Page:26 - News Archived: 3437

Title Date
New Game One More Line - Link Sun, 20 Sep 2015 08:30:23

Moby Poll Whats your favorite SimCity game One More LineDiscuss 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. quotJobs done.quot

New Game Mad Dog II The Lost Gold - Link Sun, 20 Sep 2015 06:54:55

Moby Poll Whats your favorite SimCity game Mad Dog II The Lost GoldDiscuss 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. quotJobs done.quot

New Game Shin Hisui no Shizuku Hiiro no Kakera 2 - Link Sun, 20 Sep 2015 06:35:35

Moby Poll Whats your favorite SimCity game Shin Hisui no Shizuku Hiiro no Kakera 2Discuss 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. quotIts dangerous to go alone Take this.quot

New Game Namco Gallery Vol. 3 - Link Sun, 20 Sep 2015 06:34:45

Moby Poll Whats your favorite SimCity game Namco Gallery Vol. 3 Game BoyDiscuss Review Want Have Contribute missing cover artaddcover Published byNamcoLimitedDeveloped byNamcoLimitedReleasedJul 25 1997PlatformGame Boy GenreAction SportsPerspective3rd-PersonPerspective PlatformSportTennisThemeArcadeMiscCompilationShovelware ... 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. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game Namco Gallery Vol. 2 - Link Sun, 20 Sep 2015 06:33:10

Moby Poll Whats your favorite SimCity game Namco Gallery Vol. 2 Game BoyDiscuss Review Want Have Contribute missing cover artaddcover Published byNamcoLimitedReleasedNov 29 1996PlatformGame Boy GenreSportsPerspective3rd-PersonPerspectiveSportBaseballMiscCompilationShovelware ... 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. quotWhy thats the second biggest monkey head Ive ever seenquot

New Game Namco Gallery Vol. 1 - Link Sun, 20 Sep 2015 05:36:33

Moby Poll Whats your favorite SimCity game Namco Gallery Vol. 1 Game BoyDiscuss Review Want Have Contribute missing cover artaddcover Published byNamcoLimitedDeveloped byNamcoLimitedReleasedJul 21 1996PlatformGame Boy GenreActionPerspective3rd-PersonPerspective PlatformThemeArcadeMiscCompilationShovelware ... 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. quotGood thinking little buddy.quot

New Game Inazuma Eleven Strikers - Link Sun, 20 Sep 2015 00:52:49

Moby Poll Whats your favorite SimCity game Inazuma Eleven Strikers WiiDiscuss Review Want Have Contribute missing cover artaddcover Published byNintendoofEuropeGmbHDeveloped byLevel-5Inc. ShadeInc.ReleasedSep 28 2012Official SiteInazuma Eleven StrikersPlatformWii GenreAction SportsPerspectiveIsometricSportSoccerFootballEuropeanThemeAnimeManga ... 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. quotSonic Boomquot

New Game Zombie Football Carnage - Link Sun, 20 Sep 2015 00:22:50

Moby Poll Whats your favorite SimCity game Zombie Football CarnageDiscuss 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. quotJobs done.quot

New Game 280 Zzzap - Link Sun, 20 Sep 2015 00:09:19

Moby Poll Whats your favorite SimCity game 280 Zzzap ArcadeDiscuss Review Want Have Contribute missing cover artaddcover Published byMidwayManufacturingCompanyDeveloped byMidwayManufacturingCompanyReleased1976PlatformArcade GenreAction RacingDrivingPerspective1st-PersonPerspectiveThemeArcade ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame 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 THE iDOLMSTER - Link Sat, 19 Sep 2015 14:06:51

Moby Poll Whats your favorite SimCity game THE iDOLMSTER ArcadeDiscuss Review Want Have Contribute missing cover artaddcover Published byNamcoLimitedDeveloped byNamcoLimitedReleasedJul 26 2005PlatformArcade GenreSimulationPerspective1st-PersonPerspectiveThemeAnimeManga RhythmMusic ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame 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

New Game Zombie Estate II - Link Sat, 19 Sep 2015 14:06:10

Moby Poll Whats your favorite SimCity game Zombie Estate II Xbox 360Discuss 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 fight like a dairy farmerquot

New Game Zombie Estate - Link Sat, 19 Sep 2015 14:05:30

Moby Poll Whats your favorite SimCity game Zombie Estate Xbox 360Discuss 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. quotThou hast lost an eighthquot

New Game Zombie Defense Squad - Link Sat, 19 Sep 2015 14:04:32

Moby Poll Whats your favorite SimCity game Zombie Defense Squad Xbox 360Discuss 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. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game Zombie Death Zone - Link Sat, 19 Sep 2015 14:03:37

Moby Poll Whats your favorite SimCity game Zombie Death Zone Xbox 360Discuss 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 Zombie Death Survival - Link Sat, 19 Sep 2015 14:02:03

Moby Poll Whats your favorite SimCity game Zombie Death Survival Xbox 360Discuss 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

Review of Eternam DOS - Link Tue, 15 Sep 2015 14:20:47

Moby Poll Whats your favorite SimCity game Eternam 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 Davidx26x27s Midnight Magic Commodore 64 - Link Mon, 14 Sep 2015 03:01:42

Moby Poll Whats your favorite SimCity game Davidx27s Midnight Magic Commodore 64Discuss 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

Review of Battle Arena Toshinden PlayStation - Link Sun, 13 Sep 2015 16:52:51

Moby Poll Whats your favorite SimCity game Battle Arena Toshinden PlayStationDiscuss 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. quotSay fuzzy pickles.quot

Review of Golden Axe III Genesis - Link Sun, 13 Sep 2015 12:26:46

Moby Poll Whats your favorite SimCity game Golden Axe III GenesisDiscuss 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. quotSay fuzzy pickles.quot

Review of Microchess Apple II - Link Thu, 10 Sep 2015 03:01:57

Moby Poll Whats your favorite SimCity game Microchess 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. quotGood thinking little buddy.quot

Review of DOOM SNES - Link Wed, 9 Sep 2015 20:19:04

Moby Poll Whats your favorite SimCity game DOOM 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. quotWakka wakka wakkaquot

Review of Surround Atari 2600 - Link Wed, 9 Sep 2015 19:36:47

Moby Poll Whats your favorite SimCity game Surround Atari 2600Discuss 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 fight like a dairy farmerquot

Review of Quest for Glory I So You Want To Be A Hero DOS - Link Sun, 6 Sep 2015 10:23:40

Moby Poll Whats your favorite SimCity game Quest for Glory I So You Want To Be A Hero 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 point I punch.quot

Review of Scania Truck Driving Simulator The Game Windows - Link

Moby Poll Whats your favorite SimCity game Scania Truck Driving Simulator The Game 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. quotYou Have Died of Dysenteryquot

