Brianna Wu / John Walker Flynt - "Biggest Victim of Gamergate," Failed Game Developer, Failed Congressional Candidate

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"when I'm at my office" fucking lol

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What a convenient list of all the assets you stole for your game John, especially the work you stole from your vulnerable female employees before firing them.

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covered in their own shit and filth after being neglected for eight months = "You REALLY don't want to know"

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How many times is John going to use that same picture? Unless I see a new one I believe that dog died over a year ago.
 
I don't give a damn that you're quoting someone, John: never talk about looking at little girls ever again.

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How many times is John going to use that same picture? Unless I see a new one I believe that dog died over a year ago.
He might want to reveal the death of one of the dogs closer to the primary so he can fish for sympathy and donations, especially if it turns out gamergate alt-right trump supporters had a hand in its death.
 
What a convenient list of all the assets you stole for your game John, especially the work you stole from your vulnerable female employees before firing them.
game-jpg.735062

Brianna made levels? No, it can't be, it's happening again!

I thought we've reached the bottom of how fucking bad Rev60 is but whenever Wu opens his mouth I go "waaait" and discover that it's possible to go deeper.

Wu was "level designer", sure, I can buy that he was constructing a lot of that boring, primitive, bland and shapeless bullshit, just look at how bad this is:
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Ignoring the horror of the colors and characters everything is so boxy and angular, as if they were... BSP brushes! Those are fucking BSP brushes, Wu, you mong, they shouldn't be used for anything other than sketching out a rough shape of a level then removed and replaced with static meshes. Because BSP brushes are very slow and inefficient and Unreal Engine transitioned away from using them after UE2. No wonder the game had performance problems.

The not-as-unreal-experts at Epic puts it this way in their documentation.
Geometry Brushes are the most basic tool for level construction in Unreal. Conceptually, it is best to think of a Geometry Brush as filling in and carving out volumes of space in your level. Long ago, Geometry Brushes were used as the primary building block in level design. Now, however, that role has been passed on to Static Meshes, which are far more efficient. However, Geometry Brushes can still be useful in the early stages of a product for rapid prototyping of levels and objects, as well as for level construction by those who do not have access to 3D modeling tools. This document goes over the use of Geometry Brushes and how they can utilized in your levels.

That's why everything looks like it has been carved out with a bandsaw and and crudely mangled by boolean operations, just like in Quake or every older games that did the same. All this time I just thought it was really ugly and made by a moron with no taste.

I'm not sure of the performance impact but these geometry brushes vs static meshes could mean that tens of polygons in a geometry brush might take the same time to set up and render as a thousand polygons in a single static mesh. But I don't really know, I just get the impression that it might be a draw call issue relating to how geometry brushes are broken down, pure speculation. Draw calls could be thought of as a transaction fee, the cost to start the render of an object, a high transaction fee with a small purchase repeated many times is not good and it's the CPU that is fronting the cost, so while graphics performance might seem slow it is usually not because the GPU can't keep up, it might spend time idling, waiting for something to do.

It was always a mystery why Rev60 ran like shit despite looking like shit and this might be why.
(one of the bullet points of Vulkan and DX12 was getting rid of the draw call overhead to increase performance).

Another major drawback of this type of geometry is that texture mapping sucks and is really basic. These are promotional screenshots so expect less mismatched seams and improperly aligned textures, but there's still some showing, partially due to the texture artist being really bad but primitive UV mapping sure doesn't help.
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That geometry. Thief, Quake, Sin, Half-Life Deus Ex, they looked way better but it is very similar.
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The hole in the rafters, that's made with a subtractive brush, meaning that a shape is put in another shape and the shape of one is subtracted from the other, something that is much more inefficient than just constructing it from scratch to look that way because after the subtraction it will likely be made up of many more polygons than necessary and with these brushes that's really not good. Looking at the screenshots again I suppose that function was used a lot.
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This is the bottom though, Rev60 can't be anymore of a disaster, I can't think of anything else.

edit: full disclosure, it's been a long time since I had anything to do with graphics so my draw call shit might be wonky as hell.
 

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No, that's been a staple of the Wu repertoire for a while. It might even be true, one of her stories involves working there when Twilight Princess was launched which puts it during the year and a half or so that Wu lived in Colorado with her aunt. It's entirely possible she worked there as a seasonal employee. She's also been linked with a Colorado print shop doing layout work, so basically that year or so was the only time in Wu's entire life when she actually worked rather than scrounging off daddy or Frank.

(It is a lie that Wu had student loans, or she'd still be paying them off now.)
How could John have paid off his loans when Gamestop wouldn't even give him his paycheck?
 
If you study all the Rev60 materials out there on the net, you'll really come to wonder just what exactly it was Wu did on the game.

Coding - Maria Enderton
Animation - Amanda Warner
Large scale geometry and vehicles - Frank did them in a CAD package.
Character models sculpting and rigging - outsourced to contractors.
Snow leopard textures - Frank again.

BriBri's contribution seems to have been mostly limited to texturing the level geometry and the SocCon girls, stringing the levels together in unreal, placing lighting and scouring the net for royalty free music and sound effects to jam in.

She tried to pretend she was busy for those 4-5 years Rev60 was in development with "business" type stuff, but everything she arranged either fell through or was pretty much bullshit to begin with. Frank actually did more to ship Rev60 than BriBri did, and he had a full time job.
 
Brianna made levels? No, it can't be, it's happening again!

