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  1. 3 points
    Hello all who see this I hope you love my bobby cosplay as I do :)
  2. 2 points
    Hi all, On Monday, November 11th at 11am ET, update 1.9 of We Happy Few will drop on all platforms along with a little something else! We Happy Few 1.9 Release Notes Patch Summary This patch addresses general gameplay issues, and a few bugs that were happening in some encounters. General Bugs/Stability • When crafting with weapons as reagents, they no longer appear as fractions. Partial items can now be used to craft. • Fixed the bug that caused systemic NPC conversations and POI interactions to not trigger properly, not play audio or loop repeatedly. • NPCs no longer instantly stand-up and clip through their beds when startled by noise. • Female Wellies/Wastrels and Criers no longer lack lip sync when talking to them. • Dead NPCs don’t spawn alive anymore after loading into area. • Encounter-specific Bobbies no longer create a temporary loss of functionality when bribed. • Epilogue Cutscene: Performance issues no longer cause the final cutscene to hang and the audio to not be synchronized with the visuals. • Fixed the bug that caused fast travelling to the Shelter in the "Secondary St. George's Holm Hatch" to prevent the creation of a "Last Shelter Visited" save file. • Fire and smoke no longer clip through the wall on the second floor of the House of Doctors. • Hopscotch POI can no longer spawn under multiple assets on the sidewalks, fixing the bug where Wellies can clip through them as they hop across them. • Intro loading captions at the start of each character’s story no longer appear only in English. • DLC Specific: Custom difficulty no longer includes survival needs difficulty which is not present in the DLCs. • Missing SFX when navigating and selecting slots in the Load Game Menu are now in the game. • Placeholder textures for the Frying Pan, the Rolling Pin, Mother's Little Helper and The Double Plus Wood are no longer showing when they break. • Collision issues (sticky/stuck spots) are no longer present around the small fences along the 2 sides of the Thomasina House. • The Histoplasma hallucination music now plays without the Lightbearer DLC installed. • TNT no longer goes through floor when dropped. • HUD will no longer take between 5-30 seconds to update after a change in Status Effects or Health when a PC/console is starved of resources. • Uncle Jack (Wakey Wakey) collectible videos are no longer unlocked even when the radios are turned off. • Fixed the bug where video in pre-rendered cinematics could be delayed but not their audio, making them out of sync. • White Tree Park: NPCs no longer sit on top of each other on the benches. • Infinite loading when entering Act 2 after completing Arthur's playthrough is no longer happening.. Arcade Mode • All modes: NPCs no longer clutter in areas such as Cozy Tea Park. • All modes: Player does not see footprints of most NPCs while sneaking • All modes: Some NPC Wellies don't sit properly on the benches (clipping, floating and misaligned). • All modes: Honey can now be harvested from all Honey Bee Nests. • All modes: Encampment terrain now fits the terrain around it. • All modes: Last Shelter Visited is now saved in Village Hatches. • All modes: All Fast Travel Hatches now have their proper name. • Freeform: The street park is no longer floating a little above the ground. • Freeform: The 'Reset Skills' cheat is now functional. • Freeform: Old Fountain Park level no longer floats above the island • Freeform: Terrain is no longer floating in the Garden District. • Survival: Fixed stuck spots. • Survival: Performing a Save/Load inside the hidden room of Abbott Estate no longer causes the player to load back into a swarm of bees. • Survival: When 2 NPCs try to interact with the same object, one NPC no longer circles around the one that interacting with the object. • Survival: A Custom Waypoint is no longer present during the loading screen when starting a game in Survival Mode. • Survival: Water beside the bomb no longer cuts off