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Naughty Dog's games takes place on Bermuda Triangle [DoomBringer...NO!]

Angelcurio

Member
ndgame2zx2.jpg


Well, you see that island in the middle, the one marked with a X? thats the Dominican Republic. That´s where i live :D

There are two countries in the island, thats why i putted a black line on it. The left part is Haiti, the right part is the Dominican Republic.

The funny thing is that i never payed attention to that in the trailers, its so nice to find it out :D
 
umm, bermuda triangle just has alot of storms and bad weather patterns, thats what causes lost ships. theres nothing really mysteroius and mystical about it
 

Oni Jazar

Member
MaestroRyan said:
could someone answer this for me?


The Bermuda Triangle is so mysterious, people disappear and shit, right? Why doesn't a ****ing news team boat out there and shit and see what the **** happens? They can be filming the entire time. Jesus.

They do and nothing happens.
 
Actually, what happens in the Bermuda Triangle is that air rises up from the bottom of the ocean. As a result, the water is permeated with air bubbles. This lowers the density of the water, as a result of which things don't float as well. So, boats sink. That's what I heard at least.
 

BigBoss

Member
perryfarrell said:
Actually, what happens in the Bermuda Triangle is that air rises up from the bottom of the ocean. As a result, the water is permeated with air bubbles. This lowers the density of the water, as a result of which things don't float as well. So, boats sink. That's what I heard at least.

Did you see that on the Discovery channel special they had about the Bermuda Triangle?
 

Angelcurio

Member
MaestroRyan said:
could someone answer this for me?


The Bermuda Triangle is so mysterious, people disappear and shit, right? Why doesn't a ****ing news team boat out there and shit and see what the **** happens? They can be filming the entire time. Jesus.
Over here, it was said that the main cause of the disappearings was a magnetic force that atracts planes and ships, but it was never confirmed. We are almost part of the Bermuda Triangle as well.

Here´s wikipedia´s page about it:

http://en.wikipedia.org/wiki/Bermuda_triangle
 

Stinkles

Clothed, sober, cooperative
perryfarrell said:
Actually, what happens in the Bermuda Triangle is that air rises up from the bottom of the ocean. As a result, the water is permeated with air bubbles. This lowers the density of the water, as a result of which things don't float as well. So, boats sink. That's what I heard at least.


It's methane hydride. More importantly, the number of disappearances in the Bermuda Triangle is actually statistically correct given the amount of traffic and weather conditions. It is not anomalous at all.
 

cicero

Member
Doom_Bringer said:
:lol

disturbing very disturbing! Too much incest thoughts.......

Why do I keep getting ridiculed?

First it was that yaoi hentai
then I couldn't state my truthful opinion
now I supposedly engaged in incest activities with my sister?

damn gaf damn....
Stop the incest, before it is too late...
.
 

J-Rzez

Member
Thread of the year running mate to the yaoi one...

But this one has some educational benefits as well about the triangle, bermuda that is... not the triangle of sin and disgust involving a brother, sister, and her boyfriend... doing it on a balcony... damn...

also, there is a segment of the triangle that throws off instruments like compasses due to it's location in relation to the pole locations and frequent electrical storms...
 

cicero

Member
Hitler Stole My Potato said:
I've been banned twice for that gif.
This time it has context though. It is a poignant moral warning about the evils of incest. Nothing is worth uncontrollable green vomit, not even winning back his precious gold chain.
 

GhaleonEB

Member
cicero said:
This time it has context though. It is a poignant moral warning about the evils of incest. Nothing is worth uncontrollable green vomit, not even winning back his precious gold chain.
cicero
Banned
(Today, 03:02 PM)

someone disagreed.
 
http://www.digitalartistmanagement.c...r/enews11.html


Quote:
A CHAT WITH NAUGHTY DOG ABOUT NEXT-GEN!

