-
Leave Enough Room: Design that Supports Player Expression
In this 2011 GDC session, game designer Randy Smith examines the idea of player expression and how and why players project themselves into your game.
Register for GDC: https://ubm.io/2yWXW38
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
published: 07 Feb 2019
-
Randy Smith (game designer) | Wikipedia audio article
This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Randy_Smith_(game_designer)
00:00:51 Games credited
Listening is a more natural way of learning, when compared to reading. Written language only began at around 3200 BC, but spoken language has existed long ago.
Learning by listening is a great way to:
- increases imagination and understanding
- improves your listening skills
- improves your own spoken accent
- learn while on the move
- reduce eye strain
Now learn the vast amount of general knowledge available on Wikipedia through audio (audio article). You could even learn subconsciously by playing the audio while you are sleeping! If you are planning to listen a lot, you could try using a bone conduction headphone, or a standard speake...
published: 22 Dec 2018
-
Randy Smith: Looking Glass Interview 4/10
Matthew Weise @sajon77 writes: Part 4 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as Ultima Underworld, System Shock, and Thief.
In this episode I talk with Thief level designer extraordinare Randy Smith. Randy created some of the most memorable levels in the Thief series, often bringing the more horror-inspired elements (zombies, ghosts, mysteries) of the Thief universe to the fore. We talk about his approach to level design and how it developed and evolved in the creative environment of Looking Glass before seguing into some of his post-Looking Glass work, including his role as project lead on Ion Storm's Thief...
published: 22 Jul 2016
-
The Rise of the Systemic Game
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
From Breath of the Wild to Watch Dogs 2, we’re seeing a boom in so-called “systemic games”. What does that mean, how do they work, and what makes them tick?
=== Sources and Resources ===
- Sources
Aleissia Laidacker - Systems Are Everywhere | GCAP 2016
https://www.youtube.com/watch?v=Gelpn4mksXQ
Raphael Colantonio, Harvey Smith - Empowering the Player in a Story-Rich World | GDC 2013
https://www.gdcvault.com/play/1018062/Empowering-the-Player-in-a
Why Dwarf Fortress started killing cats - Here's A Thing | Eurogamer
https://www.youtube.com/watch?v=6yWf6BHqiWM
The uncertain future of games like Deus Ex and Dishonored | PC Gamer
http://www.pcgamer.com/the-uncertain-future-of-games-like-de...
published: 14 Feb 2018
-
Deus Ex to Dishonored with Harvey Smith
We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early work.
Our work is 100% crowdfunded. Consider supporting us on Patreon: https://www.patreon.com/noclip
Check out our new website here: https://www.noclip.video
Buy merch here: https://store.noclip.video
00:00 Intro
00:26 Deus Ex
02:50 The Invisible War
07:04 World Building
10:17 Location, Location, Location
12:15 Designing the Dishonored Series
14:44 Balance in Game Design
16:31 From Austin to Lyon and Back
18:04 The GDC Experience
20:19 Credits
published: 05 Jan 2018
-
seeing wife face for first time #shorts
seeing wife face for first time #shorts
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----------
Please be advised that this page’s videos are intended for entertainment purposes only. The videos on this page include scripted dramas, satires, parodies, magic tricks, pre-recorded videos, and other forms of entertainment. Names, characters and incidents are often the product of the director’s imagination, so any resemblance to actual persons or actual events is purely coincidental. #Shorts
published: 02 Jul 2022
-
Thief Chat/Interview With Randy Smith
This was a wonderful little talk with Randy Smith, who worked on the original Thief trilogy, first as a level designer and then as project lead of Thief 3. As I am a speedrunner, some of the discussion leans toward the mechanics and exploits in the game, but we cover a wide range of topics, including other games we enjoy. -- Watch live at https://www.twitch.tv/theamorphousgamer
published: 25 Apr 2019
1:04:58
Leave Enough Room: Design that Supports Player Expression
In this 2011 GDC session, game designer Randy Smith examines the idea of player expression and how and why players project themselves into your game.