abruptly. • Wellie: Items that cure certain status no longer have the bad ailments written twice under the item's description. • Wellie: No longer possible to have a negative number for the "Money Earned" at the end screen. • Wellie: A 'You Are Bleeding' message no longer appears on the intro screen. • Wellie: The string "Weapon Of Choice" at the Death screen no longer appears only in English. • Wellie: Infection no longer persists into the next round (now behaves like other status ailments). • Wellie: Money Earned stat is now accurate on the end game screen. • Wellie: The "Recent" sorting option now also apply to Wellie mode. Encounter Fixes • Arthur: No longer possible to get trapped inside the Mystery House grounds as the gate will only open when the histoplasma mushroom status effect is active. • Arthur: Office Workers in “Start Spreading the News” are no longer upstairs attempting to sit on the same couch. • Arthur: After Nick's bathroom electrocution cutscene, there is no longer a random assortment of items floating where player was standing. • Arthur: In the Faraday Cage, James no longer falls through the floor when startled. • Arthur: In the Still of the Night, Andy Alim will no longer teleport to or fall through the outhouse floor when getting up to attack Arthur. • Arthur: In A Malpractice of Doctors, performing a save/load inside any building separated by a loading (DSIR, Haworth Labs), and then progressing continuously to the Coconut Joy cutscene, without doing any other save/load no longer causes a blocker. • Ollie: Performing a Save/Load during the Jericho mission, at the Check out the Alarm objective, no longer causes Ollie and Margaret VO to stutter and repeat itself. • Ollie: The Uncle Jack video that plays in the lobby of the tower's subtitles no longer gets cut off in Japanese. • Sally: Small animation corruption after lowering the boat on the water is fixed. • Sally: Stuck spot between debris on the second floor to the left of the bed. PC Only • Game no longer becomes unresponsive when minimizing and re-opening the game multiple times during loading while on Fullscreen and without the pause in background option. • Game no longer becomes unresponsive when minimizing during the booting screen while on Fullscreen. Xbox Only • Suspending the title for an hour or longer will no longer kick the user back to the main menu with no in-game functionality on the gamepad.
  3. 2 points
    Hi everyone, We are excited to announce that Lightbearer, our second DLC is now live on Xbox One, PS4, Steam and GOG! In this second piece of handcrafted Season Pass content, you play as Wellington Wells’ most beloved rock star, Nick Lightbearer, in a brand-new story! Heartthrob, artist, and personal trainwreck Nick Lightbearer is adored by legions of fans—until disaster strikes when a Nick-centric fan convention is plagued by a string of murders. When all signs point to him as the killer, how will he reconcile the disturbing overlap between his own blackouts and the killings? It also features a brand new song from Murray Lightburn (The Make Believes, The Dears) “I Have Seen Everything”. This DLC is available for all Season Pass holders (also in the Deluxe edition of We Happy Few) or as a standalone. You can purchase the Season Pass on the platform of your choice here: Xbox One, Steam, PlayStation4 (Americas), PlayStation4 (Europe), GOG. Cheers, Compulsion Games
  4. 2 points
    Words can not express how much I LOVE this DLC. I literally had tears in my eyes at the end because the ending was absolutely beautiful, at least the one I chose. This small story of Roger and James was excellent. I love their chemistry, their dialogue and notes, everything. I NEED more Roger and James. 😁 .Few games have a gay lead and while this was only DLC, it definitely gives me hope. I feel like you did a great job at presenting Roger and James as two people who simply love each other rather than two caricatures, which often gets relied on. I can’t thank you enough Compulsion for giving us this fantastic story and for the hard work you put in in making this wonderful game.
