Page:2 - News Archived: 3437

Title Date
Xbox Live Indie Games - the Moby-archiving - Link Thu, 17 Sep 2015 02:21:51

Xbox Live Indie Games - the Moby-archiving Since news spread that the Xbox 360s Xbox Live Indie Games service is gradually closing - with no new games allowed from Sept. 2016 and the service closed in Sept. 2017. Due to the online nature of the store theres obviously some danger that info on these games will be permanently lost.Luckily one of our top contributors Patrick Bregger has shot out of the gate like a rocket and dedicated himself to archiving screenshots and info from _every single_ XBLIG game. Right now hes going backwards from Z and has added a couple of hundred games to our previous total - theres now nearly 400 up there.We salute his fortitude to get through all the Zombie games for starters - there are nearly 100 including Zombie Sausages 2 Zombie Cow-Milking and the actually pretty good Zombie Accountant.We wanted to highlight this for two reasons - one to thank Patrick PROFUSELY because these synopses screenshots and credits are great amp just dont exist anywhere else. And secondly he definitely needs some help - so if anyone would like to message him or post in this thread thats be great Submitted by Simon Carless 58 on Oct 04 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGet over herequot

MobyGames - text-only covers now accepted - Link Fri, 11 Sep 2015 21:02:54

MobyGames - text-only covers now accepted Along with the recent lifting of the exception on accepting multiple discsdiskettes with the same artwork and different disc numbers our exception on accepting text-only covers has been lifted as well.Below are a couple of sample covers which we had on file as accepted. This just shows the inconsistency when it comes to such things. It was hard to say which is irrelevant as text-only and which text is more important or if some minor graphics were included so it can be accepted. Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

MobyGames Call For Help - coders contributors - Link Sat, 5 Sep 2015 16:21:31

MobyGames Call For Help - coders contributors As we continue to add original credits screenshots info and cross-linked info on the history of video games daily MobyGames needs your help to expand In particular we need aid in two areas1. Coders who can understand Perl can help Were still stymied in accomplishing a lot of bug fixes and new features due to lack of coding help. If you know Perl and can volunteer some time to get up to speed on our codebase we would be _very_ appreciative. Please message Simon if you can help out. 2. Contributors to underdocumented historic platforms Check out this forums thread but we think the Apple II ZX Spectrum Arcade TRS-80 amp TI-994A are all missing a LOT of releases. In addition platforms like GBC GBA DS and Wii are missing a number of licensed amp more minor releases - of course no games are minor in the end. So if you can help out and could specialize in any of these platforms - please contribute now - appreciated Submitted by Simon Carless 58 on Sep 11 201517 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

MobyGames - media scan rules change - Link Sun, 30 Aug 2015 16:55:13

MobyGames - media scan rules change Heres a new rule For media scans for games that were on two or more floppy disks CDs or DVDs MobyGames policy was always EITHER to accept all media if they have different art or text marking them Disc 1 Disc 2 Disc 3 etc OR accept only one media if it only differed in number marking it as Disc 1N.Now the embargo has been lifted and there is no need for comments such as quotDisc 1Nquot because all magnetic disks or optical discs are accepted even if they differ only in number.From now on something like this is welcomed when you submit cover scans Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

User milestones - MAT Karsa x26 friends - Link Sat, 1 Aug 2015 16:57:24

User milestones - MAT Karsa amp friends Were so happy to see MobyGames contributors blast through some new milestones and time to honor them here. Thx to CavalaryKarsa for the tipsFirstly MAT gets an entire paragraph because he just hit 100000 MobyPoints - the 7th person in our history to do that Congrats amp infinithanks to him...In addition Karsa Orlong is now officially in the all-time Top 10 for contributions Picard just hit 30000 total points and Infernos just topped 10000 and is now 80 overall. Please keep the amazing work coming...And one final note as spotted by Kabushi - MobyGames now has over 3 million individual lines of credits all entered by our amazing contributors Wow. Submitted by Simon Carless 58 on Aug 30 201519 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

MobyGames Twitter feed - cover ideas wanted - Link Mon, 13 Jul 2015 01:17:43

MobyGames Twitter feed - cover ideas wanted Now that our covers are unwatermarked theres never been a better time to show off some of the amazing video game cover art scanned by MobyGames members. And thats just what is happening at the MobyGames Twitter feed which is updated daily with new pics. Its actually doing pretty well if you look at the number of retweets and favorites for each post.When we started this we asked MobyGames Approvers for some cover picks and now wed like your help Please comment on this post and pick some of your favorite cover art on the site and well gradually flow it onto Twitter and FacebookGoogle as time permits Submitted by Simon Carless 58 on Aug 01 201541 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