Register ...
In this 2011 GDC session, game designer Randy Smith examines the idea of player expression and how and why players project themselves into your game.
Register for GDC: https://ubm.io/2yWXW38
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
https://wn.com/Leave_Enough_Room_Design_That_Supports_Player_Expression
In this 2011 GDC session, game designer Randy Smith examines the idea of player expression and how and why players project themselves into your game.
Register for GDC: https://ubm.io/2yWXW38
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
- published: 07 Feb 2019
- views: 9780
1:28
Randy Smith (game designer) | Wikipedia audio article
This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Randy_Smith_(game_designer)
00:00:51 Games credited
Listening is a ...
This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Randy_Smith_(game_designer)
00:00:51 Games credited
Listening is a more natural way of learning, when compared to reading. Written language only began at around 3200 BC, but spoken language has existed long ago.
Learning by listening is a great way to:
- increases imagination and understanding
- improves your listening skills
- improves your own spoken accent
- learn while on the move
- reduce eye strain
Now learn the vast amount of general knowledge available on Wikipedia through audio (audio article). You could even learn subconsciously by playing the audio while you are sleeping! If you are planning to listen a lot, you could try using a bone conduction headphone, or a standard speaker instead of an earphone.
Listen on Google Assistant through Extra Audio:
https://assistant.google.com/services/invoke/uid/0000001a130b3f91
Other Wikipedia audio articles at:
https://www.youtube.com/results?search_query=wikipedia+tts
Upload your own Wikipedia articles through:
https://github.com/nodef/wikipedia-tts
"There is only one good, knowledge, and one evil, ignorance."
- Socrates
SUMMARY
=======
Randy Smith (born June 14, 1974) is an American game designer. He co-owns and is the creative director of Tiger Style. He has worked extensively on the Thief series with both Looking Glass Studios and Ion Storm.
Smith started Tiger Style in 2009 and shipped the award-winning game Spider: The Secret of Bryce Manor on iOS, followed by Waking Mars and Spider: Rite of the Shrouded Moon. He spent time on the Steven Spielberg collaboration code-named LMNO at EA Los Angeles studio, which was eventually canceled. Smith has lectured on game design at GDC, and additionally, Smith has participated in the Indie Game Jam.
Between 2007 and 2013, Smith wrote a monthly column called "The Possibility Space" for Edge in the UK.
https://wn.com/Randy_Smith_(Game_Designer)_|_Wikipedia_Audio_Article
This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Randy_Smith_(game_designer)
00:00:51 Games credited
Listening is a more natural way of learning, when compared to reading. Written language only began at around 3200 BC, but spoken language has existed long ago.
Learning by listening is a great way to:
- increases imagination and understanding
- improves your listening skills
- improves your own spoken accent
- learn while on the move
- reduce eye strain
Now learn the vast amount of general knowledge available on Wikipedia through audio (audio article). You could even learn subconsciously by playing the audio while you are sleeping! If you are planning to listen a lot, you could try using a bone conduction headphone, or a standard speaker instead of an earphone.
Listen on Google Assistant through Extra Audio:
https://assistant.google.com/services/invoke/uid/0000001a130b3f91
Other Wikipedia audio articles at:
https://www.youtube.com/results?search_query=wikipedia+tts
Upload your own Wikipedia articles through:
https://github.com/nodef/wikipedia-tts
"There is only one good, knowledge, and one evil, ignorance."
- Socrates
SUMMARY
=======
Randy Smith (born June 14, 1974) is an American game designer. He co-owns and is the creative director of Tiger Style. He has worked extensively on the Thief series with both Looking Glass Studios and Ion Storm.
Smith started Tiger Style in 2009 and shipped the award-winning game Spider: The Secret of Bryce Manor on iOS, followed by Waking Mars and Spider: Rite of the Shrouded Moon. He spent time on the Steven Spielberg collaboration code-named LMNO at EA Los Angeles studio, which was eventually canceled. Smith has lectured on game design at GDC, and additionally, Smith has participated in the Indie Game Jam.