  5. 2 points
    This isn't really a topic i just wanted to say Thanks to Compulsion Games for creating such a beautiful and intricate world. I've spent literally days analysing the Games world, the characters, the environmental narrative, everything. There's so much love poured into this game, so much intense detail, it's physically impossible to pick it all up in a single play. I had been following the development of WHF from it's early stages and it's very literally changed my life, i was studying art at college and had no idea what i wanted to do at uni, but after i began following the weekly journals about the games progress, i started to learn about what goes into making a game, building a world, working in a team of like minded artists, and i realised it's everything that i want to do with my life. Because of WHF, i made a very last minute decision to study Game Arts at uni and everything has fallen perfectly into place now. This game has awoken a passion in my life that i was previously missing and i've never been happier. Some days i literally just drop what i'm doing so i can pace about and think all about the narrative intricacies of the game, i run through all the details, it just makes me so happy that such a game exists, it's such an obvious labor of love and that's exactly what i want to be able to do with my life. Thank you Compulsion Games, for inspiring me and helping guide me, this has honestly had a profound effect on me 💖
  6. 1 point
    Compulsion Games is looking for a great IT manager to take over our infrastructure. We are at an exciting juncture in our history as we join the Xbox Game Studios family creating worlds full of wonder and creativity. As we grow, we want to architect, setup and maintain a first-class IT infrastructure for our new office and look after the daily needs of our team. We are looking for someone who will: Plan and implement the infrastructure reorganization: Help redesign server infrastructure and internal practices. Deploy new server infrastructure for development support. Design and deploy infrastructure for new office. Support build distribution: Build scripts/systems for our games. Overview platform packaging. Manage integration with external services/partners. Manage the day-to-day maintenance and support: Deploy new machines, software Help on-board new employees. Track software updates, patches. Support people with tech problems. Interface with the Microsoft IT group Liaise with Microsoft IT teams when needed. Qualifications: You have ideally already managed a moderate server infrastructure. You are familiar with Microsoft platforms (Windows, Xbox One development environment). You are an expert with server infrastructure (virtual machines, Active Directory / workstation management, file serving, backup) and Linux OS. You have a strong knowledge of networking (LAN, VPN/Remote access). If you are interested, please send us your application now.
  7. 1 point
    Hmmm? Hmmmm?! Themes to expand on: The fate of Uncle Jack (related?) Who is Foggy Jack? Percy's location Sally's future I don't particularly care for Ollie as a character so I don't have much input as to his storyline.
  8. 1 point
    Hi there, v1.8.85815 was just released late last week (this will appear as 1.08 in the PS4 menus). This includes a fix to address memory issues during the Malpractice of Doctors quest. If you update to that version, do you still experience this crash? If the issue is still occurring after the update, please contact our support team at < https://gearboxsoftware.zendesk.com/hc/en-us/requests/new > and they'll get back to you as soon as possible. Cheers, Lee
  9. 1 point
    Hi everyone, We hope you enjoyed this little teaser trailer, stay tuned for the full trailer on July 30th when Lightbearer launches on Steam, GOG, Xbox One and PS4! In this groovy thriller and second piece of DLC for We Happy Few, you play as Nick Lightbearer, notorious Wellington Wells rockstar and Joy aficionado. But Joy, sex and rock n’roll comes with a killer price. Stay also alert for update 1.8 launching later this week on all platforms! Update 1.8 contains an array of significant fixes for the main game across all platforms but most importantly, it fixes some pesky memory issues we were having on PS4 which was causing some crashes for certain people who got dealt a specific world seed. We are glad to say we were finally able to track these down! See you all very soon
  10. 1 point
    So the game has always crashed, but on 6/1/2019 around 1 A.M or so I had constant game breaking crashes. The reason I say game breaking crashes is because it stopped me from continuing the story, (SPOILERS FOR PARTS OF THE MISSIONS!) the missions in question are: Haworth Labs, and A Malpractice of Doctors; now there have been other missions that have crashed on me, but these two in particular have crashed in the same spots over and over and over countless times. For the Haworth Labs mission it happened after I got the letter of transit, when you have to cross the bridge to get to the next area. As soon as I step on the bridge every time my game crashes. I tried over and over for it to work but nothing helped, so I went to bed and woke up the next morning. The following morning it worked without one crash so I progressed through the game, with little crashes happening here and there but they all weren't game breaking. Then I got to the A Malpractice of Doctors mission and it crashed again and again. I might add every time it crashes the an Error Code pops up Error code CE-34878-0. I've reinstalled countless times and nothing. Please help whenever you can.
  11. 1 point
    I'm having the exact same experience as you! I've never died during the mission & can make it all the way to the exit of the HQ, but then I get blue screened. I also cannot choose "continue" because I will get a blue screen once the game finally finishes loading. Luckily I made a manual save right before I entered the building, but every run ends in a blue screen. I've really enjoyed the game so far (well, the story at least... not so much all of the glitches and crashes) and would love to actually finish it!
