Well, there you have it. And if you missed our 'bonus question', visit our Facebook or Instagram 😉
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