Between 2007 and 2013, Smith wrote a monthly column called "The Possibility Space" for Edge in the UK.
- published: 22 Dec 2018
- views: 10
1:20:05
Randy Smith: Looking Glass Interview 4/10
Matthew Weise @sajon77 writes: Part 4 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-20...
Matthew Weise @sajon77 writes: Part 4 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as Ultima Underworld, System Shock, and Thief.
In this episode I talk with Thief level designer extraordinare Randy Smith. Randy created some of the most memorable levels in the Thief series, often bringing the more horror-inspired elements (zombies, ghosts, mysteries) of the Thief universe to the fore. We talk about his approach to level design and how it developed and evolved in the creative environment of Looking Glass before seguing into some of his post-Looking Glass work, including his role as project lead on Ion Storm's Thief sequel (Deadly Shadows) and his indie company Tiger Style, makers of Spider: The Secret of Bryce Manor.
Like and subscribe for more awesome game effects https://www.youtube.com/channel/UCvoXBXsDalJ9cy_OkqUZGzw?sub_confirmation=1
The Looking Glass Studios Podcast is a special audio series which features discussions with makers of some of the most influential video games of the last 20 years. http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/
https://wn.com/Randy_Smith_Looking_Glass_Interview_4_10
Matthew Weise @sajon77 writes: Part 4 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as Ultima Underworld, System Shock, and Thief.
In this episode I talk with Thief level designer extraordinare Randy Smith. Randy created some of the most memorable levels in the Thief series, often bringing the more horror-inspired elements (zombies, ghosts, mysteries) of the Thief universe to the fore. We talk about his approach to level design and how it developed and evolved in the creative environment of Looking Glass before seguing into some of his post-Looking Glass work, including his role as project lead on Ion Storm's Thief sequel (Deadly Shadows) and his indie company Tiger Style, makers of Spider: The Secret of Bryce Manor.
Like and subscribe for more awesome game effects https://www.youtube.com/channel/UCvoXBXsDalJ9cy_OkqUZGzw?sub_confirmation=1
The Looking Glass Studios Podcast is a special audio series which features discussions with makers of some of the most influential video games of the last 20 years. http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/
- published: 22 Jul 2016
- views: 306
12:50
The Rise of the Systemic Game
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
From Breath of the Wild to Watch Dogs 2, we’re seeing a boom ...
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
From Breath of the Wild to Watch Dogs 2, we’re seeing a boom in so-called “systemic games”. What does that mean, how do they work, and what makes them tick?
=== Sources and Resources ===
- Sources
Aleissia Laidacker - Systems Are Everywhere | GCAP 2016
https://www.youtube.com/watch?v=Gelpn4mksXQ
Raphael Colantonio, Harvey Smith - Empowering the Player in a Story-Rich World | GDC 2013
https://www.gdcvault.com/play/1018062/Empowering-the-Player-in-a
Why Dwarf Fortress started killing cats - Here's A Thing | Eurogamer
https://www.youtube.com/watch?v=6yWf6BHqiWM
The uncertain future of games like Deus Ex and Dishonored | PC Gamer
http://www.pcgamer.com/the-uncertain-future-of-games-like-deus-ex-and-dishonored/
- Additional resources
Nels Anderson - How Systems Will Save Us All! | Full Indie 2014
https://www.youtube.com/watch?v=X8w1ScEulfU
Harvey Smith, Randy Smith - Would the Real Emergent Gameplay Please Stand Up? | GDC 2004
https://www.gdcvault.com/play/1013560/Would-the-Real-Emergent-Gameplay
Nintendo - Breaking Conventions with The Legend of Zelda: Breath of the Wild | GDC 2017
https://www.youtube.com/watch?v=QyMsF31NdNc
[ZIP] Clint Hocking - Designing to Promote Intentional Play | GDC 2006
http://clicknothing.typepad.com/Design/hockingc_GDC06_Intentionality.zip
What Works and Why Emergence | Rock Paper Shotgun
https://www.rockpapershotgun.com/2018/01/30/what-works-and-why-emergence/
Nick Popovich - A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher | GDC 2017
https://www.youtube.com/watch?v=GbVFa89kUhw
Mike Sellers - A Systemic Approach to Systemic Design | Sweden Game Arena 2015
https://www.youtube.com/watch?v=HR8EmTyJz9A
=== Chapters ===
00:00 - What is a Systemic Game?
