#Fromsoftware Game Development

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#Fromsoftware Game Development Reel by @alexnhance - 2 year game development progress in Unreal

#gamedevelopment #unrealengine #indiedev #gamedevprogress
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@alexnhance
2 year game development progress in Unreal #gamedevelopment #unrealengine #indiedev #gamedevprogress
#Fromsoftware Game Development Reel by @darkopstv - FromSoftware's character creation systems have become a hallmark of their games, offering players a unique blend of artistic freedom and immersion. Fr
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@darkopstv
FromSoftware’s character creation systems have become a hallmark of their games, offering players a unique blend of artistic freedom and immersion. From the intricate sliders for facial features to the expansive options for body proportions, these tools enable players to craft avatars that range from eerily lifelike to hilariously grotesque. Each game, from Dark Souls to Elden Ring, expands on the customization experience, allowing players to tailor characters that reflect their personalities or role-playing preferences. The system often strikes a delicate balance between depth and simplicity, ensuring that veterans and newcomers alike can dive in without feeling overwhelmed. Whether you’re creating a grizzled knight, a whimsical sorcerer, or a hauntingly ethereal wanderer, the process is as much a part of the adventure as the gameplay itself. What sets FromSoftware’s character creation apart is its ability to enhance the player’s connection to the game world. The painstakingly detailed faces, scars, and hair options lend a deeply personal touch, making each character feel truly one-of-a-kind. This attention to detail feeds into the games’ themes of individuality and struggle, as players see their creations endure harrowing challenges and evolve through the narrative. In Elden Ring, for instance, the addition of vibrant color palettes and refined graphical fidelity made the customization even more rewarding, inviting players to experiment endlessly. FromSoftware’s dedication to this aspect of design is a testament to their commitment to player immersion, ensuring that every journey through their worlds is as distinctive as the character leading it. Like & follow @darkopstv #eldenringmemes #eldenringclips #shadowoftheerdtree #gamerhumor #gamerfails #eldenringcommunity #fromsoftware #soulslike #malenia #bossfight
#Fromsoftware Game Development Reel by @kennethchanny - Sharing some core game development tips that I learnt over 6 years of working on and completely remaking the game. P.S yes I see the center seam, I to
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@kennethchanny
Sharing some core game development tips that I learnt over 6 years of working on and completely remaking the game. P.S yes I see the center seam, I took awhile to film so the lighting changed 😆 #gamedev #gamedevelopment #indiegame #gamer #game
#Fromsoftware Game Development Reel by @darkopstv - Ranking FromSoftware's Souls games is an incredibly challenging task because each game offers a distinct experience that resonates differently with pl
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@darkopstv
Ranking FromSoftware’s Souls games is an incredibly challenging task because each game offers a distinct experience that resonates differently with players. The series is known for its deep lore, immersive world-building, punishing difficulty, and unique mechanics, but each title approaches these elements in its own way. For instance, Demon’s Soulsintroduced the formula, earning nostalgia points for being the origin of the series, while Dark Souls refined it into a modern classic. Meanwhile, Bloodborne brought faster, more aggressive combat, and Sekiro veered into uncharted territory with its emphasis on precision parrying and a singular protagonist. Each player’s favorite game is often tied to their preferred style of play, favorite themes, or even the personal circumstances under which they first experienced the game, making any “objective” ranking feel arbitrary. Moreover, emotional attachment and subjective taste play a massive role in these rankings. One person might treasure Elden Ring for its sprawling open world and boundless freedom, while another might find the intimate level design of Dark Souls III more compelling. The gothic horror of Bloodborne may captivate some players more than the feudal Japanese aesthetic of Sekiro, and vice versa. Additionally, players often differ in what they prioritize—be it the challenge, narrative, atmosphere, or sheer sense of accomplishment. This wide range of preferences ensures that no two fans will agree on the “definitive” list, highlighting the beauty of the series: every title holds the potential to be someone’s masterpiece. Like & follow @darkopstv #eldenringmemes #eldenringclips #shadowoftheerdtree #gamerhumor #gamerfails #eldenringcommunity #fromsoftware #soulslike #malenia
#Fromsoftware Game Development Reel by @darkfantasyisland (verified account) - So much progress in for months since the first game build.
#darkfantasy #darkfantasyisland #gamedev #indiegamedev #progress
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@darkfantasyisland
So much progress in for months since the first game build. #darkfantasy #darkfantasyisland #gamedev #indiegamedev #progress
#Fromsoftware Game Development Reel by @happyvolcanogames - Games like ours.
#shapez2 #factorio #satisfactory #indiegame #indiegamedev #indiegames #factoryautomation #gamedev
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@happyvolcanogames
Games like ours. #shapez2 #factorio #satisfactory #indiegame #indiegamedev #indiegames #factoryautomation #gamedev
#Fromsoftware Game Development Reel by @blazerblitzz - Part 2 for Yall🫱🏽‍🫲🏻🧡

