Page:27 - News Archived: 3437

Title Date
Destiny The Taken King breaks PlayStation download records - Link Thu, 17 Sep 2015 11:42:00

ltpgtlta hrefhttpnews.yahoo.comxbox-one-experience-tester-version-154200156.htmlgtltimg srchttpl.yimg.combtapires1.2NIT_WzGvXyEpb9K2Oe2W_g--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com7d929dfccf095f9c19dfb68c45d3ee43 30 height86 altNew Xbox One Experience Tester Version Issues Outlined alignleft titleNew Xbox One Experience Tester Version Issues Outlined border0 gtltagtDestiny and Borderlands may fail to load while Forza 6 could experience graphical issues during the initial wave of testing.ltpgtltbr clearallgt

New Xbox One Experience Tester Version Issues Outlined - Link Thu, 17 Sep 2015 10:12:00

ltpgtlta hrefhttpnews.yahoo.comxbox-360-adds-2-gb-141200700.htmlgtltimg srchttpl1.yimg.combtapires1.206gVo3vGqaarb0qx21M1jA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com9c1df07d5eb0b46051f8c5b2f0c3c453 30 height86 altXbox 360 Update Adds 2 GB Cloud Storage and Lots More alignleft titleXbox 360 Update Adds 2 GB Cloud Storage and Lots More border0 gtltagtHereamp039s a full rundown of whatamp039s included with todayamp039s major update.ltpgtltbr clearallgt

Xbox 360 Update Adds 2 GB Cloud Storage and Lots More - Link Thu, 17 Sep 2015 04:41:22

CHIBA Japan AP Japans annual video game show opened Thursday with a record number of exhibitors including independent companies and newcomers a positive sign for an industry that has faced tough competition from games on social media and mobile devices.

Annual Japan video game show opens with record exhibitors - Link Thu, 17 Sep 2015 02:33:44

ltpgtlta hrefhttpnews.yahoo.comsony-says-china-sales-playstation-4-challenged-censorship-053017146--finance.htmlgtltimg srchttpl2.yimg.combtapires1.2dM1K5kDdyuU2fuBf4MUMZg--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_usNewsReuters2015-09-17T053017Z_1006990001_LYNXNPEB8G089_RTROPTP_2_CTECH-US-SONY-PLAYSTATION-CHINA.JPG 30 height86 altPedestrians are reflected in a logo of Sony Corp outside its showroom in Tokyo alignleft titlePedestrians are reflected in a logo of Sony Corp outside its showroom in Tokyo border0 gtltagtBy Makiko Yamazaki TOKYO Reuters - Chinaamp039s strict censorship rules are limiting Sony Corpamp039s sales of PlayStation 4 in the country even after a ban on foreign gaming consoles was lifted last year the head of the Japanese companyamp039s gaming division said. ampquotWe are still challenged somewhat with a censorship regime that we have to work with. This can be time-consumingampquot Andrew House chief executive officer of Sony Computer Entertainment told Reuters in an interview on Thursday.ltpgtltbr clearallgt

Sony says China sales of PlayStation 4 limited by censorship rules - Link Wed, 16 Sep 2015 16:32:00

ltpgtlta hrefhttpnews.yahoo.comnotable-video-game-releases-upcoming-090000727.htmlgtltimg srchttpl1.yimg.combtapires1.2AkWkZsVwl3xc0aC4ukAmsg--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungames.metacritic.cbs.coma8e5a853301b2f979feb97bc42cf3992 30 height86 altNotable Video Game Releases New and Upcoming alignleft titleNotable Video Game Releases New and Upcoming border0 gtltagtFind release dates trailers and scores for major upcoming and recent videogame releases for all platforms updated weekly. Read and Post Comments Get the full article at Metacriticltpgtltbr clearallgt

Notable Video Game Releases New and Upcoming - Link Wed, 16 Sep 2015 16:01:00

ltpgtlta hrefhttpnews.yahoo.comxbox-one-getting-windows-10s-200100702.htmlgtltimg srchttpl3.yimg.combtapires1.2z8VSQYl0ZsY1BcBiYWw8zA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com858c3c5749ebdef5d24543060ded462d 30 height86 altXbox One Getting Windows 10amp039s ampquotEdgeampquot Browser alignleft titleXbox One Getting Windows 10amp039s ampquotEdgeampquot Browser border0 gtltagtThe Internet Explorer replacement is coming to Xbox One.ltpgtltbr clearallgt

Xbox One Getting Windows 10s Edge Browser - Link Wed, 16 Sep 2015 13:42:34

ltpgtlta hrefhttpnews.yahoo.comxbox-boss-nintendo-president-im-174234544.htmlgtltimg srchttpl3.yimg.combtapires1.2lpKnnHx6mw07uXCpnA.o3Q--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomeruncnet.cbs.com6c0e9392173cdf1d23bbd99b4d4268a4 30 height86 altXbox Boss on new Nintendo president amp039Iamp039m sure heamp039ll do greatamp039 alignleft titleXbox Boss on new Nintendo president amp039Iamp039m sure heamp039ll do greatamp039 border0 gtltagtPhil Spencer says Nintendo has a great gaming track record and Tatsumi Kimishima will surely continue that.ltpgtltbr clearallgt

Xbox Boss on new Nintendo president Im sure hell do great - Link Wed, 16 Sep 2015 13:15:00

ltpgtlta hrefhttpnews.yahoo.comxbox-one-250-171500956.htmlgtltimg srchttpl3.yimg.combtapires1.2WihM4kdYHPa2lbHeO_Wy0A--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.comd7d0d98ee61666f4be099476847aba17 30 height86 altHow to Get a New Xbox One for 250 alignleft titleHow to Get a New Xbox One for 250 border0 gtltagtYouamp039ll need to act quickly as this deal expires September 20.ltpgtltbr clearallgt

