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How to plan and execute a successful showing of your game - Link Thu, 22 Oct 2015 07:00:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs How to plan and execute a successful tradeshow by Catharina Bhler on 102115 012300 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Originally posted on the Shadow Puppeteer development blog. Over the 5 years Sarepta has been making games wersquove attended quite a few conferences and trade shows. Everything from GDC in San Francisco to Nordic Game Conference in Malmo. Each event is a little different and it can be difficult to know what to expect if yoursquove never been to one before. We have been to a few events September 24th ndash 27th we went to Birmingham and attended EGX. At EGX UKrsquos biggest video games event visitors can find the most anticipated console and PC games. The event also offers presentations by game designers from world renowned studios areas dedicated to esports the opportunity to meet and chat with game creators and loads more. We were attending as one of the ldquoNindierdquo developers invited by Nintendo showing off Shadow Puppeteer on Wii U. Nintendo provided hardware a booth and helpful volunteers who manned the area. The place was packed with people wanting to try out the newest games and talented developers that wanted to show off their products. There was much excitement ndash Press to see video EGX was one of the best trade shows that we have attended mainly because of Nintendorsquos setup and the help of our amazing producers Snow Cannon Games. We also see that our own planning process is key to having a great event. Going to a trade show is so much more than showing up with a game and a hopeful heart. We want to share with you our experience and give you some advice for attending and pulling off a successful trade show. They do not only require effort from you during the event but also before and after so we have set up a little time-based plan for when you should start working and when you can finally stop Pay attention Before the event 3-5 months before Yes there are actually things to think about this long before a trade show if you want to really get everything you can from it so make sure you know what you want to go to and plan well. Much joy 1-2 months before 1-2 weeks before I approve of this demo Your design doesnrsquot have to be expensive or fancy there are several options for ldquolow bugetrdquo and ldquodo it yourselfrdquo ndash solutions. Paper cutouts of your characters and taking pictures is one idea Nintendo attended EGX with a large booth for Super Mario Maker. We were asked to create a level to show off here and decided to go for something inspired by our game Shadow Puppeteer. It is great fun and highly reccomended. Every chance to have fun and let others have fun with your game ndash Social mediacontests where people can win stuff swag your game etc. ndash Stunts to get people to write about you your game. ndash Team up with other developers on site to cross promote and have fun ndash If you have equipment you canrsquot bring back with you make it a prize for something During the event Because people are fun And rest you will need it Make new friends 2500 badges buttons gone in three days Interviews can happen And donrsquot forget that cross-promotion Because tradeshow people are really nice and fun to be around ldquoWe ldquotook the stagerdquo and participated in an all-nindie Splatoon-tournamentrdquo After the event There is a lot to think about and a lot of preparations that can be done but you should enjoy the experience and not let it stress you out too much. Leaving the safety of your office and travelling into the unknown masses is one of the things that makes this fun and exciting. We had a great time at EGX meeting up with writers developers distributors chasing down press and visitors. Talking with our fans and potential fans learning a lot and getting to know some great people. Some people are even greater than others These were our insights from EGX. We hope they can help you out. Please leave a comments or questions if you have any. Wersquod love to hear about your own experiences with trade shows too Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs 256945 blog blogsCatharinaBhler20151021256945How_to_plan_and_execute_a_successful_tradeshow.php 1003805 36144483 Loading Comments

Server Software Engineer Visual Concepts Entertainment - Link 2015-10-23

Youre rare. Never satisfied with anything less than coding perfection you are constantly looking for ways to out-scale outperform and outclass the current best standards of excellence. There is never a moment when you are not visualizing complicated software systems and looking for ways to make them better simpler and faster. Scalable Check. Reliable Check. Redundant Check. Bugs Nope. Not on your watch. You are a stickler for incredible detail and when you write code youre creating a masterpiece and youre not satisfied with anything less. You know that there is nothing more amazing than designing and writing code that solves cool problems for millions of users on powerful computers across multiple data centers and does so with grace and ease. Why write code that runs on one system when it can run on a thousand This is not an IT role. Youre not a technician. Youre not a database administrator. Youre a software engineer. And you bring a proven deep understanding of software architecture and computer programming to the task at handle of designing implementing optimizing and perfecting software running in C and Python for massively-multiplayer online features and functionality in some of the best videogames on the planet. Requirements - Minimum BS in Computer Science or equivalent experience - Minimum 3-5 years of experience writing server backend code - Fluent CC and understanding of object-oriented programming - Fluent in Python PHP Perl or Ruby with an emphasis on Python - Deep understanding of distributed and scalable systems - Experience with multithreaded programming - Experience writing code for security and virtual currency transactions a plus - Experience optimizing database connections and queries a plus - Experience with online gaming architecture a plus - SQL database experience a plus MySQL Microsoft SQL Server or other - PS4 PS3 Xbox One or Xbox 360 development experience a plus About Visual Concepts A pioneer in video games across multiple generations and the creator of some of the top-rated video game franchises including 2K Sports and the NBA 2K series Visual Concepts is widely regarded as one of the worlds top studios. A subsidiary of Take-Two Interactive Software Inc. TTWO Visual Concepts continues to innovate in gameplay creativity and technology. With studios in Marin County California Shanghai China and Seoul South Korea Visual Concepts is a culture of excellence and passion for building amazing products year after year and offers top candidates the opportunity to learn and grow with some of the smartest and most creative minds in the industry. www.vcentertainment.com.ltimg srchttpfeeds.feedburner.comrGamasutraJobs48foR4tsw1iE

Senior Game Engineer Sega Networks Inc. - Link 2015-10-22

Three Rings one of SEGAs premiere studios is hiring a Senior Game Engineer in their San Francisco CA location to support in-development titles. Were looking for developers with a full stack background developing clientserver based games who want to join a fun team of bright engineers who get stuff done. Ideal candidates will be equally comfortable discussing scene graphs matchmaking algorithms scaling high-traffic server applications and optimizing database queries with a team of passionate peers. Candidates should enjoy a self-directed environment that gives you room to apply your expertise and make an impact. Resposibilities Build amazing games Be passionate take pride in your work and have a sense of ownership. Contribute in game design and architectural discussions - and be responsible for various parts of a project. Work in a collaborative and open setting with experts in all aspects of a games life cycle. Qualifications 1 year of mobile development experience including shipping at least one app or game. 5 years experience working with object-oriented languages. C and Java preferred but not required. High familiarity with Unix environments and SQL MySQL Postrgres. Experience with version control systems preferably Git and SVN. Knowledge of good software engineering practices and a willingness to learn. The ability to work in a team environment. Bonus if You Have A broad understanding of major game systems- graphics physics etc. Experience with the Unity game engine. A basic understanding of clientserver systems and Unix environments. Familiarity with agile processes particularly Scrum. We offer Competitive Salaries and Bonus Plans Complete MedicalDentalVisionFSA Relocation Assistance Company trips and parties we like funltimg srchttpfeeds.feedburner.comrGamasutraJobs45n3EaMNUfb8

Unity Engineer Backflip Studios - Link 2015-10-22

We are looking for smart creative engineers with programming and game design talent. You will use the Unity3D engine to create fun new games for iPhone iPad and Android devices. You will have a lot of input into the design and visual aspects of the game as well as coding core algorithms and gameplay features. Requirements - CS fundamentals and solid understanding of low level concepts - Software Architecture and design expertise - Strong background in C. Background in C is a plus - Expert level understanding of Unity3D - At least 4 years professional software development experience - Previous iPhone development experience andor game development experience - Ability to work fast quickly get up to speed with existing code and learn new concepts easily - Desire to create fun games - Eligible to work in the U.S.ltimg srchttpfeeds.feedburner.comrGamasutraJobs48H67mYKi1ko

Sr. Technical Artist Amazon - Link 2015-10-22

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones that redefine the boundaries of player experience and that change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. We believe in a future of immersive highly engaging game experiences that will collectively cut across age gender and nationality. You share our belief and are among the top few technical elite in the world. Amazon Game Studios is looking to take risks and invent We want people that are driven to make the best games in the industry. In this role you will work closely with the Technical Art Lead enabling artists to execute high quality assets by adhering to the high visual standards and vision set by the Art Director and graphics engineering team. The perfect candidate will be a relentless creative problem solver a hardworking self-motivated team player able to work across multiple disciplines and potentially lead a small tech art team. You will be proficient at scripting and automating applications such as Maya or 3DSMax comfortable troubleshooting and inventing within game engines. You will have a proven track record of building and guiding talented artists and a desire to implement new production methods to deliver a high visual quality that delights customers. If the opportunity to help create Amazons next big hit is the challenge you have been looking for we want to hear from you Qualifications Implement new techniques and tools that increase art quality and efficiency. Proactively identify and solve problems before they affect the development team. Portfolio demonstrates tech art experience in several of the following characters rendering visual effects or environments. Experience troubleshooting workflow issues and scripting Version Control systems such as Git SVN or Perforce A minimum of 6 -10 years of experience with high-end game engines. Experience leading and mentoring a team of technical artists and providing direction. Shipped at least 1 AAA title in a Lead role. Work with multiple team disciplines on optimization tasks and help create the best processes for future development. Communicate solutions to art design and programming teams including documentation and training others increasing the teams skills through mentorship of skills process and artistic techniques. Preferred Qualifications Work closely with art director and leads to drive and evangelize the artistic vision of the game. Exceptional understanding of next generation asset creation pipelines tools software and customization systems. Expert knowledge of working with shaders and normalspecdiffuse maps to get the best look within game engine technical limitsconstraints. Able to troubleshoot and fix complex workflow issues in artist software version control systems and game engines. Examples of inventing new techniques or processes. Passion for making and playing great games with an awareness of current titles and industry trendsltimg srchttpfeeds.feedburner.comrGamasutraJobs4mNKfW9abnH4

Sr. Software Development Engineer - AI Programmer Amazon - Link 2015-10-22

At Amazon our goal is to create great PC games. We believe in ground-breaking games that can redefine the boundaries of player experience and change the way the world sees digital entertainment. Games have the power to connect people at a massive scale and creating these experiences will produce some of the futures most influential voices in media and art. We seek the best game developers in the world to join our team and become the architects of this vision. Join us and youll have the power of Twitch AWS and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Portal Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza and Bioshock. Amazon Game Studios is looking for a Senior AI Development Engineer with extensive development experience and strong software engineering skills. The ideal candidate is a natural problem solver with a passion for gaming enjoys working with artists and game designers enjoys finishing projects and obsesses about the quality of the game constantly. This is a senior role working hand-in-hand with the engineering manager and other key team members to drive architecture and technology choices that enable a world-class game. As our AI expert you will have the opportunity to take ownership of designing developing and deploying major new AI featuressystems end-to-end. Your first priority is being a champion for the gamer Building games that thrill and entertain our players and constantly create new ways to delight customers. Qualifications Bachelors degree in Computer Science or Computer Engineering or equivalent experience. 7 years of professional software engineering experience in AI working on multi-discipline teams. At least one released game on which you were a primary contributor. Self-published titles are acceptable. Strong Computer Science fundamentals in object-oriented design algorithms and data structures. Advanced software engineering skills including the ability to write expert-level maintainable and robust code in a popular object oriented language like C C or Java. Preferred Qualifications 7 years of game development experience with multiple shipped titles. PC or console development preferred. Has contributed source code changes to an in-house or third-party game engine. Is able to work with constantly changing requirements and produces software that is adaptable to changing conditions. Experience working on large-scale commercial online game services. Experience working in AgileScrum. Excellent communication skills and ability to work effectively on shared projects with designers artists testers and other developers.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4FJJ82QsU4nE

Lead Game Programmer Amazon Games Amazon - Link 2015-10-22

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones that redefine the boundaries of player experience and that change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. We believe in a future of immersive highly engaging game experiences that will collectively cut across age gender and nationality. You share our belief and are among the top few technical elite in the world. Amazon Game Studios is looking to take risks and invent We want people that are driven to make the best games in the industry. You are a veteran game programmer with broad game development experience and world-class software engineering skills. Your leadership has been a critical component of the success of your past projects. You enjoy iterating with artists and game designers to break down technology barriers and deliver experiences that delight customers. Youre a natural problem solver with a passion for games. You lead by example and make everyone around you better. The Role Lead a team of engineers responsible for gameplay and other aspects of a high-end PC game title. Develop project plans and commitments for yourself and your team then deliver consistently against those commitments. Coach your team members and grow their capabilities over time. Drive the architecture and technology choices that enable a world-class user experience. Hire world-class game developers and retain them. As an individual contributor design develop and deploy significant new game features. Be a champion for the user Insist on the highest standards and create engaging features that delight customers. Qualifications 6 years of game development experience on medium to large sized teams with at least 1 shipped title. 10 years of professional software development experience with multiple completed product cycles. Strong Computer Science fundamentals in object-oriented design algorithms and data structures. Advanced software engineering skills including the ability to write expert-level maintainable and robust code in C. Experience leading a team of engineers to deliver a combined result Good communication skills and ability to work effectively on shared projects with designers artists testers and other developers. Preferred Qualifications Hiring and performance management experience Experience improving extending and debugging large complex 3D game engines Specialized skills in a particular area of game development e.g. AI physics graphics animation networking Facility with additional languages lua C Java Experience building high-fidelity latency-tolerant real-time synchronous multiplayer gameplay Multiple shipped AAA console or PC titlesltimg srchttpfeeds.feedburner.comrGamasutraJobs4k3_02xdXBzk

Sr. Animation Programmer Amazon Games Amazon - Link 2015-10-22

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones that redefine the boundaries of player experience and that change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. We believe in a future of immersive highly engaging game experiences that will collectively cut across age gender and nationality. You share our belief and are among the top few technical elite in the world. Amazon Game Studios is looking to take risks and invent We want people that are driven to make the best games in the industry. You are a veteran game programmer with deep experience building character animation and combat systems. Your contributions have been a critical component of the success of your past projects. You enjoy iterating with artists and game designers to break down technology barriers and deliver experiences that delight customers. Youre a natural problem solver with a passion for games. You lead by example and make everyone around you better. The Role Be responsible for designing and developing character animation and gameplay systems. Ensure features exceed the needs of designers artists other engineers and most importantly the player. Own broad game feature areas end-to-end. Assist in developing project plans and commitments then deliver consistently against those commitments. Relentlessly pursue great customer experience across all aspects of the product. Qualifications You possess these basic qualifications 5 years of game development experience on medium to large sized teams with at least 1 shipped title. 8 years of professional software development experience with multiple completed product cycles. Responsibility for core character animation and combat systems on at least 1 shipped title. Strong Computer Science fundamentals in object-oriented design algorithms and data structures. Advanced software engineering skills including the ability to write expert-level maintainable and robust code in C. Good communication skills and ability to work effectively on shared projects with designers artists testers and other developers. Preferred Qualifications You possess many of these preferred qualifications Multiple shipped titles including AAA console or PC titles Facility with additional languages lua C Java Experience building high-fidelity latency-tolerant real-time synchronous multiplayer gameplayltimg srchttpfeeds.feedburner.comrGamasutraJobs4JjZiiiZ7rSQ