We chatted with Stephen White, Co-President and Lead Programmer at Santa Monica, CA-based videogame developer Naughty Dog about creating games for the next-generation consoles … and he offered some suggestions for dealing with next-gen hurdles.

Q. Naughty Dog is known for the “ Crash Bandicoot” and “ Jak and Daxter” franchises which have sold over 35 million units combined. What have been the fundamental keys to the success of your titles and how do you plan to apply those to your next-generation game development?

A. One of the biggest factors in the making of a successful game is hiring very talented people who are motivated and can get the job done without the need for extensive management and finely detailed schedules. Instead of throwing a lot of bodies at a problem and having pure managers manage those bodies, we have fewer people and our managers works directly on product as either artists, programmers, or designers. For example, people are often surprised to find out that we have no internal producers at Naughty Dog. It's not that we are anti-producer since there are certainly some fine producers in the industry but so far, we haven't needed to fill a purely producer role. Being “in the trenches,” our managers can make important decisions quickly with a good understanding of potential repercussions. Our staffing and management strategy has allowed us to adapt intelligently and efficiently and, as a result, we have a great work environment, we make polished games, and we never miss our ship date.

Q. How have the technical specs of the PS3 created hurdles for developers and how is Naughty Dog dealing with those hurdles?

A. The biggest hurdle is that more power means more things are possible and with more possibilities come more overall work and more difficult problems to solve. Our ultimate goal is to create a game that becomes a technical landmark for the hardware. For the PS1, we created “Crash Bandicoot” which featured streaming, highly detailed, real-time environments. For the PS2, we created “Jak and Daxter” with its organic, wide open, free-roaming environments using an extensive level of detail and data-streaming technology. For the PS3, we again want to create an experience that the consumer hasn't had before. We want to really push the machine in several areas so some of our systems are becoming several orders of magnitude harder. Our programming staff is relatively small so, to achieve our goals, we are very actively searching for additional programming talent.

Q. What improvements will the powerful capabilities of next-gen consoles make in next-gen games and do they outweigh the extra effort that needs to go into making those games?

A. I'm more excited about the next-gen system than I've been about any system in my nearly 20 years of programming professionally. The PS3 has the muscle to allow us to do many things that I've spoken wistfully about doing for years but that have been unachievable on past hardware. As an example, we are in the early stages of a huge evolution in graphics due to advances in pixel and vertex shader technology. While shader technology is certainly not unique to the PS3, people are going to be blown away by the stunning visuals and immersive experiences of PS3 games once developers start grasping the possibilities of this technology. The other thing I'm most excited about is the raw processing power of the Cell processor chip which opens up many possibilities for stunning visuals and new gameplay experiences not previously possible. Animation alone will undoubtedly go through a tremendous evolution in sophistication. I occasionally reminisce about the simpler days when making a game only took a few months and a handful of people, but I feel blessed to be in the industry at a time when so many epic and immersive things are possible. Ultimately, the most important component of a good game is gameplay, but we've sure come along way since “Pong.”

Q. How is Naughty Dog addressing the issue of growing team sizes as you make the jump to the next-gen technology?

A. Hiring is absolutely our biggest issue right now. We have a desperate need for talented programmers, artists, and designers. In the not-too-distant past, we did all of our own recruitment, but now we have come to rely on recruitment services like Digital Artist Management to find the talent we need. We are also very actively developing technology, tools, and methodologies to make things easier to create the code and content of our games, thus reducing the total number of additional people that need to be hired. We are focused on making easier-to-use tools and increasing our ability to iterate rapidly.

Q. Do you have any advice for other developers who are ramping up for the PS3?

A. Consider middleware and other forms of shared technology. This is not a knock against the PS3 since this is my advice regardless of the next-gen platform -- especially if you are developing cross-platform. As I mentioned, more power means more possibilities which means more complexity. The bar in terms of technology is being raised so very high that many studios will not have the time or staff to both make the game and the fundamental technology behind the game. Using various forms of middleware or other shared technology will allow those studios to more quickly prototype and focus on gameplay.
 

ethelred

Member
gluv65 said:
http://www.digitalartistmanagement.c...r/enews11.html


Quote:
A CHAT WITH NAUGHTY DOG ABOUT NEXT-GEN!

