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San Francisco Bay Area
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4K followers
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Ray Guzicki レィ・グゼキ shared thisSee you at the Industry Reunion aka #GDC2024 I’ll be here all week! -Hit me
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Ray Guzicki レィ・グゼキ shared this#gdc2023 See you at the Industry Reunion! I'm around all week! -Gimme a buzz
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Ray Guzicki レィ・グゼキ shared thisAlways Good catching-up with old friends and colleagues! See you all next year!
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Ray Guzicki レィ・グゼキ shared thisSan Diego Comic Con 2019! Gimme a buzz if you’re in town! #sdcc2019
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Ray Guzicki レィ・グゼキ shared thisIn town for San Diego Comic Con. Gimme a buzz if you’re in town! #sdcc2018
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Ray Guzicki レィ・グゼキ shared thisThe Ren and Stimpy Show! If you were ever a fan- please take a look!A Ren and Stimpy Documentary Needs Your Help to Finish Post-ProductionA Ren and Stimpy Documentary Needs Your Help to Finish Post-Production
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Ray Guzicki レィ・グゼキ shared thisIn town for San Diego Comic Con this week- gimme a buzz! #sdcc2017
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Ray Guzicki レィ・グゼキ liked thisRay Guzicki レィ・グゼキ liked thisA game migration I had planned for November was finished in one Sunday morning. Checking it took a day. That gap is what my new article is about. In the spring I spent a few months researching how I actually work with AI, and found four patterns. Five months later, all four still hold, and all four have moved: • Experiments became infrastructure. • Vocabulary gets settled in the issue, before the coding session starts. • Guardrails moved from people approving to systems enforcing, with people at the ends. • Understanding moved up a level. You don't have to write the code, but you still have to be the architect. And one new pattern: the humans are now the critical path. Reviews, decisions, schedules, testing. AI-speed work sits waiting at human speed. It ends with three predictions I plan to check back on. A question for team leads: where does human approval still sit in your process? Architecture, release, or is it wearing away one approval click at a time? This follows last year's AI Enhanced Teams series. #GameDev #AI #ClaudeCode
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Ray Guzicki レィ・グゼキ liked thisRay Guzicki レィ・グゼキ liked thisThe animation world has lost a truly special talent, and my heart goes out to everyone mourning the heartbreaking loss of Eric Bauza at just 46 years old. 🕊️❤️ For so many of us, Eric’s voice was a part of our childhood, our favorite cartoons, and countless moments of laughter and happiness. As the voice behind beloved icons like Bugs Bunny, Daffy Duck, and Porky Pig, he had a remarkable gift for bringing these timeless characters to life and creating memories that will stay with us for generations. His incredible, Emmy-winning career touched millions of hearts, and his impact on the animation world will never be forgotten. Thoughts and deepest condolences are with his family, friends, and loved ones during this incredibly difficult time. Thank you, Eric, for the laughter, the memories, and the magic you brought into our lives. Your voice and legacy will live on forever. Rest easy, legend. ❤️🕊️ #EricBauza #LooneyTunes #DaffyDuck
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Ray Guzicki レィ・グゼキ liked thisRay Guzicki レィ・グゼキ liked thisBen Affleck is not wrong. “Everybody wants to count the money, what it lost or whatever. To me, I just think, if you punish movies that take risks, guess what you’re going to get? A bunch of shitty homogenized movies,” he continued. “You cannot do something interesting without taking a big swing." As we move into the post-Venice, -TIFF, -NYFF Adult Movie Season, let's maybe keep this in mind. We can say a lot about how satires don't really open, the budget, blah, blah, blah. Fine. But let's remember to root for the kinds of bold, fresh films we want to see. (PS. We don’t often talk about campaigns when a movie doesn’t open, but that Digger campaign creative was 🤌🏼)
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Ray Guzicki レィ・グゼキ liked thisRay Guzicki レィ・グゼキ liked thisOk, the guy in the black turtleneck. Is it me and John Madden? Or Mulaney and Cage? #maddenmovie #ea #founder #maddenfootball
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Ray Guzicki レィ・グゼキ liked thisRay Guzicki レィ・グゼキ liked thisWrapped up my LA Previews trip today. Had a great time catching up with all our clients & meeting some new ones! It was amazing to see our various products on display and great to hear the response on it all. I had a bit of time before my flight so stopped by Otis College to check out the Toy Design program (I hadn’t been back since I graduated in 2000) and was blown away by how much has changed and the level of work the students are making.