Technical Animator Amazon - Link 2015-10-22

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones that redefine the boundaries of player experience and that change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. We believe in a future of immersive highly engaging game experiences that will collectively cut across age gender and nationality. You share our belief and are among the top few technical elite in the world. Amazon Game Studios is looking to take risks and invent We want people that are driven to make the best games in the industry. In this role as Technical Animator will be responsible for developing and maintaining animation systems rigging pipelines and processes used by the animation. You will work closely with the Technical Art Lead enabling artists to execute high quality assets by adhering to the high visual standards and vision set by the Art Director and character animation team. The perfect candidate will be a relentless creative problem solver a hardworking self-motivated team player. You will be proficient at scripting and automating applications such as Maya or 3DSMax comfortable troubleshooting and inventing within game engines. You will have a proven track record of building tools and guiding talented artists in their use. If the opportunity to help create Amazons next big hit is the challenge you have been looking for we want to hear from you Qualifications Work close with animation and character teams team to assist in implementation of new techniques and tools that increase art quality and efficiency. Work with the animation team to define create and maintain the animation pipeline. Design and support complex character facial and weapon rigs in Maya. Own the skinning process for a variety of characters garments and gear. Support and improve the integration of animation assets from Maya to game engine. Able to learn all required features and functions of the animation system editor and tools. Able to identify and solve problems before they affect the development team. Able to follow direction and react to critiques in a timely manner Good communications and organizational skills. Able to work in cross discipline teams of art design and programming - to document and explain their work clearly and concisely Preferred Qualifications A minimum of 3 years of experience with high-end game engines. Portfolio demonstrates technical animation experience in several of the following rigging facial rigs skinning mocap node graphs animation trees similar engine editors and 3rd party animation technologies. Experience troubleshooting workflow issues and scripting Version Control systems such as Git SVN or Perforce Solid knowledge of next generation asset creation pipelines tools software and customization systems. Solid familiarity with MaxScript MEL Python or other scripting languages. Able to troubleshoot and fix complex workflow issues in artist software version control systems and game engines. Proven capability at inventing new techniques or processes. Proven ability to learn new tools and techniques. Able to accurately estimate the time to complete individual tasks. Have shipped AAA PC or console titles in a similar position. Passion for making and playing great games with an awareness of current titles and industry trends. Pluses Being an avid gamer Skill in one or more related disciplines illustration animation visual effects or technical art Proven ability to mentor and share knowledge effectively.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4lwktMd6ehrs

Senior Level Designer Amazon Game Studios Amazon - Link 2015-10-22

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones redefine the boundaries of player experience and change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to help shape the future of games. Youll work alongside talented industry veterans including key contributors from titles like Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Shadow of Mordor Guild Wars The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. Amazon Game Studios is looking to take risks and invent We believe in creating immersive highly-engaging game experiences that cut across age gender and nationality. As a passionate member of the worlds technical elite you share our belief in making the best games in the industry. Amazon Game Studios is looking for an exceptionally skilled and enthusiastic Senior Level Designer. In this role you must own the quality and goals of our Level team while creating the worlds and game situations for players to enjoy. You will be responsible for designing grey-box maps as well as scripting engaging scenarios and systems for a third-person competitive melee-action game. The ideal candidate will have a thorough knowledge of game design theory and tools pipelines possess strong leadership skills production-sensibilities and the talent to produce and implement the highest quality work. You should be able to work independently and be comfortable with taking direction and critique on your designs. Youll be sharing your hard-earned knowledge while working within a highly collaborative multidisciplinary team of designers artists and programmers as you continue to develop your skill set by learning from your teammates. Responsibilities Work closely with the Creative Director and leads on delivering to design specifications. Design build and script levels for an exciting and innovative new project. Work directly with Environment Artists to create functional fun and visually compelling worlds. Collaborate closely with art animation programming FX and sound team members to achieve a top-of-class immersive experience. Work with all departments on the scheduling and integration of the Game Design as well as game feature development goals and execution. Collaborate with Creative Director and fellow designers on meta-game systems and AI. Generate documentation to clearly communicate ideas and goals to team. Spearhead and deliver work on time within a schedule. Develop data-gathering methods for game balancing and tuning through focus testing then implement changes based on the data. Qualifications 5 years of experience designing and building levels for video games. Must have shipped at least 1 AAA title as level designer. Direct experience making balancing and pacing levels. Strong methodology and problem solving ability with focus on creative and fun gameplay. Deep understanding of the competitive multiplayer game landscape. Proven experience in a professional game production pipeline. Very comfortable working in game editors and understanding enginegame constraints and opportunities. A portfolio with samples of your work. Preferred Qualifications Have shipped multiple titles. Must have the ability to take constructive criticism and maintain a professional attitude. Independently self-motivated team player with excellent communication skills. Knowledge of Maya 3D Max Photoshop Zbrush and other 2D3D applications. Experience with AAA Game Engines such as Source Unreal or CryEngine. Familiarity with programming and scripting languages such as C C Lua or Javascript.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4Ol6zPEUYVCs

Lead Character Modeler Telltale Games - Link 2015-10-22

Responsibilities Create appealing characters for Telltale games while working with the Art Director Concept Artists Designers Riggers and Animators to balance quality and game performance. Model UV and texture polygonal game characters accurately from provided concept art while keeping the appeal and the essence of the concept. Maintain the consistency of the art style for all characters for project assigned. Model and Texture in a variety of styles. Follow art directions and Telltale technical requirements. Organize represent and communicate on all elements of the Character Modeling creation process and pipeline for project assigned. Oversee and mentor other Character Modelers on the team in terms of model appeal best topology practices technical aspects of the proprietary tool etc. Establish character pipelines and help drive Character Modeling forward in the studio. Manage outsourcing communication and assets with various outsource vendors. Essential Skills Minimum of 5 years of work experience as a Character Modeler or similar role and at least 1 shipped title as a Lead Character Modeler. Proven experience with creating both realistic as well as stylized character models. Strong understanding of human anatomy a must. Proven ability to create excellent looking textures in a variety of styles both from reference and painting from scratch. Proper and imaginative use of materials and shaders. Required understanding of how rigging and animation impact character creation with regards to spans and geometry topology. Ability to assess and implement clean efficient geometry for maximum performance in the engine. Expertise in Maya ZBrush and Photoshop other packages are also encouraged. Self-driven excellent verbal and written communication team player. Experience working and directing outsourcing as well as mentoring junior team members Strong drawing and painting skills are essential. Please submit a link to a demo reelwork samples with your application in order to be considered for this position stills are favored over video reels. Candidates must be legally authorized to work and accept new employment in the U.S. Telltale Games is an Equal Opportunity Employer and ADA compliant. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4J25_byiLHAI

DevOps Engineer PLAYSTUDIOS - Link 2015-10-22

Job Description Were looking for DevOps Engineers to configure new environments launch new games and maintain live products. Candidates must be self-motivated team players who thrive in a fast-paced dynamic environment. If youre a smart creative ambitious engineer committed to building stellar products we want to talk to you. This is an exciting opportunity to join a world-class team and bring our games to even more fans worldwide. Responsibilities Support a regular cadence of updates and hotfixes for multiple products across game platforms Set up new Microsoft IIS game backend environments Optimize our build process and develop backend automation tools Poll services and infrastructure to assess health and alert on KPI metrics Troubleshoot infrastructure to identify and resolve issues Document and communicate releases Work with DevOps team to release high quality products on schedule Requirements Experience managing the development lifecycle of products with regular updates Thorough understanding of HTTP server technologies and RESTJSON interfaces Experience supporting Microsoft IIS service stack of services including MSDeploy Experience in setting up and maintaining Microsoft IIS Hyper-V farms Python and BashPowerShell experience Experience setting up and maintaining Hyper-V instance farms Systems administration experience Ability to collaborate with QA to support standardized release process Experience with Mercurial Microsoft TFS Perforce or other RCS Excellent communication and organizational skills BS or MS in Computer Science Information Science IT or similar About PLAYSTUDIOS PLAYSTUDIOS is a developer of engaging casual games for the worlds largest social and mobile platforms. Founded by a team of experienced gaming and technology entrepreneurs PLAYSTUDIOs free-to-play application myVEGAS combines the best elements of popular social games with established gambling mechanics. Players enjoy an ever-growing collection of slot and table games and the opportunity to earn an unprecedented selection of valuable real-world rewards.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4ZmwJ51r_5MA

Database Engineer PLAYSTUDIOS - Link 2015-10-22

Job Description Were looking for Database Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced dynamic environment. If youre a smart creative ambitious programmer committed to building stellar products we want to talk to you. This is an exciting opportunity to join a world-class team and bring our games to even more fans worldwide. Responsibilities Develop new database code and improve existing code Design and implement relational database models Optimize database performance and automate operational tasks Collaborate with game server engineers to build production software Requirements BS in Computer Science or similar 5 years experience working on RDBMS Knowledge of Microsoft SQL Server 2012 Suite Expertise in relational database concepts and set based theory Create and maintain Stored Procedures Views UDFs CTEs and Distributed Transactions Expert knowledge in T-SQL query writing optimization and tuning Very strong knowledge in Backups ampamp Restores Indexing Compression Fantastic debugging skills and ability to resolve bottle necks Heavy SSIS Data Flow Tasks Cross Server report metric pulling SSRS Excellent communication and organization skills Ability to work on multiple projects Ability to hit the ground running and take ownership of assigned tasks Bonus Familiarity with Red Gate Tools tSQLt Framework and Unit Testing Development experience with VLDBs and OLTP volume in the gaming industry About PLAYSTUDIOS PLAYSTUDIOS is a developer of engaging casual games for the worlds largest social and mobile platforms. Founded by a team of experienced gaming and technology entrepreneurs PLAYSTUDIOs free-to-play application myVEGAS combines the best elements of popular social games with established gambling mechanics. Players enjoy an ever-growing collection of slot and table games and the opportunity to earn an unprecedented selection of valuable real-world rewards.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4dTE3lex5EJk

Game Server Engineer PLAYSTUDIOS - Link 2015-10-22

Job Description Were looking for Game Server Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced dynamic environment. If youre a smart creative ambitious programmer committed to building stellar products we want to talk to you. Responsibilities Develop and maintain server-side game-logic using C and .NET for our suite of online social games. Design and implement RESTful HTTP APIs using C and ASP.NET Web API. Work directly with client engineers designers artists and producers to deliver high quality products. Work with project manager to break down high-level goals into task and timelines. Requirements Current knowledge of C 5.0 and .NET 4.5.2. Thorough understanding of HTTP technologies and RESTJSON interfaces. Sound grasp of RESTful design principles. Excellent communication and organization skills. Proven ability to build high quality products. BS or MS in Computer Science or similar. Candidates should possess at least three of the following Game development experience with shipped titles. Development experience using ASP.NET Web API 2. Experience architecting highly scalable backend systems. Experience developing and maintaining servers that support multiple mobile client applications. Experience using both SQL and NoSQL databases. Bonus Experience using the Facebook API. Python development experience. Couchbase experience. Familiarity with agile development processes. Experience writing and maintaining unit tests. About PLAYSTUDIOS PLAYSTUDIOS is a developer of engaging casual games for the worlds largest social and mobile platforms. Founded by a team of experienced gaming and technology entrepreneurs PLAYSTUDIOs free-to-play application myVEGAS combines the best elements of popular social games with established gambling mechanics. Players enjoy an ever-growing collection of slot and table games and the opportunity to earn an unprecedented selection of valuable real-world rewards.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4t4dVxRvU42o

Unity Developer Vrse - Link 2015-10-22

Were looking for people to join our growing team who Seek out challenges and are comfortable with the unknown Thrive in fast-paced innovative creative environments Are expert communicators and collaborate well with others Take initiative to solve tough problems Are passionate about revolutionizing storytelling through virtual reality Most importantly have got grit Responsibilities Join the team that designs implements and maintains the Unity version of our player Architect high performance scalable mobile solutions for media consumption Partner with designers product managers and colleagues to implement UX and design Continue to design and implement new functionality and features for an improved user experience Unit-test code for robustness including edge cases usability and general reliability Complete bug fixing and improve application performance Qualifications Superb knowledge of Unity Proven experience building software with Unity games or other ideally that are consumer facing and content driven Solid understanding of the full software development life cycle. Optional but a major plus BSMS degree in Computer Science Engineering or a related subject Experience developing for Playstation Experience working with a start-up ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4yZilQwS-9fI

Mobile Platform Developer Vrse - Link 2015-10-22

Were looking for people to join our growing team who Seek out challenges and are comfortable with the unknown Thrive in fast-paced innovative creative environments Are expert communicators and collaborate well with others Take initiative to solve tough problems Are passionate about revolutionizing storytelling through virtual reality Most importantly have got grit Responsibilities Join the team that designs implements and maintains our mobile platform for virtual reality content Architect high performance scalable mobile solutions for media consumption Partner with designers product managers and colleagues to implement UX and design Extend existing platform to incorporate new functionality and features for an improved user experience Unit-test code for robustness including edge cases usability and general reliability Complete bug fixing and improve application performance Qualifications Experience building apps across iOS and Android. We will also consider experts in one platform Have published iOS or Android apps in iTunes or Google Play stores Experience with interfacing designing and maintaining APIs Working knowledge of the general mobile landscape architectures trends and emerging technologies Solid understanding of the full mobile development life cycle. Experience working with remote data via REST and JSON A deep familiarity with Objective-C Java or CC Experience working with iOS frameworks such as Core Data Core Animation Core Graphics and Core Text or Android frameworks Optional but a major plus BSMS degree in Computer Science Engineering or a related subject Experience working with a start-up Experience with Unity ltimg srchttpfeeds.feedburner.comrGamasutraJobs4A0Qu05pWLhA

Visual Effects Artist VFX Artillery - Link 2015-10-22

We are looking for a Visual Effects Artist to help bring life to Artillerys first title Project Atlas. Were turning the idea of a real-time strategy game on its head and looking to build a lasting iconic universe with an engaging story compelling units and ultra-fun multiplayer battles Responsibilities Embrace our high bar for art and create work that supports the unique style of our game and fulfills gameplay vision. Create a wide range of high quality particle effects using our proprietary tools Aid us in tuning our VFX pipeline and pushing the boundaries of our engine Collaborate with other team disciplines including art game design and engineering Develop assets optimized for current systems Troubleshoot and problem solve visual effects issues while balancing art and gameplay needs. Were interested in individuals with Industry experience on game titles as a VFX artist Deep experience and understanding of Photoshop After Effects and other effects-related tools for creating textures and effects sequences Experience working in Maya and other 3D packages Knack for creating stylized graphics and flipbooks hand-painted and animated effects are a big plus. Working knowledge of game engines and the willingness to drive the development of our own engine and pipeline Excitement toward designing awesome effects for many units in a genre-pushing RTS game with fresh art style We also highly value candidates with these skills and qualities Having multiple shipped titles is a plus but not a requirement Creative personal projects A rabid passion for gaming and strong knowledge of games -- love for RTSes and MOBAs is a plus A strong intrinsic drive to build something youll be proud of decades from nowltimg srchttpfeeds.feedburner.comrGamasutraJobs49wLYi4-T8MU

Senior Concept Artist Ready At Dawn Studios - Link 2015-10-22

The Senior Concept Artist is responsible for creating original and imaginative concept art for characters environments and other game assets. A successful candidate is expected to present a clear and comprehensive process of research and exploration that supports their final art and have a strong understanding of efficient ideation techniques. The ability to work both independently and in cooperation with Leads and other Artists to complete assignments and a demonstration of strong artistic interpretation skills is also required.Requirements Outstanding portfolio that demonstrates a strong artistic style and design sensibility Strong use of research and reference material that supports idea generation and problem solving Excellent drawing skills in both traditional and digital formats experience in Photoshop Painter etc. Excellent understanding of human and animal anatomy form proportion and scale and the ability to bend those rules in a creative and stylistic way Superior eye for light value color and composition Excellent communication skills and ability to take direction and accept critical review of your work Familiarity with and passion for gamesAdditional Skills Pluses Strong understanding of general 3d and game art production techniques Some basic Maya experience or comparable 3d software Please send samples of your work with your application.Ready At Dawn is currently looking for all levels of Concept Artists.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4onCerA3ja-k