#dishonored #metroexodus #battleblocktheater #deadrising3 #deeprockgalactic
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@blazerblitzz
Part 2 for Yall🫱🏽‍🫲🏻🧡 #dishonored #metroexodus #battleblocktheater #deadrising3 #deeprockgalactic
#Fromsoftware Game Development Reel by @morbidmetal.game - world design so good I keep forgetting I'm supposed to fight 💀 #morbidmetal #gamedev #indiegame #madewithunity
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@morbidmetal.game
world design so good I keep forgetting I’m supposed to fight 💀 #morbidmetal #gamedev #indiegame #madewithunity
#Fromsoftware Game Development Reel by @prod.saba (verified account) - Client: @shroudedfrontier #gamedev #indiedev #gamedevelopment #unrealengine #gameplay
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@prod.saba
Client: @shroudedfrontier #gamedev #indiedev #gamedevelopment #unrealengine #gameplay
#Fromsoftware Game Development Reel by @dead_lyn00b - Devs Really Said "Let's Flex" 😮‍💨💀... . . . . #foryou #fyp #explore #reels #cinematic Like • Share • Follow for More 🔥
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@dead_lyn00b
Devs Really Said “Let’s Flex” 😮‍💨💀... . . . . #foryou #fyp #explore #reels #cinematic Like • Share • Follow for More 🔥
#Fromsoftware Game Development Reel by @damnwillidont - What dissociation is:
A short-term decoupling of attention/affect to prevent overload. Not "fake" or weakness-an adaptive brake that keeps the system
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@damnwillidont
What dissociation is: A short-term decoupling of attention/affect to prevent overload. Not “fake” or weakness—an adaptive brake that keeps the system inside the window of tolerance so processing can continue later. How the game literalizes it: • Death → Dream = autonomic reset. Threat drops to zero; arousal falls; perception widens again. • The Doll functions as a perfectly attuned caregiver (co-regulation without rupture). Leveling is skill consolidation in safety. • Blood Echoes are unprocessed experience converted into capacity once you’re contained. That’s memory reconsolidation in metaphor. Titrated exposure (pendulation): Lamps anchor you in the nightmare; the Dream anchors you in safety. You pendulate between activation and resource: brief, deliberate re-entries into stress, then back to stabilize. That’s why the game feels like coping, not fantasy. Adaptive vs. trapped dissociation: The Dream isn’t avoidance if you re-engage; it’s paced processing. Over-use becomes a loop (comfort without integration). Bloodborne forces the distinction: no progress without return. Attachment + dependence risk: Gehrman is the burned-out mentor; the Doll is the non-judgmental secure base. Safety enables re-entry—but the game also shows how a safe place can become a system that keeps you (see the “Submit—Dependence” ending). Players feel their nervous system learning: fail → contain → consolidate → re-expose. Bloodborne maps a real trauma workflow onto play. It’s not escapism; it’s regulated confrontation. The Hunter’s Dream isn’t escape. It’s the nervous system catching its breath. #bloodborne #fromsoftware #soulsborne #bloodborneremake #gamingaesthetic #soulslike #darkfantasy #psychologicalhorror #videogameart #gothicaesthetic #playstation #miyazaki #gothiccore #horrorcore #melancholycore

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