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Royal Leamington Spa, England, United Kingdom
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Paul can introduce you to 10+ people at Electronic Arts (EA)
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871 followers
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871 followers
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Paul Marrable reposted thisPaul Marrable reposted thisLooking for my son - been missing from the St. Andrews/Anstruther area since early morning 03 April on doorbell camera. I currently don't have any connections up there but hoping some of you will. If you have seen him (or even think you have) please contact Police Scotland (Inc 3074 07/04/26) or message me through linked in (or use my mobile if you have it). He is 5' 10", heavy build, long brown hair, big beard. Recent picture below
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Paul Marrable reposted thisPaul Marrable reposted thisHi everyone, It's been great working for EA/Codies and I've met and learnt from some terrific people. Unfortunately, my formal redundancy is just around the corner. If you know of any mid-level UX designer roles in your network then please let me know 🫶 #OpentoWork
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Paul Marrable reposted thisPaul Marrable reposted thisHello to all my friends and connections 👋 Well… this isn’t the post I expected to be writing and definitely NOT on my Bingo card for 2026! Due to the recent EA redundancies, I’ve been impacted and am now officially on the lookout for my next opportunity! For the past few years, I’ve had the privilege of working at Electronic Arts across multiple roles. I have met some truely amazing people along the way and I don't regret a second of it. Throughout my career, I’ve built experience across: ✨ Operations management ✨ Project & Release Management (including acting as Release Manager) ✨ Cross-functional team coordination across multiple time zones ✨ Risk management & stakeholder reporting ✨ Budget tracking & vendor management ✨ Contract negotiation & talent management (as an Assistant Producer) ✨ Team project capacity alocation and problem solving I’m known for being: ✔️ Highly organised and deadline-driven ✔️ Calm under pressure with a positive outlook ✔️ A strong communicator across teams and leadership levels ✔️ Someone who doesn’t stop until the job is done — and done properly I’ve worked with global teams, supported launches, managed office operations for 400+ staff, negotiated contracts, tracked budgets, coordinated releases to iOS & Android, and built strong relationships across engineering, product, creative and legal teams. I thrive in fast-paced, collaborative environments where no two days look the same. I’m open to: 📍 In-office 🏡 Hybrid 🌍 Remote ⏰ Different time zones — I’m flexible and adaptable I’m particularly interested in roles such as Associate Producer, Development Manager, Operations Manager, Product Operations, Release Manager, or Project Manager — but I’m open to conversations where my skills can add value. If you know of any opportunities (or just fancy a catch-up!), I’d truly appreciate a message. And if you could share this post to help my profile travel far and wide, I’d be incredibly grateful 💙 Thank you #OpenToWork #ProductOperations #AssociateProducer #DevelopmentManager #ProjectManagement #ReleaseManager #Hiring #EA #GamingIndustry
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Paul Marrable reposted thisPaul Marrable reposted thisIt's no stretch to say that this week's EA SPORTS Formula 1 announcement is up there as one of the biggest the Codemasters studio has ever made. As is often the case, what might look like a simple roll-out has taken months of planning and coordination, resulting in a landmark moment for the Franchise with the level of attention and excitement that it warrants. From a Social, Community, and Creator perspective: 📈 Owned Social posts have generated well over 7M Impressions and 400K Engagements 🏆 #1 Most Engaged post on X/Twitter of the campaign 🥈 #2 Most Engaged post (organic, behind cover reveal) on Instagram of the campaign 👥 Native sharing of news on Community engagement channels such as Steam, Discord, and Reddit 📸 Aarav Amin and Thom Brouwer hand-picked and entrusted to carry the message to their audiences with timely reactionary posts across YouTube and Socials Thanks to this team's flawless execution (and no leaks!), the community are reacting positively to the news. "Unexpetedly brilliant move 👏" "Wow, a decision that makes sense. LETS GO!" "This is an incredible idea" Some have said, it's a 'bold' and 'ballsy' move to offer a Premium Expansion for one game in order to go big in 2027 and I absolutely agree. F1 25 is one of, if not the most complete F1 Game experience and is the perfect springboard for what's set to be a thrilling year for the sport. I can't wait to talk more about it in the coming months 🔥