  12. 1 point
    I also have had issues blue screening when exiting the building after completing the mission without dying and trying multiple times. It has also autosaved so I cannot "continue" without it blue screening. This is an amazing game and a brilliant concept, however the further I progress the more it randomly goes to a loading screen while walking down the street and/or it blue screens. Please fix these issues quickly. Sincerely, A fan who wishes to complete "We Happy Few" for all of its glory.
  13. 1 point
    I am also having the same issue i think i tried to finish malpractice of doctors more than 40times and everytime crashing (usually the crash are more frequent after the quarantine deactivation). But no luck i'm stuck there... can't go further in the game... I also contacted the support, and the reply is that they are fixing "bugs" but they have no eta. And suggeste me try to restart the game from the beginning to see if things works (the problem is that in my actual save i did nearly all side quests etc... so i would like to keep this progress, and not really want to redo everything from scratch).
  14. 1 point
    Found the Bobby Whistle helped some speed things up, I got stuck in the house 🙃
  15. 1 point
    I am also having this issue on my ps4. Every time I go to leave the medical facility to complete that part of the storyline I get the blue screen. I haven’t died at all during the quest. I am not playing on a ps4 pro. The fact that these bugs still exist this long after the release of the game is ridiculous really. I was charged full price for a game I can’t even play one third of the game due to these technical issues. It’s really disappointing to because otherwise the game would actually be enjoyable. I really feel some kind of refund or compensation needs to be given otherwise I don’t really feel like I’d ever have enough faith to invest my time or money into anything developed by your team again.
  16. 1 point
    I am having this same issue after the 1.7.8 update. I have restarted the game multiple times since and still have this issue. I have played this mission 11 times and have only completed it once. It's incredibly frustrating. Has anyone been able to finish Arthur's story since the update? I haven't died or even been seen inside the Institute. I don't want to have to start the entire playthrough again... 😣
  17. 1 point
    I'm am currently having issues with getting through this mission due to the bug in Nick's home. When I unlock the mirror, it sends me back to the same room I've been in before. I've tried many times and different codes with the guitars but yet the same thing. Please help!
  18. 1 point
    Thanks Lawrah. That was the problem. It never even occurred to me to try to continue from the main menu--I guess I just assumed that I had to go straight to the dlc. Crisis averted!
  19. 1 point
    I'm in Xbox One but I did the exact thing you did and saved the game before the guitar part to see if I'm doing it wrong. I guess it is messed up.
  20. 1 point
    Both doors were shuttered, but I did find out about the NPC part while playing the game upon checking on the house for any possible changes. Took a few tries, but finally got in and got the quest line done. The shutter stayed up after knocking the NPC out from behind, so I didn't have to wait any longer. No idea when it first occurred, so I'm glad it went the way it did. Thank you for the help, and I'm glad that the patch will help with it! Wish you all the best of luck with bug fixing and patching, it probably isn't easy but the players certainly appreciate it!
  21. 1 point
    Can NOT finish this game. Keep crashing every time I leave the building with the doctors. I have gone back through previous saves, and it happens over and over again around (not at an exact moment) time it crashes. Keep getting a (CE-34878-0) error.
  22. 1 point
    Just when I thought I couldn’t love this game any more, you’ve proven me wrong. After spending several hours playing each new arcade mode, I just want to say you guys have done an incredible job. Thank you so much!! I am definitely looking forward to the DLC content!
  23. 1 point
    I really really really liked the game. I wish Ollie's Act was longer, i really like his character. The things that come out of his mouth. hoo boy
  24. 1 point
  25. 1 point
    So I’m working on my Bobby uniform whilst I wait for my mask to arrive (I’ve ordered two - one from a guy who makes them in the US and one from the Time Capsule.) Anyway - the helmet light isn’t finished yet (will need the torch installed in the helmet and then the helmet plate painted properly.) ...but then it’s pretty much done. Looking at reference images - the colour of the bobbys helmet plates differ. For example - in the promotional pics, his helmet plate is what the police used to call a night plate - I.e it’s black, whereas the McFarlane figure - it’s silver shiny. I’m probably going to go with black - make it more sinister!