TECHNICAL ARTIST Hardsuit Labs - Link 2015-10-22

YOU You have a well-developed creative background and sensitivity to dealing with creative issues within technical constraints. Youll employ your expert-level knowledge of 3D tools and problem-solving skills to build tools maintain pipelines and provide technical support for our artists. Insuring that art assets can be easily integrated into a game without sacrificing either the overall artistic vision or exceeding the technical limits of the chosen platform will be your number one priority. Teamwork is key here and you must love working in a team fostered environment. BASIC QUALIFICATIONS Excellent Troubleshooting and debugging skills absolute must. Experience shipping games on multiple platforms. Minimum 3 years of professional game development experience. Experience with next-gen material functions such as advanced UE4 material and blueprint functions and Substance Designer. Experience with Autodesk Maya Photoshop required. Expertise in other 3D software packages will be considered. Expert knowledge of working with PBR Albedo normal roughness and metallic maps to get the best look within the game engines technical limitsconstraints. Exceptional understanding of next generation asset creation pipelines tools software and customization systems. Ability to ensure levels and other content are meeting memory budgets and performance target. Passion for making and playing great games with an awareness of current titles and industry trends. Able to think creatively to resolve technical challenges and limitations. PREFFERED QUALIFICATIONS Experience with Level management and optimization on a console project is preferred. Ability to troubleshoot and fix complex workflow issues in artist software version control systems and game engines. Strong knowledge of modern game environment development principles and techniques. Rigging experience and being well-versed in the process of animation creation and animation techniques. Strong foundation in art or animation. USHardsuit Labs is a privately owned video game studio located in the beautiful Seattle area. We are a team of passionate creative hardcore gamers who strive to be a premier game developer. We have been and are currently involved with a number of high quality titles and technologies. Our environment is one of Engagement and empowerment of our employees Fostering of a creative collaborative and courteous work environment Development of great ideas and products All of that cultivates into a love and passion for the work we do the place we accomplish it and the people we work with. If this sounds like something you want to be a part of then we want to hear from you OUR BENEFITS HSL provides employees with a solid benefits package because we know that in order for you to perform well spur with creativity and be an idea generating machine that you are you need to know that what is important to you is being taken care of. Hardsuit Labs offers following benefits Health Dental Vision coverage 401K 9 sick days 9 holidays Unlimited vacation time Kitchen full of drinks and snacks Waffle Wednesdays Company events and outings But most importantly we have fun engaging and rewarding work environment. This is the most important work benefit that we all provide to each other every dayltimg srchttpfeeds.feedburner.comrGamasutraJobs4mWlzq9JTkEQ

Senior Technical Artist Crystal Dynamics - Link 2015-10-22

Are you the kind of person who thrives on removing barriers and solving the problems that exist between the hand-off of art to technology and back Do you speak the visualartist language as easily as you do the language of tech and engineering Does create efficiencies improving tools and pipeline and coming up with solutions to put the very best quality graphics current gen consoles have to offer the thing that keeps you up at night and gets you out of bed every day If so we have the nebulous catch-all of awesomeness Technical Artist generalist role for you Crystal Dynamics a part of the Square-Enix family is constantly on the hunt for top-tier gaming talent worldwide. We pride ourselves on attracting and developing the best talent available to concept create and contribute to the most exciting projects in gaming today. 20 years of history creating fun and exciting titles for the world to enjoy as well as our studios 1000 years of combined game industry experience provides a rich tapestry of tested and new ideas to draw from as have established us as one of the best studios in the world to work for. Join now to be part of our central Technical Art team in our Redwood City studio just south of San Francisco. Benefits for this fulltime position include competitive salary health insurance options to suit all lifestyles generous paid time-off as well as other studio and corporate perks such as a free gym and discounts on games and goodies.Position Summary Crystal Dynamics is looking for a talented Senior Technical Artist to help ensure that our levels run smoothly and look amazing in the next installment of the award winning Tomb Raider franchise. The ideal candidate would have a successful track record of improving performance through analysis and optimization while maintaining the visual fidelity of a gorgeous and immersive world. This position requires the ability and willingness to proactively work with all disciplines to solve complex technical problems as well as learn the processes and pipelines of each discipline to quickly remove day to day obstacles from the teams path.Essential Functions Work with artists and designers to create and document workflows and best practices for the creation of optimized content Use visual debug and profiling tools to identify the cause of performance problems Partner with Artists Designers and Programmers to find creative solutions to solve difficult memory and performance issues Optimize organize and debug shader and materials graphs throughout production Work closely with Artists and rendering Engineers to develop materials and shaders to help reach artistic goals Create intuitive end-user focused tools to automate processes for end users Understand and operate within the requirements and processes of each department to be able to troubleshoot and eliminate technical obstacles Competencies Skills Knowledge ampamp Essential Requirements A portfolio submission is required for this position Bachelors in a related field or equivalent experience is required AAA console industry experience is preferred Experience with PIX or similar performance profiling software Shader scriptingcoding skills e.g. CgHLSL GLSL RenderMan MentalRay or similar Knowledge of Python Proficient in Maya Ability to take initiative Ability to communicate effectively Must have a positive attitude and be a team player Pluses 5 years of production experience in AAA games C and or C knowledge Experience developing in the Maya API through either Open.Maya or C ltimg srchttpfeeds.feedburner.comrGamasutraJobs4d6yF6Bba3ao

Senior Unity Developer Fishermen Labs - Link 2015-10-22

Fishermen Labs is rapidly growing development studio with offices in LA Seattle and Czech Republic. Were looking for a Senior full time Unity game developer to work in our LA office near the LAX airport. We are looking to expand our AR and VR team. If you want to work in a collaborative challenging and fun environment Fishermen Labs could be the place for you. We Offer Competitive Salary Flexible Work Schedule Close to an airport Office with a view Medical Requirements 6 years of experience in games 3 years of experience using unity game engine 3 shipped title experience with deployment using xcode and android SDK staunch work ethic responsible self managing love games Cjavascript Responsibilities play a key role in developing ARVR and mobile games for ios and android develop gameplay and overall game architecture. help design fun and addicting mobile games collaborate with artist and animators to push graphics envelopes have fun while working Pluses experience with augmented reality or VR 3d art or photoshop experience rigging experience shader experience cghlsl please email applications to jobsfishermenlabs.comltimg srchttpfeeds.feedburner.comrGamasutraJobs4iyBi2JDn388

Game Systems Programmer Windy Games - Link 2015-10-22

Windy Games LLC is a New York based independent game studio seeking an experienced game programmer to join our new company to join in creating our team and developing our first game. We are looking for an experienced programmer to be part of our close-knit team. They will be in charge of designing and implementing game systems and assisting with world generation when needed.The project is a PC game in a 3d procedurally generated cave system where the player is treasure hunting and the story is told through the treasures recovered. The players obsticles are the dungeon itself and time as it is an enemyless environment which grows more hostile as the player goes.Desired Skills and Experience 4 years professional experience Strong programming in C Experience with Unity 3D Experience with making procedural generated games Strong math and analytical skills Experience with Git or other versioning software is a plus Passion for games We offer Competitive salary Health care benefits Flexible hours Easy train accessltimg srchttpfeeds.feedburner.comrGamasutraJobs4somO35K3yrk

Senior Producer Youth Digital - Link 2015-10-22

Mission Statement We create creators through life-changing technology education for kids globally About UsYouth Digital empowers kids to become digital designers developers and creators through a breakthrough learning platform that provides kids between the ages of 8 and 14 a comprehensive learning experience that is fun interactive and rewarding. Students watch video tutorials respond to questions earn badges complete interactive quizzes and attempt challenging assignments as they step toward mastering critical technology skills and professional-level software. Based in Chapel Hill North Carolina Youth Digital was founded in 2010. Since then it has educated and encouraged more than 50000 students through its expanding portfolio of online courses and summer camp programs. Today students from around the world are enrolled in Youth Digitals online classes in game development mobile app design Java programming 3D printing ampamp modeling fashion design 3D animation and more. Job Description Youth Digital is seeking a seasoned Senior Producer with game industry experience a track-record in project management and a passion for personnel development. The Senior Producer will report to the Director of Production and will partner with production leadership to lead and mentor a cross-discipline team of developers designers and creatives on our quest to create the next generation of creators. Join our rapidly growing Products division where the mission is clear build and scale a world-class studio that delivers creative bleeding-edge educational content that inspires kids and changes lives. Responsibilities Responsible for the full operational aspects of the game development including establishing development framework reporting risk management resource management and budget. Responsible for building and managing a strong production team oversee recruiting onboarding retention coaching and mentoring staff. Work with the project leadership to define the strategy to execute against milestones and key deliverables. Ensure the team has the best organizational structure processes and practices that allow them to produce high quality work efficiently on time and on budget. Drive efficiencies and new ways of thinking with a goal of reducing waste and increasing predictability. Foster an engaging fulfilling and fun working environment Help the team focus on the critical few filters issues based on a clear understanding of the studio strategies and objectives and helps the team break down complex problems. Develop maintain and publish project KPIs that track project quality delivery and predictability. Establish regular communication with team and key stakeholders to provide project status updates. Qualifications A passion for paying it forward to the next generation of digital creators. Experience managing a large project with Agile project management principles and practices. Excellent written and verbal communication and possesses strong emotional intelligence skills. Excellent analytical and problem solving skills - able to work on complex problems where analysis of situations requires an in-depth evaluation of various factors. This role requires highly developed relationship building skills and the ability to establish credibility and influence within the internal organization as well as 3rd party developers and licensors. The successful candidate will have in-depth knowledge of game operations acquired from a minimum of 5-8 years experience in project management on AAA game franchises or similar software development projects.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4vGRvKeBIzWM

Technical Animator Rigger - Infinity Ward Activision - Link 2015-10-22

TECHNICAL ANIMATOR RIGGER - INFINITY WARD Description As a Technical Animator Rigger you will support the production pipeline used by artists and animators and ensures that the animation team has all of the relevant tools and workflows they need to operate at peak efficiency. The technical animator will be responsible for creating rigs for the animation team and exporting rigged assets into the game engine. Responsibilities Cooperating closely with the modeling teams Work to improve existing pipelines and develop new tools to expedite the animation and rig creation process Working with MELPython scripts to automate the character animation process Tool development in Maya Motion Builder and C Working with 3rd party software for viewing and effecting animations in the game engine Designing and implementing efficient characterweaponvehicleprop rigs for the project Requirements Computer ProgrammingScripting experience e.g. CC MEL Python Etc Experience developing tools for Max Maya andor Motion Builder Experience developing rigs for Max Maya andor motion Builder Excellent organizational communication and interpersonal skills Knowledge of scripting for Motion Builder is a plus Bonus points for experience in UI design for artistsanimators Experience on console game development is beneficial Experience with motion capture data and pipelines helps as well Demo Reel Requirements Demonstrates tools and a concise and practical character rig Show in-game or movie footage of that rig About us Founded in 2002 Infinity Ward is the original studio behind the Call of Duty franchise. The titles developed by Infinity Ward have won over 200 Game of the Year awards and 100 Editors Choice awards among many other industry accolades. In 2007 the studio released Call of Duty 4 Modern Warfare a revolutionary title that set the bar for the modern first-person shooter. Our latest releases Call of Duty Modern Warfare 3 and Call of Duty Ghosts broke records with the fastest revenue generating launches of any entertainment product. In 2014 Infinity Ward merged with Neversoft bringing together two talented and accomplished groups under one roof with the goal of creating the best games possible. Infinity Ward is located in Woodland Hills California just outside of Los Angeles. A critically-acclaimed studio Infinity Ward is proud to have one of the most passionate and accomplished development teams in the industry. We love to have as much fun as the games we create and it shows in our relaxed yet diligent workplace environment. Activision Blizzard and its affiliated companies is an equal employment opportunity and affirmative action employer.ltimg srchttpfeeds.feedburner.comrGamasutraJobs46JpxtqilBQE

Senior GraphicsRendering Engineer 2K - Link 2015-10-22

Senior GraphicsRendering Engineer Lets talk some truth Making games is hard. Its a collision of art and technology thats about as predictable as a tornado. Theres no secret formula no foolproof blueprintbut it certainly helps to have a reason for making games in the first place. Every Players Story is Unique. At Hangar 13 thats why we make games. Were currently creating an intense action game set in an immersive world and with a strong narrative but player agency is at the heart of everything we do. We want to give players the freedom to choose how to overcome challenges and make meaningful decisions that shape the world and characters around them. SUMMARYHangar 13 is looking for a seasoned graphics programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge 3D graphics. Research develop implement and debug high-end and photorealistic graphics techniques applicable to characters and large-scale environments. RESPONSIBILITIES Design and Write code that fulfills the functional graphical and technical requirements of the project. Provide the Lead Programmer with feedback regarding the time allotted to assigned tasks. Assist the artists with the creation of cutting edge environments and effects within technical requirements. Work with proprietary existing software technology and build new technology in order to fulfill the projects technical requirements. Research coding techniques and algorithms in order to keep current on technological developments and advancements in the game industry. Identify technical and developmental risksobstacles and generate solutions to overcome identified risks. QUALIFICATIONS Bachelors degree in Computer Science or related discipline. 5 years of programming experience on graphics programming. Experience developing for games preferably action FPS or 3PS titles Shipped one or more AAA game titles. Expert knowledge of real time rendering techniques in relation to lighting and visual effects Experience with multi-processor programming. Experience developing for game consoles. Experience working on multi-platform software projects. SKILLS Expertise in CC Thorough understanding of 3D math. Commitment to code quality documentation and sound testing procedures. Ability to research analyze and optimize code to meet performance requirements. Ability to learn and master new technologies and code. Ability to work independently and efficiently under reasonable deadlines. ABOUT HANGAR 13 Hangar 13 is the newest 2K development studio. Were focused on creating AAA games for console and PC. The studio is comprised of industry veterans drawn from a diverse range of studios who have collectively shipped hundreds of titles across a wide variety of genres. We are located just thirty minutes north of San Francisco where were currently building our own proprietary engine and tools in service of our current title Mafia III. To Apply - httpchc.tbe.taleo.netchc04atscareersrequisition.jsporgGAMES2Kampcws47amprid807 ltimg srchttpfeeds.feedburner.comrGamasutraJobs4xKf-9f6wrC0