The game industry under the new Lenz of Fair Use - Link Fri, 18 Sep 2015 17:45:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 Games Industry Under the New Lenz of Fair Use by Mona Ibrahim on 091715 105400 am 3 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 Ninth Circuitrsquos recent holding concerning fair use under the DMCA could have some interesting consequences for copyrightholders that use takedown notifications to remove content fromYouTube app stores and similar content distribution channels. There are already dozens of opinion summaries online so this analysis will focus primarily on how this effects the game space. A few take-aways to get us started The Fair Use Analysis Lenz doesnrsquot actually bring the fair use analysis into the ruling itself nor did it rule one way or another on whether the ldquoLetrsquos Go Crazy 1rdquo video constituted fair use. That wasnrsquot the question presented to the Court. Instead the Court offered some guidance on the manner copyright owners must consider the fair use analysis when issuing takedown notices As a review the four factors of the fair use analysis are as follows Most Courts have found that these factors operate on a sliding scalemdashfor example if the entire focus of a video is one particular copyrighted work e.g. an entire play-through of Dark Souls the remaining factors purpose and character of the use and the effect of the use on the potential market may carry less weight in the fair use analysis. This works the other way toomdashif the use is exclusively educational informational and not for profit the other factors may carry less weight as far as showing that the use is not fair use. However all four factors must be considered when making a fair use analysis. While the analysis under the new Ninth Circuit ruling need not be exhaustive this still presents a considerable burden on copyright holders who have operated under the assumption that ldquofair userdquo excused otherwise infringing content when issuing takedown notices. How this effects the Games Industry Takedown notices play a big part in content protection for publishers developers and distributors. As a result YouTube Twitch and other content distribution channels like the iOS and Android marketplaces have more or less automated the takedown process. Videos and streaming channels showing gameplay game reviews and cloned games have all fallen under the guillotine of the all-mighty takedown notice at some point. Even with put back up procedures in place the current system is rife with accounts of improper takedowns and rampant abuses taken by copyright holders and alleged infringers alike. The truth is that fair use is very difficult to prove and almost always require a lawsuit to reach a final determination. This isn39t a perfect system but it does seek to balance the interests of the parties. While this new decision may not substantially decrease the number of victims of takedown notices there isalways an argument against fair use this may encourage many copyright holders to take a closer look at their takedown notice submission procedure. Although a ruling by the Ninth Circuit is by no means the law of the land many big name companies operate in the Ninth Circuit notably companies based in California and Washington and have generally relied on the Ninth Circuit District Courts to resolve copyright disputes. These companieswill likely be the first rights holders faced with the results of this decision if they donrsquot already take fair use into consideration in their initial analysis. Fair use is rarely a black and white issue. There are precious few clear examples of prima facie fair use. This is especially true in the context of ldquoLetrsquos Playrdquo videos and other user generated content that solely focuses on playing through one game. However we may see more favorable treatment towards game reviews and similar content that are likelier candidates for fair use. No promises though. Related Jobs 09.18.15 Quality Assurance Manager 09.18.15 Remote Art Director 09.18.15 Associate Product Manager 09.18.15 Mobile Platform Developer View All Jobs 253803 blog blogsMonaIbrahim20150917253803The_Games_Industry_Under_the_New_Lenz_of_Fair_Use.php 950716 33866373 Loading Comments

UE4 devs can now download and tinker with Epics GDC 2013 tech demo - Link Fri, 18 Sep 2015 16:02:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 UE4 devs can now download and tinker with Epics GDC 2013 tech demo September 18 2015 By Alex Wawro September 18 2015 By Alex Wawro Post A Comment More ConsolePC Indie Design Video Back in 2013 Epic tried to build hype for its then-unreleased Unreal Engine 4 toolkit by showing a tech demo quotInfiltratorquot to select audiences at the Game Developers Conference. More than two years later the company has made the project files and assets for that demo freely available for anyone to download tinker with and use in their own projectsthrough the quotLearnquot tab in the Epic Games client. Epic has been on a bit of a minor asset-dumping spree this month releasing both its quotShowdownquot VR demo from Oculus Connect 2014 and roughly 7600Infinity Bladegame assets for Unreal developers to use in their own projects. Related Jobs 09.18.15 Senior System Designer 09.18.15 UI Programmer fm - Flash andor Scaleform 09.18.15 Experienced Level Designer 09.17.15 Senior UX Designer View All Jobs Top Stories Next News Story View All 254095 newswire viewnews254095UE4_devs_can_now_download_and_tinker_with_Epics_GDC_2013_tech_demo.php Loading Comments

Presence is the new fun in VR - Link Fri, 18 Sep 2015 15:53:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 quotPresencequot is the new quotfunquot in VR by Kimberly Voll on 091515 025300 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. Unlike the last 40 years spent crafting experiences around drawing players into their screens in virtual reality VR we literally in many senses drop the player into the middle of our games and ask their brains to trust us. When done well the result is presence the artificial supplanting of ldquofor-realsiesrdquo reality with the one we have artfully constructed for our players. In other words they think they are now there and not here. But what does it mean to feel like you are somewhere In movies or stories we are at the mercy of the content creatorsrsquo style and presentation left only to fill in blanks via our imagination. But imagination is not realitymdashif it were we could simply spirit ourselves away to far-off lands with some inspiration and a quiet space. While a healthy fantasy life is both fun and engaging itrsquos clearly not the same as being somewherehellipliterally. Herersquos the contrast as humans who knows what animals get up to in their heads wersquove never had the ability to transport ourselves elsewhere other than physically. VR offers something different. In VR by its very name we are attempting to create a new reality. A new way to be somewherehellipliterally. The earliest attempts at VR sought to simply provide alternative visual input no doubt spurred by the seeming visual dominance of our perceptions of reality. If you could trick the eyes surely you could trick the self While the results were fascinating and may have momentarily pulled the wool over our inner eyes we werenrsquot fooled for long. Spending time in early ldquoVRrdquo didnrsquot feel all that reality-like for very long if at all. When VR burst back on to the public scene with the introduction of the Oculus DK1 many of us were extremely excited to see affordable technology in our near future. Recreating my surely robust digital fantasies of my lsquo80s youth seemed nearly here. Still the technology while affordable and an exciting proof-of-concept was nonetheless early days and much time spent with that first moderate-latency rig left my stomach less convinced of the technical revolution than my brain. Much to my and many others delight the technology not only improved quickly it rocketed ahead and a year later I was introduced to a virtually see what I did there latency-free experimental rig by Valve thatlet me walk around. As someone that lives and breathes video-game development the imminent potential for VR games was staggering and I floated home on a giddy cloud of possibilities. As a side note one need only demo one of these newest-age rigs to the uninitiated and wait for the ldquoVR gigglerdquo to re-affirm your faith in humanity and the future. Perhaps most fascinating was that with nausea out of the way we were now able to sink our teeth into the question of presence. As present as one might feel on a rocking boat while barfing over the edge the VR race to toss the rig before your berries didnrsquot leave much room to assess presence in those early rigs. Worse it often left a nausea hangover that lasted until a good nightrsquos sleep. Thus while early iterations may have suggested prolonged presence wasnrsquot there it may also have been because of the seasoned trepidation us early VRers took into each experience we built. That first experience in nausea-free VR felt deeply present for a number of reasons some of which were clearly undermined by immediate excitement at the quality a notion that continues to plague developers as we run play tests with a world that has yet to lose its VR-ginity. Aside from the novelty however I distinctly remember standing on a cube virtually 20 feet up and having the wily Doug Church casually suggest I ldquowalk around a bitrdquo. The thought not having occurred to me before partly because you donrsquot walk around in video games duh I proceeded to take a confident step. Only I didnrsquot. Instead I approximated a dance somewhat akin to really needing to pee and having my feet in concrete. My brain surveying the situation had decided otherwise. Unconsciously and without a word until that moment my brain had been convinced that I was certainly present enough. Wow. Irsquove spent much of my career studying brains and human perception and how we can create more believable experiences in games and wow. As I worked on more VR projects however and as the buzz of VR really started to take off and the term ldquopresencerdquo was absorbed and de-valued by well-meaning and excited enthusiasts I started to think that true presence was not perhaps what we were necessarily chasing. Whatrsquos more peoplesrsquo assessments of ldquobeing thererdquo varied wildly even when engagement didnrsquot necessarily vary in turn reducing the effectiveness of ldquopresencerdquo as a qualitative measure of experiences. Are we really trying to create alternate realities or alternate experiences The answer to that question will likely depend on what yoursquore trying to do with VR. As game developers the quick answer is to create new engaging experiences that wouldnrsquot have been possible otherwise. Does that require the player to be wholly convinced that they are ldquothererdquo Do I feel that I am transported into a land of falling blocks when playingTetris for example Clearly not though arguably immersion takes me somewhereaway from reality. Contrast that with sayJourneyorMyst where the goal is more of the transport-me-somewhere-else variety that many tend to assume of VR. If we hold VR up to the presence stick are we doing a disservice or a favour to the caliber of content Or is ldquopresencerdquo in its most colloquial form heading down the path of ldquofunrdquo really