01:41 - How Systemic Games Work
02:31 - Making Interesting Plans
03:51 - Creating Drama and Surprise
04:44 -Awareness Between Many Systems
05:32 - Consistent Rules
07:03 - Unstable Systems
07:34 - Encouraging Emergent Play
08:18 - Giving Players Options
08:44 - Non-linear Missions
09:49 - Creating a Unique Experience
10:44 - History of Systemic Design
12:31 - Patreon Credits
=== Games Shown ===
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015)
Kingdom Come: Deliverance (Warhorse Studios, 2018)
Mark of the Ninja (Klei Entertainment, 2012)
Watch Dogs 2 (Ubisoft Montreal, 2016)
Far Cry 4 (Ubisoft Montreal, 2014)
Monster Hunter: World (Capcom, 2018)
Spelunky (Derek Yu, 2012)
SteamWorld Dig 2 (Image and Form, 2017)
Uncharted 3: Drake's Deception (Naughty Dog, 2011)
Red Dead Redemption (Rockstar San Diego, 2010)
Assassin's Creed: Origins (Ubisoft Montreal, 2017)
Grand Theft Auto V (Rockstar North, 2013)
Middle-earth: Shadow of Mordor (Monolith Productions, 2014)
Call of Duty: WWII (Sledgehammer Games, 2017)
Prey (Arkane Studios, 2017)
Hitman (iO Interactive, 2016)
Dishonored 2 (Arkane Studios, 2016)
Deus Ex (Ion Storm, 2000)
The Legend of Zelda: Skyward Sword (Nintendo, 2011)
Rain World (Videocult, 2017)
Dishonored: Death of the Outsider (Arkane Studios, 2017)
Far Cry 2 (Ubisoft Montreal, 2008)
Mafia III (Hangar 13, 2016)
SimCity (Maxis, 1989)
The Sims (Maxis, 2000)
RimWorld (Ludeon Studios, 2013)
Dwarf Fortress (Tam and Zach Adams, 2006)
Thief: The Dark Project (Looking Glass Studios, 1998)
System Shock 2 (Looking Glass Studios, 1999)
Gunpoint (Suspicious Developments, 2013)
=== Credits ===
Music used in this episode
Please, Don't Touch Anything OST, blinch
https://bulkypix.bandcamp.com/releases
k. Part 2 - 01 untitled 1, animeistrash
Other credits
The Sims 1: Gameplay #1 (No Commentary) | sibaem
https://www.youtube.com/watch?v=gi0AB5ksxuY
METAL GEAR SOLID V: THE PHANTOM PAIN Decoys Confuse Guard | rcua1884
https://www.youtube.com/watch?v=g_wFbWkUgD4
Zelda: BOTW (Fire In The Hole) | Nassi
https://www.youtube.com/watch?v=EVgt3dMdpxM&feature=share
=== Subtitles ===
Contribute translated subtitles - https://amara.org/v/C3BEi/
https://wn.com/The_Rise_Of_The_Systemic_Game
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
From Breath of the Wild to Watch Dogs 2, we’re seeing a boom in so-called “systemic games”. What does that mean, how do they work, and what makes them tick?