Senior Software Engineer - Tools 2K - Link 2015-10-22

Senior Software Engineer - Tools Who We Are Hangar 13 is the newest 2K development studio. Were focused on creating AAA games for console and PC. The studio is comprised of industry veterans drawn from a diverse range of studios who have collectively shipped hundreds of titles across a wide variety of genres. We are located just thirty minutes north of San Francisco where were currently building our own proprietary engine and tools in service of our current title Mafia III. Though we hail from all over the world and our backgrounds are wildly different one thing binds us all together the belief that Every Player Story is Unique. We believe that a game should never be a fixed experience fed to the player but something that is shaped by the game developers and the player together every time the game is played. At Hangar 13 we want to make and play games that allow players the freedom to define everything from the moment-to-moment gameplay to the narrative creating their own unique player stories along the way. What We NeedHangar 13 is seeking the talents of a highly self-motivated Senior Software Engineer Tools who enjoys a collaborative and creative work environment. The Senior Software Engineer Tools will work directly with content creators to give them the power to create amazing experiences and to support our culture of iterative design to make AAA games. Create and maintain tools for an unannounced multiplatform game currently in pre-production using proprietary software and technology. Job Responsibilities Include Proactively identify the tools that will be needed throughout development Work with the art design and audio departments to design and create new tools based on the changing needs of the project Create and maintain documentation of all tools and their usage Participate in the design of the game features to assist in the creation of supporting tools and technologies Improve existing pipelines and tools to decrease iteration times for content creators Requirements Expertise with the C.NET 4.5 and CC programming languages along with a strong familiarity with OO design principles 5 years of programming experience on commercial software projects WPFMVVM knowledge is big advantage DevExpress knowledge is advantage Ability to work directly with content creators and iterate on the tools efficiently Self motivated and able to drive ideas to completion Strong ability to quickly learn new areas of development Proven ability to work well with all game development disciplines Ability to analyze a situation and communicate the most effective and efficient solution Experience in UI design and artist workflow Bachelors degree in Computer Science or equivalent work experience Additional Experience and Skills Highly Desired Shipped AAA console or PC titles Experience developing for game consoles PS3 XBOX 360 etc In-depth knowledge of game content pipelines at previous projects Familiarity with Perforce and bug-tracking software Experience with 3D Studio MAX MaxScript Maya and MEL Multithreading knowledge To Apply - httpchc.tbe.taleo.netchc04atscareersrequisition.jsporgGAMES2Kampcws47amprid1053 ltimg srchttpfeeds.feedburner.comrGamasutraJobs4kMHOXiEy8Os

QA Localization Tester Bilingual ItalianEnglish 2K - Link 2015-10-22

QA Localization Tester Bilingual ItalianEnglish SUMMARYAs one of the most recognized and talented technology companies in the world today we strive to hire team members who are customer centric motivated and who have experiences that bring new perspectives to the company. We seek the best talent and provide experiences to foster a fun and engaging atmosphere. We are looking for team members that are not afraid to learn as well as work hard while having fun at the same time. We offer an extensive benefits package for full-time employees to include medical dental vision 401k PTO and company paid holidays. RESPONSIBILITIES Identify and report mismatches in stringstext Provide the correct translation and where applicable fix directly via text database Provide context for foreign language defects Complete daily smoke tests in a timely manner Quickly run through the whole game to check the stability of a build Identify defects follow test plans and verify fixes Enter clear and concise bugs into bug tracking database Test fixes for programmers and designers Reproduce issues for programmers and designers Assist the Marketing department by taking screenshots and video capturing Available to work OT and weekends when necessary Work closely with other QA members Able to work under pressure and changing demands Must be dependable and punctual Be a positive role model in terms of both work performance and attitude. QUALIFICATIONS Must be fluent readingwriting in Italian and English High School diploma or equivalent. Minimum age of 18 years and above Must be able to communicate effectively in English in both written and oral forms Passion for video games. Well-developed interpersonal and communication skills Reliable with the ability to work in a team environment Attention to detail and positive personality Ability to lift up to 20 lbs. Testing experience with multiple games on multiple platforms Bug tracking software experience Test Track Pro experience SKILLS Experienced as a localization tester 1-2 years of QA experience Strong verbal and written communication skills Technically proficient with PCs gaming consoles and related hardware Computer literacy specifically Windows MS Word Excel and Outlook We have 2 openings for this position. To Apply - httpschc.tbe.taleo.netchc04atscareersrequisition.jsporgGAMES2Kampampcws39ampamprid834 ltimg srchttpfeeds.feedburner.comrGamasutraJobs4EPy0Zkk8liM

QA Localization Tester Bilingual FrenchEnglish 2K - Link 2015-10-21

QA Localization Tester Bilingual FrenchEnglish SUMMARYAs one of the most recognized and talented technology companies in the world today we strive to hire team members who are customer centric motivated and who have experiences that bring new perspectives to the company. We seek the best talent and provide experiences to foster a fun and engaging atmosphere. We are looking for team members that are not afraid to learn as well as work hard while having fun at the same time. We offer an extensive benefits package for full-time employees to include medical dental vision 401k PTO and company paid holidays. RESPONSIBILITIES Identify and report mismatches in stringstext Provide the correct translation and where applicable fix directly via text database Provide context for foreign language defects Complete daily smoke tests in a timely manner Quickly run through the whole game to check the stability of a build Identify defects follow test plans and verify fixes Enter clear and concise bugs into bug tracking database Test fixes for programmers and designers Reproduce issues for programmers and designers Assist the Marketing department by taking screenshots and video capturing Available to work OT and weekends when necessary Work closely with other QA members Able to work under pressure and changing demands Must be dependable and punctual Be a positive role model in terms of both work performance and attitude. QUALIFICATIONS Must be fluent readingwriting in French and English High School diploma or equivalent. Minimum age of 18 years and above Must be able to communicate effectively in English in both written and oral forms Passion for video games. Well-developed interpersonal and communication skills Reliable with the ability to work in a team environment Attention to detail and positive personality Ability to lift up to 20 lbs. Testing experience with multiple games on multiple platforms Bug tracking software experience Test Track Pro experience SKILLS Experienced as a localization tester 1-2 years of QA experience Strong verbal and written communication skills Technically proficient with PCs gaming consoles and related hardware Computer literacy specifically Windows MS Word Excel and Outlook We have 2 openings for this position. To Apply - httpschc.tbe.taleo.netchc04atscareersrequisition.jsporgGAMES2Kampampcws39ampamprid833 ltimg srchttpfeeds.feedburner.comrGamasutraJobs4siomQ3V8KAc

Production Artist Marketing - Temp 2K - Link 2015-10-21

Production Artist Marketing - Temp Who We AreWho knew that a publishing organization could have its own Art Team comprised of a handful of ninja-like specialists ready to take on the companys biggest and most challenging jobs Making games is hard and here at 2K we support our projects by working side by side with the development teams. Whether its making game assets cinematics trailers or creating high quality marketing materials this team does it all Join our small and extremely talented team and make a huge impact. What We NeedWith an impressive slate of games prepping to release to market we need art talent that can create the collateral that sells the game. Youll work closely with our Art Director to create Key Art marketing renders posters logos magazine covers and more. Youll also be a champion for traditional design principles including layout typography color balance composition as well as current design trends. Job Responsibilities Include Creation of highly polished print ready art assets 3D asset manipulation and rendering Retouching in-game imagery for print Graphical design including logo design layout presentation design etc. Who We Think Will Be A Great FitThe perfect candidate is an expert in CG and Photoshop and possesses high-level image making capabilities and storytelling from concept to execution. You can manipulate 3D files and render out stunning high resolution imagery and then turn those renders into print-ready finished pieces. You are a passionate artist who loves games and entertainment content and is not afraid to have deep conversations about the latest episode of name of awesome movie show comic anime etc. Requirements 3 years design experience within an agency or marketing department Highly proficient in Adobe CS6 Fluent in matte painting and image manipulation Excellent design skills type color composition Experienced with photorealistic and stylized rendering using Maya Max and commercial render packages such as Mental Ray vRay Marmoset etc must submit link to online portfolio in order to be considered To Apply - httpschc.tbe.taleo.netchc04atscareersrequisition.jsporgGAMES2Kampampcws1ampamprid1042 ltimg srchttpfeeds.feedburner.comrGamasutraJobs4Ir1Q8A4bsT4

Game Engineer Madison or Philadelphia Sega Networks Inc. - Link 2015-10-21

Three Rings one of SEGAs premiere studios is hiring a Game Engineer in their Madison WI and Philadelphia PA locations to support in-development titles. Were looking for developers with broad mobile client and server-side backgrounds who want to join a fun team of bright engineers who get stuff done. Ideal candidates will be equally comfortable discussing scene graphs matchmaking algorithms scaling high-traffic server applications and optimizing database queries with a team of passionate peers. Candidates should enjoy a self-directed environment that gives you room to apply your expertise and make an impact. Responsibilities Build amazing games Be passionate take pride in your work and have a sense of ownership. Contribute in game design and architectural discussions and be responsible for various parts of a project. Work in a collaborative and open setting with experts in all aspects of a games life-cycle. Qualifications 1 year of mobile development experience including shipping at least one app or game. 3 years experience working with object-oriented languages. C and Java preferred but not required. Experience with version control systems preferably Git and SVN. Knowledge of good software engineering practices and a willingness to learn. The ability to work in a team environment. About Us Our expertise is in MMO development and mobile games. We work in small teams of 4-8 engineers to make amazing things. We encourage autonomy and personal ownership We believe that good work gets done as part of a balanced life. We encourage new ideas and creativity. Our office is a fun friendly place. We live for games and are looking for people who share our passion. We offer -Competitive Salaries and Bonus plans -Complete MedicalDentalVisionFSA -Relocation Assistance Madison is a great city -Company trips and parties we like fun ltimg srchttpfeeds.feedburner.comrGamasutraJobs47bzfNBUzyjg

Sr. UI Artist Monolith Productions - Link 2015-10-21

SUMMARY OF POSITION For over 20 years Monolith has been obsessed with delivering unique gaming experiences for our fans. Combining innovative gameplay cutting edge technology and AI inventive narratives and stunning visuals to create award winning and best-selling games. Starting with our first game Blood through to our most recent title Middle-earth Shadow of Mordor which has been awarded with numerous Game of the Year Awards including Gamespot Joystiq and IGN as well as Best ActionAdventure Game at the 2014 Game Awards.We are dedicated to ensuring that our next game is our best yet and to achieve that we need the best and brightest talent the industry has to offer.Monolith Productions seeks a Senior Artist UI for the Monolith Art department.The Senior Artist works with a variety of team members to help design create implement and optimize UI assets for Console game titles. They are responsible for maintaining high visual fidelity competitive aesthetics logical menu flow and presenting game information in a clear and understandable manner. The Senior UI artist must work with industry standard and our own proprietary tool set to ensure a high level of fit and finish to all UI elements.Working with Art and Creative Directors Producers and Game designers the Senior Artist will help design and shape the visual and functional aspects of the games interface needs. This may also include UI workflow optimizations and developing new techniques for visual display and information presentation.JOB RESPONSIBILITIES Design and create high quality UI components - menus icons statsinventory screens in-game HUD elements illustrations vfx etc. Assist the UI programmer in the implementation of UI components. Collaborate and communicate with art directors game designers producers ampamp programmers in the creation and implementation of the game UI. Contribute to the design of UI tools and processes. JOB REQUIREMENTS Degree in Illustration Graphic Design Industrial Design or equivalent work experience as a User Interface artist. 4 6 years console PC or online gaming industry experience. AAA Console Action Game experience preferred. Strong knowledge of user interface design across multiple media platforms console web mobile Strong understanding of UX design and flow. A minimum of 2 published AAA games as a UI on last gen consoles PS3 XBox360. Experience in development of current gen consoles PS4 XboxOne. Preferably with one shipped current gen title. Previous experience with mobile gaming is preferred. Expert knowledge of Photoshop Illustrator and equivalent 2D authoring software. Extremely Strong Graphic Design skills with a focus on realism but with the ability to create a variety of styles at high quality. Strong illustration skills with a focus on realism but with the ability to create a variety of styles at high quality. Knowledge of 2D-2.5D motion graphic software packages After Effects Premier Flash Scaleform. Knowledge of one or more types of 3D modeling and animation software packages. Maya 3DS Max. Able to create quick mockups and prototypes that illustrate UI concepts. Able to communicate effectively verbally as well as visually. Able to work well under pressure and deadlines with minimal supervision. High capacity to learn new tools and research potential technology. Solid organization skills with adherence to optimization and asset management. A positive attitude and a desire to bring new ideas to the team. Strong understanding of modern pop culture trends within the entertainment industry with an ability to successfully apply to UI art style as needed. Traditional art skills and creativity a must. Passion for making and playing great games with an awareness of current titles and industry trends. Portfoliowebsite demonstrating exceptional graphic and illustration design sensibilities and attention to detail.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4ZvWmEaOAIiI

ampquotIs a man039s character his fate...ampquot - a follow-up to the - Link Wed, 21 Oct 2015 02:08:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs quotIs a mans character his fate...quot - a follow-up to the mental health of a producer by Ryan Wiltshire on 102215 022400 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. If you haven39t read by previous blog on Death of a Time Lord do sohereas a pre-requisite to this... Follow me on twitterwww.twitter.comdolfe_steele With the lastyear feeling like a Christmas episode of Doctor Who with an imminent male lead change pluscharacter revamp. I39m now moving into the stage which is the kicking off of the new series and moving into the initial episodes where The Doctor acts crazy clueless and unpredictable whilst pissing off the companionuntil he finds his feet... ...ATime Lord39s Eulogy... With what I can only describeas a thick solid buttery atmosphere engulfing me inside a life-sized butter churner as I started to mentally consider let alone mentally prepare for actually returning to work. What I needed was a metaphorical hot knife to cut through this which the writing and posting of the Death of a Time Lord... post was targeted to be. To somehow externalize that atmosphere away from myself and into people39s own minds. The writing of the post was like an exorcism of a regenerating soul refreshing and soothing. BUTthe clicking of the 39post39 button which for felt like an eternityas I hovered over the left mouse button as if holding a loaded gun to thehead. The spiralling thoughts started...will this harm me Am I committing social suicide Will this further bury me in that lovely overgrown butter churner I concluded that only time would only tell then clicked and just the laptop lid... ...Adding rocket fuel to a forest fire... A trigger ammunition or fuel whatever you want to call it. Our cognitive processes built on our personal belief systemcarved byour nurturing and nature throughout our lives whichis the core of who we are. These with daily external and internal stimuli create our thoughtsideas and mental imagery that can either be healthy or unhealthy based on the behaviour associated with them. Now that what I previously described as a gradually inflating balloon of not helium but depression anxiety and obsessive compulsivity is now in a state of deflation thefocus withinrecovery nowwill betherapy for the next twelve weeks will be aiming to understand mycognitive processes thought patterns particularly the harmful behaviour that go me into the position I39ve been in this past year. ...This could be a case for Mulder and Scully... On a night not unlike all the others in the past couple of weeks it contains many an X-Files episode. But one of the episode in that nights binge ended with the below statement... We work in the dark...We do what we can to battle the evil that would otherwise destroy us...BUT if a man39s character is his fate it39s not a choice but a calling...Sometimes the weight of this burden causes us to falter. From the fragile fortress of our mind allowing the monster without to turn within...We are left alone staring into the abyss into the laughing face of madness... Fox Mulder - The X-Files - Episode Grotesque This ending statement got stuck in my head...on loop. It hit me and I couldn39t shift it. The lineBUT if a man39s character is his fate it39s not a choice but a calling...together with the current impending focus on therapy got me thinking. What will I become post therapy Will I be in essence learning to suppress behaviours albeit possibly unhealthy that havebeen defining me and helping me propel through my life ...Lego Nazi... Pondering further my obsessive compulsive behaviours dated back as far as I could rememberbut obviously unknown to me at the time and let it be. Looking back now it seems so easy to see that I had a preoccupation with details rules lists order organisation and schedules perfectionism along with an excessive devotion to work and productivity at the expense of leisure activities and friendships... Playing Lego with my father acting in a dictatorship type role with specifications on what would need to be built to university where I was a complete overachiever and always over delivered versus the set specification. Leading group work teams and doing ALL of the work or redoing it to ensure success... I sit here and chuckle to myself. Have I subconsciously gone through life searching for ways to fuel the compulsive behaviour traits Thus In end finding a job that in essence is the condition in job description form...ProducerProject Manager... ...Want to know my secret I39m always angry... It39s hard to hate or think about wanting to dissectlessen parts of my obsessive compulsive nature even though yes I know they had played a massive part in me getting to a really shitty point maybe a slight understatement. It39s me isn39t it If I looked back at life without these traits being so prominent would I have been as successful or hard-working as I am... I sit here as I write this wondering do I now have to live a life of Bruce Banner avoiding any trigger to unleash the beast he hides and knows is within him Or do I continue to let the beast thrive and propel me successfully forward in most respects and try to keep it at bay The key question is whetherI continue working within a role that asks of me what mywhole being craves but in turn can get lost within... ...The Rebirth... With all the above twirling in my mind. My insides and body beginning to feel like a wet rag being twisted withthedraining ofperspiration and dirt of my past self...pulled twisted drained pulled twisted and drained. I can feel the metamorphosis in progress. Is this meant to be possible Am I over thinking Or is it just withdrawal symptoms as I taper off of the medication creating this feeling and illusion All my previous likes and dislikes being gnawed away by my reforming 39soul39.