Video Deconstructing the art design of Journey - Link Fri, 18 Sep 2015 15:36:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 Video Deconstructing the art design of Journey September 18 2015 By Staff September 18 2015 By Staff Post A Comment More ConsolePC Indie Art Video Vault The visual style of thatgamecompany39sJourneyis dominated by gentle slopes clean lines and flowing capes. The story of how the game39s art design coalesced however is peppered with rocky starts bumps and sharp turns. At GDC 2013 Journeyart director Matt Nava presented the artwork he created during development andshowcased how the characters creatures and architecture of the game evolved over time. It was an interesting talk in partbecause Navasummarizes creative processes inspirations challenges and constraints that were encountered while formulating the visual aestheticof what would become an award-winning game that was lauded for its art style. Now you can watch it again or for the first time if you missed it in person for free on the official GDC Vault YouTube channel. About the GDC Vault In addition to this presentation theGDC Vaultand its newYouTube channeloffers numerous other free videos audio recordings and slides from many of the recentGame Developers Conference events and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC GDC Europe and GDC Next already have full access to GDC Vault and interested parties can apply for the individual subscription viaa GDC Vault subscription page. Group subscriptions are also available game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via theGDC Vault group subscription page. Finally current subscribers with access issues cancontact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech Related Jobs 09.18.15 Remote Art Director 09.18.15 Visual Effects Artist VFX 09.18.15 Senior System Designer 09.18.15 Game Art View All Jobs Top Stories Next News Story View All 254091 newswire viewnews254091Video_Deconstructing_the_art_design_of_Journey.php Loading Comments

Dont Miss Can joy be more adult than violence - Link Fri, 18 Sep 2015 14:08:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 Can joy be more adult than violence July 4 2014 By Leigh Alexander July 4 2014 By Leigh Alexander 29 comments More ConsolePC Indie Programming Art Design Exclusive Whenever the conversation about violent video games surfaces so do a lot of misconceptions. As fans rush to defend their medium -- games dont make people violent and its a healthy outlet and its not real and so forth -- some nuance gets forgotten. Sometimes the problem people have with game violence isnt that it supposedly has real-world implications. Sometimes its just that people are bored. Game critic Michael Abbott felt a little bit alienated by some of the presentations at this years E3 particularly Microsofts show. He analyzed the content on offer and found that 58 percent of Microsofts E3 briefing contained images of characters killing preparing to kill or otherwise battling a deadly on-screen enemy. Thats 52 minutes total out of the companys entire sizzling 90-minute presentation and thats not even including ominous situations suggesting pending havoc. Only 27.5 minutes out of a total 106 minutes of Sonys presentation contained similarly-violent imagery although Sony spent more of its time talking and spent according to Abbotts study about 25 minutes talking about hardware PlayStation Network PlayStation Now Sony film and television and similar. At the same time says Abbott We can also fairly accuse Sony of delivering the two grisliest trailers shown at E3 Mortal Kombat X and Suda 51s Let It Die. So whats the problem What concerns me about the avalanche of shooters we see at E3 every year is the way theyre showcased as the very best the industry can do Abbott tells Gamasutra. Were told these are important groundbreaking games but we can see for ourselves they arent. This year the endless stream of violence felt more like pandering than ever and I felt bored and alienated. And old. Every E3 is pitched to the same 14-year-old adolescent male as the one before. And every year I have less in common with that boy. The video game industry has had a problem for a long time with conflating violence with adulthood -- the label is Mature content isnt it and therefore maturity tends to equate solely to as much gruesome imagery as possible. Its understandable to an extent Video games have unfairly borne the mantle of moral panic for almost as long as theyve been alive and a dedication to brutality almost defiantly expresses that video games are a medium for adults and the cartoon stabbings and vivisections we play in our adult games have nothing to do with the real world so please stop blaming us for school shootings thanks. But why is grit and viscera often our primary way of proving our adulthood Shouldnt the pleasure of play be ageless independent of a particular domain Says Abbott Ironically as that 14-year-old seems to want ever more adult and grisly games I find myself yearning for more adult games that enable joyful imaginative play. Violence in games feels played-out. Im hungry for experiences that tap into other human impulses. Im not offended by violence -- Suda 51 intrigues me because he explores and exploits violence in ways other designers dont -- I just dont find killing simulators very interesting anymore. With the modern design vocabulary that video games foremost innovators have developed surely we can also explore tonalities of play that arent solely blood-drenched in the way young men would describe as sick. Violence isnt inherently bad and can even be impactful. Yet wheres joy Funomenas Robin Hunicke is passionate about joy even silliness as a quality of the game experience and I asked her about video games shes experienced as joyful. Hands down the mostjoyful game experience that had the biggest impact on me would be Katamari Damacy she says. Playing Katamari for the first time I knew I had to meet its creator. Everything about it was so fresh vibrant and tactile... full of the spirit of curiosity exploration and physical fun. Hunicke and Katamari Damacy creator Keita Takahashi would go on to work together -- he now draws faces all over everything there. Hunicke also cites Masaya Matsuuras PaRappa the Rapper as a close second influence From the rapping mechanics to the silly rhymes and characters it just made me smile she says. It was actually the first game I had a party for on launch. We finished the game in one sitting staying up soooo late Giddy silly fun for everyone to sing along with... it was definitely a joyful experience. Before founding Funomena Hunicke worked with ThatGameCompany on Journey. For her the studios previous Flower occupies a position on the contemplative end of the joy spectrum The feeling of gliding through the air as the sun sets in the distance... its amazing. Such an uplifting sense of freedom motion and the beauty you find in nature. Thats a lovely experience that so few games have captured. Is joy something that games can design for I asked Ricky Haggett of Honeyslug creator of colorful bright games like Frobisher Says and Hohokum which releases on PSN in August Honeyslugs website proudly declares Hello there we make fun games. I definitely think its possible to design for joy Haggett tells me. Allowing the player to perform within the game with interactions rich enough to support a degree of creativity perhaps even allow players to do some exuberant showboating Haggett recommends. Game actions which arent required to succeed but provided purely as a way to enhance the performance can help a lot here as does the ability to chain together different game actions in interesting ways the more variation the game allows in how the player interacts with it the better. Joy is a feeling -- a desired aesthetic outcome Hunicke agrees. If you want people to experience a particular feeling as the outcome of a design you begin with that feeling and ask yourself what mechanics and dynamics will create it

After 7 years as Honeyslug the Hohokum devs are splitting up - Link Fri, 18 Sep 2015 13:35:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 After 7 years as Honeyslug the Hohokum devs are splitting up September 18 2015 By Alex Wawro September 18 2015 By Alex Wawro Post A Comment More Indie BusinessMarketing After seven years working together the founders of UK indie studio Honeyslug are splitting up and going their separate ways to pursue new ventures. Co-foundersRicky Haggett Nat Marco and Mark Inman have collaborated on an array of striking games as Honeyslug working on everything fromHohokumpicturedandFrobisher SaystoKeita Takahashi39s uniqueTenya Wanya Teens. quotWe39re really happy with how we spent our timequot reads a farewell message from the Honeyslug founders published on Pastebin by Haggett. quotBut over time things change and people start to move in slightly different directions This summer the three founders of Honeyslug decided that the time had come to go our separate ways - split up the band and pursue solo careers.quot The trio will continue to make games and Honeyslug games will continue to be distributed for the foreseeable future. Related Jobs 09.18.15 Quality Assurance Manager 09.18.15 Remote Art Director 09.18.15 Associate Product Manager 09.18.15 Mobile Platform Developer View All Jobs Top Stories Next News Story View All 254072 newswire viewnews254072After_7_years_as_Honeyslug_the_Hohokum_devs_are_splitting_up.php Loading Comments