We chatted with Stephen White, Co-President and Lead Programmer at Santa Monica, CA-based videogame developer Naughty Dog about creating games for the next-generation consoles … and he offered some suggestions for dealing with next-gen hurdles.

Q. Naughty Dog is known for the “ Crash Bandicoot” and “ Jak and Daxter” franchises which have sold over 35 million units combined. What have been the fundamental keys to the success of your titles and how do you plan to apply those to your next-generation game development?

A. One of the biggest factors in the making of a successful game is hiring very talented people who are motivated and can get the job done without the need for extensive management and finely detailed schedules. Instead of throwing a lot of bodies at a problem and having pure managers manage those bodies, we have fewer people and our managers works directly on product as either artists, programmers, or designers. For example, people are often surprised to find out that we have no internal producers at Naughty Dog. It's not that we are anti-producer since there are certainly some fine producers in the industry but so far, we haven't needed to fill a purely producer role. Being “in the trenches,” our managers can make important decisions quickly with a good understanding of potential repercussions. Our staffing and management strategy has allowed us to adapt intelligently and efficiently and, as a result, we have a great work environment, we make polished games, and we never miss our ship date.

Q. How have the technical specs of the PS3 created hurdles for developers and how is Naughty Dog dealing with those hurdles?

A. The biggest hurdle is that more power means more things are possible and with more possibilities come more overall work and more difficult problems to solve. Our ultimate goal is to create a game that becomes a technical landmark for the hardware. For the PS1, we created “Crash Bandicoot” which featured streaming, highly detailed, real-time environments. For the PS2, we created “Jak and Daxter” with its organic, wide open, free-roaming environments using an extensive level of detail and data-streaming technology. For the PS3, we again want to create an experience that the consumer hasn't had before. We want to really push the machine in several areas so some of our systems are becoming several orders of magnitude harder. Our programming staff is relatively small so, to achieve our goals, we are very actively searching for additional programming talent.

Q. What improvements will the powerful capabilities of next-gen consoles make in next-gen games and do they outweigh the extra effort that needs to go into making those games?

A. I'm more excited about the next-gen system than I've been about any system in my nearly 20 years of programming professionally. The PS3 has the muscle to allow us to do many things that I've spoken wistfully about doing for years but that have been unachievable on past hardware. As an example, we are in the early stages of a huge evolution in graphics due to advances in pixel and vertex shader technology. While shader technology is certainly not unique to the PS3, people are going to be blown away by the stunning visuals and immersive experiences of PS3 games once developers start grasping the possibilities of this technology. The other thing I'm most excited about is the raw processing power of the Cell processor chip which opens up many possibilities for stunning visuals and new gameplay experiences not previously possible. Animation alone will undoubtedly go through a tremendous evolution in sophistication. I occasionally reminisce about the simpler days when making a game only took a few months and a handful of people, but I feel blessed to be in the industry at a time when so many epic and immersive things are possible. Ultimately, the most important component of a good game is gameplay, but we've sure come along way since “Pong.”

Q. How is Naughty Dog addressing the issue of growing team sizes as you make the jump to the next-gen technology?

A. Hiring is absolutely our biggest issue right now. We have a desperate need for talented programmers, artists, and designers. In the not-too-distant past, we did all of our own recruitment, but now we have come to rely on recruitment services like Digital Artist Management to find the talent we need. We are also very actively developing technology, tools, and methodologies to make things easier to create the code and content of our games, thus reducing the total number of additional people that need to be hired. We are focused on making easier-to-use tools and increasing our ability to iterate rapidly.