How to Get a New Xbox One for 250 - Link Wed, 16 Sep 2015 12:02:00

ltpgtlta hrefhttpnews.yahoo.comps4s-grow-home-breaks-ubisoft-160200166.htmlgtltimg srchttpl2.yimg.combtapires1.28k.zVoKCCrmuxx634gRsNg--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.comcaca2fcd279b0fcc98bbdb6e2c9b2683 30 height86 altPS4amp039s Grow Home Breaks Ubisoft PlayStation Download Records alignleft titlePS4amp039s Grow Home Breaks Ubisoft PlayStation Download Records border0 gtltagtThe experimental climbing game is now the fastest-downloaded Ubisoft game on PlayStation ever.ltpgtltbr clearallgt

PS4s Grow Home Breaks Ubisoft PlayStation Download Records - Link

Removing Payment Feature From Skyrim Workshop - Link Thu, 23 Apr 2015 17:07:29

Were going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod well be refunding you the complete amount. We talked to the team at Bethesda and they agree. ltbrgt ltbrgtWeve done this because its clear we didnt understand exactly what we were doing. Weve been shipping many features over the years aimed at allowing community creators to receive a share of the rewards and in the past theyve been received well. Its obvious now that this case is different. ltbrgt ltbrgtTo help you understand why we thought this was a good idea our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone both free ampamp paid. We wanted more great mods becoming great products like Dota Counter-strike DayZ and Killing Floor and we wanted that to happen organically for any mod maker who wanted to take a shot at it. ltbrgt ltbrgtBut we underestimated the differences between our previously successful revenue sharing models and the addition of paid mods to Skyrims workshop. We understand our own games communities pretty well but stepping into an established years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly even though we believe theres a useful feature somewhere here. ltbrgt ltbrgtNow that youve backed a dump truck of feedback onto our inboxes well be chewing through that but if you have any further thoughts let us know.

Introducing New Ways to Support Workshop Creators - Link Wed, 28 Jan 2015 22:25:40

ltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshopWorkshop_CommerceAnnounce.jpgquotgt ltbrgt ltbrgtThe Steam Workshop has always been a great place for discovering community-made mods maps and items for a variety of games. Starting now with The Elder Scrolls V Skyrim the Workshop is also a great place for community content creators to earn money by selling their greatest works. ltbrgt ltbrgtWe think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop and to encourage more top-quality work. This new feature allows mod authors to choose whether to list their items for a fixed price for pay-what-you-want or to make their item available for free. As a customer and fan of Skyrim youre able to explore both paid and free mods quests and items. ltbrgt ltbrgtThe whole feature is best explained in the full press announcement and on the detailed announcement page and FAQ here lta classquotbb_linkquot targetquot_blankquot hrefquothttpwww.steamcommunity.comworkshopaboutpaidcontentquot gthttpwww.steamcommunity.comworkshopaboutpaidcontentltagt ltbrgt ltbrgtAlong with these new options available to mod-creators weve added a few features to support the experience and make everything as easy as possible ltbrgt ltbrgtltdiv classquotbb_h1quotgtFree Paid or Pay What You Wantltdivgt With over 24000 free mods available for Skyrim in the Steam Workshop there will always be lots to do and explore for free. Now you can also find mods with a specified price or mods where you can choose how much you wish to support the creators. The price is up to the mod creators. ltbrgt ltbrgtltdiv classquotbb_h1quotgtTry any mod Risk Freeltdivgt When shopping for anything its still important to spend a little time learning about any product you are about to purchase. But if after purchase you find that a mod is broken or doesnt work as promised you can easily get a refund of that mod within 24 hours of your purchase. View the full refund policy lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshoprefundpolicyquot gthereltagt. ltbrgt ltbrgtltdiv classquotbb_h1quotgtPlay Skyrim For Free This Weekendltdivgt If youre new to Skyrim and havent yet tried it out now is your chance. Available now through April 26th Skyrim is free to play. Just visit the lta classquotbb_linkquot targetquot_blankquot hrefquothttpstore.steampowered.comapp72850quot gtSkyrim store pageltagt and click the play button to download and start playing. If you decide you want to keep the game its also on sale for 75 off regular price ltbrgt ltbrgtltdiv classquotbb_h1quotgtExplore New Contentltdivgt To prepare for this announcement weve asked a few community mod makers to prepare some content for release. lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid72850ampampsearchtextampampchildpublishedfileid0ampampbrowsesorttrendampampsectionreadytouseitemsampampadmin_view1ampamprequiredflags5B5Dpaiditemsquot gtBrowse Paid Skyrim Modsltagt ltbrgt ltbrgtltdiv classquotbb_h1quotgtCalling Creatorsltdivgt Whether youre just getting started or are already a professional artist or developer now you can make money from your creations in the Steam Workshop. ltbrgt ltbrgtStarting with The Elder Scrolls V Skyrim you can make new cosmetic items custom skins fancy houses epic quests entire new cities or just a new hat for Lydia. Once youve made your creation you can easily set a price and earn a portion of each sale made through the Steam Workshop. ltbrgt ltbrgtPlus many more of your favorite Workshop games will support paid content in the coming weeks. Check out the lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopaboutpaidcontentquot gtfull announcement and FAQltagt for more details. ltbrgt

Content Creators Earn Over 50M Through Steam Workshop Can Now Earn - Link Fri, 14 Nov 2014 22:41:24