RIP Nintendox27s Satoru Iwata - 1959-2015. - Link Fri, 10 Jul 2015 23:16:49

RIP Nintendos Satoru Iwata - 1959-2015. So sad to hear today that Nintendo President Satoru Iwata passed away - and at the relatively young age of 55 too. Many people online are linking to the MobyGames profile of Iwata which only exists because MobyGames contributors typed in the credits for literally hundreds of seminal Nintendo games. The site admins would like to honor Iwata-san for his vital contribution to the history of games amp thank all of you for doing so much to preserve his history - even before his sad and unexpected passing. Submitted by Simon Carless 58 on Jul 13 20151 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

Scierex27s 300k MobyPoints milestone - Link Sat, 4 Jul 2015 20:11:08

Scieres 300k MobyPoints milestone This is fairly unbelievable but veteran MobyGames contributor Sciere has just hit 300000 points on the site... wow This includes 2585 games 24000 screenshots... I could go on - heres his stats. Sciere also makes sure were up to date on newer console and PC games more than almost any other user - so MASSIVE thanks for him for this - otherwise wed be a past-only websiteAlso thanks to some forum notes the other milestones must be pointed out piltdown_man reached 90000 points Terok Nor reached 20000 points Indra reached 20000 points amp Freeman reached 20000 points. Congrats to all of them Submitted by Simon Carless 58 on Jul 10 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

Twitter feed x27Best Of MobyGamesx27 highlights Pt.1 - Link Sun, 14 Jun 2015 22:10:01

Twitter feed Best Of MobyGames highlights Pt.1 Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBoomshakalakaquot

Our 6th ever MobyGames 100k user - Link

Our 6th ever MobyGames 100k user Gigantic congratulations to LepricahnsGold who has made it to 100000 contribution points on MobyGames He is only the 6th ever user to make it to that historic milestone - the others being Sciere Cor13 formercontrib Kabushi and Patrick Bregger.While were here - another notable recent milestone is that 666gonzo666 hit 50000 - massive thanks to himIf youd like to join them please go ahead and contribute now - MobyGames is only possible through our amazing users contributions. Submitted by Simon Carless 58 on Jun 14 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

New Game White Wolf Software Series IX - Link Fri, 23 Oct 2015 07:22:54

White Wolf Software Series IX DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

New Game Smashing Toys - Link Fri, 23 Oct 2015 02:54:04

Smashing Toys WindowsDiscuss Review Want Have Contribute missing cover artaddcover Developed byLeonBrothersReleasedApr 22 2009PlatformWindows GenreRacingDrivingPerspective3rd-PersonPerspectiveThemeArcade ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

New Game Rock Band 4 - Link Fri, 23 Oct 2015 02:53:44

Rock Band 4Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

New Game Guitar Hero Live - Link Thu, 22 Oct 2015 21:13:29

Guitar Hero LiveDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBoomshakalakaquot

New Game Numba - Link Thu, 22 Oct 2015 21:07:05

NumbaDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

New Game V-Rally Championship Edition - Link Thu, 22 Oct 2015 02:13:29

V-Rally Championship EditionDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

New Game Primal Carnage Extinction - Link Thu, 22 Oct 2015 02:13:12

Primal Carnage ExtinctionDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

New Game FORCED - Link Thu, 22 Oct 2015 02:12:58

FORCEDDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

New Game Galivan - Link Thu, 22 Oct 2015 02:12:28

GalivanDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

New Game Organ Trail Complete Edition - Link Wed, 21 Oct 2015 18:10:43

Organ Trail Complete EditionDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGet over herequot

New Game Tales of Hearts R - Link Wed, 21 Oct 2015 17:15:14

Tales of Hearts RDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

New Game Alter World - Link Wed, 21 Oct 2015 13:47:49

Alter World WindowsDiscuss Review Want Have Contribute missing cover art1moreaddcover ReleasedMay 29 2015Official SiteAlter WorldPlatformWindows GenreActionPerspectivePlatformThemePuzzle-Solving ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

New Game Trivia Trove - Link Wed, 21 Oct 2015 04:16:19

Trivia TroveDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game Tales from the Borderlands - Link Wed, 21 Oct 2015 04:15:33

Tales from the BorderlandsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWill your stalwart band choose to Fight or Runquot

New Game Tales from the Borderlands Episode 1 - Zer0 Sum - Link Tue, 20 Oct 2015 21:58:51

Tales from the Borderlands Episode 1 - Zer0 SumDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

New Game Dragon Mania Legends - Link Tue, 20 Oct 2015 21:51:32

Dragon Mania LegendsDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game Anomaly Defenders - Link Tue, 20 Oct 2015 21:47:06

Anomaly DefendersDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

New Game Puzzle Pets - Link Tue, 20 Oct 2015 09:22:41

Puzzle PetsDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

New Game Dex Enhanced Version - Link Tue, 20 Oct 2015 09:11:25

Dex Enhanced Version WindowsDiscuss Review Want Have Contribute missing cover artaddcover Published byDreadlocksLtdDeveloped byDreadlocksLtdReleasedOct 05 2015PlatformWindows GenreAction Role-PlayingRPGPerspectiveSide-ScrollingThemeCyberpunkDarkSci-Fi ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