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Paul Marrable reposted thisPaul Marrable reposted thisThis is an incredibly hard post to write… The day after my son's first birthday, I was diagnosed with a brain tumour - in the form of a Glioblastoma grade IV. My story. Four years ago, I married Jess, the love of my life. A year ago we were blessed with our wonderful son, Aein. Life was full of joy, and the future couldn’t have looked brighter. A day after my son's first birthday, I was diagnosed with a brain tumour. My MRI showed a Grade IV primary glioblastoma—a highly aggressive and rare cancer, especially for someone my age. I’m only 42. I underwent urgent brain surgery at the John Radcliffe, where a brilliant team managed to remove 95% of the tumour. I’m half way through six weeks of combined chemotherapy and radiotherapy, the current standard treatment. Glioblastomas are notoriously resistant. They infiltrate healthy brain tissue, making it impossible to remove them entirely, and even after surgery and chemo-radiation, left unchecked the cancer always returns. In fact, despite the amazing care I’m getting from my NHS team, the standard NHS treatment hasn’t changed for 20 years. Fortunately, international centres are now offering promising approaches and new clinical trials are starting all the time, leading to many long-term survivors living relatively normal lives. I’m young, I’m fit, I have everything to live for and the support of a loving network of family and friends - statistically all of these will help me reach long term survival. I want to be Aein’s dad and Jess’s husband for as long as I possibly can. And who knows, thanks to breakthroughs in fields like AI and personalised medicine, there may yet be more options on the horizon that can contain these tumours indefinitely. I just need time. I’ve already had incredible support from friends and family. People have spent many hours researching potential treatments and contacting experts who might be able to help. The research consistently points to individualised treatment giving me the best chance of longer survival, with detailed tumour analysis and collaboration with the best clinicians, wherever in the world that may be. With the support of friends and family, we’re funding what we can. But the truth is, we can’t do this without your help. If you’re able to contribute, no matter the amount, it means everything to us. Each and every donation – even if it’s the price of a pint or a coffee - brings us closer to life-extending treatment. Even if you can’t afford to spare anything, you can help me just by sharing this page. You’ll be helping give me a real chance to watch my son grow up, to walk beside Jess through the life we built together, and to fight this disease with every tool possible. I’m so grateful for anything you can manage. GO FUND ME - https://lnkd.in/enpgVz-J Thank you for reading, for sharing, and for being part of this journey. With love and gratitude, Elliot
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Paul Marrable reposted thisPaul Marrable reposted thisI'd also like to thank Nathaniel Head 🔜 Interactive Futures for inviting me to host a talk yesterday. And of course *huge* thanks to Chris Alexander ➡️ Interactive Futures, Marie Foulston, Paul Marrable, and Nareice Jade Wint for all being so awesome on the panel! (Pictures kindly taken by the 💯 top man Callum H. who managed the talk.) #InteractiveFutures was an absolute blast!!
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Paul Marrable liked thisPaul Marrable liked thisNintendo is winning by slowing down. While many gaming companies are rushing to add generative AI, Nintendo is taking the opposite route. The company has said AI may have practical uses, but its games should not be created by technology alone. That position is now hitting differently with investors. As parts of the AI trade look more expensive and uncertain, Nintendo’s focus on familiar characters, polished games, and long-term trust is starting to look safer. In a market obsessed with speed, Nintendo is reminding everyone that creativity still has value. Is Nintendo being smart, or just late to AI? Source: Futurism