  26. 1 point
    Hello! We are Compulsion Games, a Microsoft studio based in Montreal, Canada, where we enjoy trudging through snow in the winter and Montreal's festival scene in the summer. We started in 2009, and focus on creating new intellectual properties. Our team is a bunch of passionate, excited people, with a range of experience from very senior to junior. The two main things that we have in common are passion for video games, and a desire to create amazing original work. We're looking to expand slowly with the right people. Our first game, Contrast, launched on PC, PS3, Xbox 360 and PS4 in November 2013, and on Xbox One in May 2014. It was a game about a little girl and her imaginary friend, set in an adult world of film noir, cabaret and gangsters. In August 2018, we released We Happy Few on PC, Xbox One and PS4. It's a game set in a retrofuturistic 1960s England, filled with paranoid citizens, where a plucky bunch of moderately terrible people try to escape from a lifetime of cheerful denial. We are currently looking for a 3D Animator to join our animation team on a fixed term contract basis for the DLC of We Happy Few. We are looking for someone who will be: Animating first person cinematics, including facial animation and lip sync. Creating ambient or conversation specific character animations. In-engine work: Setting up small scripted events in collaboration with LDs. Creating conversations using in-house tool, combining existing animation. We are looking for someone with professional experience in animation. This is a fixed duration (3 month), full time position, depending on your availability. Salary will be dependent on your experience. You would be required to work on site in our Montreal office. Please send a CV, as well as a reel including previous work experience and notable projects, to jobs@compulsiongames.com.
  27. 1 point
    When is the deadline for applications?
  28. 1 point
    be a bad mom don't feed gwen that's what i do
  29. 1 point
    This is going to be an unpopular reply, but personally I thought Bioshock was actually quite flawed in execution. Sure it had a great story and premise (as does WHF), but to me there seemed to be a significant hole in the gameplay. With Vita Chambers turned off the Big Daddy's were massively overpowered for the average gamer, whereas turning them on rendered the game pointless as there was no death penalty at all (similar to the original Prey game). This extreme overpowering happened very early on in the proceedings and went way beyond the usual principle of bosses as an extreme test of all skills that have been learnt in the game so far. I enjoyed Bioshock and Bioshock II (never played Infinite), but personally I'm getting much more of a thrill playing WHF than I ever got with those. Unpopular opinion maybe, but that's how I feel.
  30. 1 point
    Hi everyone, As you can see, we migrated our forums to a new interface. Hopefully this will allow us to do more things in the future. However, this means your posts from yesterday have not been migrated. Feel free to ping us if needed!
  31. 1 point
    Hi everyone, Sorry for the lag - Naila and a significant part of the team are at E3 indeed. And when I pushed the new forums to be live, it looks like something went wrong with the users permissions. Can you confirm you can now post new topics?
  32. 1 point
    The plague victims keep saying things that we don't really understand. But after a few searches on Google, it turns out they're speaking Old English, and they're quoting lines from an old poem called Beowulf. se mánscada evil attacker godes yrre bær bearing God's anger faégne flaéschoman the doomed cloak of flesh seonowe onsprungon sinows sprang asunder burston bánlocan bone-locks burst þegnsorge dréah anguish of thane-loss oppressed him (not sure of this one) aldres orwéna without hope of life saédéor monig many sea-beasts wraéc micel great misery módes brecða a breaking of his spirit hafelan multon heads melted bengeato burston the wound-gates burst open hie wyrd forswéop they have been swept aside by Fate deorc déaþscua the dark death-shade hé æt wige gecrang (,) ealdres scyldig he fell in the fight, having forfeited his life þone dolsceaðan the rash ravager's wiht unhaélo that damned creature féond on hellewaes "féond on helle" = a fiend in hell, but the -waes part doesn't really belong here because that's part of the next sentence in Beowulf ðaér ábídan sceal (,) maga máne fáh (,) miclan dómes there he must await, the creature stained with crimes, the great judgement nó þý leng leofað (,) láðgetéona not the longer does he live, the hateful spoiler I think I've got them all but in case I missed one, most translations can be found by using this sentence in Google without the quotes: "site:https://www.heorot.dk InsertOldEnglishHere" EDIT: no idea why there's so many empty space in between the top text and the table, I can't edit it out either.