New Game Another Perspective - Link Tue, 20 Oct 2015 07:23:42

Another Perspective WindowsDiscuss Review Want Have Contribute missing cover artaddcover ReleasedNov 08 2013Official SiteAnother PerspectivePlatformWindows GenreActionPerspectivePlatformThemePuzzle-Solving ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBoomshakalakaquot

Review of Star Cruiser Apple II - Link Sun, 18 Oct 2015 03:12:59

Star Cruiser Apple IIDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

Review of Crazy Nickx26x27s Software Picks King Grahamx26x27s Board - Link Sun, 18 Oct 2015 03:05:15

Crazy Nickx27s Software Picks King Grahamx27s Board Game Challenge DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

Review of Alone in the Dark DOS - Link Fri, 16 Oct 2015 21:34:24

Alone in the Dark DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThe cake is a lie.quot

Review of Nyet 3 The Revenge of the Mutant Stones DOS - Link Fri, 16 Oct 2015 21:25:36

Nyet 3 The Revenge of the Mutant Stones DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

Review of DOOMx26xB3 BFG Edition Windows - Link Thu, 15 Oct 2015 16:27:39

DOOMxB3 BFG Edition WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

Review of Secret of Evermore SNES - Link Mon, 12 Oct 2015 16:22:57

Secret of Evermore SNESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

Review of Batman The Video Game NES - Link Mon, 12 Oct 2015 16:22:33

Batman The Video Game NESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

Review of Esper Dream 2 Arata naru Tatakai NES - Link Mon, 12 Oct 2015 16:22:20

Esper Dream 2 Arata naru Tatakai NESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

Review of Chx26x14D Jikx26x16B Yx26x14Dsai Macross NES - Link Sun, 11 Oct 2015 07:43:45

Chx14D Jikx16B Yx14Dsai Macross NESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotObjectionquot

Review of Quest for Glory III Wages of War DOS - Link Thu, 8 Oct 2015 20:45:38

Quest for Glory III Wages of War DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

Review of Infestation DOS - Link

Infestation DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

Solo indie dev Rookie lessons learned - Link Fri, 23 Oct 2015 07:10:00

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 Solo Indie Dev What I Wish I Knew Five Months Ago by James Neally on 102115 012300 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. About five months ago I decided to quit my job as a mobile web developer. I knew that I needed a chance to seeif I could make a living designing games. Shortly after quitting I found a partner and we began creating a game with me as the sole developer on the project. It was intimidatingand terrifying to know that success and failure depended on you but also it was exhilarating. During my time as a developer there39s been a lot that I39ve learned especially making this the first game I39ve ever released to the public. This is a letter to myselffive months ago the guy who sat at his desk at work reading articles about game development and wishing he could be on the other side of it. Being the only developer on a game is one of the most difficult things I39ve ever done and here39s what I wish I39d known. Tip 1 Track Your Time Itrsquos easy to forget how much yoursquore working on your project. All of a sudden I went from 40 hours a week of structured work to free-form do-it-when-you-feel-like-it madness. Week after week I worried that I wasn39t getting nearly as much work done as I could have in an office. In the back of my mind I knew it wasn39t true I knew I was working less overall yet muchmore efficiently. But I had no way to tell my brain that was true. That39s when I learned to track the time I was spending on my work. I39ve foundTogglto be a great free way to track my own time since it allows me to set custom weekly reports to look at. The app also keeps going when you close the window which is great for how often I accidentally do that. The most difficult part is training yourself to turn it on when you begin working and remember to turn it off afterwards. It automatically adds up the time for you too. The best way to use time tracking for me was to shoot for a small goal first. I decided that 10 hours a week was a good benchmark. If I was at 5 hours by the middle of the week I knew that I was on schedule andany more or less I could adjust. Then you can increase to 15 20 however many hours you think you should be doing.This was invaluable because it allows you to keep sane and separate work from play. It39s easy to tell yourself to keep working into the night when you have no idea how much you39ve been working all week. Time tracking allows you to justify the breaks you deserve instead of working yourself to death. Tip 2 Write Down Everything Immediately This is another habit that is useful not only in game development but really for your memory in general. It39s important to make it as simple as possible to write things down or you may not do it. Another free app I use for my development isTrello which is like a virtual corkboard. I always keep it open in a window when I39m developingso that when a bug comes up I switch over and type it up quickly and get back to developing with almost no time lost. Google Calendar has also been a great tool for my development since it allows for easy posting of events that are going on. This is another window I always have open because the easier it is to write something down the more likely you are to do it. I try to put as many events on my calendar as possible Demos Conferences Dev Talks Meetups etc even those which I don39t have much interest in attending. You never know when you39ll feel overworked and need to get out of the house for a while. As a solo dev there isn39t always someone else around to remind you about issues that come up during development. Let technology fill in the holes that larger teams fill naturally. Tip 3 Read Videogame News Sites and Take Note Considering that you39re here already reading this article you might have this one covered. But it never hurts to reiterate.Solo development means that you won39t always get much feedback from others whether that39s for design decisions UIUX etc. Game developers have likely been working on the same design decisions for decades that you just started working on today. It39s an industry of inspiration so look to Star Fox 64 for flight mechanics and Mario for platforming.Itrsquos important to know what others in the industry are doing. The same goes for the industry itself. Reading articles online is an easy way to feel connected to the developer community particularly if you have a certain area you39re working in. Personally I make sure to read every VR article that comes up because others are working on the same issues. And even out of date newsthere are plenty of great guides all over the web to utilize for free. Which brings me to my next tip... Tip 4 Keep Good Bookmarks This tip is nearest and dearest to my heart and it goes hand in hand with writing everything down. When you come across what seems to be a well-written guide or an article online itrsquos easy to skim it and move on at least I39m guilty of this quite often. Do not do this. Itrsquos better to not read the article right now and bookmark it for later than to pretend to read it and say you did. Yoursquoll thank yourself later when you39re trying to figure out that specific problem and are racking your brain to remember where in the depths of the intertubes it was. Along the same vein Irsquom a compulsive bookmarker and have to spend time organizing bookmarks every once in a while. Which feels productive yet calming at the same time and reminds you of guides and sites you may have forgotten. Tip 5 Invest in One Thing That Helps You Think Or at least one thing. It was hard to justify purchases when I quit my job but this has been worth it.For me this is a large blank and unlined game dev book. Itrsquos great for sketching UI design working through an issue with the game or brainstorming ideas. I also highly recommend