How to pitch your game - Link Fri, 18 Sep 2015 13:29:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 Pitch Your Game by Alex Nichiporchik on 091715 020400 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. How to pitch your game to a publisher or anyone Yoursquove got your game in development and decided you need a partner to help make it bigger. Thatrsquos a smart idea - you want to focus on the game itself and have an experienced partner help you get your creation in front of as many eyeballs as possible. This article is meant to help you effectively pitch your game to publishers journalists you tubers streamers or anyone you meet. I donrsquot like to use the word publisher but letrsquos just use it instead of a partner that helps you make your game more successful mdash itrsquos shorter. Elevator Pitch Yoursquore in an elevator. Irsquom standing there in a stupid orange hat. We have 6 seconds before the floor is hit. I ask you about what game yoursquore working on. Practice that reply. Being as cheesy as ldquoMario Kart As a 2D Platformerrdquo works. It gives me an idea of what the game is and spawns a conversation. ldquoDoes it work onlinerdquo Irsquod ask and if you tell me itrsquos a competitive online platformer mdash we might just have aSpeedRunners. Think about what makes your game interesting. Sometimes being generic and referencing other games works. ldquoHave you ever had loud neighborsrdquo everyone will nod or say yes ldquoDid you ever want to stab them Thatrsquos the gamerdquo and you might have aParty Hard. Notice how the pitch is very similar to what is in the final game pitch to the public and journalists. It needs to have context. ldquoFishing with Machine Gunsrdquo for Ridiculous Fishing A Math Puzzler About Slicing Sheep in Half forDivide By Sheep. Make sure topractice this in front of the mirror say it loud and clear. Donrsquot go deep into explaining the mechanics just get people interested. Be memorable. It helps if yoursquore memorable as well. If itrsquos e-mail just add something personal to it - a gif of you doing something or even better a good gif of the game. Visuals Letrsquos assume you got me interested. At this point it doesnrsquot matter if Irsquom a publisher or a journalist a platform holder mdash whatever. Show me good visuals. In an e-mail make a stunning andunder 2mbgif of the game. Just drop itinto the bodyof the mail. Do not think itrsquos rude to make e-mails short and spot-on. Same with personal meetings. Everyonersquos time is valuable and if you feel like writing a novel works better than a short spot-on message you need to understand that peoplersquos time is very limited. So is the attention span of potential users. If it catches my eyes within a crowded environment when you are showing live visuals odds are it will catch attention of users Youtubers streamers and the press. If yoursquore sending an e-mail include aldquonakedrdquo Youtube linkto the trailer andor gameplay montage. Make sure the interesting things are visible within 5 seconds of the video yes you will lose people at that long splash screen. Most e-mail clients now preview video links to Youtube and itrsquos effortless to click on a link to watch a quick video. Especially if I had already seen a cool gif in the body of the mail. All of this applies to pressmediausers too. Description Donrsquot go deep into the story behind the game and especially donrsquot write a novel-sized text. Use short easy to scan bulletpoints why you think your game is great. Do something to stand out there. Be clear spot-on. Notice how Irsquom writing this article Short sentences. Nothing complex. Itrsquos easy to read because I donrsquot use long sentences where the structure gets complex because I write very easy and also in the beginning of the article I mention your pitch should be great and short but this sentence is already getting too complicated and dumb and at this point the reader will just drop off. Stop doing what I just did here in this paragraph. Actually do this instead Keep it simple. If I like what Irsquove seen so far including the gif and trailer and the brief description that Irsquoll spend about 10 seconds scanning we will get on a call to talk about what you actually need your ideas on how to release it etc. If you need funding explain why and what itrsquoll be used for. If you released games before thatrsquos a huge encouragement - we know you can complete projects. Getting a build Great Make a build that has a vertical slice of gameplay. Something that shows off why your game can be fun. Think of it like this mdash if this build was at a convention where thousands of people walk by how can you make them interested in picking up the controller to easily understand the mechanics and to continue playing Getting this done properly is best achieved with just going to any kind of public gaming showcase. Search for anything in your area it doesnrsquot have to be big or expensive. Get something together get a laptop and see how people react. The first time we showcased SpeedRunners at PAXwe were literally squatting at a convention with a laptop strapped to Lukersquos neck and 4 controllers hanging on velcro. We realized people like very specific things and focused on them. Look for whatmakes people smile. And for fucks sakedo not try to explain to people how to play itmdash see what they naturally try to do vs explaining it. You have the option to present visual interactive information on the screen. Donrsquot detract the player with talking about the game just lean back and observe what hersquos trying to do based on what he sees.Take noteson what he doesnrsquot understand and improve your build based on that. Get that build to a publisher and wersquoll squeal thinking about how great itrsquod work at a showcase how easy it is to get into. We signed Party Hard on anapkin at a showcase.Right there I

What makes an indie hit How to choose the right design - Link Fri, 18 Sep 2015 12:41:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 Makes an Indie Hit How to Choose the Right Design by Ryan Clark on 091715 020400 pm 37 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. Who the hell are you and how are you qualified to tell me anything In this industry it39s difficult to go far without learning from others. But from whom should we learn I think it is wisest to study developers who have been repeatedly successful. Each time a developer creates another successful game it becomes less and less likely that their repeated successes have been due to luck. Only a minuscule fraction of indie games break even so what are the odds of developers like Jamie Cheng Edmund McMillen and Cliff Harris stringing together a number of successful games The odds are low. There must be something other than luck at work So perhaps these folks and many others like them are the ones you should be studying and listening to. A quick aside Just because someone has been repeatedly successful doesn39t necessarily mean that they KNOW why they39ve been successful. It could be something subconscious that affects the way that they make games. Study their games and look for patterns for sure but always take any written article including this one with a grain of salt No matter who the author is. So who the hell am I I do not claim to be a big shot but I39ve made a living in this industry since going independent full time in 2004. I39ve created 10 games in that span and 8 have been profitable or break-even. 3 have grossed more than 1M including Crypt of the NecroDancer which has earned even more. It39s possible that I have just been lucky I admit but I hope not I have an explicit method that I use when selecting which game designs to move forward with and I will describe that method in this article. Good Isn39t Good Enough A good game is usually not enough and I think the method used by many newcomers will generally produce good games. It39s common to take a look at a successful game X see various flaws in it and decide to make game X but BETTER or game X but IN SPACE I must admit my first indie game was basically game X but better Don39t fall into that trap. To improve the likelihood of success your game needs to stand out. But how Here are the steps I take for any given game design We will discuss each of these factors below. Hooks If you want people to remember your game to talk about your game to write articles about your game etc it needs to have a hook. Preferably multiple hooks In music a hook is a short riff or melody or phrase that really grabs the listener and gets stuck in their head. For example the riff at the start of Queen39s Under Pressure was such a great hook that it was later re-used as the hook for Ice Ice Baby. Sorry couldn39t resist including this epic mashup. If you like FLCL or Evangelion check it out. In games a hook is similar but game hooks often take effect BEFORE the game is even played. The hook is some interesting bit of information about the game that compels people to try it or to discuss it. By way of illustration I39ll describe some hooks from Crypt of the NecroDancer since the design fortunately provided quite a few Not all hooks are created equal of course. I think NecroDancer39s core mechanic and excellent music are its most powerful hooks and the others are significantly lesser. But the more hooks you have and the more compelling each hook is the greater your chance of snagging a given person39s interest. So I think it makes sense to wait for a design that stands out along as many axes as possible. Ideally you want every facet of your project to be unique and compelling in some way Gameplay art audio name story dev team everything. How do your hooks measure up NecroDancer promo art created by Chris Bourassa of Darkest Dungeon fame You will need to become adept at evaluating hooks. A great way to do this is to examine the hooks of other successful and unsuccessful games. Let39s take a look at Darkest Dungeon39s hooks My analysis of Darkest Dungeon39s hooks led me to believe that it was going to be a big hit. Its hooks felt significantly more compelling than NecroDancer39s and it didn39t have NecroDancer39s genre confusion discussed below. Before the launch Tyler and Chris were not sure how well it was going to do. Everyone feels like this pre-launch I told them that my gut feel was that it39d double NecroDancer39s results. You can see on SteamSpy that I was right. Sure a question like How STRONG are these hooks can only be answered subjectively but if you practice analyzing the hooks of newly launched games and then look at their sales results afterward to see if your instincts were right you will begin to develop a feel for it. Market Analysis Don39t panic Analyzing a market is not boring drudge work You get to play games for fun and presumably you39ll be doing it in a genre you enjoy. This is one of my favourite phases of game development First find the 10 or 20 games that you think are closest design-wise to your game. If it39s hard to find similar games you should still take a look at the closest games you can find. Play all of them examine their hooks and look at their sales results. Importantly you WANT to include games that have sold poorly Get a feel for these games and come up with explanations for why each game sold as well or as poorly as it did. If you are not confident in being able to explain why the hits hit and why the others did not you shouldn39t be confident about your game39s chances either. If that39s the case you likely need more practice analyzing hooks IMO. Second take a look at the size and composition of the market. Are there enough fans of this type of game to generate the sales results you need to survive Has even the highest grossing game produced enough revenue If not you may be in trouble or perhaps you will