When we launched the Workshop late in 2011 we expected that it would grow but not that it would grow this much this quickly. So far the total payments made to individuals for the creation of in-game items sold in Team Fortress 2 Dota 2 and Counter-Strike Global Offensive have passed 57 million. This money was earned by over 1500 contributors spread out across 75 countries. ltbrgt ltbrgtltdiv classquotbb_h1quotgtNew Curated Workshopsltdivgt The limitation of paid revenue-generating Workshops to Valve content has been an unfortunate consequence of the sheer number of challenges required in order to scale to a global audience of creators and players. Today were happy to announce that after a ton of work the first curated Workshops for non-Valve games have opened lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comapp302270workshopquot gtDungeon Defenders Eternityltagt and lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comapp219640workshopquot gtChivalry Medieval Warfareltagt. ltbrgt ltbrgtltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshopDungeonChivalry.jpgquotgt ltbrgt ltbrgtThis is really exciting news and means that more high quality content will be available for the game you love playing. Plus purchases of this great new content directly enables those community members to continue practicing their craft and making more awesome content. ltbrgt ltbrgtWe expect more curated Workshops to become available for creators and players in various games over the coming weeks and months. ltbrgt ltbrgtltdiv classquotbb_h1quotgtIntroducing Revenue Tools For Workshop Authorsltdivgt The Workshop has continued to grow and a larger number of contributors are now earning revenue from more pieces of content in a wider variety of games. To help answer questions about where revenue is coming from were also launching a set of new tools that enable contributors to view real-time sales data for their items as well as view detailed per-item revenue breakdowns and historical statements. ltbrgt ltbrgtltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshoprevenuegraph.jpgquotgt ltbrgt ltbrgtOnce you have content accepted into a paid curated Workshop youll see a link to ampquotView Your Revenueampquot from your ampquotlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.commymyworkshopfilesquot gtMy Workshop Filesltagtampquot page. If you dont have any content accepted yet nows a great time to get involved

Steam Workshop Update Adds Voting Queue and Updated Home Pages - Link Thu, 15 May 2014 22:16:35

ltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshopWorkshop_HomeUpdate.jpgquotgt ltbrgt ltbrgtWe just released an update for the Steam Workshop that adds a voting queue for item selection and a new home page for each Workshop to highlight cool content. ltbrgt ltbrgtltdiv classquotbb_h1quotgtNew Voting Queueltdivgt Workshops for games such as Team Fortress 2 Dota 2 and Counter-Strike Global Offensive include a type of items that players vote on to help determine which items can get accepted and made available for use in the game. ltbrgt ltbrgtWorkshops with these types of items now have a voting queue similar to the queue in Greenlight or on the Steam home page. This queue will make it easy to discover new and interesting items to vote on and will help the game teams get a better measure of community interest on the variety of items being considered for use in the game. ltbrgt ltbrgtltdiv classquotbb_h1quotgtNew Home Pages For Every Workshopltdivgt Each product Workshop now has a new home page design helping to highlight the most interesting content in the Workshop and to also better expose a variety of ways to browse the Workshop. With this new home page customers can now more easily see mods maps or items created by authors they follow see what their friends are marking as favorites and read about recent Workshop news from the game teams. ltbrgt ltbrgtThis new home page also provides space for games to run special events such as themed contests or to highlight new types of content supported by their Workshop. ltbrgt ltbrgtThis update has automatically applied to all games and software with a Steam Workshop so just check out your favorite Workshop to see these new features. ltbrgt ltbrgtltdiv classquotbb_h1quotgtOther changesltdivgt ltul classquotbb_ulquotgt ltligtAdded views for most popular items over trailing three-months six-months and year. This only applies to ready-to-use content such as mods and maps. ltbrgtltligtltligtAdding tabs lists to the home page for ready-to-use items. These lists include a new Most Subscribed list as well as Most Popular and Most Recent. ltbrgtltligtltligtAdding larger voting controls to item voting to support the voting queue. ltbrgtltligtltligtRemoving comment threads from the main page for items to be voted on. Giant ASCII art is now relegated to the comment tab on each Workshop item. ltbrgtltligtltligtHiding star ratings on items to be voted on to help avoid biased voting. ltligtltulgt

100 Games Now Using Steam Workshop - Link Tue, 29 Apr 2014 00:18:15

ltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshopWorkshop109thCollection.jpgquotgt ltbrgt ltbrgtToday we celebrate the milestone of having 100 games utilizing the Steam Workshop for sharing user generated content in the Steam Community. That is 100 plus the nine more titles that added support for Steam Workshop while we were busy writing this announcement. So here you are with 109 opportunities to share your creative energy with the community by creating custom mods or items or to share in the excitement of others and customize your games. ltbrgt ltbrgtEach of the 109 titles use the Steam Workshop in different ways such as for sharing maps in-game items custom scenarios full game conversions character skins new game modes spells puzzles quests characters language packs and much much more. This is all player-driven where you can create custom game modifications or content for your favorite game and share it with the community. ltbrgt ltbrgtYou can see the full list of products on the Steam Workshop home page lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopquot gthttpsteamcommunity.comworkshopltagt ltbrgt ltbrgtltbgtSome Numbersltbgt ltbrgtOver 1100000 maps items and mods have been posted to the Steam Workshop. This includes everything from custom maps in Civilization V and Monaco to custom in-game items for titles such as Dota 2 and Team Fortress 2. ltbrgt ltbrgtOver 12 Million gamers have played a modded game or played on custom maps found through the Steam Workshop. ltbrgt ltbrgtEach of those 12 Million gamers have downloaded an average of 57 items from the Workshop such as custom maps weapons game rules full conversions or other modifications. ltbrgt ltbrgtThe Steam Workshop has served nearly 700 Million downloads to date. ltbrgt ltbrgtGamers have voted over 32 Million times on items in the Workshop with 90 of those being up-votes.