Working time among video game developers Trends over 2004-14 - Link Fri, 23 Oct 2015 04:05:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Working time among video game developers Trends over 2004-14 October 23 2015 By Marie-Jose Legault Johanna Weststar October 23 2015 By Marie-Jose Legault Johanna Weststar Post A Comment More ConsolePC SocialOnline SmartphoneTablet Indie Serious Production This feature contains a decade39s worth of information on how long developers really work -- culled from surveys given to game developers and interviews with them. The data was crunched by academics who know the subject well Marie-Joseacutee Legault Professor in Labor Relations Teacuteluq-Universiteacute du Queacutebec and Johanna Weststar Assistant Professor Management and Organizational Studies Department Western University. The pair previously contributed quotAre Game Developers Standing Up for Their Rightsquot which also tackled quality of life issues to Gamasutra in 2013. Introduction The video game industry is an object of unrelenting criticism about its working conditions and is often accused in social media of treating its developers poorly. According to the 2014 Developer Satisfaction Survey DSS survey of the International Game Developers Association IGDA 32 percent believe that there is a negative perception of the game industry. When asked why working conditions was the top response 68 percent just before sexism in games 67 percent and perceived link to violence 62 percent Edwards Weststar Meloni Pearce amp Legault 2014. Among those engaged in core game development roles this number rises to 77 percent Weststar amp Andrei-Gedja 2015. The labor issue of working time stands out among others that besmirch the industryrsquos image discretionary rules in establishing wage levels in appointing to projects in attributing credits insufficient intellectual property rules and funds for updating knowledge lack of job security and arbitrary hiring and firing decision processes non-disclosure and non-competition agreements that may end up in legal proceedings. Long working hours have become an inescapable feature of the industry where developers are often bound by contracts that do not include any terms and conditions of employment relating to hours of work and normal working hours or any policy regarding overtime work and compensation. Letrsquos account for the facts related to the evolution of working time among video game developers over the latest 15 years. To do so we focus on game designers interaction and level designers programmers 2D and 3D artists audio artists writers or narrative designers localisation experts etc. We are not including quality testers managers nor team leads. Our discussion here is informed by the data collected in three IGDA surveys The IGDA is a non-profit membership organization of individual creators of video games. In 2004 the IGDA launched its initial Quality of Life QoL survey to gain a clearer understanding of some employment issues ndash from ldquocrunch timerdquo to compensation issues. In 2009 and 2014 the IGDA partnered with us to develop a new version of the Quality of Life survey and to process and analyse its results. This allows us to compare three milestones in the young life of this industry to take stock of the evolution in the international industryrsquos issue of working time. As part of our research we have also conducted 147 interviews with developers in Montreal Toronto and Vancouver. We have written a more complete report on the trends in working time that includes some discussion of this interview data as well as more survey data additional detail about our methods and an account of the legal framework regarding overtime in the US and Canada. A general decrease in regular hours of work The IGDA surveys distinguished between two different targets in investigating regular hours of work among respondents the hours developers are expected to work and the hours that they actually work. Hours management expects developers to work First we can observe the managementrsquos expectations regarding the length of the regular work week as perceived by respondents. This question was first asked in 2009 so we can now see how the situation has changed in 2014. Table 1 shows an improvement in the respondentsrsquo perceptions of managersrsquo expectations. In 2014 a larger share of respondents than in 2009 reported that their studio management expects them to work 35-39 hours per week when not in crunch time. This category is what we would consider lsquonormalrsquo hours in a lsquostandardrsquo work week. Fitting the same trend compared to 2009 a smaller share of respondents in 2014 felt that their studio management team expects longer hours between 40 and 49 hours a week as a regular work week. Hours developers actually work on regular days In the long run we observe a general decrease of the regular working hours over 2004-2014. This means that there is an increase in the 35-44 hours bracket between 2004 and 2014 and a decrease in the longer duration categories. In 2004 40 percent reported working 44 hours or less per week. This increased dramatically to 59 percent in 2009 and increased again slightly in 2014 to 66 percent. Over the same time period fewer respondents reported working more than 45 hours per week 61 percent in 2004 41 percent in 2009 and 34 percent in 2014 Table 2. This data also indicates that the number of part-time employees in the industry might be rising since there is an increase in the number working less than 30-34 hours per week. As the game industry is not known as a sector where you can find part time employees this requires deeper investigation. Note We have arranged data here to take advantage of more detailed data in 2009 and 2014 and still manage to compare the outcomes of the three surveys. Graph 1 illustrates this reduction in actual hours of work in a regular schedule between 2004 and 2014. As discussed above it highlights a greater concentration of respondents in the shorter durations in

