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Harvey Smith

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Games Industry

"We chose the worst time in history" – Harvey Smith on starting his own studio after Arkane

Former Arkane Studios director Harvey Smith has co-founded a new studio called Black Pony Immersive with Ben Horne, aiming to create immersive sim games. Smith acknowledges the challenging timing for starting a new studio due to the current game business landscape but expresses a desire to build games their way, focusing on player-driven experiences and creative tools. The studio has already reunited several former Arkane colleagues and is working on its first project.

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Rock Paper Shotgun

"Through the looking glass": as Arkane fight for their future, Dishonored veteran Harvey Smith reveals new studio dedicated to immersive sims

Harvey Smith, a veteran developer from Arkane Studios, has announced the formation of Black Pony Immersive, a new studio focused on creating imaginative first-person action RPGs and immersive sims. The studio, which includes other former Arkane developers, aims to build single-player games that reward player creativity and exploration. This announcement comes during a period of industry volatility, with Microsoft having recently closed Arkane Austin and currently negotiating the future of Arkane Lyon.

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PC Gamer

How much RAM do you need for an 'ultimate gaming machine?' July in PC Gamer 10, 20, and 30 years ago

This article looks back at past issues of PC Gamer magazine from July 1996, 2006, and 2016, highlighting discussions on RAM, PC hardware, and notable game releases and previews. It contrasts the hardware recommendations of the past with current standards and reflects on the evolution of gaming technology, including the rise and fall of VR excitement and the challenges of launching new multiplayer FPS titles.

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Eurogamer

The Descent - how game devs learned to love ladders

This article explores the complex history and design considerations of ladders in video games, from early problematic implementations to modern, nuanced approaches. Developers like Arkane Austin and Hideo Kojima have experimented with ladders as both gameplay mechanics and narrative tools, highlighting how even simple elements can significantly impact player experience and game design.

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PC Gamer

Dishonored dev defends loading screens: 'I actually have a soft spot for all that'

Arkane Studios co-creative director Harvey Smith defended the use of loading screens in Dishonored, expressing a fondness for the breaks between areas and the ability to display world-building tips. He noted that ideas from the original game, such as a character needing to retrieve a marked hand, were re-contextualized in Dishonored 2. The discussion occurred during a developer playthrough stream of the 'Lady Boyle's Last Party' mission.

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Tech Radar

Arkane devs say the studio almost made Thief 4 and a Blade Runner game before it made Dishonored — 'We were both so excited. Blade Runner and Thief, two of our favourite things of all time'

Arkane Studios co-directors Raphael Colantonio and Harvey Smith revealed that the studio almost developed games based on Blade Runner and the Thief franchise before creating Dishonored. Bethesda had pitched both projects, and Arkane developed pitches for each, with the Thief 4 concepts eventually forming the basis for Dishonored.

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Rock Paper Shotgun

"It felt like we had needed couples therapy": Dishonored devs Arkane making Thief or Blade Runner games sounds ace, but might have sparked a creative director scrap

Arkane Studios co-directors Raphael Colantonio and Harvey Smith discussed the development of Dishonored, which combined their initial concepts for Thief 4 and a Blade Runner game. The directors revealed that the process of deciding which project to pursue led to creative friction, likening the experience to needing couples therapy. Ultimately, Bethesda Softworks merged their ideas to create Dishonored.

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PC Gamer

Before Dishonored, Arkane was tapped to make Thief 4, and my heart weeps for what might have been: 'We had an…

Arkane Studios co-directors Raphael Colantonio and Harvey Smith revealed that Bethesda initially approached the studio to develop Thief 4 or a Blade Runner game before Dishonored. While both directors were passionate about the franchises, neither project materialized, leading Arkane to develop Dishonored instead. The studio was later acquired by ZeniMax Media.

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Eurogamer

Dishonored dev Arkane Studios nearly made Thief 4 and a Blade Runner game

Former Arkane Studios co-directors Raphael Colantonio and Harvey Smith revealed that the studio was nearly tasked with developing Thief 4 or a Blade Runner game before creating Dishonored. Bethesda had approached Arkane with the propositions, and the developers expressed strong interest in both franchises. Ultimately, Bethesda allowed Arkane to proceed with their original project, which became Dishonored.

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Retro Gamer

Dishonored co-creators were working on Thief 4 and a Bladerunner game before Bethesda let them make an imsim classic

Dishonored co-creators Raphael Colantonio and Harvey Smith revealed that Arkane Studios was initially slated to develop Thief 4 and a new Blade Runner game before Bethesda greenlit their original immersive sim. Both Colantonio and Smith expressed strong interest in these projects, which ultimately fell through, leading to the development of Dishonored.

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PC GamesN

Arkane's Dishonored always felt like a secret Thief sequel, and that's because it started life as one

Dishonored originally began development as Thief 4 before publisher Bethesda offered Arkane the choice between that franchise or Blade Runner. Directors Raphaël Colantonio and Harvey Smith discuss the project's evolution into Dishonored and their experiences co-directing the game.

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PC Gamer

Revisiting Redfall after its final update reveals the ghost of the game it wanted to be

This article revisits Redfall following its final update, version 1.4, which introduced a 'Community Standing' system and addressed numerous bugs and AI issues. While the update improves the game's engagement with its world and offers some new abilities, it ultimately highlights the potential of what Redfall could have been, rather than salvaging its core issues as a shooter. The author suggests that with continued support for Arkane Austin, the game might have achieved a level of quality that could have spared the studio from closure.

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PC Gamer

Deus Ex: Invisible War wasn't what it should have been because the studio moved to an engine that was really built for Thief: 'A super-boneheaded call, very bad decision… it really tanked development'

Former Ion Storm director Harvey Smith discusses the development challenges of Deus Ex: Invisible War, citing the decision to move the studio to an engine built for Thief: Deadly Shadows as a major setback. Pressure from Eidos to make the game a console title for the original Xbox also exacerbated technical issues, leading to a product that fell short of the original Deus Ex's ambition and disappointed fans.

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PC Gamer

The devs on Deus Ex: Invisible War knew its most-hated part was a 'terrible idea,' and they give the director…

Developer Harvey Smith discusses the universally disliked universal ammo system in Deus Ex: Invisible War, admitting it was a 'terrible idea' that stemmed from a flawed attempt to incorporate nanotechnology. Despite this and other criticisms, Smith defends the game's core immersive sim elements and expresses his ability to now discuss the title openly.

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