I thought we've reached the bottom of how fucking bad Rev60 is but whenever Wu opens his mouth I go "waaait" and discover that it's possible to go deeper.

Wu was "level designer", sure, I can buy that he was constructing a lot of that boring, primitive, bland and shapeless bullshit, just look at how bad this is:
View attachment 735298
View attachment 735302

Ignoring the horror of the colors and characters everything is so boxy and angular, as if they were... BSP brushes! Those are fucking BSP brushes, Wu, you mong, they shouldn't be used for anything other than sketching out a rough shape of a level then removed and replaced with static meshes. Because BSP brushes are very slow and inefficient and Unreal Engine transitioned away from using them after UE2. No wonder the game had performance problems.

The not-as-unreal-experts at Epic puts it this way in their documentation.


That's why everything looks like it has been carved out with a bandsaw and and crudely mangled by boolean operations, just like in Quake or every older games that did the same. All this time I just thought it was really ugly and made by a moron with no taste.

I'm not sure of the performance impact but these geometry brushes vs static meshes could mean that tens of polygons in a geometry brush might take the same time to set up and render as a thousand polygons in a single static mesh. But I don't really know, I just get the impression that it might be a draw call issue relating to how geometry brushes are broken down, pure speculation. Draw calls could be thought of as a transaction fee, the cost to start the render of an object, a high transaction fee with a small purchase repeated many times is not good and it's the CPU that is fronting the cost, so while graphics performance might seem slow it is usually not because the GPU can't keep up, it might spend time idling, waiting for something to do.

It was always a mystery why Rev60 ran like shit despite looking like shit and this might be why.
(one of the bullet points of Vulkan and DX12 was getting rid of the draw call overhead to increase performance).

Another major drawback of this type of geometry is that texture mapping sucks and is really basic. These are promotional screenshots so expect less mismatched seams and improperly aligned textures, but there's still some showing, partially due to the texture artist being really bad but primitive UV mapping sure doesn't help.
View attachment 735338

That geometry. Thief, Quake, Sin, Half-Life Deus Ex, they looked way better but it is very similar.
View attachment 735300


The hole in the rafters, that's made with a subtractive brush, meaning that a shape is put in another shape and the shape of one is subtracted from the other, something that is much more inefficient than just constructing it from scratch to look that way because after the subtraction it will likely be made up of many more polygons than necessary and with these brushes that's really not good. Looking at the screenshots again I suppose that function was used a lot.
View attachment 735303

This is the bottom though, Rev60 can't be anymore of a disaster, I can't think of anything else.

edit: full disclosure, it's been a long time since I had anything to do with graphics so my draw call shit might be wonky as hell.
It will never not be amusing just how impossibly proportioned those bratz dolls in the game are. Like the worst parts of a Barbie and porn mashed together - the ridiculous tits, wasp waists, legs far longer than they ever should've been and insane back curves straight out of titty mag centrefolds. Meanwhile Wu spouts shit on Twitter about sexism in gaming and how bad it is for women.

Never change, you hilarious freak.
 
This game ages like a sour milk on a frying pan. When I first saw it, I though "it's a generic shovel ware, I couldn't do anything better probably, but if I did, I'd be smart enough to not publish it" every time @Smaug's Smokey Hole mansplains to me I get closer and closer to the revelation that if I had what Wu had (team, no material worries like bills, a 200k-300k to burn) it would be actually impossible to do as bad of a job out of it.
 
I do so love seeing the High Priests of Woke pass judgement from the thrones of Social Justice Heaven.

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Can't be worse than the dogshit that you and your gender-bender buttbuddies in comics are already producing.

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Maybe his parents refused to pay the cleaning bill of his dorm where his little dog might have pissed time and time again. I can't see Wu cleaning up after himself, at least not doing a good job of it and minimal work at minimum wage for a couple of months might cover that expense.

He's never mentioned what happened to that dog or even the dog itself. Assuming he got it in college it should have outlived those 10 years and into his transition, if it died prematurely from something, accident or illness, I'm sure he would have milked the tragedy at some point and flaunted his expertise in canine renal failure after hearing a vet explain it to him.
Was it just discarded when he moved or did it die in the alpha version of Wu's doggy prison?

Chances are she accidentally murdered the dog in an embarrassing way. She’s the type to give a dog chocolate even though most five year olds know that’s bad.
 
This game ages like a sour tard cum on a frying pan. When I first saw it, I though "it's a generic shovel ware, I couldn't do anything better probably, but if I did, I'd be smart enough to not publish it" every time @Smaug's Smokey Hole mansplains to me I get closer and closer to the revelation that if I had what Wu had (team, no material worries like bills, a 200k-300k to burn) it would be actually impossible to do as bad of a job out of it.
Well, for one, you probably wouldn't pass over a bunch of experienced, qualified workers for the sake of indulging your fetish like John did.
 
Any campaign finance nerds on here know anything about the $21,600 that Lynch paid to the U.S. Treasury for what appears to be some kind of FEC fine? Link here, it's the last line item.

It's a very substantial amount, but I can't seem to find any cases on the FEC website about it. Weird.

MUR 7472 is here:
https://www.fec.gov/data/legal/matter-under-review/7472/
The details are in here: https://www.fec.gov/files/legal/murs/7472/19044456082.pdf

A donor was found to have funneled contributions to various Massachusetts Democrats using his employees to circumvent the donation limits. Now the campaigns have to return the over-limit funds.
 
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