Qampamp A Why Games Workshop is shaking up how it works with licensees - Link Thu, 22 Oct 2015 15:09:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 QA Why Games Workshop is shaking up how it works with licensees October 22 2015 By Phill Cameron October 22 2015 By Phill Cameron 2 comments More ConsolePC SocialOnline SmartphoneTablet Indie Serious Production BusinessMarketing It would be difficult to overstate the cultural influence of Games Workshop39s tabletop RPGs on the video game medium. The iconic Space Marines ofWarhammer 40000as well as the Tolkien-inspired but deeply realized world of Warhammeritselfpermeate games likeWarcraft and Starcraft. But Games Workshop39s actual licensed video games haven39t had the same impact. While there have been notable releases such asDark OmenorDawn of War the output has been smaller than one might expect from such a treasure trove of settings systems and histories. However in the last year the output from Games Workshop licensed games has essentially doubled the amount of video games based on theirproperties and it doesn39t seem as though things are slowing down. Games Workshop is famously press-shy but head of licensing Jon Gillard recently gave me an interview regarding how the company39s take onlicensing their properties has changed over the years and what exactly they39re looking for when it comes to developers pitching ideas at them. Creative Assembly39sTotal War Warhammer Games Workshop39s digital output has increased over the past year. What has changed in your attitude towards licensing Gillard To be honest we39ve always felt that there could be a lot more games based on our various IPs. After all there39s an awful lot of material from 30 years of us making games miniatures novels etc. There39s over 900 novels and novellas and north of 30000 different models alone So I think it was always a desire but the industry was geared such that the only real route to market was through a publisher up until a few years ago. So back in 2011 that anda couple of things changed. quotThe video game industry was geared such that the only real route to market was through a publisher. Back in 2011 that changed.quot Firstly we decided that we would focus on licensing the rights somebody needed to make the game or games they had an absolute plan to make rather than the big all-encompassing deals for a huge section of IP like all of Warhammer 40000 for example. This was just too much stuff to be held by one company when it wouldn39t all be used. Secondly it became evident that between AppleSteamGoogle it was now possible for developers to self-publish and those kinds of guys had been approaching us for years with great ideas but the mechanisms weren39t there for them to make it happen. Once we set off down this track we had to change a lot of our approaches to how deals were structured as well but we knew that any license should be a winwin partnership and that there should be recognition of the risk and reward for both parties. I won39t detail exactly how our licenses work but suffice to say we now do everything from profit-share style deals with no guarantees through to broader--but not total--rights deals with the more traditional licensing terms. In other words we structure the partnership to suit the product and the partner. We39re prepared to consider any serious pitch that looks like a good game that39s commercially viable whether from a developer a publisher or both. A good portion of this 39new wave39 of Games Workshop games have been on mobile. How has the rise of mobile gaming affected the opportunities for Games Workshop to license their different games GillardEnormously. The fact that developers can now self-publish means we can make all sorts of games with a wide variety of partners using all sorts of our IP -- ones that we haven39t done much with internally for a few years like Chainsaw Warrior and Talisman or perhaps very specific adaptations of parts of Warhammer 40000 like Deathwatch and Freeblade. The ability for even small outfits to make great fun games quickly and relatively cheaply has freed up a lot of great game ideas that just wouldn39t have been viable a few years ago. Obviously mobile games tend to be different experiences to PC or console but what we focus on is making games that are good examples of the genre for the platform. Streum on Studio39sSpace Hulk Deathwing 39Middletier39 games have also surged in viability on PC and console. How has this influenced how GW licenses their titles Are you more actively pursuing developers to create games or has the frequency of pitches increased Gillard Generally we are approached by someone with a concept they39re passionate about. In fact at any one time we are seriously discussing pitches with a very large number of companies developers and publishers. Some are multi-platform some mobile some PC or console. We39re more interested in the concept than the platform and how passionate and excited the developer is about it although any pitch must have a robust business model as well. The frequency has definitely increased probably because it39s clear that we are prepared to talk about any number of ideas and generally that games based on our IP get good coverage - that oh-so-necessary discoverability. Cyanide Studios39Blood Bowl 2 What do you look for in a developer We39ve seen games that attempt to very specifically translate the tabletop game into a digital form and games that look more to setting themselves in the world of Warhammer or 40k. Do you have a preference as to which you39re more eager to see pitched GillardWe try hard not to be too subjective although as we39re all gamers too that can be tough The main things we look for are is it a good idea Is it a good use of whichever bit of the IP itrsquos using Is it too similar to anything else were already doing Does it have a sound commercial idea behind it a good business model that shows a real financial benefit for us What39s the pedigree of the team do they have a good track record with the sort of game