  33. 1 point
    Hello! We are Compulsion Games. We are an independent videogame developer based in Montreal, Canada. Our first game, Contrast, debuted in 2013 and told the story of a little girl and her imaginary friend. We are currently hard at work on our second game, We Happy Few, which is currently in Early Access on Steam and Game Preview on Xbox One. We work on creative, original, high-quality experiences and are financially independent. We are a boutique team of industry veterans, who trust and respect each other and love our craft. We are looking for a Generalist Programmer to come and work with us on We Happy Few, an award-winning, dystopian 1960s survival game about escaping from a delusional English society that is completely obsessed with happiness. We Happy Few is a blend of a procedurally generated systemic gameplay and a linear story with scripted elements. We are looking for someone who: - loves games, - can work directly with art, animation, and design teams to help in their realization, - can extend our story, and moment-to-moment systems and pipelines to help create a compelling game experience, - can work on code optimization to improve the game’s performance, - can participate as part of the design and tech team to evaluate and improve the game as a whole through constructive criticism and creative contributions, and - can work and share with other industry veterans who are passionate about their craft. The ideal person for the job would: - have a minimum of 3 years of industry experience working on PC or console games, - have a strong understanding of Unreal Engine 4, - play games regularly and understand the fundamentals of what makes them work, - be technically strong and willing to work closely with artists, designers and animators for this role, and - be looking to join a top-level and creative independent team. Provided you have at least 3 years of experience in console/PC development, we are flexible about experience level. It’s important to us to find the right person, not fit you in a box, so you could be very senior or an intermediate programmer. We like to encourage generalism, but if you are an experienced specialist with a broad background, we will also be happy to talk to you. This is a full time role at our studio in Montreal, Canada. Salary will be discussed based on experience. If that all sounds like you, then we would love you to come and work with us. Please send us an email at jobs@compulsiongames.com, including a CV and examples of recent work.
  34. 1 point
    Thanks everyone, this position has been filled. However, we are always on the lookout for new experienced team members even if we do not have positions currently available.
  35. 1 point
    Hello! We are Compulsion Games, an independent videogame developer based in Montreal, Canada. Our first game, Contrast, debuted in 2013 and told the story of a little girl and her imaginary friend. Our second, We Happy Few, is currently in Early Access on Steam and Game Preview on Xbox One. We are looking for an experienced Level Designer to come and work with us on We Happy Few, an award-winning, dystopian 1960s survival game about escaping from a delusional English society that is completely obsessed with happiness. In the context of the project, you must be able to quickly assimilate our existing narrative, design and features to generate compelling moment-to-moment experiences that marry the game's narrative with its core mechanics. You are at ease working with all disciplines in game development. The position of level designer includes but is not limited to: - Understanding and improving game systems and mechanics. - Evaluating and reviewing existing blueprints for stability, coherence and standardization. - Extending and enhancing, or designing from scratch, the moment to moment gameplay for procedurally generated or story-specific encounters/missions. - Participating as part of the design team to evaluate and improve the game as a whole through constructive criticism and creative contributions. Strong technical skills (working with Blue Prints and/or Scripting) - A good sense for layout, locomotion, player pacing and gameplay. - Be self-directed and self-motivated to learn on your own. - Creative minded; capable of designing narrative-rich experiences. The ideal person for the job would: - have a minimum of 3-5 years of industry experience working with the Unreal Engine, - have a strong understanding of UX design principles and practices, - play games regularly and understand the fundamentals of what makes them work, - enjoy and thrive at working with people in other disciplines, and - be looking to join a top-level and creative independent team. This is a full time role at our studio in Montreal, Canada. Salary will be discussed based on experience. If that all sounds like you, then we would love you to come and work with us. Please send us an email at jobs@compulsiongames.com, including a CV and examples of recent work.
  36. 1 point
    Thanks everyone, this position has been filled. However, we are always on the lookout for new experienced team members even if we do not have positions currently available.