3 steps to improve your games graphics - Link Fri, 18 Sep 2015 09:08:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 3 steps to improve your games graphics by Nathan Lovato on 091715 020400 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. This article was originally written for theGameAnalyticsblog We have a strong tendency to judge a book by its cover. It takes buta split-secondfor our opinion of a website or any visual design to be tinted. Positively or negatively. Coming up with both an appealing art direction and some efficient UX design is no easy task. When someone discovers your gamehis first experience is shaped by your art. He likely first sees a picture of it. Be it from a screenshot a video or your game in action. So if you ever wondered why studios bother spending big money on polished art now you know. But what are we talking about exactly Resonant visuals are more than just detailed graphics. They have to be both beautiful and meaningful to players. In practice your gamersquos aesthetics encompass both the principles of design and your overall art style. In other words everything that may increase the appeal of your gamersquos visuals. There are many aspects of game art that we need to carefully hone as artists. In order to breathe unity in our designs and provide a pleasant user experience we have to How can we do all of that In this article I want to share with you some trails to improve your gamersquos visuals. The techniques exposed below are also useful to better understand your artistrsquos job and to communicate efficiently with them. 1. Focus on strong compositions The power of any piece of art boils down to a strong understanding of the visual language of design. On one end it is composed of the visual elements a form of vocabulary. They encompass colors shapes shadinghellip On the other end we have the principles of design which are similar to grammar rules. They give us flexible tools to assemble our elements into strong compositions. Clear compositions boil down to a correct use of the principles of design. There are more or less 6 Scale and Proportion Repetition and Contrast Balance Emphasis Hierarchy and Harmony or Unity. It is interesting to understand them all. Each principle offers youpowerful lenses to analyze your creations bit by bit and improve them. CtrlPaint covers each of them in greater detailsin a 7 part video series. Laying out layouts Here we are going to focus on the balance of our layouts. It takes a good use of space and proportions to create clear visual arrangements that guide the viewerrsquos eye as intended. We tend to associate layouts with web design and interfaces in general. But the concept is relevant in all artistic domains. A layout is a composition of graphic elements. It may be a gamersquos GUI for example but not only. In the animation industry layout artists actually establish the position the scale and the proportions of every element in a movie shot. They stage shots. The layout is a solid foundation that will come to life later with the addition of lighting and colors. 2 sample layouts from Marcelo Vignali on Disneyrsquos Mulan Strong compositions guide the viewerrsquos eye to elements that matter. They create a path for the player to follow a coherent hierarchy among various elements. Each and every graphic asset in your game bears a certain visual weight. That weight depends on each assetrsquos position on the canvas its size its contrast and luminosityhellip It relies on many factors. Overall big bright or colorful objects have a high weight provided that they contrast with their surroundings. Such objects attract the eye. Spacing out elements properly is key for your interfaces and levels to be easy to read. I want to stress out the fact that leaving some room between and around elements is as useful and level design or storytelling as it is in your UI. A play button in the center of the screen is like a throne in a Kings room the way it is placed you know how important it is. It calls for your attention. The player needs to monitor variables from the game and to interact with UI elements. That is why an interface is often sharp contrasted bright and placed on top of the game world. GUI are generally drawn as if they were placed against the screen to separate them from the game world. You can treat your gameplay related assets the same way if you leave some space between them and their surroundings they will look key and unique. Worlds with depth There is another aspect of an image that creates a hierarchy between graphic elements the use of depth. We can use the size and proportions of our visuals in combination with depth to give the players a sense of the game worldrsquos scale. Depth both relies on and affects the use of multiple principles of design at the same time.It creates contrast between the foreground and the background. It helps to unify the game world with ambient lighting. Depth is achieved in 2 ways by overlapping assets and with lighting. The first way is straightforward. If we overlap a graphic element on top of another it feels closer to us. For instance the UI looks like it is placed against the screen because it sits on top of the game world in another layer. Through the use of glowing outlines many games like the Witcher 3 offer a way to create some overlap between interactive and background elements. It makes them look prominent. Using your Witcherrsquos senses you can see trails and loots surrounded by a glow. The other way to achieve depth requires a certain understanding of lighting. As light rays travel through space they encounter dust particles which scatter them. The farther the travel the more particles they encounter. And the more their color shifts. When we look at some hills or mountains far away they look gray. Their colors do not look as vibrant as other objects near us. Analyzing and replicating that effect in our

How we did a panoramic photo-shoot for a VR experience - Link Fri, 18 Sep 2015 07:09:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 20 2015 Latest Blogs View All Post RSS September 20 2015 Features View All RSS September 20 2015 Special Reports Press Releases September 20 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 Sherlock VR - VR Jam Postmortem The Photo Shoot by Janina Woods on 091615 104500 am 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 a rather technical postmortem about our VR experience ldquoSherlock Holmes - The Wagner Ritualrdquo which was made during the Gear VR Jam 2015 and is now out on the Gear VR store. The experience now available has the same content as the VR Jam version. The only changes were bug fixes performance improvements and including Gear VR specific functions. Keeping that in mind the whole experience was basically made in roughly 4 weeks. I am often asked how we achieved such high quality panoramic photos and how we set up the actual photo shoot. Instead of answering everyone individually herersquos how we did it The Hardware As the photos would be the main piece of the experience it was very very important to shoot them in the best quality we could achieve. Our own GoPro rigs are capable of producing the desired photosphere but the quality is lacking. On top of that the high overlap of pictures produces a lot of errors when stitching the pictures and requires a high amount of post-processing for which we simply didnrsquot have time during the game jam. Our solution and salvation was the lsquoroundshot VR Driversquo camera arm which takes the required photos for a spherical panoramic picture automatically. The ability to use almost any high quality camera the list of compatible cameras is very long to take pictures enabled us to produce panoramic shots with a resolution of 9500x4750 which really showed in the end product. The lsquoroundshotrsquo automatically takes a set number of pictures in precise angles which eliminated the need for a large overlap and decreases the time it take to stitch the spherical picture immensely. The ability to control the arm via a smartphone app remote and pause the recording at any moment were a huge help during the actual shoot. We always took at least three versions of the same picture sequence without moving the camera. Due to the precise angles of the lsquoroundshotrsquo this enabled us to assemble the final photosphere from the best parts. So if one actor moved a bit during the exposure time we didnrsquot have to throw away the whole picture - just take a good angle of him from another sequence. In this way we could focus our effort on producing great pictures instead of fiddling with the stitching. For most indoor shots with non-moving elements the standard exposure of the camera was fine. After some experiments we set the exposure time to 0.5 seconds for most outdoor shots with moving elements in the background. In that way our unmoving actors were very clear in the picture and everything else which was unimportant was slightly blurred. This achieved a sense of motion and doubled as any protection from privacy concerns as all faces and number plates were automatically blurred. Herersquos a full resolution panorama to experiment with The Photo Shoot During the actual photo shoot we had a very small crew of just one photographer the actors and a coordinator. Though we quickly attracted other interested parties so in the end the group was quite large. If you are recording a scene in 360 you canrsquot have any of the crew present in the pictures which is a challenge if the whole picture is recorded at once. But due to the sequential picture taking of the camera arm non-involved people can always stand behind the camera when a picture is taken. This enabled us to take great pictures even in relatively dark places like the cellar in chapter 4. Someone standing behind the camera can always hold a light and make sure that the photo is lighted correctly and in tune with the other photos. This ensures a good exposure and even pictures which lessens the need for extensive post-production even further. In the end the whole process looked a bit like a very slow merry-go-round with the lighting person and camera man moving in time with the camera arm rotation. It was also important to set up actors in a way that they would only ever be in one picture to avoid any nasty stitching errors due to slight movement between the pictures. Moving in a circle and lighting everything inside this narrow cellar space was a challenge but great fun The Design Following the script the game was set up into a number of scenes each represented by an individual photo. As this was the first time we attempted to shoot photospheres in this context you can see a progression in quality of the content from the first photos we took chapter 3 to the last ones chapter 4. Because the background would always be unmoving we needed to set up all elements in a way that the player would want to look around and explore them compensating for the static look. There are a lot of additional elements to the picture in the final experience to achieve this and some work better than others but here I want to focus solely on the picture composition. Every scene has more content through the dialogue than can be shown in one picture. The actors are positioned in a way that they represent the main action of the scene but can also be viewed in sequence. We tried to direct the playerrsquos gaze through the picture by making the characters look at each other and parts of the environment. When the player first arrives in the scene he will see almost always see one character who is occupied with something else in the room. Following the gaze of the actor the player simultaneously discovers the room and follows the story. Similar to the composition in classical paintings to create movement and lines for the eyes to follow. In the end you can never be sure in which way the player will actually look but can only give him as many visual clues as possible. The Unity Integration To achieve a high