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Ray Guzicki レィ・グゼキ liked thisRay Guzicki レィ・グゼキ liked thisI really enjoyed walking through Artist Alley at New York Comic Con last week. I got to share a new project I'm working on with Jude Pullen with some of the artists that inspired me. I brought my bear from Bigshot Toyworks and got a little content for them along the way. Shout out to Bob Camp, Benjamin K., Peter Kuper, Tom Richmond, Rick Parker and gideon kendall. Was hoping to catch sanford greene but he was too busy hanging out with Busta Rhymes! #bobcamp #renandstimpy #tomrichardson #madmagazine #comics #nycc
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Ray Guzicki レィ・グゼキ liked thisRay Guzicki レィ・グゼキ liked thisTokyo Game Show is next week and I’ll be there for Square Enix as a Technical Producer. Looking forward to meeting up with technology partners, platform leads, and fellow creators to talk spatial computing, XR initiatives, and next-gen pre-production workflows—with scalable production value. Our industry is rapidly evolving so how are you handling it? Let’s discuss upcoming technology trends, cross-platform deployment, and business in Japan, as I’m always open to collaborative opportunities with platform partners and tech leaders across the industry. Send me a DM if you’ll be at Makuhari Messe and want to connect! #TGS2026 #TokyoGameShow #SquareEnix #SpatialComputing #XR #TechProduction #GameDev #Tokyo
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Ray Guzicki レィ・グゼキ liked thisRay Guzicki レィ・グゼキ liked thisIt's not easy being (not) green. 21 years ago, I started an adventure as the founder and GM of a satellite studio for PopCap Games. I had a strong entrepreneurial drive, and wanted to found a casual game company. After some initial discussions about investment, the founders of PopCap decided they wanted to bankroll me fully and own my output. I was super excited to be invited to be part of the best company in the business. Not long after, I went to work helping to recruit the brilliant George Fan as part of PopCap SF, and followed up by bringing on his equally brilliant friend and colleague Tod Semple. I helped to nurture the team as they built the original Plants vs. Zombies, arguably PopCap's most durable franchise (though Bejeweled has had a pretty amazing run as well). I often tell people that PvZ is not proof that I am some kind of brilliant game designer - that was George supported by Tod - but it is proof that I know how to not screw up a good team. I wound up leaving PopCap about halfway through PvZ's development for reasons unrelated to PvZ. But the team decided to put me in the game as the host character, Crazy Dave, as a little love letter. Two decades later, wherever I go people pull me aside to tell me how much they love the game and the character. I take an unending stream of selfies with fans of all ages and sign a huge number of sketchbooks. It's a little weird being immortalized as a character in a video game, but it's amazing seeing how much joy this game that I had the opportunity to touch and help shepherd has brought to so many people around the world, including the Vigafun team in Hanoi who made this incredible pic.
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RayManStudios
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Projects
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Apoc Wars
- Present
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Wild Ones
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A projectile game programmed in flash similar to Scorched Earth, Worms, or Gunbound, except with furry woodland creatures and more excitement.
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Organizations
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Graphic Artist Guild
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Dr. Yves Jacquier
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We've been implementing Neural Texture compression in #Assassinscreedmirage. The overall benefit results in better quality textures for less GPU memory usage (links in the first comment). If you followed the topic since our GDC2024 presentation ,this a very practical application of La Forge's mission to bridge the academic world with Ubisoft. #ubisoft #ubisoftlaforge #innovation 👇 "If you've been thinking, like I have, that we're still some way off seeing AI being used in games for more than just upscaling or frame generation, then it's time to think again" (...) "Enter stage left, neural texture compression to cut down on that memory demand. Given the state of the DRAM and SSD market right now, you can bet your last dollar that a whole heap of game developers will be looking closely at what Ubisoft has done to see if it can help out in their games, too"
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