Valentina Chrysostomou

Valentina Chrysostomou

@valentinachrys.bsky.social

๐ŸŽฎ Your friendly neighborhood Principal/Lead Game Designer ๐Ÿ•น Making AAA & Indie games for 13 years (Rockstar Games, Microsoft, Sony - current) ๐ŸŽ™๏ธ Co-host @ Level Design FM ๐Ÿ’› Mentor @ Limit Break Mentorship ๐Ÿ”— Links https://linktr.ee/valentinaChrys ๐Ÿณ๏ธโ€๐ŸŒˆ๐Ÿ‡จ๐Ÿ‡พ๐Ÿด๓ ง๓ ข๓ ณ๓ ฃ๓ ด๓ ฟ

628 followers162 following210 posts

Valentina Chrysostomou reposted

Indie game dev is when you, through sheer force of will and massive commitment of time and energy, create an incredible never before seen interactive experience from nothing..... so you can have like five people play it and be like "yeah that was pretty good" You're damn right it was

Hi, I'm Val ๐Ÿ‘‹ ๐Ÿณ๏ธโ€๐ŸŒˆ The little buddy looking all unimpressed is Figaro. I'm a Lead/Principal Game Designer and I've been in the industry for 13+ years. Worked both in AAA and indie, at companies like Rockstar Games, Microsoft and now Sony. #WhatAGameDevLooksLike

Rolled credits! While this installment was absolutely lacking in major ways (combat, exploration, UI, puzzles) the themes and story are something we have never seen to such extend. I am so glad Silent Hill f was brave to go there.

Re-playing Shadow of the Tomb Raider and I've noticed a MUSCLE dial in photomode?!? It seems to be taking the "flex" value from the game which is dynamically adjusted when Lara exerts herself. Respect for those triceps.

Sometimes I get asked what my best trait is, and I wish I could show them my gym tracker. When I'm determined, I'm consistent, when I'm consistent I'm successfull. Give me a reason to be determined, and you'll unlock my Ultimate Ability and trust me, it has an area of effect.

Started playing Outlast Trials. It's gorgeous, it's fresh and it's utterly f*cked up. It's good to see systemic designs focusing on player choice, accountability and replayability in horror games. Amnesia the Bunker and this one are definitely a step in the right direction.

One of societyโ€™s biggest mistakes was deciding that fast is good and slow is bad. We built tools to go fast, meant to serve us, but then became slaves to them. Instead of slowing down, living, being present...weโ€™re doing it all wrong.

I still can't believe I got so many people to read my blogs in the short time I was doing them. I really enjoyed writing about design and put a lot of effort into each piece - from the process to the presentation to the content. Maybe one day I'll get back into it.

Valentina Chrysostomou reposted

Hello friends! My team is looking for a musician / audio designer for contract work on our combat-focused game! We're looking for music that's catchy, energetic, featuring chopped vocals, funky rhythms, and a seamless mix of hip-hop, electronic, and funk.

docs.google.comHeartLoop Games - Call for Musician / Audio DesignerHeartLoop Games is looking for a musician and audio designer for contract work on our combat-focused game! High-energy, breakbeat-driven music with funky samples and an upbeat, playful vibe. Chopped v...

Valentina Chrysostomou reposted

As game dev I often wonder if my intuition about the Steam market matches reality. So I did a small game to test it: Guess how many reviews a random game has. You can now play it too on steamle.com

Valentina Chrysostomou reposted

Fellow Vampires! ๐Ÿง›โ€โ™€๏ธ We are well into our quest of getting 1000 reviews, and we are SOOO close. If you played and enjoyed Cabernet on Steam, we'd so appreciate a review - can't begin to tell how much those count ๐Ÿฆ‡ As always, thank you so very much for your undying support ๐Ÿ–ค

Scripted events like that usually have 3 stages. 1: Idle loop (before the player notices the event) 2: Execution (when the player is close, looks at, interacts, etc) 3: Outro (final loop) Some games can have a fourth stage. 4: Ending (the event continues without the player, e.g. NPC goes home)