Quality Assurance Manager Respawn Entertainment - Link 2015-09-18

Respawn is looking for a passionateampQAampManagerampto join our development team. Manage the currentampQAampteam and continue to build and refine the team and processes and help us ship bug free games. Job Responsibilitiesamp Continue to build the bestampQAampteam in game development. Review and interview candidates and assess current personnel and team skill sets. Heavy hands-on testing as well as supervising the team. You should strive for perfection and get theampQAampteam to have the same quality bar. Create and implement comprehensive test plans and schedules to ensure maximum efficiency. Ensure that schedules are adhered to and deadlines are met. Work and communicate directly and proactively with developers. Be a master of prioritization and know when you need to shift gears. Know everything that is happening with the game. Be point person for test status and features. Be a mentor to new testers and leads. Develop training methods and guides. Constantly review and improveampQAampprocesses and procedures. Ensure thorough and effective testing make sure all areas of the game are covered. Manage the bug database so it reflects the latest status by finding duplicate issues and making sure bugs are moved to the appropriate people. Assist development team in tracking down issues and ensure blocker issues are fixed as quickly as possible. Summarize prioritize and disperse information in a clear and precise manner that is easily understood. Work closely with other departmentampleadsampto identify potential development issues or trouble areas. Help run and manage studio or department playtests on a regular basis. This includes making builds and ensuring builds are stable. Maintains a deep understanding of the entire development process and the game engine. Reports directly to Producer Requirements Experience leading aampQAampTeam in game development from concept to ship. 4 years experience in software or game developmentampQA. Experience building aampQAampteam reviewing and interviewing candidates etc Strong demonstrable technical skills and comprehension. Advanced experience using software defect tracking systems. Experience writing and implementing test plans. MultiplayerampQAampexperience. BS in Computer Science or equivalent technical experience a major plus. Excellent leadership and communication skills. Proactive self-starter. Unquenchable passion for games. Passion for striving to create bug-free games. Programming or scripting skills a major plus. To apply send resume to jobsrespawn.com.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4nCBehDRKp2A

Remote Art Director LUCKLEVEL - Link 2015-09-18

LuckLevel astart up company based remotely throughout the United States is looking for a hands on art directorart lead to drive the vision of amobile videogameproject. This game is an arthouse game and as such will rely heavily on visuals to tell the story in a unique way. The art director will need to be extremely creative andorganized as they will manage production ofall of the visual aspects of the game. They also will need the technical know-how to impliment the visual stylewithin the Unityengine. Responsibilities - Build and maintain a small art team and manage workflow - Work with the production team to develop creative concepts - Create style vision for the game using Unity tools - Create high quality 3D and 2D assets - Documenting art style for record-keeping and consistency purposes - Work with Lead Designer to set up levels in Unity - Provide insight on project direction as a whole as needed Requirements - 2 published titles in any art-related position - Ability to work in US timezones - Solid understanding of the principles of art composition and style - Technical understanding of Unity - Portfolio demonstrating artistic ability and ability to adapt to different artstyles - Fluent English - Excellent communication skills - Organizational skills and proficiency in office-suite tools such as Google Drive or Microsoft Office Pluses - Experience as an art director - Graphic design skills - Knowledge of the mobile game market - Various devices for testing such as tablets smartphones etc. - Passion for games - Driven to learn new things and improve skills This is a remote position Please apply via Behance or Gamasutra only.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4Ou29zQUBGWw

Associate Product Manager Vrse - Link 2015-09-18

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 Develop product strategy based on user experience partner requirements and technology landscape Set product roadmap and technical specs for a platform that works across devices and delivery methods Collaborate with design and engineering team on user and partner experience Manage production pipeline prioritize resources oversee QA and drive deliverable timeline Qualifications 5 years of product management product design or equivalent consultant experience An academic background in Computer Science or related engineering discipline Natural ability to make things happen around you Strong communication skills and intuition for communication strategy at every level -- within teams within the company to users to press and other audiences Detail orientated with superior organizational skills -- balancing multiple projects deadlines and requests should be second nature to you Optional but a major plus Startup experience ltimg srchttpfeeds.feedburner.comrGamasutraJobs4SjkTEVwX3cc

Mobile Platform Developer Vrse - Link 2015-09-18

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 Unityltimg srchttpfeeds.feedburner.comrGamasutraJobs4TJCLh8PCfBc

QA Engineer Telltale Games - Link 2015-09-18

Responsibilities Play early builds to identify performance and platform specific risks evaluating content and recording data for the QA and core platform engineer teams Work with art and technology teams to tune build parameters and assets to provide the best experience possible on every platform Serve as an in-house expert on console mobile and desktop platform requirements working closely with core engineering teams and project managers to diagnose software and hardware issues and verify execution of solutions Along with the entire compliance group develop documentation and process to handle emerging production core and build engineering requirements as needed to ensure clean submissions to first-party partners Set the highest standards for bug discovery tracking and detailed reproduction steps to discover critical issues and to guide additional support QA Be the funnel for all fidelity and core cross platform technology bugs to add any relevant information in the form of standards documentation call stacks and historical data Essential Skills and Experience 3 years of experience within a QA department as a QA analyst or engineer Excellent cross-disciplinary skills ideally with 3 years of experience working in a game development capacity as an artist or engineer Technical education or equivalent experience with working knowledge of game development pipelines console tools art development tools andor game engines Excellent communication skills ability to communicate and coordinate between multiple teams and a cross-disciplinary audience. Proficiency with high level scripting languages examples Javascript LUA Python Perl NSIS ideally in the area of unit tests and automated testing 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.comrGamasutraJobs4aDK89gQvR5w

Visual Effects Artist VFX Artillery - Link 2015-09-18

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 System Designer Deep Silver Volition - Link 2015-09-18