The Human Loop - by Matt Powers - Link Tue, 20 Oct 2015 12:00:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs The Human Loop by Matt Powers on 102115 020800 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Itrsquos a Small World In my job as Senior Producer managing the external development for Reliance Games I work with people and companies in many time zones. I work with developers in countries from the Philippines to the Ukraine and everywhere in-between. My producers are located in Pune India while I am in San Francisco California. I attend conferences all over the world in one case I attended PG Connect in both Bangalore India and PG Connect in San Francisco California USA. Looking at my job I realize how much smaller our world is becoming. I work with people all over the world making entertainment for consumers all over the world. As the world gets smaller and our relationships become more international it has made one item clear in my mind how we communicate and relate to other people is more important than ever. Interpersonal relationships and how we deal with each other as people is a key part of our day - not just for business but also for our everyday lives. Our interactions with other people leave a lasting impression. Like a pebble in a pond our daily communications with people can create a ripple of interactions that can spread and spread. The term ldquopass it forwardrdquo applies to our everyday communication with others. We can pass forward positive interactions or negative feelings all dependent upon how we communicated with others. For those of us whose job is to manage people it is especially important that we realize the impact we have on those around us. As a manager a large part of my job is to coach and mentor others ndash both my direct reports and other people inside and outside the company. I need to understand how my communication will impact those around me. I need to know how to motivate people and how to encourage them in their daily jobs and their overall careers. Everyone regardless of profession has something in common something that I always realized is important and recently have found to be even more critical. That something is that we all on a daily basis interact with other people. We gain and pass along information with each interaction. How that interpersonal communication occurs and how we respond to it effects those around us. And these interactions stimulate further interactionsmdashthey ripple outward. I call this feedback interaction with those around us The Human Loop. To help everyone be more productive and lead better lives it is important we take the time to examine The Human Loop how it works and what are its component parts. loop lu720p noun noun loop plural noun loops Everywhere around us there are loops that we interact with and learn from. At the level of our personal interactions is the loop between people I call The Human Loop. But there are other loops that are part of The Human Loop and make up the fundamentals of our daily lives. Everything starts with the very basic action that drives every living thing - the Feedback Loop. Feedback Loop ndash A channel or pathway formed by an 39effect39 returning to its 39cause39 and generating either more or less of the same effect. A dialogue is an example of a feedback loop. The Feedback Loop is evident in our everyday lives. Going to a particular store to utilize our ldquoreward pointsrdquo or frequenting one airline over another for miles are both examples of a Feedback Loop. Just about everything we do is part of a Feedback Loop. And these Feedback Loops apply to our interactions with others. How we listen and react to those around us creates a loop. One personrsquos bad day can easily become a bad day for others as our interactions create a loop which ripples outward to everyone we come in contact with. Understanding how this feedback affects those around us can help us achieve better results in our daily life. Loops are also very prevalent in gaming especially our free-to-play mobile games. In mobile our Core Loop or Monetization Loop is critical to success. It is studied reviewed and tuned constantly. There are a number of good articles you can find talking about Core Loops and Compulsion Loops in video games. As these have been written about in-depth already I wonrsquot go into them here. Here are a couple articles on the subject you may want to check out The Importance of Core Game Loops ndash by Jerry Momoda httpjerrymomoda.comthe-core-loop-key-to-an-engaging-game The Core Gaming Loop in Mobile and Social Games ndash by Ben Hall httpwww.benhallbenhall.com201310core-gaming-loop-mobile-social-games The Compulsion Loop Explained ndash by Joseph Kim httpwww.gamasutra.comblogsJosephKim20140323213728The_Compulsion_Loop_Explained.php These loops as they relate to video games are something I continue to learn about while developing mobile games. There has been a lot of research and discussion on how loops work in games to both make a better game and increase our revenue. While we may spend time studying the compulsion or engagement loops that relate to our business I feel there is one loop that we donrsquot discuss or study enough the Human Loop. The Human Loop describes how with every person we come in contact with there is an exchange of information both ways. The Human Loop is the Feedback Loop between people. The very first Human Loop we experience is between our parents and us as children. Parents use rewards and punishments to teach us. Later our instructors in school assist the parents in this basic learning operation. Then we head into the work force and we look to our managers to be mentors. For us all to be more successful I believe it is important we understand the Human Loop that exists between us all. I am sure we all have stories about good and bad managers. We can think back to the times where we were really

5 Ways to Support Your Community Manager - by Tara Brannigan - Link Tue, 20 Oct 2015 12:00:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs 5 Ways to Support Your Community Manager by Tara Brannigan on 102015 120000 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Originally published at httpboop.social I was recentlyasked for advice on what a company could do to make the lives of their Community Managers better. While I absolutely cannot claim to speak for everyone I39ve put together a quick list of the top 5 considerations I think would provide significantvalue when thinking about and supporting your community team. 1 Company Values Have a strong public list of company values and reinforce those through public actions. I always appreciated a previous company that I worked for that made it very clear that they participate in pride parade and that anyone who enjoyed their games was welcome. Making that public making it clear that this was a company that supported diversity and wasn39t okay with bullying etc was HUGE. Providing clear evidence of company valuessets the tone for the company39s communications to the public. Your company values are the foundation of how you do business and interact with your customers. If you39re not providinga clear foundation to build from don39t be surprised if your product progress and subsequent communications are inconsistent.It39s one thing if a CM is just enforcing the 39community rules39 it39s another when they39re supported by a set of company values that back them up. 2 Have Their Back Understand that while dealing with abuse is sometimes 39part of the job39 that it can have a real emotional and psychological impact and that sometimes Community Managers need additional support. If someone has been taking the heat on behalf of the teamcompanyetc for an extended period of time it can be as simple as asking how they39re doing and making sure that if they need support they39ve got it. I39ve seen too many Community Managers burned out by a lack of support structure and even worse subjected to belittlement or other negative careerimplicationswhen they state they need to step away for a bit or just need someone to tag in for a moment. Your CM Sometimes a human meatshield 3 Be Prepared to Step in and Take Action If you see your employee being personally attacked doxxed or otherwise personally threatened in a serious mannerbe prepared as a company to step in from an authoritative standpoint. Have a plan for this situation well before you need to utilize it. Hopefully you never will but it doesn39t hurt to have a corporate policy and be ready to take legal action if need be on behalf of your employee. 4 Give Them the Tools They Need If you39re not giving your Community Managers the tools they need to moderate and deal with problematic behavior you39re doing not just them but the company a huge disservice when things go awry. Work with them to identify what would be the most valuable from their perspective and empower them to make intelligent decisions around how to improve those tools over time. Don39t just pay lip service to this assign a budget. Prioritize this work on par with the rest of your business. 5 Never Devalue your Community Team I39ve seen this at various companies and it39s extremely disheartening. If you39re actively even 39jokingly39 making fun of the work that your community team does and the value they bring into the company you are making it that much harder for them to seek support if and when they should need it. Jokingthat we just 39hang out on Twitter all day39 etc can set the wrong tone and in turn encourage the rest of your staff to devalue andor resent your community managers. Treat your Community Team as a valued part of your business. What you say as a leader or manager matters Make sure you39re not sending a negative message to the rest of the company about the value of your Community Managers. TLDR Treat your Community Managers like real valuable members of your business if you want toexcel. In Closing This is just my look at what companies could be doing to make the lives of their Community Managers better. Every business is going to be a little bit different so make sure you evaluate what works best for your organization and the individuals that make up your community team. The best way to do this is to involve them in the process Community Managers What would you add to the list Questions comments a vigorous round of internet fist shaking in my general direction Drop me a line in the comments or over on Twitter boopsocial or kindofstrange Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs 256731 blog blogsTaraBrannigan201510202567315_Ways_to_Support_Your_Community_Manager.php 1002690 35948513 Loading Comments

The four phases of game development - by Pascal Bestebroer - Link Mon, 19 Oct 2015 05:58:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs The four phases of game development by Pascal Bestebroer on 102015 120000 pm 10 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The four phases of game development Since February this year 2015 Irsquove been working on my next game thatrsquos 8 months with a release date planned for January making it a total of 11 months. Those months can be split up in four phases from the extreme fun moments of game-development to the harsh reality and stressful release window. Irsquom currently in the third phase of game development on my new game A turn-based-arcade action hybrid roguelike set in space. Therersquos my elevator pitch for you www.spacegrunts.com. Fun fact originally I had planned to have the game finished and released in July August.. possibly September.. It39s nowOctober and the release date is set on January 2016.. for real this time really Irsquom guessing these are very recognisable steps for any one-man indiedeveloper or multi-person teams but letrsquos put it in writing Phase one Prototyping aka The fun part This is always the fun part and it can be so much fun that many game developers donrsquot get out of this phase. You basically try anything Starting with some interesting thoughts on game mechanics or maybe just some funny animations in all cases itrsquos a very rough idea of what you want to make. Itrsquos basically the reason that game-jams are so popular. Anything goes no limits and if something doesnrsquot work you start all over again with another idea. Now if you are actually living from game-development there is a point where you have to stick with one of the prototypes or go the alternate route take an idea that has worked before and create that game because you need to generate revenue pretty soon. If you are doing game-development pure as a hobby or at least not as your main income then prototyping might take months and months without ever getting any results but itrsquos the most fun part of game development so who cares For Space Grunts I pretty much had a prototype going in the first week as my plan was clear create a turn-based game set in a sci-fi world. The problems started in phase two since I had no idea what makes a turn-based game good or bad since I never play them. Phase two Streamlining the concept and setting deadlines Being full of enthusiasm and adrenaline this phase is basically working to try and turnthe prototype into full game. Yoursquoll imagine creating the best game ever it won39t be and all the awesome stuff the game will have most of which won39t make itand that all the work should pretty much fit in X amount of months at least double that. With every game project there comes a pivot point where the game is either a game or a failed project. This can be a hard thing to actually get right because sometimes a failed project just needs a few changes in key places to make it a game and sometimes a game is really just a failed project wasting too much of your time.. With Space Grunts thispivot point came pretty fast I think after two months where I finally fixed a few key elements to the gameplay and the game was suddenly playable and just needed a lot more content to make it completed. Phase three the big doubt monster looming Once your project becomes a game in the previous phase you will find yourself in the long long very long road of adding more content and features. This is where deadlines break and you start adding weeks and months to your game development time. Itrsquos also where that well known monster Feature-creep is around every corner.. There will be bugs there will be big features taking days of work for barely noticable changes and this is where many developers give up on their game. Phase three is the hardest to complete and you will also run into ldquothe big doubtrdquo. For Space Grunts Irsquom currently in the end of phase three still some features left to implement but the doubt is kicking in No matter how many people have already bought the game in pre-order and early-access and are enjoying it and telling me its awesome.. the big doubtldquois this game worth the investmentrdquo is looming over my desk everyday. Is this game really worth the time Irsquom investing into it Irsquom already a few months past my original deadline and also a few months over my ldquomax allowed dev-timerdquo threshold. The trick is to not become too depressed about the thoughts of having this game bomb on release. Sadly the last few months wersquove been bombarded with negative ldquoindie-pocalypserdquo stories that games are not selling anymore and indie developers shouldnrsquot do this full-time or expect to make a living from it.. way to inspire other people guys It39s depressing for sure but it39s also something I shouldn39t be reading during this phase cause I39m at the point of no return Phase four Hide run crawl under your bed and hope for the best That leaves us with the final phase release day. If the previous phase didnrsquot get you depressed into a ldquonever get out of bed againrdquo state then phase four will. You need to release this game into the world people will be throwing rocks at it picking it apart and telling everybody else how terrible it is on a scale of 1 to 5hellip but thatrsquos only if you are lucky It could just be that nobody wants to talk about your game at all Months of work and nobody gives a shit There are again many articles talking about releasing and they all come with a huge amount of tips on how best to release which day which time who to contact how to contact them what the best platforms are to release on start marketing on day one and the list goes on and on and on and on. The funny part none of that will help you Sure itrsquos all very nice and most of it is indeed something you should do becauseall these articles have the best

Games deals ice age - by Tim Merel - Link Mon, 19 Oct 2015 01:57:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Games deals ice age by Tim Merel on 101915 055800 pm 4 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Editorrsquos note Tim Merel is Managing Director of Silicon Valley based tech adviser Digi-Capital. The first 9 months of the year were brutal for games deal makers with total deal value i.e. dollars across investments mergers and acquisitions MAs and IPOs down 82 on last year. Of that decline games investments fell the least at 35 below last year games MAs deals dropped 74 and the games IPO market evaporated. These figures actually sound a little better than last quarter when deals were down 89 but the new numbers include two Chinese games companies that were taken private and delisted from NASDAQ this year. Exclude them and the market is actually down 90. The total market for games exits selling companies or going IPO was down 93 without the take-privates. If the current market continues Digi-Capital projects 4.3 billion total deal value 2.6 billion apart from the 2 Chinese take-privates for 2015 versus last yearrsquos 24 billion. Deals were last at this level in 2007. There was 0.7 billion of games investment in the first three quarters dominated by mobile and techother sectors. As the State of Nevada now treats fantasy sports as gambling we now exclude the large DraftKings and FanDuel investments from Q3 2015. The take-privates and delistings of Chinese MMO games company Perfect World and Chinese mobile games company CMGE dominated games MA this year. If those transactions are not considered the total remaining 1.2 billion of games MA is in the ballpark of a single deal out of last yearrsquos handful of billion dollar deals like Mojang Oculus Twitch or FunPlus. Where does the market go from here A few big deals could turn things around in the next 3 months but the market could also go sideways for a while. The last time the market dropped like this it took 4 years to recover. Winter is here so it continues to be a great buyersrsquo market. There is more detail on who is still investing and buying in Digi-Capitalrsquos new Games Report Q3 2015 Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs 256713 blog blogsTimMerel20151019256713Games_deals_ice_age.php 950030 33861403 Loading Comments

Game Console Photo Spread - by Sande Chen - Link Mon, 19 Oct 2015 01:57:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Game Console Photo Spread by Sande Chen on 101915 015700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I found this video from a Pecha Kucha night at IGDA NYC years ago. If you39re into retro gaming enjoy Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus 2007 PC RPG of the Year The Witcher and Wizard 101. She is one of the founding members of the IGDA Game Design SIG. Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs 256604 blog blogsSandeChen20151019256604Game_Console_Photo_Spread.php 43521 28924453 Loading Comments