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Paul Marrable reacted on thisPaul Marrable reacted on thisFor those wondering why I've suddenly gone quiet. 16 days ago, my beautiful daughter 🌸Anniken 🌸 died. She was 20 years old. She was bright, funny, independent, deeply loved, surrounded by friends, and full of life. She also carried struggles that were far harder than most people could see. Our family is now navigating a grief so profound that it changes everything. I will be away from work for some time, and when I return, I will likely return as a different person than the one many of you know today. In time, I hope to use my voice to help raise awareness around mental health, ADHD, and the invisible battles so many young people fight every day. For now, my focus is on my family, our three boys, on grief, and on honoring Anniken's life. I love her so much 💗 Thank you for your understanding. Please don’t worry about how to show up for us or what to say. We are overwhelmed by the love and support from colleagues, friends, neighbors, the local community and also from completely strangers around the world. It means the world to us. Thank you 💗💗💗
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Paul Marrable reacted on thisPaul Marrable reacted on thisThe past five weeks have reminded me just how quickly life can change. Five weeks ago, my dad was diagnosed with cancer. What followed was a whirlwind of hospital visits, difficult conversations, treasured moments, and time spent together as a family. On Monday, we said goodbye to him. The past few weeks have been some of the hardest of my life, but I will always be grateful for the extra time we had together and that I was able to be by his side until the very end. If I’ve been a bit quieter than usual or slower to reply recently, I hope you’ll understand why. Thank you to everyone who has shown kindness and patience. It is appreciated more than you know. For now, I’m taking things one day at a time and slowly finding my way back. ❤️
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Paul Marrable liked thisPaul Marrable liked thisElectronic Arts (EA) has today launched the 2026 Season Pack, a major downloadable update for the championship’s official video game, F1® 25, bringing the sport’s 2026 season to life with the latest regulations, cars, teams and driver line-ups, alongside the debut of the virtual MADRING Circuit, 100 days ahead of the Spanish Grand Prix. The 2026 Season Pack is available now for players who own F1® 25, with the update rolling out across PlayStation® 5, Xbox Series X|S, and PC. Those without the game can opt for the 2026 Season Edition, which includes both F1® 25 and the 2026 Season Pack. For more information, read here: https://lnkd.in/eEXBqchS
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Paul Marrable liked thisPaul Marrable liked thisHello everyone! I’ve just started my first week as a Rendering Technical Artist II - WOARior for Riot games. ✨🎉 I’m very excited to have this incredible opportunity to work with such amazing people.❤️
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Paul Marrable reacted on thisTIME TO SAY GOODBYE I will be 80 on my next birthday and following a recent diagnosis of Stage 4 Prostate Cancer I have decided to close my LinkedIn account in 14 days’ time on 13 June. Nevertheless if anyone would like to keep in touch, please DM me and I will send you my email address should you not have it. I shall miss seeing how old colleagues and organisations are progressing, but now is the time to become a little more self-centred to deal with life and its challenges. Throughout my military career and the civilian one that followed I have been supported, encouraged and occasionally had my errors corrected by many people, too many to mention here but you know who you are. Your input has always been appreciated and I am grateful for your counsel and guidance. Similarly, I would hope I have had a positive impact upon others by encouraging them to move beyond their perceived limitations and stretch their horizons. I have enjoyed being a member of LinkedIn but consider that both this platform and myself are now getting beyond our sell by date, we are no longer really fit for the purpose we used to fulfil. The former often being trivialised by fatuous posts more suitable to other forms of social media and the latter starting to age more that wanting to admit. Wishing all good fortune and continued success to friends and colleagues past, together with an observation posed for a little lively debate: 1. Science tells us the universe is ever expanding, but what into if there was nothing there to start with? 2. Why do people try to answer the ‘exam question’ when they either don’t understand it or haven’t defined it?