  37. 1 point
    We are currently looking for a Senior Level Designer to join our team on our current project, We Happy Few. In this context, we are looking for someone to: ● understand and improve game systems and mechanics, ● evaluate and review existing blueprints for stability, coherence and standardization, ● extend and enhance, or design from scratch, the moment to moment gameplay for procedurally generated or story-specific encounters/missions, ● participate as part of the design team to evaluate and improve the game as a whole through constructive criticism and creative contributions, and ● assemble story, environment and gameplay mechanics into a well-paced, highly realized experience. We are specifically looking for someone who has: ● 10+ years of experience working in video games, ● 5+ years experience working in Unreal Engine 3 or 4, ● experience in procedural level design, ● experience working with and familiarity with the business realities of independent video game development studios, ● has been involved in large scale video game projects, ● can speak English or French, ● has a high school diploma, and ● has experience in production management. This is a paid, permanent, full time position based in our Montreal office. Salary is negotiable based on experience, but will be between the range of $60,000 and $90,000. Complementary health insurance is provided at 50% cost. If this interests you, please send a CV, including previous work experience and notable projects, to jobs@compulsiongames.com Compulsion Games Inc 1001 Rue Lenoir Studio A-329 Montréal, H4C2Z6 www.compulsiongames.com
  38. 1 point
    Hello! We are Compulsion Games, an independent videogame developer based in Montreal, Canada. Our first game, Contrast, debuted in 2013 and told the story of a little girl and her imaginary friend. Our second, We Happy Few, is currently in Early Access on Steam and Game Preview on Xbox One. We work on creative, high-quality experiences and are financially independent. We are a boutique team of industry veterans, who trust and respect each other and love our craft. We are looking for an Environment Artist to come and work with us on We Happy Few, an award-winning, dystopian 1960s survival game about escaping from a delusional English society that is completely obsessed with happiness. The environments of We Happy Few are stylized, while retaining high-production values. They tell meaningful stories about a location's history, and a sense of place. We are looking for an artist that combines strong technical skills with a rich understanding of cultural and artistic references. We are looking for someone who: - loves creating environment art, - has a superb portfolio, - is comfortable with the full range of 3D artist skills, including modelling, texturing, lighting, and composition, - has a commitment to creating high quality work and improving their workflow, and - is comfortable working closely with team members from other disciplines. Familiarity with Maya, Substance Painter, UVLayout, Quixel, ZBrush and/or Unreal is a plus. This is a full time role in which you would be working closely with the design and narrative teams at our studio in Montreal, Canada. Salary will be discussed based on experience. If that all sounds like you, then we would love you to come and work with us. Please send us an email at jobs@compulsiongames.com, including a CV and a portfolio of recent work.
  39. 1 point
    Hi everyone This is a new forum where, from time to time, we will be posting job opportunities here at Compulsion. We'd like to keep this fairly clean for potential applicants, so we have restricted posting/commenting in this forum. However, you are very welcome to ask questions over in the General forums For those of you who are new here, Compulsion is a ~20 person studio based in Montreal, Quebec, Canada. We are a studio that prizes creative work with a side of technical competence, and grow only when we find people who feel like the right fit for the team. If you are interested in any of the jobs posted, feel free to send us a question or two at jobs@compulsiongames.com! We also take spontaneous applications for jobs not posted here, although please keep in mind that we will not be able to reply to everything. Thanks!
  40. 0 points
    So I am not the only one who's game is fucking crashing?
  41. 0 points
    I've done the guitars on the wall and got to the point of of entering Nick's hideout however when the screen goes black I am still in the same room again I've tried an older save and I have the same issue I've done everything from getting killed by the bobbies to sleeping and travelling to different hatches and it's still the same issue goes black and I'm still in the same room and help.would be great it was a good game up until now my build no is v1.7.80097
  42. 0 points
    yeah Laura, fantastic advice, start a new game and count on luck for not getting glitch on main quest, awesome.
  43. 0 points
    It still crashing in Doctors HQ even after the new update on ps4 !!! I can't play 💔💔
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