EPSILON Using World Objects to create UI in Unreal Engine 4 - by - Link Mon, 19 Oct 2015 01:57:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs EPSILON Using World Objects to create UI in Unreal Engine 4 by Christian Allen on 101915 015700 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. You can contact me at the following www.serellan.com serellan epsilonthegame. Related Jobs 10.22.15 Senior Level Designer Amazon Game Studios 10.22.15 Game Designer for live service fm 10.22.15 UI ARTIST - PLAYRAVEN 10.21.15 Mobile Software Engineer ndash Autodesk Games Solutions View All Jobs 256606 blog blogsChristianAllen20151019256606EPSILON_Using_World_Objects_to_create_UI_in_Unreal_Engine_4.php 249578 29269353 Loading Comments

Influencing Player Behavior - by Mike Stout - Link Mon, 19 Oct 2015 01:57:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Influencing Player Behavior by Mike Stout on 101915 015700 pm 7 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. previous article see more articles like this at chaoticstupid.com One thing I need to do a lot as a game designer is come up with ways to get players to do what I want them to do instead of something else. For example if I design a game and I want it to about exploration and find that players are not focusing on that -- I need to find a way to alter the game to give them a reason to change their behavior. This is also commonly used in multiplayer games to provoke metagame behavior such as not cheating not trolling taking breaks etc. A lot of designers struggle with this and I used to struggle with it too. Then I went to the DICE conference one year and saw Bill Roper creative director on the original two Diablo games give this talk It39s a long talk so I won39t expect all of you to watch it right now -- but it39s amazing. It changed my outlook entirely. Before I talk about how let me get into a few behavioral psychology tricksthat people use to change behavior There are also combinations of the three but for this article I39m going to talk about them separately. Punishment doesn39t work Punishment in terms of rats in a maze is when arat gets an electric shock when it does something wrong. In terms of a game this might be something like a player losing all progress on death and having to start over from the beginning. Let39s get this out of the way first. Punishmentdoes notwork to change behavior in the long term. There is a ton of evidence to support this but even if there weren39t studies about it -- I39d know it was true for video games.I know because I39ve watched literally hundreds of hours of user testing sessions where we get normal human beings in to play games like rats in a maze and watch what happens. And what happens is that when they are punished their behavior changes for a while -- but when they are repeatedly punished the behavior changes drop away after a relatively short time and they revert. Just trust me on this -- punishment is not at all effective at changing behavior. Just don39t use it for that. There are reasons to use it but changing behavior is NOT one of them. Negative reinforcement Negative reinforcement for rats in a maze is when a rat gets a constant electric shock unless the rat pushes a button to stop it. Despite all my rage... Here are a few video game examples of negative reinforcement My experience with negative reinforcement has been that it does inspire people to change behaviors but only for a limited amount of time. People may log into your game for months so that their houses don39t get roaches but eventually they39ll stop caring. Other people might log back in after a long absence see the amount of work they have to do because their farm has degraded over time and then rage quit. So it39s effective but it39s notenough. It39s a part of the toolbox but it isn39t a good solution to many problems. Reward This is the most effective technique for changing behavior. In terms of rats in a maze this is giving the rat a treat every time it does what you want it to do. You39ll probably notice that video games use rewards to an insane degree. Just in a typicalRatchet and Clankseries play session we39ve got dozens of overlapping reward systems working at the same time. There39s agreat article on Gamasutrafrom 2001 that talks about different ways of structuring rewards to get the play patterns you39re looking for. I39ll be creating an article soon talking about similar ways to do it but this might be enough to get you started on that path. Ok so I39m punishing or negatively reinforcing and it39s not working the way I want it to. What should I change Generally speaking you find the punishment and downgrade it to something less severe like negative reinforcement. My favorite and the basic thesis of the Bill Roper talk I embedded above is to flip the punishmentnegative reinforcement and turn it into a reward. Let me give you an example from a massively successful game that did this very publicly. Back beforeWorld of Warcraftlaunched a bunch of friends of mine had access to the Beta and played it all the time. They were obsessed. We39re talking hundreds of hours for a game that threw out their progress every few weeks it was in Beta. Near the end of the Beta periodWoWbegan to implement the system that eventually became their Rest XP system. They wanted to include a system in the game to discouragebinge playing -- essentially those people who play the game for long stretches and so get way ahead of everyone else. They also wanted to offer a reason for players who had not played in a long time to return and play some more. Here is how they first tried to implement this system The players HATED it. It was a disaster. Blizzard quickly put in a fix and here39s how it worked after the fix Notice that this is stillthe SAME system. All they did is flip the negative into a positive. Instead of always getting 200XP and then losing that bonus over time you now get 100 XP and GAIN a bonus over time. In general this system was incredibly popular. People love getting bonuses and a bonus for doing nothing seems too good to be true. My friends all game designers came back from having played this new system and they freaking LOVED it. A couple of us tried to point out how it was the exact same system with the signs flipped. All they39d say in reply was You don39t UNDERSTAND I39mgainingXP right now for not playing not losing it while I play Effective. Patreon Credits As always these articles wouldnrsquot be possible without my supporters on Patreon httpwww.patreon.commikedodgerstout Champions Petrov Neutrino Guardians Aidan Price Martin Karsquoai Cluney Patrons Franois Rizzo Scruff Genevieve Pratt Jesse

Mobile games Where to get inspiration for map art - by Junxue Li - Link Fri, 16 Oct 2015 04:04:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Mobile games Where to get inspiration for map art by Junxue Li on 101915 015700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Virtually every mobile game has a progress map these days Match-3 bubble shooting casino games etc. Please take a look at this map zone by a glance you can tell what the theme is about. For most successful games they often have 30 map zones like this to carry 500 levels. If you plan to have this many levels for your game you need to consider one thing at the beginning what the game is about and what themesinspirations could be used for the game For the zones are way too many you need a well spring of inspirations which never dries out. Because ever new and indefatigable adventures spur people to play on. A map zone is essentially a ldquoplacerdquo that any place or any thing interesting and with some distinctive features could be used as inspiration for map art. Here I give a few ideas of where our team finds inspirations for map art. And of course the world is so rich and vast therersquore inexhaustible subjects you can dig into I hope this article can give you a bit of light. Some map art in this article are not made by our team I just borrow them here. World famous citiessites These are the most used themes for mobile maps. There are so many wonderful places on earth you would never run out of locations. You can grab one or two landmarks complement them with small things particular to that region. The downside is that this type of inspiration is overused in map art. You can hardly find a mobile game which doesnrsquot have the Great Pyramid and Stonehenge on its map. So if you need something new please read on. Cultural region For example the Old West map above itrsquos not an exact place it has many key elements of an unique culture assembled Utah rock gold mine tepees. Below is another example. Geographic zones Many geographic zones have distinctive and interesting features for example Zhangjiajie in China British Columbia the Grand Canyonhellip the list is inexhaustible. Fairytales fictions The sceneries in most fairytales are quite dull they feature no more than castles little towns and woods. But pay attention to a few fairytales and fictions they have variegated locations described in tremendous details. These books include the Wonderful Wizard of OZ Peter Pan the Lord of Rings. In fact they had already inspired so many movies and video games. Fantasy art Fantasy art could be a great inspiration for locations. But pay attention not to copy things in the art work directly just borrow the idea. Bubble Witch 2 Saga has many fantasy style zones. I think itrsquos better not to use this subject too much otherwise the players would get lost. Gift Stores Gift stores are a great places to give you inspirations. They often have everyday use items made in cute shapes. May be you can make a map which is called ldquoLand of cute clocksrdquo or ldquoCity of cute robotsrdquo Festivals There are many fabulous festivals around the world which have strong visual impact. For example Carnival in Rio Spring Festival in China. And we have a long list of festivals which are used more often in games Halloween Easter Christmas Valentineshellip Culture Many local cultures around the world offer rich visual elements. For example the food truck culture in the US Kite making culture in China. Space exploringAlien world Our mother earth is only a tiny part of the cosmos. There are many and many more wonders out there. Let your imaginations take you thither while our primitive technology canrsquot even afford one glimpse into the unknown. Other games Why not look into other games to see what the other guys are doing You can start by downloading a few games and carefully study the full maps. You are bound to find something useful for your game. If you like this post please see more of my articles and follow mehere... I would post regularly--one article every two weeks about game art production. Related Jobs 10.22.15 Monetization manager 10.22.15 Senior Producer 10.22.15 Technical Animator Rigger - Infinity Ward 10.21.15 Production Artist Marketing - Temp View All Jobs 256663 blog blogsJunxueLi20151019256663Mobile_games_Where_to_get_inspiration_for_map_art.php 940564 33770303 Loading Comments

I trust you - by Shaun Leach - Link Thu, 22 Oct 2015 02:24:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs I trust you by Shaun Leach on 101615 040400 pm 6 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Reblogged from Captain by Rank. He who does not trust enough will not be trusted. -Lao Tzu In my opinion one of the single most important things you can give and receive in a professional environment is trust. As a manager you have to trust your team members and as a team member you need to be trusted by your boss. This week I39m going to talk about the approach I use to enable trust while still maintaining productivity and accountability. I39m a very hands-off manager. My default is to trust the people I work with to get their jobs done. But how does that work in practice My current approach is tell all my new hires that my job is to give goals and direction. Their job is to achieve those goals and how they do it is up to them. The best way I39ve found of phrasing thisis to say that they have 51 say in how they accomplish their tasks and I have 49 say.I get to have input and I get to give advice but in the end it is up to them how they actually accomplish the goals I39ve set out. If they want to go a different direction than what I advise then they absolutely should. If their solution works fantastic. If it doesn39t no problem my only expectation is that they fix it because they own it. BTW I can39t claim credit for this phrasing. It comes from another great book that I highly recommend calledMultipliers. Go read this book as well. Trusting someone with a task bestows ownership of that task to that person. Stop and think about that for a moment. Think about something you own that is precious to you. If you own something I meanactuallyown it odds are good you39re going to treat it much more carefully than something you don39t own. You39re going to make different decisions about what you do with it and be more invested in the outcome. This is especially true in a work environment- if you don39t ownsomethingwhy shouldyou care Someone else will get the credit if you succeed and you will get the blame if you fail. That sounds awesome right No no it doesn39t. Yet sadly that is a very common working environment. This is what I call the strong ownership model. It should be a cornerstone of your company culture. It should be communicated in person on the wiki and however else is possible throughout the organization that this is how things work. That this is official policy. Individuals own and are responsible for their tasks.As a corollary to that italso needs to be communicated who is actually working on what tasks. I39ve been at places where policies and task assignments were made in private and management refused to publicly confirm anything. This created a terrible culture with lots of back stabbing and people taking credit for work they didn39t do. That is not a healthy environment. One common objection I39ve run into regardingthe strong ownership modelis thatthere is no accountability for failure the owner can do whatever she wants rightMaybe it works and maybe it doesn39t.My response to this is toremember that the manager still sets the goals and the direction and the individual isstill responsible forachieving not just attemptingthe goals that have been set out. They are still very much accountable for their tasks and more so than in a weak ownership model. In the weak ownership model the lead simply tells the individual exactly what to do. As I mentioned above in that casethe individual isn39t really accountable however things turn out. They39ve simply become a pair of hands for their manager. -p Why would anyone put in a serious effort in that case It39s a bit of a hard sell. Another objection I39ve gotten is that surely this won39t workwhen the person is junior. They don39t have the necessary experience they39re going to make bad decisions etc. Actually I do mean it and even more so than in the case of a senior person because it39s a greatway for them to learn. Junior team members should be strongly encouraged to seek out advice from their boss as well other members of the team to help guide them. You have open and healthy communication on your team right Hint this is a future post. Assuming they39re taking advantage of that in my experience 8 times out of 10 the junior individual will follow the advice they39re given from the team. 1 time out of 10 they will try something else and it won39t work but that39s OKas long as they fix it. They own it remember so it39s ultimately their responsibility to makeit work. The remaining 1 time they will go a different direction and it will be great How awesome is that going to feel for them. What I39ve found is that giving junior team members that level of ownership allows them to progress at a much faster rate than if they39re treated simply as pairs of hands. Yes it can be a bit bumpy at times but at one year they will be significantly further along than peers who have simply been told what to do and exactly how to do it. A thirdobjection I39ve gotten is what happens if someone doesn39t heed the advice they39re given and fails too much. This is a legitimate thing and calls for a direct constructive conversation with the individual about how to change that trajectory.If you read my post from lastweek I mentioned at the end a book called Crucial Accountability. It39s this thirdcase where that book comes insuperhandy but I39m going to save that for a future post. So how do you achieve a strong ownership model Step one is to make sure it39s communicated far and wide that everyone has 51 say in how they accomplish their tasks and are clear about what their tasks are. Step two is to pay close attention to how you communicate with the people that report to you. As I mentioned last week you should be listening more than talking. If you find yourself giving answers instead of asking

Definitive Solution to Spawn Camping in a FPS Game - by Freddy Hajas - Link Thu, 22 Oct 2015 02:24:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Definitive Solution to Spawn Camping in a FPS Game by Freddy Hajas on 102215 022400 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. After more than 20 years of experience in Playing and Developing FPS games Spawn Camping always was an annoying issue. Many mods simply put a protection for some seconds which may cause gameplay problems. Even the Spawn Protection of Frontlines released in 2008 httpsyoutu.beRsnL_lK5JHg which fixed the spawn killing in Call of Duty 4 Modern Warfare wasn39t a perfect system like this brand new one. This is the DEFINITIVE SOLUTION to ANY FPS game. Hajas M0Ds www.mods.hajas.org Blood Culture www.BloodCulture.com.br All FPS games have Spawn Camping problems. Mainly because if you just protect the player which has just respawned will hurt the gameplay and in a way will punish the player which have his merit of advance accross the enemy battlefield to accomplish his objective. Because of that problem almost no one FPS game have any spawn protection to avoid immortal players respawning in front of players that did the most difficult job attack. To fix that I made the player which was shot immediately after respawn be teleported to another random spawnpoint away from the spawn killing. Made that without harming any of the players the one which is attacking can move on since eliminated the enemy threat and the one which just respawned will not die and will not need to wait another respawn and the one which just respawned will not die and will not need to wait another respawn because he is teleported so he already respawned and is in the game. Related Jobs 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.22.15 Server Software Engineer 10.22.15 Senior Game Engineer View All Jobs 253458 blog blogsFreddyHajas20151022253458Definitive_Solution_to_Spawn_Camping_in_a_FPS_Game.php 877366 33188643 Loading Comments