Q. Do you have any advice for other developers who are ramping up for the PS3?

A. Consider middleware and other forms of shared technology. This is not a knock against the PS3 since this is my advice regardless of the next-gen platform -- especially if you are developing cross-platform. As I mentioned, more power means more possibilities which means more complexity. The bar in terms of technology is being raised so very high that many studios will not have the time or staff to both make the game and the fundamental technology behind the game. Using various forms of middleware or other shared technology will allow those studios to more quickly prototype and focus on gameplay.


Why are you posting this off-topic stuff in a thread about Doom_Bringer's balcony incest?
 
gluv65 said:
http://www.digitalartistmanagement.c...r/enews11.html


Quote:
A CHAT WITH NAUGHTY DOG ABOUT NEXT-GEN!

We chatted with Stephen White, Co-President and Lead Programmer at Santa Monica, CA-based videogame developer Naughty Dog about creating games for the next-generation consoles … and he offered some suggestions for dealing with next-gen hurdles.

Q. Naughty Dog is known for the “ Crash Bandicoot” and “ Jak and Daxter” franchises which have sold over 35 million units combined. What have been the fundamental keys to the success of your titles and how do you plan to apply those to your next-generation game development?

A. One of the biggest factors in the making of a successful game is hiring very talented people who are motivated and can get the job done without the need for extensive management and finely detailed schedules. Instead of throwing a lot of bodies at a problem and having pure managers manage those bodies, we have fewer people and our managers works directly on product as either artists, programmers, or designers. For example, people are often surprised to find out that we have no internal producers at Naughty Dog. It's not that we are anti-producer since there are certainly some fine producers in the industry but so far, we haven't needed to fill a purely producer role. Being “in the trenches,” our managers can make important decisions quickly with a good understanding of potential repercussions. Our staffing and management strategy has allowed us to adapt intelligently and efficiently and, as a result, we have a great work environment, we make polished games, and we never miss our ship date.

Q. How have the technical specs of the PS3 created hurdles for developers and how is Naughty Dog dealing with those hurdles?

A. The biggest hurdle is that more power means more things are possible and with more possibilities come more overall work and more difficult problems to solve. Our ultimate goal is to create a game that becomes a technical landmark for the hardware. For the PS1, we created “Crash Bandicoot” which featured streaming, highly detailed, real-time environments. For the PS2, we created “Jak and Daxter” with its organic, wide open, free-roaming environments using an extensive level of detail and data-streaming technology. For the PS3, we again want to create an experience that the consumer hasn't had before. We want to really push the machine in several areas so some of our systems are becoming several orders of magnitude harder. Our programming staff is relatively small so, to achieve our goals, we are very actively searching for additional programming talent.

Q. What improvements will the powerful capabilities of next-gen consoles make in next-gen games and do they outweigh the extra effort that needs to go into making those games?

A. I'm more excited about the next-gen system than I've been about any system in my nearly 20 years of programming professionally. The PS3 has the muscle to allow us to do many things that I've spoken wistfully about doing for years but that have been unachievable on past hardware. As an example, we are in the early stages of a huge evolution in graphics due to advances in pixel and vertex shader technology. While shader technology is certainly not unique to the PS3, people are going to be blown away by the stunning visuals and immersive experiences of PS3 games once developers start grasping the possibilities of this technology. The other thing I'm most excited about is the raw processing power of the Cell processor chip which opens up many possibilities for stunning visuals and new gameplay experiences not previously possible. Animation alone will undoubtedly go through a tremendous evolution in sophistication. I occasionally reminisce about the simpler days when making a game only took a few months and a handful of people, but I feel blessed to be in the industry at a time when so many epic and immersive things are possible. Ultimately, the most important component of a good game is gameplay, but we've sure come along way since “Pong.”