Volition is searching for a Senior System Designer. The successful candidate will have a proven track record designing various game systems such as player control enemy and ally AI behavior weapons and difficulty balancing for AAA third-person shooters or action games. Experience in vehicle and vehicle combat is a plus. Responsibilities Work on cross-discipline teams to design and develop gameplay systems for the product. Specific responsibilities may include vehicles player control AI behavior weapons andor other systems. For each area of responsibility the Senior Systems Designer is expected to do the following Understand how the system fits within the strategic overview of the product design Ensure that the player experience fulfills the vision of the game Drive the quality planning scripting pacing implementation and polish of the system Provide input on milestone work assignments estimates and dependencies for related goals and tasks Ensure deliverables meet expectations for completeness quality balance vision and player emotion Ensure that relevant team members understand high-level goals for the system as well as low-level specifications dependencies and workflows Evangelize for the needs of the player and work with user experience researchers to define goals for player testing and data gathering Drive on-going competitive analysis to assess the quality and scope of the player experience against that of the competition May be tasked with other duties and responsibilities in support of the project design team Qualifications At least four years of professional industry experience with significant responsibilities in systems design. Proven track record with AAA console products Positive professional attitude. Disciplined and self-motivated with a strong work ethic Ability to think creatively and analytically. An in-depth understanding of how gameplay works and how to create fun meaningful experiences for the player Excellent communication and organizational skills. Ability to multitask and be flexible about changing role requirements Passion for games and ability to articulate that passion clearly and analytically. A broad knowledge base of console games and RPGs Other Information Sample Work Required Please provide samples of your design work. Downloadable and playable levels are preferred but other samples may be acceptable e.g. videos or instructions for viewing levels shipped in retail products. Any supplemental materials demonstrating skills relevant to this position are also encouraged.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4rl5AyUDFUg4

Game Art Indiana University Media School - Link 2015-09-18

The Media School in the College of Arts and Sciences at Indiana University invites applications for a lectureship non-tenure-track in Game Art. This position is for a digital artist experienced in creating visual assets for use in game design and other digital media. Candidates should have experience in 2D 3D and animation plus first-hand knowledge of the inner workings of a game or software studio setting with asset pipelines deadlines and team-based production. The position is central to our new undergraduate major in game design and requires a combination of creative and educational vision with a willingness to help build a new program with high student demand. Applicants should have both teaching experience and a substantive portfolio of work in digital visual arts. Applicants are expected to hold a B.A.B.S. M.A. or M.F.A. in art design or a related field is preferred. Indiana University is an equal employment and affirmative action employer and a provider of ADA services. All qualified applicants will receive consideration for employment without regard to age ethnicity color race religion sex sexual orientation or identity national origin disability status or protected veteran status. To ensure full consideration applications should be submitted by October 24 2015 however applications will be considered until the position is filled. Interested candidates should review the job description and submit application materials on-line at httpindiana.peopleadmin.compostings1799 Questions regarding the position or application process should be directed to Susan Kelly The Media School Indiana University 940 E. Seventh Street Bloomington Indiana 47405-7108 or e-mail skellyindiana.edultimg srchttpfeeds.feedburner.comrGamasutraJobs4EeRVioI1hbo

Senior Network Engineer Boss Key Productions Inc - Link 2015-09-18

Senior Network Engineer Engineering Raleigh NC United States Founded in 2014 by Cliff Bleszinski and Arjan Brussee Boss Key Productions is a new videogame development studio based in the heart of Raleigh NC. BKP believes in an agile no-nonsense approach to product and studio building with an emphasis on high quality product in a friendly environment while remaining as transparent as possible to the gaming community. Boss Key is currently partnered with Nexon Lawbreakers - a science fiction first person shooter.Boss Key Productions is looking for a talented andrivenSenior Network Engineer to help define and implement the best back-end architecture and online infrastructure for Lawbreakers.Responsibilities Work closely with the design and gameplay team to develop the entire network portion of our game with a focus on servers and back-end service infrastructure Create the back-end server infrastructure including web statistics databases and game server hosting on 3rd party infrastructure Diagnose and fix complex player impacting problems within the live environment Setting up systems to deploy worldwide client ampamp server versions ampamp Patches with minimal player downtime Setup the Player Persistence back-end 3rd Party Account Profile Statistics Create back-end solutions for competitive Leaderboards with Ingame App and Web digestion Implement Commerce API Implement Advanced skill based and geographic Matchmaking systems Setup deep User Tracking analytics and support the creation of dashboards Create load-testing test suites and analysis and drive towards solutions Create the Client interface with the Cloud systems and Launcher Managing and Deployment of Virtual machines Support the game as a High availability service and Maintenance Be the key point of contact with 3rd parties Requirements At least 4 years experience as a network engineer on a high availability and high performing service Have deep and current knowledge about Multiplayer games architecture of the past 10 years Excellent programming skills in CC Proven knowledge and experience in setting up modern Cloud andor Website architectures Experience with UDPTCP low-level network implementation Experience with smart Client and Server Patching Low-level network knowledge such as packet capture wireshark tcpdump routing firewalls DHCP DNS NAT etc Great communication skills and have a collaborative attitude with co-workers and external parties Only US citizens or individuals with a valid green card should apply Plus Prior experience running a game as a service as an Online engineer on a PC or Console game Experience with Python UnixLinux andor REST APIs Experience with AWS services architecture roll-out and managementltimg srchttpfeeds.feedburner.comrGamasutraJobs4t4TO7QSQIhM

UnityDevOps Engineer Disruptor Beam Inc. - Link 2015-09-18

Disruptor Beam is building a new generation of games for every screen based on popular universes like Game of Thrones and Star Trek. This is an opportunity to join a rapidly growing company alongside a veteran team working with some of the most iconic brands in entertainment.We are seeking an experienced Unity developer who is passionate about launching and operating scalable development and operations environments. At Disruptor Beam youll be responsible helping to deliver mobile and online game products in one of the highest-scaled Unity development and production environments. Youll administera range of systems createautomation systems coordinatewith QA and debug build ampamp deployment issues and work with game system developers to ensure that changes are easily deployable and scalable.This position is located in Framingham MA. Disruptor Beam will cover relocation expenses.Responsibilities Work as a core member of the DevOps team solve problems and propose solutions to streamline all of our development and operational processes with a focus on builddeployment. Act as liaison with software ampamp infrastructure partners including Unity Apple Google Android Amazon EC2 and Facebook manage code-signing and relevant dashboards track relevant product roadmaps identify expected breaking changes and qualify SDK updates Manage entire build and deployment process to test staging and production environments. Write scripts to automate build deployment and integration with QA automation and validation. Resolve complex merge problems Create tools to simplify ampamp automate deployment content creation pipelines Provision computing resources on EC2 and help with internal IT issues within thedevelopment team. Requirements Experience with reasonably complex projects built in Unity Experience with SCM platforms such as Perforce or equivalent Object-oriented programming experience in C Big Plus Experience with complex 3D pipelines especially in Unity. Big Plus Experience with Amazon EC2. Big Plus Experience with iOS development and build processes with Xcode Plus Experience with Capistrano Jenkins andorequivalentsltimg srchttpfeeds.feedburner.comrGamasutraJobs4fmv81gq13Es

SOFTWARE ENGINEER -- SIMULATION UBER Advanced Technologies Center - Link 2015-09-18

We are looking for people who will enjoy writing the simulation software and tools that will enable our Motion Planning Engineers to test their algorithms. This software includes the simulation of vehicles and people that behave in a realistic manner. We need engineers who can work with the Motion Planning Engineers to understand their requirements and then translate those requirements into production-quality simulation systems that enable them to reliably test their algorithms. A Software Engineer - Simulation will have the following responsibilities Design and implement AI systems to support the testing of Motion Planning algorithms Design and implement solutions to create realistic behaviors for simulated entities Collaborate with Motion Planning engineers to understand their testing needs Contribute innovative ideas towards all aspects of simulation development Write well architected robust and maintainable code using company coding standards ...and the following skills Prior experience with AI systems Path finding LOS state machines sensory systems group behaviors etc... Experience implementing AI behaviors for both characters and vehicles Strong C background Strong 3D math abilities Creative problem solving Able to understand and integrate with existing systems quickly Experience developing real-time systems Experience with multi-threaded implementations Working knowledge of OpenGL Working knowledge of Qtltimg srchttpfeeds.feedburner.comrGamasutraJobs4QxPdcZt_vV0