April 28th Workshops Round Up - Link Thu, 17 Apr 2014 14:58:34

Within the past two weeks another six products have added integration with the Steam Workshop bringing us to a total of 99 Workshops in Steam Below are the most recent additions to the Steam Workshop with a bit of information on how each one is utilizing the Workshop for sharing user generated content. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid49600quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps49600header.jpgquotgtltagt ltbrgtBeat Hazard is already a pretty customized game letting you fly a spaceship through your own library of music. But now you can build and share your own custom spaceships in the Steam Workshop. Or pick from one of the over 700 custom ships already shared by the community. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid248610quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps248610header.jpgquotgtltagt ltbrgtThe Door Kickers Workshop hosts custom maps equipment weapons and other mods made by the community. Players were clearly interested in seeing more variety of weapons in the game and Workshop contributors have delivered providing a couple dozen new options to pick from. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid248170quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps248170header.jpgquotgtltagt ltbrgtClickteam Fusion is using the Steam Workshop to share tutorials and bits of source code to help game creators learn and build their own experiences. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid236150quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps236150header.jpgquotgtltagt ltbrgtThe Starpoint Gemini 2 Workshop includes various mods ranging from a simple text change to complete game world conversions. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid222880quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps222880header.jpgquotgtltagt ltbrgtThe Insurgency workshop currently in beta allows you to download custom maps that you can play in your own private games or on game servers running these maps. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid246680quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps246680header.jpgquotgtltagt ltbrgtSecrets of Rtikon Workshop supports custom levels mods total conversions and even your own games with the powerful editor of Secrets of Raetikon. Share your creations with other players and enjoy what others have built.

New Workshops Round Up - Link Tue, 11 Mar 2014 17:39:33

Its been a busy past few weeks with new games adding creative integration with the Steam Workshop faster than we can keep track of. So its time to do a quick round-up to highlight the popular new additions. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid203770quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps203770header.jpgquotgtltagt ltbrgtThis Grand Strategy game lets players modify almost any aspect of the game. Already there are over 250 custom rules events localizations buildings and maps. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid203290quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps203290header.jpgquotgtltagt ltbrgtThe Workshop for the official game of the U.S. Army focuses on map making and the result is quite a few top-notch mapping projects by community members. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid265930quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps265930header.jpgquotgtltagt ltbrgtDo you want a flying goat Do you want a completely new map The developers of Goat Simulator released their dev tools along with the game allowing the community to make just about anything related to goats. Includes goat pinball exploding goats and of course steerable jet packs. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid240970quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps240970header.jpgquotgtltagt ltbrgtWith an in-game map maker this RPG makes it quick and easy to create custom maps to share with the community. Or try out some of the creative works of other fans. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid209670quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps209670header.jpgquotgtltagt ltbrgtThe side-scrolling strategy game Cortex Command was built for modding and the community has wasted no time in creating dozens of items vehicles scenes and game modes to play with. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid205990quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps205990header.jpgquotgtltagt ltbrgtThis turn-based strategy game of fantasy warfare provides a powerful editor allowing for great flexibility in making maps editing quests create scenarios and modifying many aspects of the game. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid225600quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps225600header.jpgquotgtltagt ltbrgtIn a game about swords it only makes sense that their Workshop lets you create your own custom blades. In fact the community has already made over 160 unique and creative sword designs. Additionally you can check out the dozens of custom masks available.

Race the Sun Launches Workshop Integration and Mapping Contest - Link Tue, 25 Feb 2014 18:37:18

lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid253030quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps253030header.jpgquotgtltagt ltbrgt ltbrgtTo celebrate the launch of Workshop support for Race the Sun Developer Flippfly is kicking off a level building contest. Between now and March 24th create your own custom levels with the built-in World Creator and post to the Workshop for a chance to win great prizes. You can read the full details of the contest including prizes and rules over on the lta classquotbb_linkquot targetquot_blankquot hrefquothttpssteamcommunity.comlinkfilterurlhttpflippfly.comnewsrace-the-sun-level-design-contest-on-steam-workshopquot gtFlippfly websiteltagtltspan classquotbb_link_hostquotgtflippfly.comltspangt. ltbrgt ltbrgtThere is a set of great lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comapp253030guidesbrowsefiltertrendampamprequiredtagsquot gtModding20or20ConfigurationSteam guidesltagt to help you get started using the editor. But dont worry creating levels for Race the Sun is simple and easy regardless of your previous skill level and modding experience. ltbrgt ltbrgtIf you havent picked up the game yet this is a great opportunity. Save 50 when you lta classquotbb_linkquot targetquot_blankquot hrefquothttpstore.steampowered.comapp253030quot gtget Race the Sun on Steamltagt before March 17th. ltbrgt

RPG Maker Adds Workshop For Sharing Games amp Game Assets - Link Mon, 24 Feb 2014 18:13:53

lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid220700quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps220700header.jpgquotgtltagt ltbrgt ltbrgtWith the RPG Maker Workshop you can easily make and share entire games for others to try out and provide feedback on. Plus you can share custom music and graphics for other game creators to utilize in their games. ltbrgt ltbrgtTo celebrate the RPG Maker Steam Workshop Launch the software is this weeks Mid Week Madness sale Save 75 off lta classquotbb_linkquot targetquot_blankquot hrefquothttpstore.steampowered.comapp220700quot gtRPG Maker VX Ace and our DLC Packsltagt when you buy before February 28th. ltbrgt ltbrgtRPG Maker developers have also worked with some of their favourite community artists and contributors to have some excellent content available in the Workshop from the very beginning there will be plenty of games to explore as well as some music and graphics for use in your own projects. ltbrgt ltbrgtWith Steam Workshop integration sharing your RPG Maker creations and getting feedback has never been easier. Do you have some sprites you have made Or a song or two Or maybe unlike most of us youve actually finished a game Share it with us on the Steam Workshop Reach an audience larger than ever before ltbrgt ltbrgtAnd as an added bonus all through the first week the RPG Maker team will be doing drawings for prizes all you have to do to enter is have something posted in the Workshop Check out their lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comgames220700announcementsdetail1765713354525404922quot gtcommunity announcementltagt for more details.