InXile opens new Louisiana studio with the governors blessing - Link Thu, 22 Oct 2015 14:36:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 InXile opens new Louisiana studio with the governors blessing October 22 2015 By Alex Wawro October 22 2015 By Alex Wawro Post A Comment More ConsolePC Indie BusinessMarketing Wasteland 2developer inXile is expanding this year as studio chiefBrian Fargo and Louisiana governor Bobby Jindal announced this week that it will open a sister studio in New Orleans.This will be the first major expansion for the studio which has operated out of Newport Beach for more than a decade. New Orleans is an especially intriguing choice because it39s not in a region generally recognized as being a hotbed of game development -- something Louisiana hopes to change by offering incentives to inXile and other high-tech companies including Chicago-based High Voltage which also expanded to New Orleans this year. quotWith each new digital media investment New Orleans is becoming a brighter beacon in the tech sectorquot stated Jindal in a press release announcing the deal.quotOur strong business climate and highly skilled workforce are attracting innovative companies like inXile to our state along with the great new jobs theyrsquore creating.quot Fargo told a Nola.com reporter that inXile had no plans to expand to Louisiana -- until state officials came out to visit him earlier this year and pitch him on Louisiana39s tax incentiveprogram for high-tech industry. The company plans to take advantage of those incentives as it looks to hire 50 developers with an average annual pay of 75K over the next five years. 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 Top Stories Next News Story View All 257118 newswire viewnews257118InXile_opens_new_Louisiana_studio_with_the_governors_blessing.php Loading Comments

Magic The Gatherings Richard Garfield on getting design from good to - Link Thu, 22 Oct 2015 13:57:00