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Nate Head
Sorcery.gg • 9K followers
❤️ Showing love to devs on Sorcery.gg ❤️ Portfolio highlights from Laurence J. Hester & Oliver Lawrence Laurence has 5+ years of industry experience working across some of gaming's biggest franchises. He spent 3.5 years as a Senior Associate Environment Artist at Sledgehammer Games, contributing to Call of Duty: Modern Warfare 3 and Vanguard, leading outsourcing, building level blockouts, crafting environments for multiplayer maps, and mentoring junior artists. Since then he's worked at PlaySide Studios (UE5 PCG pipelines, terrain sculpting) and is currently at Oreville Studios as Level/General Artist, shipping work for Minecraft: Superman and the Actions & Stuff DLC pack in collaboration with Warner Bros. and Mojang. 👉 Check out his portfolio: https://lnkd.in/eduZ3tiq Oliver has 8+ years of dedicated Unity experience across mobile, PC, web, and VR, building everything from core gameplay systems to multiplayer architecture. His career spans an impressive range of contexts: Serious Games at VRSS (RPG-style training simulators for UK police and rail operators), hypercasual mobile at Neon Play (5 MVPs shipped in 6 months), multiplayer engineering at Radical Forge (syncing hundreds of networked objects for Southfield), and a Senior freelance role at Observer Interactive on Gorillaz Kong Studios. He now runs his own freelance studio, SupaSlab, where he's raised £20k in funding, maintained a live VR application, and shipped multiple titles. 👉 See his portfolio here: https://lnkd.in/exNdn3wB
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Melissa Phillips
Ukie • 29K followers
I’ve read through the latest GDC 'State of the Game Industry' report this week, and whilst a lot of it makes for a bit of a grim read, the data reinforces something we've been talking about at Games Leadership® for a while now: 𝗜𝗻𝘁𝗲𝗻𝘁𝗶𝗼𝗻𝗮𝗹 𝗹𝗲𝗮𝗱𝗲𝗿𝘀𝗵𝗶𝗽. The GDC reports findings on layoffs, Industry disruption, and the rapid adoption of new technologies - and talking about leadership feels more relevant than ever. We’ve certainly experienced a LOT of disruption; rapid growth followed by contraction, studio restructuring, team layoffs, and technologies like generative AI rapidly entering our workflows. It's not surprising we're all feeling a bit raw and uncertain about what the future looks like. That’s why I keep coming back to this idea of 'Intentional leadership'. It means being deliberate about the environments we create for teams to do their best work. Not just reacting to change, but thinking carefully about the systems, culture, and decisions that are shaping and influencing our studios over time. If anything, the GDC data seems to be screaming for us to be more intentional in our leadership and in who we bring forward to lead. Leadership decisions are more impactful than ever for developers. The Games Industry has always been brilliant at innovation, and we now have an opportunity to adopt a similar approach to our leadership. I've been over here banging this drum for a while, but I'm curious to see if others are feeling the same? ❤️
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Dan Thomas
Killer Filler • 5K followers
This is a real imposter syndrome moment. What we have here are two absolute procedural geniuses and one extrovert, delivering an introduction to the Apparance Runtime Procedural Generation System. In all seriousness, this is going to be an amazing workshop where we can cater for all skill levels, from absolute beginners who I can help get up to speed, to the artists looking to push their technical boundaries which Oliver Lawson will show the way through to the absolute wizard and creator of Apparance, Sam Swain to help the more experienced get the most out of the session.
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Rian Luke 🔜 Develop Brighton
GRUNTT. • 18K followers
Most studios post a job advert and hope the right person sees it. That is luck, not strategy. A data-informed hiring strategy is the only way to truly understand the talent landscape. When we work with partners, we do not just look for candidates; we look for concentrations of talent. For example, if you are looking for a specific engine specialist, do you know if the supply is higher in Montreal or Helsinki? Our data shows specific talent pools in major hubs like Tokyo, Warsaw, and Madrid. We provide our clients with a market scan within 48 hours. This identifies exactly where the ideal profiles are located, allowing you to target your search efficiently rather than waiting for inbound applicants. Stop guessing. Use market intelligence to turn your recruitment into a precision operation. #DataDriven #RecruitmentStrategy #MarketIntelligence
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Craig Charsley
Eneba • 7K followers
As someone who used to sit on the fence between both the Games industry and Music Industry, I understand where this comes from yet also see it as a potential negative that will only hurt both games publishers and ultimately music artists. A number of artists may no longer be considered for sync deals if the cost of including their music becomes too high. As someone who ran a couple of record labels and represented a number of bands / artists there were a couple of instances we waved rights to get tracks into Playstation projects that ultimately generated more from the initial sync deal than any PRS royalties that would come later on. Yet those same royalties had the potential to completely tank the game project if they were in place. I'm a firm believer "if it ain't broke don't fix it" and I think PRS could cause more trouble then good here. https://lnkd.in/eYrhuDhX
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Vee Pendergrast
CODE NZ - New Zealand Centre… • 3K followers