Post-Mortem Making a Fan Game - Why How and What happens next - by - Link Thu, 22 Oct 2015 02:24:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Post-Mortem Making a Fan Game - Why How and What happens next by Keng Jin on 102215 022400 pm 6 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. We did something crazy. We made a fan game out of FFVII. Here we talk about why and how. More interestingly perhaps are some analytics and observations. If you want to see the game click on this LINK. Why did we make it The idea came about more than a year ago. To us game designers itrsquos interesting to try to adapt different ideas into games. One of the more common exercises is to translate an existing game into a different genre. For instance how would you make Portal into a top-down shooter What about making that into a RPG Itrsquos a really good way that helps you spawn new ideas. In our case we wondered how a Final Fantasy game will translate into a 2D action side-scroller. To be honest we were already in the midst of developing our 2nd title. And we found that there were several elements in our game that could be easily be translated if FFVII was a beatrsquoem up. We were already implementing an elemental system to the playersrsquo attacks inspired by God of War Ascension. We realized that the FF Materia system could be worked in that way. We also have a special attack which we eventually converted to the Summon system in FFVII. It was decidedly more elegant and simple compared to our initial implementation. But we left the discussion at that. It was nothing more than a temptation to distract ourselves from our main project Dusty Raging Fist. News came during E3 that FFVII is going to be re-made. Thatrsquos when we said letrsquos do it. After all FFVII was the game that made me save up and buy my 1st Playstation 18 years ago. The Process We already have a somewhat well defined process having developed a previous game and in the middle of our second game. But still in terms of workload therersquos still a lot to do. Art assets Cloud and Tifarsquos animation We have a tremendous amount of different animations for our characters different attacks idle run jump hit even miscellaneous ones like lose balance and summon. Cloud currently have about 750 frames and Tifa 660. Shersquos a faster character so less frames for her. But even then this is not much if you compare to our internal project. Each of the playable characters in Dusty Raging Fist has about 2000 frames or more. Itrsquos because for this FFVII project we didnrsquot have thefull set of attacks for theCloud and Tifa. They donrsquot need it since itrsquos just a one level demo. Enemies. 1 x Melee Soldier 1 X Ranged Soldier 1 X 2 Legged Robot 1 x Scorpion Boss We did 4 new enemies as listed above. The annoying flying robot was recycled from our current project to add variety to the game play. Enemiesrsquo animation tend to be shorter. All of them are between 300 to 400 frames. Summons Ifrit and Shiva were chosen to be featured in this demo. Both their animations are about 8 seconds but they were mainly effects that were previously done so in terms of art production it wasnrsquot too heavy. Level In the demo put up we did Midgar. We wanted to capture the essence of the level without killing ourselves. So it was important to get the mood right. The lighting and color scheme were vital. We decided to capture a few important parts right. For instance the beginning of the game where Cloud alighted the train the warning sign and the reactor. Also therersquos the boss fight area. To shorten production time we recycled some of our old graphics and rearranged them. I think we were able to get away with it due to the relatively fast paced nature of the game. No players were idling at one place for too long. In Summary As you can see although itrsquos a 1 level playable demo there are quite a lot of art assets involved. It took slightly more than 2 man months. And that is only because we recycled some of our existing assets and we have a pre-established workflow. I estimated that if we had to do all art assets from scratch wersquoll probably need 6 - 8 more man weeks. Programming This is the part where we got away with most things since we have an existing framework. Most of the player controls were up but we still had to customize quite a lot of details. All hitboxes had to be redrawn parameters such as hit force hit angle have to be meticulously keyed in and tested. A lot of the AI needed to be done from scratch though especially the Scorpion Boss. Game Play We wanted to make sure that we incorporated some elements from Final Fantasy VII so that itrsquos not just another generic hack and slash. We ran through some notable features in FFVII. Materia Limit Breaks Summon and your default RPG leveling stuff. We were able to fit the Materia system easily into the genre by looking at them as elemental attacks. But we had a hard time with Limit Breaks and Summons as we could only come up with an idea for 1 more feature. At the end of the day we felt Summoning was more iconic and memorable after all who could forget watching Knights of the Round being played in full each time you decided to summon them This is a short 1 playable level demo. You get to play as Cloud or Tifa or co-op locally you will need at least 1 controller to go with your keyboard. Barret works as a fire support for you. He39s on a timed recharged system. You can only call for him when there is at least 1 blue bar. This is based off a key mechanic in our 1st game Dusty Revenge. The green gem in the game allows you to cast your Summons. You charged it up by inflicting damage on enemies. For simplicity sake Cloud is equipped with Ifrit by default and Tifa with Shiva. Rightfully if this is a fully developed game players will be able to equip their Guardian Forces as they acquired them in the game. As for Materia system we built it into the players39 attack

Making of Super Mega Baseball No.7 Foot in the Door - by Liane Howill - Link Thu, 22 Oct 2015 02:24:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Making of Super Mega Baseball No.7 Foot in the Door by Liane Howill on 102215 022400 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This is the 7th post in a series about the making of Super Mega Baseball. It was copied over from our blog. --- In ourlast post Tobyn swooped in and started to make Super Mega Baseball look a lot better. With some artistic direction establishedit was time for the guys to pitch the game. Liane You guys had no industry connections how did you go about creating a relationship with the platform holders ScottWell we kind of just decided ldquoitrsquos time to start talking to peoplerdquo and one of the first items there was me signing up to go down toGDCGame Developers Conference to startto line-up some contacts. Probably my favorite part of that story was the ridiculous t-shirt we decided was a good idea to make for that trip. It was just so sad and desperate. I actually wore that thing at GDC which is totally embarrassing to me at this point but it wouldnrsquot be a good blog post if we didnrsquot mention it. The t-shirts in question here...Scott wore the yellow one at GDC ChristianSo there was my crappy android tablet loaded with our ldquopromo videordquo which yes I am putting in air quotes the bright yellow awesome t-shirt and a lot of optimism. ScottYeah it was something. Thatrsquos for sure. That trip I did meet some people learned a bunch abouthow things work and who is who though I wouldnrsquot say anything super interesting materialized directly out of it. ChristianIn hindsight not too shocking. Here39s the promo video they brought with them Liane What was next ScottWe decided ldquookay letrsquos send a more formal pitch of the game to Microsoft and Sony.rdquo We actually sat down and drafted a PDF of what we wanted to do with the game what it was about what the target audience was and all this kind of stuff. ChristianWe still didnrsquot really have any close contacts in the industry so we were just sending this pitch to the public facing addresses of the big platform holders like ldquoherersquos what wersquore trying to make are you interestedrdquo ScottYeah and reading this thing again a ton of itactually survived to the final game. Itwas a pretty concise description of what SMB ultimately became. Here39s the front page ofthatfirst pitch they sent out And here are a few excerpts describing the game mechanics Unique handicap system blends AI assistance with player input tocreate a continuous difficultly ramp minimizes soul-crushingembarrassment of newbies- on the difficulty mechanic that would eventually be known as the Ego system Composite scoring system rewards performance on individual playsadds up to leaderboard-friendly overall game score- on the mechanic that became the Starpoints scoring system Pacing and use of time ndash cut out time betweenpitchesbattersinnings to increase speed of play use slow motionfor more precise interaction in batting sliding especially fielding- time dilation was in the plan from the beginning including the use of slow motion to create more meaningful infield play Liane And so how39d the pitch go ScottIntentional silence here. ChristianLaughs It was quickly becoming apparent that contacts are super important. And we were doing the equivalent of cold call selling. ScottYeah I knew that cold calling was going to suck. ChristianUnknown studio unknown project trying to take on sports games. Not surprisingly the response was crickets. ScottWe did hear back eventually but let39s just say the ball was rolling very slowly. Liane So no one was super keen on the pitch where did you go from there ScottLater that year I decided to go down toPAXa gaming festival and just see if I could find anybody. I managed to track down one of the Sony fellows who wound up becoming our account manager and just asked him if I could show him something really quick. I met up with him a little later and that ended up being our foot in the door. We met some other people through that and so on. ChristianAnd I think we can give him a little bit of props here in the sense that he took a big chance like we said before we were nobody in the industry never made a game before he kind of took a chance on us. ScottYeah Sony was doing a good job of opening up to indies at that point but I think that our project was still a risk given our complete lack of a resume. So contact was established and there appeared to be a future for SMB on consoles. But the game wasn39t finished yet We39ll continue on that journey in our next post. --- This post was copied over from our blog here. Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs 256978 blog blogsLianeHowill20151022256978Making_of_Super_Mega_Baseball_No7__Foot_in_the_Door.php 1003258 36039493 Loading Comments

Decline of Greenlight - looking at actual statistics. - by Jakub - Link Thu, 22 Oct 2015 02:24:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Decline of Greenlight - looking at actual statistics. by Jakub Kasztalski on 102215 022400 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. There is no doubt popularity of Greenlight has been falling as gamers grow increasingly tired of plowing through many mediocre or prototypical products without a real incentive or reward. However what surprised me was the worrying rate at which the decline seems to be occuring. The Stats We have recently launched greenlight for Karaski What Goes Up... a single-player open-ended action-adventure uncovering the secrets of passangers onboard a sabotaged Slavic airship. Analyzing my own stats and looking at numerous postmortems of others I noticed a worrying pattern. The Steam stats aside from showing YOUR visitors also show the top 50 games39 visitors. Looking at the current date vs. the ones from other games in July and March we see the average amount of people browsing Greenlight as follow 032015 21548 072015 15100 102015 7805 Which translates to an average 1963 decrease per month Granted it is just 3 data points so any conclusions must be taken with a grain of salt but at this rate we are looking at only 1000 Greenlight visitors per month this coming FebMarch next year. Whoa Another odditiy - while total yesno votes followed the decline the Favorites and Followers actually increased in July but fell back down again after. Perhaps excitment of summer months was responsible for that I39m not trying to be the harbinger of doom and I genuinely think the intention behind Steam Greenlight is good if the implementation severly flawed. I wouldn39t be an indie dev today if it wasn39t for my 1st game getting through the process and I39m sure many others feel the same way. But it does not seem like the system is going to be up for much longer if things don39t change dramatically. What can be done There39s been countless arguments for pros and cons of Greenlight as well as what needs to be fixed so I don39t want to get into the bigger debate. If we focus only on the declining number of visitors rather than the system as a whole it is clear people need a bigger incentive to play curators for games that perhaps one day maybe sort ofwill come out. Valve has already implemented a pretty comprehensive marketplace full of badges trading cargs seasonal specials and other little meta-rewards. If incentivising visitors is the goal why not bring them into Greenlight I could see providing more tradable and craftable badges and tradings cards for contributing to the voting process encouraging many players to go back to their queues. Even better why not for every 100 or 1000 votes the users got a promo code to obtain one of the voted on games for free or at a big discount This creates a tangible feeling that voting on games can materialize in actual products in one39s own library. The problem with incentives The obvious cavaet is that this would encourage people to milk the system perhaps voting blindly just to earn rewards. However if Valve wants to keep Greenlight around then it39s worth considering whether the influx of incentivized voters would be worth the potential swaying of farmers. To draw a parallel - many MMORPGs still struggle with this problem today and yet their economies have not collapsed. Closing Words I am leaving the question of what this all means and what will happen deliberately open-ended. The debate has raged since the very launch of Greenlight and for good reasons and I do not wish to get into that quagmire here. Rather this article is meant to bring home the reality of Greenlight39s decline and provide some actual data when considering the next steps and future of publishing on Steam. Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs 257009 blog blogsJakubKasztalski20151022257009Decline_of_Greenlight__looking_at_actual_statistics.php 1003668 34559453 Loading Comments

How to analyze paying users Part 1 RFM-analysis - by Vasiliy Sabirov - Link Thu, 22 Oct 2015 02:24:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs How to analyze paying users Part 1 RFM-analysis by Vasiliy Sabirov on 102215 022400 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. So paying users are those guys that bring money to your product. It is very important to know all the nuances of their behavior what do they pay for how fast and how much. It is important to know what they feel by doing this do they get satisfaction from the investments they made into your product. In fact even in the case of f2p online-game every payment made by gamers is their investment at the beginning they pay at the end they get some ROI which can be denominated in a currency or in the emotions they experience. Therefore you should perceive users as investors even if they are minority investors. In order to better understand the behavior distribution and needs of paying users there exist special analytical methods and reports. Today we will talk about RFM-analysis as one of the basic methods of understanding the structure of your paying audience. RFM stands for R ndash Recency ndash how long ago the last purchase was made F ndash Frequency ndash how often purchases were made M ndash Monetary ndash the volume of purchases during all the time. You give three marks that correspond to those parameters to every paying user. As a rule in theoretical materials a user is assessed with a three-point scale relatively speaking good normal bad however in practice we have also faced five- or even ten-point scales in RFM-analysis. To make it easier let39s look at the example of the three-point system Of course the question arises how to understand in this case long time agorecently oftenrarely and muchlittle. It is possible to answer this question in two ways Anyway having spent some time in Excel or somewhere else you will give a mark to every paying user for recency frequency and amount of payments. Now is the most interesting part. You can see how those marks are distributed among your paying users and what are the majority of users. This will allow you to segment your paying audience and plan your marketing actions aimed at raising profit. A simple example Imagine the following case. Both of discussed examples operate only two parameters Recency Frequency. Adding the Monetary parameter to the report will allow to use volumes of every user39s payments in addition. Besides that the analysis can be conducted based on the quantity of users or based on money that you get from them. In addition it is possible to look at the combination Monetary-Recency how much do users pay and how long ago did they pay Monetary-Frequency how much and how often do users pay. The easiest way is to analyze paying users in the frames of one parameter is to get distribution of users and their payments depending on time long time ago ndash recently on frequency often ndash sometimes ndash rarely on amount much ndash average ndash little. In particular analysis of paying users according to the size of their payment in f2p-games is usually described with the help of the inhabitants of sea depths Here we don39t speak about the sums of one payment but rather about general sums accumulated during the whole payment history of a user. The differentiation on big average and small sums is made based on expert assessment again. By analyzing the amount of users in every segment and the amount of money that you get from every segment you will be able to understand which actions are better for raising the profit. To lower prices To raise prices To focus on the retention of ldquowhalesrdquo At our service devtodev.com we have divided users depending on the volume of their payment into five segments additionally defining ldquogrand whalesrdquo and ldquogrand dolphinsrdquo. In particular the discussed example shows that the main part of the income is brought by ldquowhalesrdquo and ldquogrand dolphinsrdquo therefore the focus of the marketing forces should be on them. This is only a part of methods that can be used to analyze paying users. There are many more questions answers to which will help you to customize your project39s monetization better. There are only some of them We will surely tell you about every method in detail in our future articles. If you don39t want to wait we invite you to the free webinar which will be held on October 27th 2015 at 12p.m CDT. During the webinar we will tell you about all the methods of paying users39 analysis describe cases devoted to how analytics of paying users helps to raise the income. Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs 257042 blog blogsVasiliySabirov20151022257042How_to_analyze_paying_users_Part_1_RFManalysis.php 1001734 35829113 Loading Comments