=== Sources and Resources ===
- Sources
Aleissia Laidacker - Systems Are Everywhere | GCAP 2016
https://www.youtube.com/watch?v=Gelpn4mksXQ
Raphael Colantonio, Harvey Smith - Empowering the Player in a Story-Rich World | GDC 2013
https://www.gdcvault.com/play/1018062/Empowering-the-Player-in-a
Why Dwarf Fortress started killing cats - Here's A Thing | Eurogamer
https://www.youtube.com/watch?v=6yWf6BHqiWM
The uncertain future of games like Deus Ex and Dishonored | PC Gamer
http://www.pcgamer.com/the-uncertain-future-of-games-like-deus-ex-and-dishonored/
- Additional resources
Nels Anderson - How Systems Will Save Us All! | Full Indie 2014
https://www.youtube.com/watch?v=X8w1ScEulfU
Harvey Smith, Randy Smith - Would the Real Emergent Gameplay Please Stand Up? | GDC 2004
https://www.gdcvault.com/play/1013560/Would-the-Real-Emergent-Gameplay
Nintendo - Breaking Conventions with The Legend of Zelda: Breath of the Wild | GDC 2017
https://www.youtube.com/watch?v=QyMsF31NdNc
[ZIP] Clint Hocking - Designing to Promote Intentional Play | GDC 2006
http://clicknothing.typepad.com/Design/hockingc_GDC06_Intentionality.zip
What Works and Why Emergence | Rock Paper Shotgun
https://www.rockpapershotgun.com/2018/01/30/what-works-and-why-emergence/
Nick Popovich - A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher | GDC 2017
https://www.youtube.com/watch?v=GbVFa89kUhw
Mike Sellers - A Systemic Approach to Systemic Design | Sweden Game Arena 2015
https://www.youtube.com/watch?v=HR8EmTyJz9A
=== Chapters ===
00:00 - What is a Systemic Game?
01:41 - How Systemic Games Work
02:31 - Making Interesting Plans
03:51 - Creating Drama and Surprise
04:44 -Awareness Between Many Systems
05:32 - Consistent Rules
07:03 - Unstable Systems
07:34 - Encouraging Emergent Play
08:18 - Giving Players Options
08:44 - Non-linear Missions
09:49 - Creating a Unique Experience
10:44 - History of Systemic Design
12:31 - Patreon Credits
=== Games Shown ===
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015)
Kingdom Come: Deliverance (Warhorse Studios, 2018)
Mark of the Ninja (Klei Entertainment, 2012)
Watch Dogs 2 (Ubisoft Montreal, 2016)
Far Cry 4 (Ubisoft Montreal, 2014)
Monster Hunter: World (Capcom, 2018)
Spelunky (Derek Yu, 2012)
SteamWorld Dig 2 (Image and Form, 2017)
Uncharted 3: Drake's Deception (Naughty Dog, 2011)
Red Dead Redemption (Rockstar San Diego, 2010)
Assassin's Creed: Origins (Ubisoft Montreal, 2017)
Grand Theft Auto V (Rockstar North, 2013)
Middle-earth: Shadow of Mordor (Monolith Productions, 2014)
Call of Duty: WWII (Sledgehammer Games, 2017)
Prey (Arkane Studios, 2017)
Hitman (iO Interactive, 2016)
Dishonored 2 (Arkane Studios, 2016)
Deus Ex (Ion Storm, 2000)
The Legend of Zelda: Skyward Sword (Nintendo, 2011)
Rain World (Videocult, 2017)
Dishonored: Death of the Outsider (Arkane Studios, 2017)
Far Cry 2 (Ubisoft Montreal, 2008)
Mafia III (Hangar 13, 2016)
SimCity (Maxis, 1989)
The Sims (Maxis, 2000)
RimWorld (Ludeon Studios, 2013)
Dwarf Fortress (Tam and Zach Adams, 2006)
Thief: The Dark Project (Looking Glass Studios, 1998)
System Shock 2 (Looking Glass Studios, 1999)
Gunpoint (Suspicious Developments, 2013)
=== Credits ===
Music used in this episode
Please, Don't Touch Anything OST, blinch
https://bulkypix.bandcamp.com/releases
k. Part 2 - 01 untitled 1, animeistrash
Other credits
The Sims 1: Gameplay #1 (No Commentary) | sibaem
https://www.youtube.com/watch?v=gi0AB5ksxuY
METAL GEAR SOLID V: THE PHANTOM PAIN Decoys Confuse Guard | rcua1884
https://www.youtube.com/watch?v=g_wFbWkUgD4
Zelda: BOTW (Fire In The Hole) | Nassi
https://www.youtube.com/watch?v=EVgt3dMdpxM&feature=share
=== Subtitles ===
Contribute translated subtitles - https://amara.org/v/C3BEi/
- published: 14 Feb 2018
- views: 1617755
20:59
Deus Ex to Dishonored with Harvey Smith
We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early...