Tetrobot and Co. Adds Workshop Integration and In-game Level Editor - Link

lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid235980quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps235980header.jpgquotgtltagt ltbrgt ltbrgtPoint and click puzzler Tetrobot and Co. has released an in-game editor with Steam Workshop integration allowing players to easily build share and play custom levels. ltbrgt ltbrgtIn this game the player solves puzzles based on blocks reactions. Each blocks of the same matter will stick together while other blocks interactions and reactions will allow you to take the best from every situations. ltbrgt ltbrgtA group of beta testers have already crafted 77 levels available immediately in the lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid235980quot gtTetrobot Workshopltagt. ltbrgt ltbrgtOr if you wish to create your own custom levels the developers have posted a few lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comapp235980guidesbrowsefiltertrendampamprequiredtagsWorkshopquot gtofficial Steam Guidesltagt to help get started. ltbrgt ltbrgtTo celebrate all of this Tetrobot and Co is lta classquotbb_linkquot targetquot_blankquot hrefquothttpstore.steampowered.comapp235980quot gtavailable all this week at a savings of 60 OFFltagt

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.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 950716 33866373 Loading Comments

Get a job Boss Key is hiring a Senior Network Engineer - Link Fri, 18 Sep 2015 16:34:00

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 Get a job Boss Key is hiring a Senior Network Engineer September 18 2015 By Staff September 18 2015 By Staff Post A Comment More ConsolePC Programming Recruitment The Gamasutra Job Board is the most diverse active and established board of its kind for the video game industry Here is just one of themany many positionsbeing advertised right now. Senior Network EngineerBoss Key Productions Location Raleigh NC 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 to make 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 Requirements Plus InterestedApply now. About the Gamasutra Job Board Whether you39re just starting out looking for something new or just seeing what39s out there the Gamasutra Job Board is the place where game developers move ahead in their careers. Gamasutra39s Job Board is the most diverse most active and most established board of its kind in the video game industry serving companies of all sizes from indie to triple-A. Looking for a new jobGet started here. Are you a recruiter looking for talentPost jobs here. Related Jobs 09.18.15 Mobile Platform Developer 09.18.15 QA Engineer 09.18.15 Game Art 09.18.15 Senior Network Engineer View All Jobs Top Stories Next News Story View All 254096 newswire viewnews254096Get_a_job_Boss_Key_is_hiring_a_Senior_Network_Engineer.php 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

Hear William S. Burroughs performance as a horror game voice actor - Link Fri, 18 Sep 2015 15:10:00

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 Hear William S. Burroughs performance as a horror game voice actor September 18 2015 By Alex Wawro September 18 2015 By Alex Wawro 1 comments More ConsolePC Design Video Before his death in 1997American writer poet and performer William S. Burroughs dabbled very briefly in game development serving asa voice actor on Inscape39s 1995 PC horror gameThe Dark Eye. This bizarre bit of video game history is getting a fresh wave of attention today thanks to anOpen Culture blog postthat collects disparate recordings of Burroughs39 work on the game which encompassed voicing the character Edwin and reciting two Edgar Allen Poe poems quotAnnabel Leequot and quotThe Masque of the Red Death.quot Developers may appreciate this look back at how poetic performance was incorporated into the design of what became acult classic horror gamereleased 20 years ago this October. For more insight into the game39s development check out designerRussell Lees39 2011 Gamasutrablog postabout in part the experience of makingThe Dark Eye. 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 254080 newswire viewnews254080Hear_William_S_Burroughs_performance_as_a_horror_game_voice_actor.php Loading Comments

Taking a look at Chinas copycat games - Link Fri, 18 Sep 2015 14:59:00

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 Another common form of copycat games in China by Junxue Li on 091715 020400 pm 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. This article was originally posted on Chinese game news site httpwww.doyo.cn the author is 337562356733457. Junxueedits it and reposts here. Talking about copycat games they steal other developerrsquos properties at different levels. Some steal source code or art design and some are mere imitations. Please look this example on the left is the art of the original Triple town game and the right is a Chinese game made by unrelated developer. The game play is different we can call this ldquoborrow the ideardquo to the most. And today I want to introduce to you another common form of copycat games in China one considered most brazen and ridiculous. Last year my younger sister sent me a QQ message inviting me to play the iOS version Pokemon. I was shocked for by then no Nintendotitle was announced on iOS. And then she sent me the link ok itrsquos another copycat. Itrsquos name is still Pokemon 21475349552293424618 in Chinese and with all the characters takeover from the original. In China Nintendorsquos franchises and Japanese anime have great fan base. And with loose IP administration many developers wouldsteal their IP and graphic design to make games. Here I have a few samples I cover the names that you may understand that Irsquom not promoting them here. Pokemon This game has the key words 21475349552293424618 in the name so you can find it in App Store by searching. It takes over all the pokemons from the original and even invented a few. Kirby This game is relatively better than other Kirby copycats we have here it preserves the puff up feature. Most copycats have it removed for itrsquos a complicated animation. Dragon Ball There are too many Dragon Ball copycats here CCG platformer fighting game. This one has the subhead ldquoA Tale of Alien Tramp Strikes backrdquo And a few copycat CCGs are otherwise good in making if they are not riddled with in-app-purchase traps. Saint Seiya It also have dozens of copycats. The two games below one remakes the graphics somehow and another take over the originalrsquos directly. Crossover Fighting Games These developers give players the chance to fight each other with beloved characters those characters may otherwise never meet in official crossovers. If you like this post please see more of my articles and follow mehere... I would post regularly--one article every two weeks about game art production. Related Jobs 09.18.15 Remote Art Director 09.18.15 Associate Product Manager 09.18.15 Game Art 09.17.15 Publishing CoordinatorBeijing View All Jobs 253881 blog blogsJunxueLi20150917253881Another_common_form_of_copycat_games_in_China.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 940564 33770303 Loading Comments