So we're running another pitch session today with Jon Cartwright (and his "Iron FistTM hold over AU/NZ game development"). CODE runs the workshop with Jon three times a year as it not only helps with the quality of our applications, it helps set us up for success when it comes to the outcomes of CODE's international showcases and pitching events. On top of this, we were in a meeting with a partner helping out with an international trade intervention we're doing at a forthcoming event this year and a very senior staff member commented about how they regularly attend trade shows and the level of (un)preparedness it seems so many attendees have, even those who have been in business for some time. It seems obvious to some, but even in this day and age, in preparing to attend an event when you're pitching your game or service, don't leave home without: ➡️ Learning how to pitch effectively with someone who knows what they're doing and has experience doing so. It's a learnt skill, don't assume you can just wing it or whack together a slide presentation- you might not know what bases you're not covering. ➡️ Pitch deck(s) that you can deliver in ten minutes. Make multiple versions if you have to so you can tailor your presentation to the audience or the business interests of whom you are pitching to. ➡️ 10-15 minute demo of your game. No more-assume the people playing are time poor. Not just the first intro level, but something that shows off the core elements. ➡️ Trailers, teasers and a gameplay video if you have them. ➡️ Physical business cards. Yes, even in 2026 and especially if you're going to an East Asian event. You can whack a QR code on them for handy download links. ➡️ Maybe a company deck or appropriate deck if you are a service provider. If you are a company coming from an adjacent sector into games, you want to show material as game industry-relevant as possible. If you're a game studio doing this, it's a handy thing to have, but use it to demonstrate your capability, don't get too hung up on your values. ➡️ I like to make a crib sheet of three lines of research of everyone I'm meeting in a day, particularly for new contacts as things can turn into a blur. Check folks' profile out here, search their names and backgrounds. Remember this is all a dance or a game and it's easier to play if you understand the rules. Preparedness is everything.
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Ian Enario
SUMMONER • 147 followers
Unreal Engine's TakeRecorder allows you to create cinematic looking gameplay with only using existing assets. Hoping that it continues to get support, because there's so much potential in what you can accomplish with it! This was the first time I created a full 🎞️ cinematic sequence rather than just isolated shots, & had a ton of fun doing it.
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Amir Satvat
Tencent Games • 150K followers
Improvement Coming To Games Org Support Posts In the next few days, we’ll publish Games Org support posts #126-#129 for ZeniMax Online Studios, aided by Game Director Ben Jones and with HR approval from Jamie Thornton. When I saw the list had over 100 people, I spoke with Ben about the best way to handle it. What I’ve learned is that larger posts, thankfully rarer lately, tend to lose impact once they go beyond 25–30 names. So here’s the new rule for everyone: if a Games Org support post has more than 30 people, we’ll split it up. ZeniMax’s will become four posts, organized by functional categories. I’m also making another important change. In the past, organizations could request a new Games Org support post only once every three months if more than three people were affected. I’m, effective immediately, waiving that waiting period as a one-time exemption. Starting now, any games organization affected by layoffs that wants a new Games Org support post, even if they’ve recently had one, can come back to me for another to help highlight those still searching. I'm doing this to be fair to everybody. This resource, like everything we do, isn’t magic, but the data shows it helps, sometimes more for some orgs than others. On balance, it moves the needle. Please keep your heads up for the posts coming soon for the wonderfully talented people at ZeniMax Online, and for this change that will benefit the whole community going forward.
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Joe Chu
880 followers
Following up on my previous post about using Modular Rig for simple environment animation, but this time focusing on a mechanical prop. This prop uses slightly more complex module than the previous one, and the results were honestly a bit surprising (in a good way). ➤ What worked well ✅ Moving beyond single-joint motion is doable, as long as the prop parts are spitted with animation in mind. ✅ Building a skeleton and painting skin weights directly in Unreal works well for this prop, which has a moderate complexity. ✅ Mechanical modules like Hinge and Piston are already well supported out of the box and easy to reason about. ➤ Where friction shows up ⚠️ This still isn’t a full DCC replacement. The quality of the result depends heavily on how well the asset is designed and segmented upfront. ➤ Bigger takeaway For me, this reinforced that Modular Rig lowers the barrier to keeping work entirely in-engine and expands what environment art and level design can include, especially for smaller projects where DCC round-trips aren’t available or are too costly. On top of that, it could potentially enable iteration to happen directly in the level. Still exploring, but I’m curious how others are thinking about where this kind of workflow fits into their pipelines. 🤔 #UnrealEngine #UE5 #TechnicalAnimation #GameDev #TechnicalArt #LevelDesign #ControlRig #AnimationPipeline
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Nic Makin
1K followers
The 'Unreal' barrier is one I've seen a lot. If someone is an experienced engineer, especially talking in the double-figures of experience, then Unreal is 'just another engine' or 'just another editor'. Don't pass over hires (especially if they've got years custom engine experience) with blanket requirements around specific toolsets.