Q. How is Naughty Dog addressing the issue of growing team sizes as you make the jump to the next-gen technology?

A. Hiring is absolutely our biggest issue right now. We have a desperate need for talented programmers, artists, and designers. In the not-too-distant past, we did all of our own recruitment, but now we have come to rely on recruitment services like Digital Artist Management to find the talent we need. We are also very actively developing technology, tools, and methodologies to make things easier to create the code and content of our games, thus reducing the total number of additional people that need to be hired. We are focused on making easier-to-use tools and increasing our ability to iterate rapidly.

Q. Do you have any advice for other developers who are ramping up for the PS3?

A. Consider middleware and other forms of shared technology. This is not a knock against the PS3 since this is my advice regardless of the next-gen platform -- especially if you are developing cross-platform. As I mentioned, more power means more possibilities which means more complexity. The bar in terms of technology is being raised so very high that many studios will not have the time or staff to both make the game and the fundamental technology behind the game. Using various forms of middleware or other shared technology will allow those studios to more quickly prototype and focus on gameplay.

Make a new thread man, this one is pretty much dead. Thanks for the info btw.
 
Holy shit Doom_Bringer... If you live with your sister and she's your roommate, does that make her Landmine_Salesman, your alterego? Or is that another one of your 15 roommates in the one bedroom apartment of which you sleep out on the balcony?
 

Angelcurio

Member
Mike Works said:
You sleep on the balcony of your apartment and your sister gets mad at you for having your laptop brightness set too high when the two of you are in bed??

Does she make you turn off the street lamps and traffic lights too :lol
Holy shit :lol
 

Kittonwy

Banned
Moderation Unlimited said:
Holy shit Doom_Bringer... If you live with your sister and she's your roommate, does that make her Landmine_Salesman, your alterego? Or is that another one of your 15 roommates in the one bedroom apartment of which you sleep out on the balcony?

Come on, we've already had one revelation too many. ¬_¬
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
This thread ****ing delivers. I desire to hear more about Doom Bringer's balcony sister pumping.
 

Hunter D

Member
Only on the internet can a discussion change from videogames to incest.

Take a pic of your sister man. I would be nice if she had "GAF" written on her forehead. It would make a nice pic for the frontpage.
 

squicken

Member
Moderation Unlimited said:
Holy shit Doom_Bringer... If you live with your sister and she's your roommate, does that make her Landmine_Salesman, your alterego? Or is that another one of your 15 roommates in the one bedroom apartment of which you sleep out on the balcony?

I asked Landmine_Salesman about the porn folder, and he said most of the porn was on the PC they shared, not the laptop. So how do L_S and D_B share computer porn if they don't live together? Is L_S the sister of D_B? Same person? We need answers!
 
:lol :lol :lol :lol holy shit :lol :lol :lol :lol

I love how the first page is full of people talking about how this version of Doom Bringer is the normal one, and how much everyone loves him, and then the second page careens off into madness. It's so ****ing beautiful. His nonchalant, almost imperceptible, bizarre comment... 5 posts of people missing it... then it's a landslide. It only gets better with the picture of the balcony and shit. Wow, best thread ever. Wow.

:lol :lol :lol


edit: can someone link to that yaoi thread?
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
squicken said:
I asked Landmine_Salesman about the porn folder, and he said most of the porn was on the PC they shared, not the laptop. So how do L_S and D_B share computer porn if they don't live together? Is L_S the sister of D_B? Same person? We need answers!

Doom and Landmine share a lucrative porn website, the profits of which go right back in the business. As such, Doom lives in a very small apartment, so as not to accrue unneeded expenses.
 
This has to be the most masterfully derailed thread I have ever seen. I love how the web of lies grows more and more elaborate with each new revelation.

There are still so many questions left to answer:

* If you hate your sister, why does she live with you?
* If you have a one-bedroom apartment, and she sleeps on the couch, and you sleep on the balcony, who sleeps in the bedroom?
* Why do you sleep on the balcony if your apartment gets cold in the winter?
* ...WTF man?
 
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