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 Interview Richard Garfield on Getting Design from Good to Great by Pierre-Alexandre Garneau 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. Richard Garfield is famous for having designed Magic the Gathering the first collectible card game. He has released many successful board and card games such as NetRunner and Roborally and has worked on several video games including SolForge. I had the opportunity to interview him. As a game design consultant I help developers turn their games into hits so I was very interested in learning how hersquos able to release such consistently great games. He had some great insights particularly regarding the use of prototypes. PAG When yoursquore in the early stages of a project how do you choose which direction to go in Which to pursue out of all the possibilities Irsquom sure you have a bunch of ideas so how do you narrow it down and decide ldquoOk Irsquom going to do this thingrdquo RG Thatrsquos a different answer for board games and card games versus computer games. With board and card games it involves putting together some quick and dirty prototypes. With those prototypes usually when I play them there will be pieces of them that I like and are original. If I feel I can bring them out I pursue it further. And sometimes that involves a complete redesign. A little later in the process typically itrsquos all about whether people want to keep playing. There may still be a lot of development work to do but if they want to play another game after theyrsquove played one for a long game or four for a short game then I know Irsquove got something good. No matter how good I think it seems if theyrsquore not interested then therersquos a lot of development work needed or maybe itrsquos just never going to get there. Irsquove noticed this even with Magic. That was the first place I noticed it. Magic was developed for two years. The play testers would complain just horribly. They would just ravage the game for all sorts of different things but they couldnrsquot stop playing. And they had reasons to complain. There were all sorts of problems with the game thatrsquos why it was in development for so long. But the fact that even with their complaints they couldnrsquot stop playing said you had something special. PAG You mentioned earlier that was different when working on video games. I know yoursquove worked on some projects so whatrsquos your approach there RG The problem is that yoursquove got to do a lot more planning because it takes more work to get that prototype together. Once you get it together if yoursquore clever you have a lot of flexibility but itrsquos flexibility within a framework. If you want to change that framework yoursquove got to work a lot again. For me ndash and this will vary for different people ndash I very much believe that games are so complicated if theyrsquore good that they canrsquot really be modeled in your head very easily. I just find it much easier to play them and see rather than have them described. Thatrsquos why I like to make quick and dirty prototypes for paper games because even with simple paper games itrsquos just so much easier for me to spend a couple of hours to make the prototypes. Irsquoll often find something that I wouldnrsquot see even if I thought about it for that hour or two. With computer games the calculus there is changed because it often involves so many more people to bring out the flavour. For example in paper games in my early prototypes Irsquoll often use a lot of parts in them and put a basic layout on them and thatrsquos because itrsquos very distracting to the players if they have to extract from the game what its final look is. If you can throw any illustrations in there make their layout look at all good then its well worth whatever time it took. In computer games itrsquos the same deal but itrsquos more difficult. Putting things in like animations is very time consuming and involves all sorts of knowledge. With computer games I like to make paper prototypes to get started. Irsquom much more likely to have the whole design or as much of it as I can fit in my head before I get started on the computer prototype because itrsquos so much more work. PAG Interesting. I like the idea of making paper prototypes even for video games. RG Yeah thatrsquos a technique where it can be very frustrating. For example I worked on the game SolForge. Even a game like that which isnrsquot very far from a paper game if you actually try to prototype it itrsquos a mess because yoursquove got to keep track of all these leveled up cards and these counters and things like that. You have to be a mature player to be able to say ldquoWell when this is all going to be automated itrsquos not going to be bad.rdquo PAG When you have an idea for a gameplay mechanic or some other aspect of a project yoursquore on and itrsquos pretty good itrsquos kinda there but itrsquos not great yet how do you push it to the next level How do you get it to be great if itrsquos something important RG It will vary on the project a lot. I mentioned briefly that I like to look for those things in the game that feel fun and original and try to make them happen more often. For example somebody sits down and they try to use a particular strategy that theyrsquore intrigued by but it doesnrsquot really work then therersquos a chance that what you want to do is change the game mechanics and balance so that what theyrsquore looking for is a viable strategy. That could mean they just werenrsquot good enough to make it work and it takes more skill in which case you want to make the game fun enough that they stay with it long enough to get good enough. But more often itrsquos something like they see a combo and therersquos just not enough in the game to make it go

Game dev parents rejoice Childcare services return for GDC 2016 - Link Thu, 22 Oct 2015 12:32:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Game dev parents rejoice Childcare services return for GDC 2016 October 22 2015 By Staff October 22 2015 By Staff Post A Comment More ConsolePC SocialOnline SmartphoneTablet Indie Serious GDC Good news game dev parentsGame Developers Conference officials are excited to continue their partnershipwith leading childcare provider KiddieCorp to offerGDC 2016attendees access to an on-site children39s program. Back by popular demandthe KiddieCorp team at GDCwill engage your children with activities they want to attend providing you with that critical peace of mind so you can attend your sessions and events worry-free. The children39s program is for children ages 6 months through 12 years old and will be located within the Moscone Center in San Francisco California. The KiddieCorp team charges an affordable hourly rate for their services and snacks and beverages will be provided but meals do need to be supplied by parents each day. To learn more about the service and register your child as a participant head over to theKiddieCorp GDC 2016children39s program registration page. Make sure to register early as availability is limited and handled on a first-come first-served basis. This partnership is one of many ongoing GDC initiatives aimed at encouraging a broader variety of game industry professionals to attend and speak at the conference. Also don39t miss the opportunity to save money by registering for the conference early -- the deadline toregister for passesat a discounted rate is Wednesday February 3rd 2016. GDC 2016itself will take place March 14-18that the Moscone Center in San Francisco.For more information on GDC 2016 visit the show39sofficial website or subscribe to regular updates viaFacebookTwitter orRSS. Gamasutra and GDC are sibling organizations under parent UBM Tech. 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 Top Stories Next News Story View All 256996 newswire viewnews256996Game_dev_parents_rejoice_Childcare_services_return_for_GDC_2016.php Loading Comments