Blog Weve been doing it the wrong way - Link Fri, 18 Sep 2015 14:32:00

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 Weve Been Doing it the Wrong Way by Armando Marini on 091715 020400 pm 6 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. For the last few years Irsquove been kind of on the outside of the industry. Itrsquos been an intentional self imposed exile. My trajectory was not what I was hoping for. It didnrsquot jive with me. A lot of it had to do with not necessarily jiving with the process of developing a game especially in the early days. However while Irsquove been out here searching for whatrsquos next I believe I have discovered a fundamental flaw in game development that has lead to almost all the problems in the process. Just hand tight and I will explain. For as long as I can remember we39re talking all the way back to the mid 90rsquos the process of making a game starts with ldquoHey give me a concept I need it as soon as possible. Can you have it by the end of the week How about two weeksrdquo Hyperbole I donrsquot think so. The concept is what every producer and executive wants and they want it as soon as they can get it if they donrsquot like it you go back and you rework it. Under this pressure to come up with something you also have to to a significant degree give examples of what yoursquoll do in this game what it will look like and my favourite whatrsquos ldquothe hookrdquo. Sometimes you have a few months to do this but you are always under the gun to come up with something. Newsflash I havenrsquot got a clue. No project lead does. We make it up as we go. We all know this to be true. This leads to poor planning poor scheduling crunch times wasted money and onward with a laundry list of what not to do when you have to create something worthwhile. Sometimes out of this chaos something decent comes but I am going to stand up and proclaim that this process needs to stop and be replaced with a new starting point. Behold ndash The Screenplay. In June of this year I was encouraged to take an old game idea I had and turn it into a screenplay. I didnrsquot have much other than the very vague super high level of a concept that I could not turn into a game in any meaningful way. Every attempt that I threw at it sucked. I still liked the idea of the story and turning it into a screenplay seemed like the only possibility for it. I wrote and re-wrote. I was critiqued and I rewrote. I read and I rewrote. I just kept going on it and in fact I still am trying to make it a top notch screenplay. Then it hit me. If on the long shot this turns into a movie there might be a game based on it. What would that game play like Eureka moment As I read through the script I had all the elements I needed to know to create a game concept and to have a fruitful preproduction process. I knew the characters. I knew the enemy characters. I knew the themes. I knew the locations. I knew the goals of the levels. Lastly I knew the game play and maybe most importantly I knew the hook. What this game really needed to make it cool was gameplay based on stealth and enemy AI that did itrsquos best to stay behind cover making it very challenging for the player and forcing the player be very clever at making them come out from behind cover. Now will this be a cool game Will it ever get a green light Will it ever see the light of day I have no idea but that isnrsquot the point of this post. The point is that by embarking on creating a good screenplay I inadvertently found that this should be the starting point for many many many games. Rather than just sitting back and imagining what might be or trying to string together the oddball moment the screenplay is a single cohesive blueprint for what the project will be. Proper scheduling can be done. Resources can be allocated properly. More accurate projections can be made. There are real discussion points that can be covered and agreed to or rejected before a single line of code is written or a single piece of artwork created. Also I have three valid unique I.P. ideas where there used to be nothing. For years people have been saying to design the game on paper. I get that. This is very much along the same lines. This may not work for every game but it could apply to far more than you might think. Even if you write the story from the fictional perspective of a fictional player how would the script play out How wouldMadden Footbal play out at a screenplay Thatrsquos a very interesting exercise. When I completed my last revision I decided I would go back and expand on the screenplay and turn it into a novella. By filling in the blanks that you intentionally leave out in a screenplay I revealed even more of what the game could be. I found opportunities for metagames and possibilities for multiplayer. The story kept revealing more and more.How is it that we have not tried this before How was this not determined to be the way before Ok granted if you are working on your very first indie project this might seem overwhelming. It might be unnecessary in some cases. However would ever case benefit from it to some degree I really do think so. I really hope to put this hypothesis to the test. Related Jobs 09.18.15 Remote Art Director 09.18.15 Associate Product Manager 09.18.15 Game Art 09.17.15 Publishing CoordinatorBeijing View All Jobs 253956 blog blogsArmandoMarini20150917253956Weve_Been_Doing_it_the_Wrong_Way.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 237240 29196453 Loading Comments

Music for user-created levels in LittleBigPlanet - Link Fri, 18 Sep 2015 14:14:00

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 Power to the Players Music for User-Created Levels by Winifred Phillips on 091715 020400 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This week Irsquod like to touch upon an aspect of the LittleBigPlanet music system that sets it apart from most other games ndash and that is the way in which the game gives players the power to directly manipulate the music content. Every piece of music in a LittleBigPlanet game is also a collectible prize that players can obtain and then use in levels that they build themselves using the gamersquos creation tools. For this reason when composing for a LittleBigPlanet game the members of the music composition team have to keep in mind that therersquos no way to predict how the user community will use the music. Certainly the players will be sharing their user-created levels across the entire community ndash there are over 9 million levels so far ndash and that knowledge tends to puts everything in a whole new light. As Irsquove mentioned in previous blogs the music of the LittleBigPlanet franchise for consoles is structured using a Vertical Layering system comprised of six layers ndash six simultaneous audio recordings that play in synch with each other and each represent a percentage of the whole composition. This allows the music to be disassembled and reassembled by the game engine according to whatrsquos happening during the course of play. That means that each music composition is fragmented into six parts. So I have to ask myself ndash when players are using one of the interactive tracks Irsquove composed for a LittleBigPlanet game will users play only one layer out of the six That thought tends to make me scrutinize every layer pretty intently. On the other hand will players just set every layer as active at full volume all the time Again thatrsquos a thought that puts me on high alert leading me to turn a hyper critical eye on each composition before I make that final submission to the developers. When we create interactive music for most projects we can trust that the audio team at the development studio will work to implement the music in the most advantageous way with the most satisfying musical results ndash but players tend to make their decisions based on what seems like fun at the time. Even so Irsquom always excited to hear how players have implemented my music into their games. Here are some of the best examples of ingenuity and artistry from a few of the top LittleBigPlanet level creators LittleBigPlanet 3 The Ziggurat Theme In the Ziggurat level Sackboy wanders through an impressive sanctuary characterized by imposing architecture and lots of glittering glass with outdoor sections blanketed by softly falling snow. I was asked to create music for this area which was structured as a central hub from which Sackboy could embark on adventures and accept missions. The music I composed included six layers ndash Choir Harp Bells Bass Jazz Drums and Percussion. Here is a short 12 second excerpt taken from each of the six layers at the exact same moment in the composition In the Ziggurat level created by the development team at Sumo Digital Sackboy repeatedly visits a central hub area and the layers of the music are triggered in different configurations depending on when Sackboy visits. The layers donrsquot change noticeably while Sackboy is exploring the level but when he returns to the same level later the music will have changed its layer configuration. Herersquos a brief example of how that worked In the awesome user-created level Fuga Ad Infinitum designed by Aratiatia the Ziggurat Theme music is used with a very different triggering strategy. The layers are turned on and off depending on the actions of Sackboy as he runs and flies through a mythologically-inspired environment causing the music to fluidly change its character while Sackboy explores. Because of this fundamentally different method of music triggering The Ziggurat Theme has a unique tone and atmosphere in Fuga Ad Infinitum. Herersquos a gameplay video that shows how the music was triggered in the Fuga Ad Infinitum game The user Aratiatia created a mesmerizingly beautiful level lacing the layers of The Ziggurat Theme throughout with thoughtfully designed trigger points that supported the action of the game very well. LittleBigPlanet 2 Toy Story Sometimes an interactive track can come across differently with very small changes in implementation. As an example ndash the LittleBigPlanet 2 Toy Story game was a self-contained adventure in the world of the famous and popular Toy Story movies. I wrote an interactive western bluegrass track for gameplay sequences that included cowboy romps with Woody and his pals. The details regarding the composition of each layer in this bluegrass Vertical Layering composition are explored in one of the tutorial videos I produced to supplement my book A Composerrsquos Guide to Game Music During the LittleBigPlanet 2 Toy Story game the interactive music would be used for both low-energy cinematics and high-energy gameplay. Herersquos a brief video showing how the music was implemented in the LittleBigPlanet 2 Toy Story game Now herersquos the same music used in an incredibly clever LittleBigPlanet 2 user-created game called Paper World 2 by Adell22. In this implementation of the music Adell22 chose not to use the melody layer opting instead for the bluegrass rhythm and energy to give the vehicular gameplay its momentum The drastically different gameplay circumstances combined with the different mix of layers in the music help this track to come across distinctively and support the action of the Paper World 2 user-created game. LittleBigPlanet 2 Victoriarsquos Lab Irsquove blogged before about the music I composed for the Victoriarsquos Lab level of LittleBigPlanet 2