We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early work.
Our work is 100% crowdfunded. Consider supporting us on Patreon: https://www.patreon.com/noclip
Check out our new website here: https://www.noclip.video
Buy merch here: https://store.noclip.video
00:00 Intro
00:26 Deus Ex
02:50 The Invisible War
07:04 World Building
10:17 Location, Location, Location
12:15 Designing the Dishonored Series
14:44 Balance in Game Design
16:31 From Austin to Lyon and Back
18:04 The GDC Experience
20:19 Credits
https://wn.com/Deus_Ex_To_Dishonored_With_Harvey_Smith
We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early work.
Our work is 100% crowdfunded. Consider supporting us on Patreon: https://www.patreon.com/noclip
Check out our new website here: https://www.noclip.video
Buy merch here: https://store.noclip.video
00:00 Intro
00:26 Deus Ex
02:50 The Invisible War
07:04 World Building
10:17 Location, Location, Location
12:15 Designing the Dishonored Series
14:44 Balance in Game Design
16:31 From Austin to Lyon and Back
18:04 The GDC Experience
20:19 Credits
- published: 05 Jan 2018
- views: 62437
1:00
seeing wife face for first time #shorts
seeing wife face for first time #shorts
.
.
.
.
.
.
.
----------
Please be advised that this page’s videos are intended for entertainment purposes only. The vi...
seeing wife face for first time #shorts
.
.
.
.
.
.
.
----------
Please be advised that this page’s videos are intended for entertainment purposes only. The videos on this page include scripted dramas, satires, parodies, magic tricks, pre-recorded videos, and other forms of entertainment. Names, characters and incidents are often the product of the director’s imagination, so any resemblance to actual persons or actual events is purely coincidental. #Shorts
https://wn.com/Seeing_Wife_Face_For_First_Time_Shorts
seeing wife face for first time #shorts
.
.
.
.
.
.
.
----------
Please be advised that this page’s videos are intended for entertainment purposes only. The videos on this page include scripted dramas, satires, parodies, magic tricks, pre-recorded videos, and other forms of entertainment. Names, characters and incidents are often the product of the director’s imagination, so any resemblance to actual persons or actual events is purely coincidental. #Shorts
- published: 02 Jul 2022
- views: 75146250
2:30:29
Thief Chat/Interview With Randy Smith
This was a wonderful little talk with Randy Smith, who worked on the original Thief trilogy, first as a level designer and then as project lead of Thief 3. As I...
This was a wonderful little talk with Randy Smith, who worked on the original Thief trilogy, first as a level designer and then as project lead of Thief 3. As I am a speedrunner, some of the discussion leans toward the mechanics and exploits in the game, but we cover a wide range of topics, including other games we enjoy. -- Watch live at https://www.twitch.tv/theamorphousgamer
https://wn.com/Thief_Chat_Interview_With_Randy_Smith
This was a wonderful little talk with Randy Smith, who worked on the original Thief trilogy, first as a level designer and then as project lead of Thief 3. As I am a speedrunner, some of the discussion leans toward the mechanics and exploits in the game, but we cover a wide range of topics, including other games we enjoy. -- Watch live at https://www.twitch.tv/theamorphousgamer
- published: 25 Apr 2019
- views: 1754