Tips for making a quality game on a tiny budget - Link Thu, 22 Oct 2015 12:09:00

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 a quality game on a tiny budget by Fabrice Breton 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. While myKickstarter is now 100 fundedand still running for two weeks I have written an article onGameSaucethat some of you could find useful So you39re creating a game to make your childhood dreams come true You39ve got tons of ideas and you might have already started That39s great However developing a game comes with facing hurdles always linked to two things time and money Most indie video game devs are one-man or two-men teams using their own funds to make it happen. But how do you make a quality game when you don39t have much budget As I39m developing my first commercial game on my own aPoint Click adventure game named Demetrios - The BIG cynical adventure I don39t promise to have all the answers - but I39ve gathered some advice that might help you The power of suggestion When it comes to making a game there39s one aspect that will take most of your time. This will vary according to the type of game you39re making. For myadventure game it39s clearly the graphics Drawing and coloring high resolution handcrafted art is very time consuming especially considering I39m not an artist. Yetgraphics are crucial this is the first thing players will experience of your game Yes most people judge a book by its cover and will make an opinion on your game based on its screenshots alone. You need great graphics So to save up doing a ton of art and be able to release it someday I needed to be clever. I39ve noticed thatvisual novels such as the Ace Attorney series actually don39t use so much art. Yet they39re very long and constantly stay fresh to keep the player attention They39re using one powerful tool for that dialogs Text doesn39t require much time to create. But it can do a lot Here39s one example. At the beginning of my game the player can choose to... pee on a plant in the police department. the game is very interactive and has stupid choices like that This scene isentirely described through the dialogbetween the main character and the policeman. All of it is suggested Which is also much better for the humor side of it. no one wants to see the character actually peeing... Implementing this scene in the game only took me half an hour yet this kind of interactivity defines my game and most people love and remember it. You don39t have to show everything Keeping a part of it in the player39s imagination not only saves development time but also makes a better game in the end It39s one big advantage of books over the video game medium. One that keeps being forgotten by the industry and which is one of the reasons retrogaming is so strong nowadays and indie games become more and more popular. Of course you39ve got tokeep a correct balance Too few graphics or animations and many people will be bored and turn away. For example in a narrative game using cutscenes to showcase the story progress is important and will be considered as a reward by the player. My advice Make a great looking game but don39t show everything. Use the player imagination sometimes Simple emotions The previous advice applies to other types of games Role Playing Games likeChrono TriggerSecret of ManaorFinal Fantasy 6are considered some of the best ever made with very engaging characters - despite being animated with only a few sprites Each character in these games is givenseveral key expressions and yet they convey much more emotion than the characters in modern RPGs likeFinal Fantasy 13. Why Because the emotion is passed through acombination of these key expressions the text and the player39s imagination. This is all you need to experience a great story. Real time 3D graphics has never made the characters more engaging - it39s often quite the opposite A perfect modern example would be the indie game To the Moon by Freebird Games a visual novel with simple graphics similar to a RPG. Simple graphics but characters and a story that makes everyone cry My advice Create a few key expressions for your characters and use dialogs to convey emotion Music is crucial Modern games always havevoiceover dialogs and to me this is a huge mistake. Because this makes the music a background element. Music in a video game should not be treated the same way as films You can convey so much more emotion byputting your music in foreground. Some people say a good music should be one that you won39t pay attention to and I couldn39t disagree more with that Sure some people may get annoyed especially if it39s repetitive - but guess what Everyone still remembers theSuper Mariotheme yet you can39t remember one bit of the allegedly awesome orchestral soundtrack from that latest AAA game you39ve just played I don39t mean it39s impossible to getbotha voiceover and great music at the same time. It requires to be very careful with the timing and still letting the music in foreground for key scenes. But for anarrative game you39ll be spendingmonthsof efforts recording and editing speeches not even mentioning having to pay actors and risk getting your game heavily criticized for having poor voice acting My advice Skip the voiceover. Add great music tracks instead Use placeholders All game projects take more time to make than planned. Indie games being released without being pushed back at least once are a rarity Why is that Because it39s socomplex to evaluate the timeneeded to finish the project Most of the time you39ll never get a whole vision of your project but you39ll be working on a very tiny portion of it. One solution isto use placeholders. Pictures you can find on a search engine or draw very quickly that you can use in place of more refined art. For my game this was quite easy this is aremakeof a game I did 15 years ago so I had already programmed all of it

Luckys Tale developer Playful nets 25 million - Link Thu, 22 Oct 2015 11:28:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Luckys Tale developer Playful nets 25 million October 22 2015 By Chris Kerr October 22 2015 By Chris Kerr 6 comments More Indie Production BusinessMarketing VR Indie outfit Playful has received 25 million from private investors to help accelerate the development of its Oculus Rift exclusive platformer Lucky39s Tale. Although specifics weren39t disclosed the studio explained it will now look to bolster its team by bringing in new recruits and investing in thelatest technology. quotThanks to breakthrough technologies our players will literally inhabit our stories reach out and embrace our charactersquotsaid Playful founder and CEO Paul Bettner. quotThat39s why we raised this money. Because the most important growth opportunity our industry has ever experienced is starting now.quot Lucky39s Talewill launch alongside the consumer version of the Rift which willcost over 350 when it hits shelves next year. 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 Top Stories Next News Story View All 257105 newswire viewnews257105Luckys_Tale_developer_Playful_nets_25_million.php Loading Comments

The Human Loop Learning and interaction in the studio - Link Thu, 22 Oct 2015 10:59:00

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

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

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