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

NCAA tells EA to remove 13 players from FIFA 16 - Link Fri, 18 Sep 2015 11:12:00

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 NCAA tells EA to remove 13 players from FIFA 16 September 18 2015 By Chris Kerr September 18 2015 By Chris Kerr 2 comments More ConsolePC BusinessMarketing 13 women39s national team playershave been removed from FIFA 16 after the National CollegiateAthletic Association NCAA informed EA that the athletes would be risking their eligibility for college selection if they remained in the game. In a blog postinforming players of the roster change EA took a firm stance against the NCAA with the publisher stating outright that it does not agree with its position. quotAll rights were secured following standard protocol with national governing bodies and federations and none of these NCAA student-athletes or potential student athletes were to be individually compensated by EA Sports for their inclusion in the gamequot said the publisher. quotWe believe this decision denies these 13 athletes the opportunity to represent their countries in the game but we have removed them from FIFA 16 to ensure there is no risk to their eligibility.quot This isn39t the first time EA and the NCAA have locked horns with the pair having battled it out in court a number of times in recent years followingdisputesover player likenesses and contract breaches. 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 254061 newswire viewnews254061NCAA_tells_EA_to_remove_13_players_from_FIFA_16.php Loading Comments

Report PlayStation VR will cost as much as a new console - Link Fri, 18 Sep 2015 10:16:00

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 Report PlayStation VR will cost as much as a new console September 18 2015 By Chris Kerr September 18 2015 By Chris Kerr 1 comments More ConsolePC BusinessMarketing VR NewsbriefThe PlayStation VR headset - which until this week was known as Project Morpheus - will retail for the same price as a new console when it hits shelves in the first half of 2016. The news comes straight from the top with Sony CEO Andrew House reportedlyexplaining that the device will be priced as a new gaming platformduring a recentinterview with Bloomberg. 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 254053 newswire viewnews254053Report_PlayStation_VR_will_cost_as_much_as_a_new_console.php Loading Comments

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

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

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

Moby Poll Whats your favorite SimCity game MobyGames Call For Help - coders contributors As we continue to add original credits screenshots info and cross-linked info on the history of video games daily MobyGames needs your help to expand In particular we need aid in two areas1. Coders who can understand Perl can help Were still stymied in accomplishing a lot of bug fixes and new features due to lack of coding help. If you know Perl and can volunteer some time to get up to speed on our codebase we would be _very_ appreciative. Please message Simon if you can help out. 2. Contributors to underdocumented historic platforms Check out this forums thread but we think the Apple II ZX Spectrum Arcade TRS-80 amp TI-994A are all missing a LOT of releases. In addition platforms like GBC GBA DS and Wii are missing a number of licensed amp more minor releases - of course no games are minor in the end. So if you can help out and could specialize in any of these platforms - please contribute now - appreciated Submitted by Simon Carless 57 on Sep 11 201517 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

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

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

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

Moby Poll Whats your favorite SimCity game User milestones - MAT Karsa amp friends Were so happy to see MobyGames contributors blast through some new milestones and time to honor them here. Thx to CavalaryKarsa for the tipsFirstly MAT gets an entire paragraph because he just hit 100000 MobyPoints - the 7th person in our history to do that Congrats amp infinithanks to him...In addition Karsa Orlong is now officially in the all-time Top 10 for contributions Picard just hit 30000 total points and Infernos just topped 10000 and is now 80 overall. Please keep the amazing work coming...And one final note as spotted by Kabushi - MobyGames now has over 3 million individual lines of credits all entered by our amazing contributors Wow. Submitted by Simon Carless 57 on Aug 30 201519 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