Enemy Wave Controller in Demons with Shotguns - by Nicholas DiMucci - Link Thu, 22 Oct 2015 02:24:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Enemy Wave Controller in Demons with Shotguns by Nicholas DiMucci on 102215 022400 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Demons with Shotguns features a 1 - 2 player local co-op game mode called End of Times where players must fend off wave after wave of the Nephilim army in a single arena space. Demons with Shotguns is a competitive local multiplayer game first and foremost but I always wanted to include some form of singleplayer so the game could be played alone when you didnrsquot have any friends around to battle it out for each others souls. I want to share how Irsquove setup the wave and enemy systems. The system makes it very easy to define waves and add new enemy types isolating specific enemy behavior to their finite state machine states. Before we dive in letrsquos go over the game view. I started developing Demons with Shotguns in Unity before Unity announced their 2D API so Irsquom using 2D Toolkit instead. 2D Toolkit has a built-in tile map editor that I use to build all of the gamersquos arenas. The End of Times game mode is isolated to a single Unity scene with each different arena spaced out as a different tile map under a root StrangeIoC context gameobject. The name of the root object will be used to select which wave definition file we parse more on that later. Each arena also has spawn points placed both for players and enemies. A view script handles finding these spawn points and storing their reference in an array and later passing that array to the wave controller. The game defines which enemies to spawn in a wave and how it controls the progression of waves. Originally I assumed that having a system that would randomly select which enemy type to spawn at a random spawn point in the arena would suffice but I quickly found out that to ensure the best experience I really needed a way to define which specific enemies would spawn at which specific spawn point. It allows me to control the battle experience much more finely ensuring a fun and diverse experience. Currently wave definitions are defined in simple text files. Here is an actual example for one of the Watertower Terror wave definitions. Nomed0Nomed1Hellhound6 Rocket0Rocket6Rocket4Rocket5 Nomed6Rocket1Rocket4Nomed2Nomed3Hellhound6Rocket0Hellhound2 Nomed0Nomed5Nomed3Nomed4Rocket2Rocket3Rocket0Rocket1Hellhound3Rocket4Nomed3Nomed2Rocket5 Hellhound3Rocket6Nomed0Rocket0Rocket6Rocket6Hellhound4Hellhound5Rocket0Rocket2Hellhound4Hellhound5 Rocket3Rocket2Rocket0Rocket0Rocket1Hellhound6Nomed4Nomed5Rocket6Hellhound0Nomed0Nomed1Nomed2Nomed3Hellhound4Hellhound5Rocket6 view raw1.txthosted with 10084 byGitHub Each line represents an entire wave of enemies. Each cell delimited by the pipe character represents a cycle in the current wave defining the enemy type and its spawn location. So looking at the first line we see that the game starts by spawning a Nomed at spawn location 0. The pipe delimiter indicates a single cycle so the wave controller should wait till the current Nomed is killed before spawning the next Nomed at spawn location 1 and so forth. Once all enemies in wave 1 line 1 are killed the controller moves on to the next line which has two Nomed enemies spawning at the same time. Irsquoll forego describing how the game parses the wave definition file as itrsquos not particularly interesting. Just know that based on the properties of the GameSettings object which is created and populated in the gamersquos main menu system we determine the file path of the wave definition in the gamersquos resource folder to parse all done by a expected convention. Since I want to include multiple wave definitions for each arena to add more variety I will later add the ability to randomly choose a definition file to parse but still specific for the arena in play. Now that we know how waves are defined letrsquos look at how the controller actually operates. Once the game mode startup sequence has finished an EnemyWaveController class will kick off being passed an EnemyWaveModel thatrsquos a simple POCO that wraps up the data necessary for running a wave mainly a List of enemy spawn points and a List of Lists of Lists representing the parsed wave definition file among other properties. Herersquos an abbreviated version of the controller class. Our Update method runs three nested for loops donrsquot panic itrsquos not a performance bottleneck. Thinking back to the wave definition file the outer for loop represents each line in the file. The first inner for loop represents a collection of enemy spawns or the pipe delimited cells in a line and the second inner for loop represents an individual enemy spawn. These for loops may look ugly but itrsquos very simple so letrsquos step through. The outer for loop will kick off dispatch some UI feedback animations yield for 2 seconds and then enter another for loop to start spawning enemies in an individual cell. Once we have our EnemyType enum we index into the spawnPoints array to determine the spawn point based on the index defined in the wave definitions file. This part requires some upfront knowledge and care as you can easily get a IndexOutOfRangeException if the definitions file defines an index out of bounds but we catch it and set a random spawn point if that were to ever happen. With our EnemyType and spawnPoint we dispatch a request to the enemy factory to actually spawn and setup the enemy. Once this has been completed for each enemy in the cell we enter a while loop to yield every frame and check a GameStateModel property to determine if each enemy has been killed. If so we move on to the next cell and then eventually to the next line. This all repeats until wersquove reached the end of the definitions and thus the player has defeated all the waves In which we dispatch a end game event. So how

Interview Warren Spector on Getting Design from Good to Great - by - Link Thu, 22 Oct 2015 02:21:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Interview Warren Spector on Getting Design from Good to Great by Pierre-Alexandre Garneau on 102215 022400 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Warren Spector is best known for creating Deus Ex while at Ion Storm Austin. He has since created Epic Mickey for Disney and he is now the Director of the Denius-Sams Gaming Academy at the University of Texas at Austin. I had the opportunity to ask him questions over email as part of a series of interviews about getting design from good to great you can read a previous interview with Richard Garfield here. As a game design consultant I help developers turn their games into hits so I was very interested about his method for creating his remarkable hits. His process to choose which project to realize is particularly interesting. PAG While in the early stages of a project how do you choose which direction to go in Which idea to pursue out of all of the possibilities WS I have a whole process I go through - a series of questions I ask myself to determine if an idea is worth my time to pursue. The questions are What39s the core idea Why do THIS game What are the development challenges Is the idea well-suited to games What39s the fantasy What are the verbs Has anyone done this before What39s the One New Thing And what is this game REALLY about If I don39t like the answers I ditch the idea. If I DO like the answers I have a template I use - a form I fill out - to determine if I understand the idea well enough to keep going with it. If I can39t answer all the questions or fill out the form to my satisfaction I move on to the next idea. Ideas are easy... One more thing It occurs to me I should explain the question What is your game about. Basically I think every narrative should have a subtext - a question or set of questions it asks players to think about. You don39t want to make them explicit and you don39t want players thinking about them consciously - you want them exploring the question through their choices as they play. For example Deus Ex was about this I just think games like any other narrative medium can explore things below the surface action depicted. PAG When you have an idea for a gameplay mechanic or something else that39s pretty good but not quite great yet how do you push it to that next level WS Well ideally you don39t even start a project that doesn39t at least have the potential to be great. If you start out with a clear enough vision - a picture in your head of what a game can be - it39s just a matter of grindingly hard work and frankly an unwillingness to compromise on what39s important that takes an idea to the next level. If you believe in something you just make it work. I don39t really know how to answer any better than that. I mean the difference between something good and something great is the width of a human hair. Making things great is the art of game development. I suppose someone will tell you there39s data you can gather to help you make something great but I think that39s a crock. Greatness is magic not science. PAG When a teammate brings you an idea that you don39t believe is a good fit for the project how do you handle that WS I won39t even look at an overall game concept if the person pitching it hasn39t gone through my questions and filled out my form. So a lot of ideas don39t even get to my desk. If you39re talking about specific features it39s a question of having and communicating a clear enough vision that people instinctively know whether something fits or not. I call what I do defining the creative box - if everyone on a team knows where the lines are that define that box they won39t even bother pitching something outside the lines. And if they do you just have to be straight with them and tell them their idea doesn39t fit. Happens all the time - leaders have to be willing to shoot straight with people... Related Jobs 10.22.15 Senior Level Designer Amazon Game Studios 10.22.15 Game Designer for live service fm 10.22.15 UI ARTIST - PLAYRAVEN 10.21.15 Mobile Software Engineer ndash Autodesk Games Solutions View All Jobs 257115 blog blogsPierreAlexandreGarneau20151022257115Interview_Warren_Spector_on_Getting_Design_from_Good_to_Great.php 1002924 35980743 Loading Comments

HTML5 Game to iOS - Choosing a Platform - by Martin Drapeau - Link Wed, 21 Oct 2015 02:08:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs HTML5 Game to iOS - Choosing a Platform by Martin Drapeau on 102215 022100 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This article previously appeared on my tumblr. Ludorsquos Questis an HTML5 game built for mobile. The game targeted iOS from the start. My past HTML5 game development experience taught me to stay away from the DOMand only use Canvas. I therefore evaluated options available to wrap a canvas-based game into an iOS App. I looked atPhoneGapEjectaandCocoonJS. PhoneGap uses the iOS UIWebView for rendering.Performance-wise this was not a very good optionas the canvas was not hardware accelerated as it was the case in most Desktop browsers. As such the game ran at a very low 15 frames per second. Fortunately with the release of iOS 8 you can now use the WKWebView which includes hardware acceleration for the Canvas. But back when I started it was not available. PhoneGap was therefore a no go. ImpactJSrsquo Ejecta was another contender. It implements a Canvas natively run inside of OpenGL Ejecta is like a Browser without the Browser. Itrsquos specially crafted for Games and Animations. It has no DIVs no Tables no Forms ndash only Canvas and Audio elements. This focus makes it fast. JavaScript code is executed directly by a JavaScript VM JavaScriptCore the HTML5 Canvas 2D and WebGL API is implemented in native code with OpenGL Audio is implemented with OpenAL. Several other APIs touch accelerometer localStorage behave like those in a real browser. httpimpactjs.comejecta That seemed really promising. Ejecta works well with ImpactJS a popular HTML5 game development framework. I figured I could use it with Backbone Game Engine my own framework. It however did not have a launcher. I did not have a Mac at the time and therefore no access to XCode to try out and deploy on my iPhone. CocoonJS implemented something very similar to Ejecta. It offered something calledCanvas an hardware accelerated 2D canvas. It also offered means to load and dispose of graphic assets more efficiently. Bootup time for a game was much faster. In addition you could use a regular UIWebView along with your Canvas view if you want to use the DOM. CocoonJS seemed to have all that was required. But what made it stand out is the Cocoon launcher an iOSAndroid App that allows you to load your HTML5 game via a zip file. It took only a few minutes to load my game and see it working on my iPhone. That was enough to sell me on Cocoon. Today I useCocoon.io the next generation of of CocoonJS. It is fully Cordovacompatible meaning you can useCordova plugins. And Canvas is also supported as a webview engine.Cocoon.io came out of Beta in September of 2015. With Cocoon.io you provide an HTML5 project and it outputs an XArchive. The service will even sign your archive so you can just drag and drop the .ipa file directly in iTunes. That eliminates a lot of manual steps. With that in mind I invite you to try out the gamehttpwww.ludosquest.com. Related Jobs 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.22.15 Server Software Engineer 10.22.15 Senior Game Engineer View All Jobs 257005 blog blogsMartinDrapeau20151022257005HTML5_Game_to_iOS__Choosing_a_Platform.php 1003812 36148363 Loading Comments

What I Learned Designing My First iOS Game - by Miguel Tyler - Link Wed, 21 Oct 2015 02:08:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs What I Learned Designing My First iOS Game by Miguel Tyler on 102115 020800 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Anyone with a few or more years of game development experience will tell you that making games requires an always learning mindset. Whether itrsquos your first game or tenth therersquos always something new to discover about making games that players will be attracted to enjoy and want to tell others about But like any career the first time you dive into game development is usually when you learn some big lessons realize what works and what doesnrsquot and more. The following are three things I recall learning while working on a iOS cardstrategy game called Stack Deploy as a college senior at UC Santa Cruz. No longer in app store 1. Avoid Being Too Ambitious I remember one of the guys on the Stack Deploy team talking about his apartment mate who wasnrsquot a game design student suggesting that we make something along the lines of ldquoHalo but betterrdquo. The idea of making something on the scale of Halo with 8 or 9 people is of course absurd to anyone who knows a thing or two about game development. Like the other student game projects we were confident that our initial idea for Stack Deploy could be done in less than a year. Except it was slightly too ambitious. One of the biggest cuts I recall making was going down from five unique playable races to three which was something Michael Mateas our game design professor prophesied from the get-go. While we did end up having most of the features we set as goals in the beginning including a deck builder and online multiplayer a very important lesson was learned. Unfortunately a few of the other student teams learned a much harder way when their games ended up being nowhere near their initial vision. 2. Friends Make Better Games Than Co-Workers One of the guys on the Stack Deploy team a close friend since our freshman year recently moved to Southern California to work at a major Santa Monica game studio. Not having seen each other in years I made a two hour drive just to play video and board games with him and his friends which almost entirely consisted of developers from that same company. I was impressed to see developers from an award-winning game studio want to spend time together outside of the office. Of course this is exactly how it was while working on Stack Deploy and why I feel our project did better than the rest. When we werenrsquot working on the game we were playing games of all kinds together and hanging out. While it is unrealistic to assume that yoursquore going to become super good buddies with everyone you ever work with in the gaming industry remember that making games is often a highly collaborative effort that requires plenty of teamwork and communication. I feel there is a lot more potential in a team of developers who see each other as more than just co-workers. 3. Getting A Taste Of Every Area Is A Good Thing Most studios expect their designers to have some familiarity with most aspects of game development including art programming story level design music etc. Such a designer is better able to make necessary gameplay tweaks and decisions that will affect how other team members do their job. Otherwise the designer may find themselves frustrating other teammates by asking them to do the impossible based on a small possibly unneeded change. I was fortunate enough to learn this during my first year while working on Stack Deploy by getting involved in many roles. While my main position was writer and art director I also helped provide music sound effects and pixel art. Like everyone else I also helped test the game and was involved in meeting where we threw around design ideas and concerns. This has helped me as an independent writernarrative designer because I am more careful about creating content that will demand too much from an artist or programmer. I am also better at coming up with flexible stories quests and other content that wonrsquot fall apart if someone decides that what I am asking for is too much or has to be change later. Related Jobs 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.22.15 Server Software Engineer 10.22.15 Senior Game Engineer View All Jobs 256490 blog blogsMiguelTyler20151021256490What_I_Learned_Designing_My_First_iOS_Game.php 1003636 36104973 Loading Comments

Use Texture Atlases in Unity to Improve Performance - by Carleton - Link

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Use Texture Atlases in Unity to Improve Performance by Carleton DiLeo on 102115 020800 pm 9 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Originally posted onPixleshot Games Dev Blog Wordsumis a fun free mobile game that combine Scrabble and Tetris together in a unique way. It39s available right now onIOSandAndroid. Performance is always on the top of every game developers Todolist. It can be the make or break for how player39s respond to your game.Wordsumwas a mobile game so that meant I had less power to work with if I wanted to reach the mass market. Lowering draw calls are a simple way to improve the performance of your game. It39s simple if the game performs less draw calls it has less to do. So your first question might be How do I know how many draw calls my game is making.Unityprovides a great tool for this called theRendering Statistics Window. The best part is it39s available in the free version of Unity. To open the window click the tab in the editor viewport. When you run your game you will get live statistics. The thing we are interested in is the Set Pass Call number. Getting this number as low as possible helps save of CPUGPU cycles. We will be using Texture Atlasestoaccomplish this. There are some good paid tools out there to help us create the Texture Atlas. One of these is the highly regarded2D Toolkit. Since I had a tight budget I ended up going withSimple Sprite Packerwhich gets the job done. First thing you will need to do is import the Simple Sprite Packerpackage into your project. This adds a new context menu to the Unity editor. Find a place where you want to create your Atlas. Right or command click for mac users and selectCreate - Sprite Packer. Name it something appropriate and save. This will create two objects in your folder. The first is the Simple Sprite Packerobject you will use to create the Atlas. The second is the image file that will be the actual Atlas. Select the Sprite Packer object. The inspector will display the options you have for creating the Atlas. You can leave most of these unchanged for now and start creating your Atlas. You can either drag your images one by one into the green area or for speed use the Sprite Packer - Drag and Drop Window located in the Unity toolbar. Note Make sure the sprites you are adding to the atlas are uncompressed or Simple Sprite Packer will complain. Once you have added all your sprites select Rebuild Atlas. You have now created a Texture Atlas. Congrats The only thing left is to swap out references to the individual sprites to your Atlas. Once your done rerun your game and you should see a big drop in draw calls and hopefully improved FPS. Related Jobs 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.22.15 Server Software Engineer 10.22.15 Senior Game Engineer View All Jobs 256612 blog blogsCarletonDiLeo20151021256612Use_Texture_Atlases_in_Unity_to_Improve_Performance.php 1003123 36012133 Loading Comments

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