VV-Cinematic Animator-Temporary Activision - Link 2015-09-18

Cinematic Animator-Temporary Vicarious Visions developer of numerous award winning games including Skylanders Super Chargers Skylanders Swap Force Guitar Hero On Tour and Marvel Ultimate Alliance 2 is seeking a passionate motivated and experienced Animator to join our team of talented developers in creating next generation games for the Xbox 360 PS3 and Wii platforms. This position is temporary likely lasting 12 months. Candidates must be able to relocate to Albany NY and work onsite. No remote work. Your responsibilities will include Work closely with the Animation Leads developing defining and maintaining high-end cinematic animations. Seek out guidance from leads and other experienced artists to provide the best quality artwork and most efficient methodologies. Proactive in creating solutions and solving problems. Participate in peer reviews giving and receiving team feedback. Able to work with team members of other disciplines. Such as communicating with technical artists and engineering support for implementing your cinematic animations in-engine. Generating and presenting ideas for Artist development. Task tracking throughout development cycle. The skills amp experience were looking for Must show the ability to animate with high quality timing weight and acting skills. Excellent skills and understanding of character motion in a range of styles. Experience animating in 3D Software such as Max andor Maya. Must have a passion to create the best quality artwork possible for any game genre or platform that is assigned Xbox360 PS3 Wii NDS handheld. Task driven self-motivated amp proactive. Adept to changing requirements. Must have a positive attitude and be a team player. Provide Samples of your animation online with a clear explanation of what you did. Youll really get noticed with these Experience with cinematic production Character modeling. State machine setup and understanding e.g. Havok Behavior. Passion for Video Games. Pre-production skills such as Storyboarding and Animatics. Rigging and Point Weighting character meshes. Work with facial animation. Experience with camera layoutltimg srchttpfeeds.feedburner.comrGamasutraJobs4ARy6W-79UPw

Senior Engine Programmer Unreal Engine Seasun Games - Link 2015-09-18

Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a talented Senior Engine Programmer to join our mobile gaming company. Ideally you are a quick learner who can write optimized code in the fast paced mobile space where the focus is on speed and execution. This key role will be responsible for developing the core technologies that drive our game engine. This role will work closely with the development director to help define the features and architectural vision for the engine. Qualified candidates must be experienced with the Unreal Engine and be proficient with writing extensible and maintainable code under deadline pressure. Responsibilities Code primarily in C to develop our next-gen game engine Define technical specifications for our game engine Produce well documented optimized extensible code Perform code reviews Qualifications Demonstrated interest in games Bachelors Degree Solid knowledge of UE3 or UE4 Strong linear algebra knowledge and understanding of game design patterns Experience developing large software projects that are clean and extensible 10 years experience in engine development Familiarity with iOS and Android development tools and processes is a plusltimg srchttpfeeds.feedburner.comrGamasutraJobs45u0tcv6Y5a8

Art Director Seasun Games - Link 2015-09-18

Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a talented Art Director to join our mobile gaming company. Ideally you are a visionary artist and skilled communicator who can thrive in the fast paced mobile space where the focus is on speed and execution. As part of the project leadership group you would work to establish the visual style for our games and actively communicate it to all team members. Your outstanding art direction is needed to distinguish our games from the competition. Responsibilities Establish the visual style for our games Actively communicate visual goals to all team members Ensure art vision meets the gameplay and technical needs of our games Responsible for the final art quality of our games Provide feedback mentorship and assistance to all artists Requirements 8 years experience Shipped 4 games as lead artist or art director Ability to create and adapt to various game art styles Excellent social communication and leadership skillsltimg srchttpfeeds.feedburner.comrGamasutraJobs48z-PdBlhhKg

Sr. Graphics Engineer Unreal Engine Seasun Games - Link 2015-09-18

Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a talented Sr. Graphics Engineer to join our mobile gaming company. This role will own the full rendering stack for our mobile games and work with other team members on implementation of new rendering features. Ideally you would have experience architecting high performance solutions to displaying complex 3d graphics on mobile GPUs. Qualified candidates must be experienced with the Unreal Engine and be proficient with writing extensible and maintainable code under deadline pressure. Requirements Own the rendering stack for our mobile titles Collaborate with team members on the art pipeline and rendering technologies Identify technical and developmental risks and generate solutions to overcome the identified risks Be our technical expert on mobile graphics rendering Qualifications BSMS in CS Engineering or related field 5 years graphics programming experience Shipped one or more AAA game titles Expert knowledge of real time rendering techniques in relation to lighting and visual effects Expertise with Unreal 3 or 4 engines Familiar with rendering algorithms and design patterns iOS and Android programming experience is desired.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4BM7BYRH_omk

Publishing CoordinatorBeijing Seasun Games - Link 2015-09-18

Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a Bilingual Coordinator to join our mobile gaming company. Ideally you are an outgoing and positive self-starter who can thrive in the fast-paced mobile gaming space where the focus is on speed and execution. Your passion for gaming organization skills and language ability will be put to the test as you play a vital role in facilitating the communication between the teams in California and China. This role will be at our Beijing China location. Responsibilities Facilitate communication between the US and Beijing teams Get in peoples faces Proper communication doesnt happen over email. Go talk to them Process information and development requests in a timely manner Translation of documents and emails update documents take and distribute detailed meeting notes Schedule and coordinate travel and other requests Requirements Demonstrated passion for games Able to readwrite and speak fluent English and Mandarin Understanding of gaming and technical terminology in both English and Mandarin Excellent organization and multitasking skills Able to work independently with little direction Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a Bilingual Coordinator to join our mobile gaming company. Ideally you are an outgoing and positive self-starter who can thrive in the fast-paced mobile gaming space where the focus is on speed and execution. Your passion for gaming organization skills and language ability will be put to the test as you play a vital role in facilitating the communication between the teams in California and China. This role will be at our Beijing China location. Responsibilities Facilitate communication between the US and Beijing teams Get in peoples faces Proper communication doesnt happen over email. Go talk to them Process information and development requests in a timely manner Translation of documents and emails update documents take and distribute detailed meeting notes Schedule and coordinate travel and other requests Requirements Demonstrated passion for games Able to readwrite and speak fluent English and Mandarin Understanding of gaming and technical terminology in both English and Mandarin Excellent organization and multitasking skills Able to work independently with little direction ltimg srchttpfeeds.feedburner.comrGamasutraJobs4a9_IejLjuf0

Unreal Developer Pure Imagination Studios - Link 2015-09-18

Pure Imagination Studios is seeking an experienced Unreal Engine developer to design and implement interactive theme park experiences. This position requires skills comparable to a scripter level designer and technical artist. At our discretion applicant may be required to complete a test depending on applicants experience level.Chosen applicant will be hired initially on contract with a full-time offer pending successful completion of contract. Responsibilities Use Unreal Engine 4 to implement interactive elements of real-time theme park media according to an established game design Contribute game design feedback in order to make interactive attractions more fun and engaging Work within a framework provided by gameplay programmers for each specific project Provide feedback to gameplay programmers with regard to specific needs or improvements to the game framework Set up procedural animation logic using AnimBlueprints and AnimMontage including branching blending and hit reactions for characters Provide animators with detailed requirements for timing and placement of real-time character animations Requirements Practical experience using Unreal Engine 4 and its many systems Ability to create clean well-organized Blueprints that fit together into a maintainable codebase An understanding of the tools and approaches used in creating real-time visual effects including meshes UVs materials and particle effects Knowledge of technical and performance requirements for 3D assets in Unreal Working knowledge of Autodesk Maya and the process of baking and exporting animation Pluses Familiarity with game programming in C Scripting experience in Autodesk Maya or other DCC applications Experience working with Perforce or other version control systems Interest in Oculus Rift and other Virtual Reality toolsltimg srchttpfeeds.feedburner.comrGamasutraJobs4iL6QFemXXyU

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Welcome to FPSoft.eu

Floating Point Softwares is an Indie company started in 2015
focusing mainly on Android, iOS, HTML5 and PC game development.
Currently we also offer non-game related solutions, 
such as mobile apps depending on the demand, as well as pixel & vector graphics.

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