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Dr Richard Wilson OBE
Richard has served as the CEO… • 12K followers
Games, Grants and VGEC I had an excellent meeting today with Andrew Lewin MP for Welwyn Hatfield. We discussed last week's exciting announcement about the increase in grant funding for games. The UK Games Talent and Finance Community Interest Company will be administering three new funding tracks: 🔹 An Entry Track, with grants of up to £20,000 available to newly formed companies with limited track records but strong potential for growth. 🔸 An Emergent Track, with grants of up to £100,000 for prototyping new games. 🔹 An Expansion Track, with grants of up to £250,000 – the largest ever provided by the government – available to take games forward to completion and enable studios to scale up. For more information on the Government's announcement see: https://lnkd.in/euwZTEfN We also considered the challenges facing the UK video games industry, including TIGA research that showed: 1️⃣ employment in the sector falling for the first time in 14 years; 2️⃣ a decline in start-up numbers; and 3️⃣ the fact that the UK is not competing on a level international playing field. We had a good discussion about TIGA's proposals to enhance the existing Video Games Expenditure Credit (VGEC). Our report on VGEC with the University of Portsmouth, authored by Homagni Choudhury, Joe Cox and Alan Leonard showed, for example, that a higher rate of relief on games with budgets of up to £23.5 million could: ✅ create almost 7,000 jobs; ✅ help more small studios to scale-up and grow; and ✅ be revenue positive for the Government. Thank you Andrew Lewin MP for your time and interest in TIGA and the UK video games industry.
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☕️Edward Stern
Freelance • 827 followers
The lovely Jon Ingold and Sagar Beroshi were kind enough to have me on their excellent Game Narrative Kaleidoscope podcast talking about, well, yes, game narrative and the Tina Fey Hat Problem. Fair Warning: I have two interview modes. “Defend The Thesis”, wherein everything is constantly, exhaustingly related back to the topic and “Time Is Short, I May Die”, whereby everything even transiently relevant is crammed in, also to the exhaustion of all present. This 'un is very much in the second mode.
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Konrad Hughes
Pergamon Narrative • 6K followers
I've written for games in a number of genres at this point and am always thinking about the differences in what the gameplay needs from the story. This certainly isn't an exhaustive list, but a few thoughts on several of the most popular genre's we've had experience work with @ Pergamon Narrative #narrativedesign #gamegenre #gamedev
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Brian Baglow
BGI / National Videogame… • 16K followers
The new £30M funding package for the UK's #games sector is an incredible support framework, but it's only part of the solution. Business creation, tailored business support and connecting the games education pipeline into the industry have to be part of the bigger picture. Thankfully #Scotland has a plan to deliver just that. #GamesActionPlan
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Pau Moreno Digón
333Studios • 1K followers
The response to my UE5 Deprecation Manager tool has honestly been insane So I spent the last 2 days improving it with your suggestions before release, New updates include: - Improved deprecated warning icons/badges - Better tooltip visibility - Bulk deprecate / bulk clear workflows - Replacement asset hints - Quarantine system for old assets - PIE Guard for detecting runtime deprecated references And one of my favorite additions: - Icons when searching directly inside Unreal Engine context menus The whole goal of this tool is simple: Stop old assets from silently sneaking back into production months later. Because every large Unreal project eventually becomes old Blueprints, replaced meshes, outdated materials, forgotten textures legacy content nobody should still be using 😂 And somehow… they always come back. Deprecation Manager gives teams a real “do not use this anymore” workflow directly inside Unreal Engine. Launching tomorrow night at 21:00 CET on FAB. #unrealengine #ue5 #gamedev #technicalart #gameart #vfx #indiedev #fab
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