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

Moby Poll Whats your favorite SimCity game MobyGames Twitter feed - cover ideas wanted Now that our covers are unwatermarked theres never been a better time to show off some of the amazing video game cover art scanned by MobyGames members. And thats just what is happening at the MobyGames Twitter feed which is updated daily with new pics. Its actually doing pretty well if you look at the number of retweets and favorites for each post.When we started this we asked MobyGames Approvers for some cover picks and now wed like your help Please comment on this post and pick some of your favorite cover art on the site and well gradually flow it onto Twitter and FacebookGoogle as time permits Submitted by Simon Carless 57 on Aug 01 201541 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

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

Moby Poll Whats your favorite SimCity game RIP Nintendos Satoru Iwata - 1959-2015. So sad to hear today that Nintendo President Satoru Iwata passed away - and at the relatively young age of 55 too. Many people online are linking to the MobyGames profile of Iwata which only exists because MobyGames contributors typed in the credits for literally hundreds of seminal Nintendo games. The site admins would like to honor Iwata-san for his vital contribution to the history of games amp thank all of you for doing so much to preserve his history - even before his sad and unexpected passing. Submitted by Simon Carless 57 on Jul 13 20151 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

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

Moby Poll Whats your favorite SimCity game Scieres 300k MobyPoints milestone This is fairly unbelievable but veteran MobyGames contributor Sciere has just hit 300000 points on the site... wow This includes 2585 games 24000 screenshots... I could go on - heres his stats. Sciere also makes sure were up to date on newer console and PC games more than almost any other user - so MASSIVE thanks for him for this - otherwise wed be a past-only websiteAlso thanks to some forum notes the other milestones must be pointed out piltdown_man reached 90000 points Terok Nor reached 20000 points Indra reached 20000 points amp Freeman reached 20000 points. Congrats to all of them Submitted by Simon Carless 57 on Jul 10 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

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

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

Our 6th ever MobyGames 100k user - Link Sun, 7 Jun 2015 00:29:51

Moby Poll Whats your favorite SimCity game Our 6th ever MobyGames 100k user Gigantic congratulations to LepricahnsGold who has made it to 100000 contribution points on MobyGames He is only the 6th ever user to make it to that historic milestone - the others being Sciere Cor13 formercontrib Kabushi and Patrick Bregger.While were here - another notable recent milestone is that 666gonzo666 hit 50000 - massive thanks to himIf youd like to join them please go ahead and contribute now - MobyGames is only possible through our amazing users contributions. Submitted by Simon Carless 57 on Jun 14 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

This Day In HistoryCovers Of Day on Mobyx27s Twitter - Link

Moby Poll Whats your favorite SimCity game This Day In HistoryCovers Of Day on Mobys Twitter As part of an attempt to bring MobyGames at least tentatively into the 21st century ho ho well now be alternately featuring a This Day In History game and a Cover Of The Day on MobyGames Twitter feed. Please check it out follow us and try to faveRT us as much as possible so we can grow our social media following Submitted by Simon Carless 57 on Jun 07 20155 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

New Game Kyx26x16Bkyoku Harikiri Stadium - Link Sun, 20 Sep 2015 09:36:31

Moby Poll Whats your favorite SimCity game Kyx16Bkyoku Harikiri Stadium NESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

New Game HPPENING LOCTION Hokkaidx26x14D no Tabi - Link Sun, 20 Sep 2015 09:22:24

Moby Poll Whats your favorite SimCity game HPPENING LOCTION Hokkaidx14D no Tabi DoJaDiscuss Review Want Have Contribute missing cover artaddcover Published byNamcoMobileReleased2006PlatformDoJa GenreSimulationPerspective1st-PersonPerspectiveThemeAnimeManga ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame DescriptionThis game is from the HPPENING LOCTION series in which players travel around locations in Japan with idols from the arcade game THE iDOLMSTER. In this game the player travels around Hokkaido with Yukiho Hagiwara. Which places the player and Yukiho visit is determined by rolling dice and Yukiho takes the number of steps rolled in order to land on a place.edit descriptionScreenshotsThere are no DoJa screenshots for this game.add screenshotsUser ReviewsThere are no reviews for this game.review gameCritic ReviewsThere are no critic reviews for this game.addreviewForumsThere are currently no topics for this game.new threadTriviaThere is no trivia on file for this game.add trivia Michael Cassidy 13767 added HPPENING LOCTION Hokkaid no Tabi DoJa on Sep 01 2015 Credits There are no game credits on file for this release of the game. Everything in MobyGames is contributable by users.add credits MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

New Game Master of Magic - Link Sun, 20 Sep 2015 09:17:21

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

New Game Syvalion - Link Sun, 20 Sep 2015 09:02:39

Moby Poll Whats your favorite SimCity game SyvalionDiscuss Review Want Have Contribute missing cover artaddcover Published byTaitoCorporationDeveloped byTaitoCorporationReleasedOct 1988PlatformsArcade Sharp X68000 SNES GenreActionPerspective3rd-PersonPerspective Side-ScrollingThemeSci-FiFuturistic Shooter Critic Score User Score Arcade ... ... Sharp X68000 ... ... SNES ... 3.5 add review 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. quotGet over herequot

New Game Nightclub City - Link Sun, 20 Sep 2015 08:40:42

Moby Poll Whats your favorite SimCity game Nightclub City BrowserDiscuss Review Want Have Contribute missing cover artaddcover Published byBooyahInc.Developed byBooyahInc.ReleasedJul 13 2010PlatformBrowser GenreSimulationPerspective3rd-PersonPerspective IsometricThemeManagerial ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame DescriptionNightclub City is a music themed Facebook game developed by Booyah Inc. The game lets players develop decorate and manage their own nightclubs in various locations around the world. Similar to Restaurant City its a simulationmanagement game. The player begins with an empty lot that is populated with various furnitures and decorations to entice more and more visitors and special guests to the club. As more and more visitors enter they eventually leave the club with tips of various amounts depending on how well their experiences are. These tips feed into the players currency which can be used to further upgrade the club and attract bigger better visitors. edit descriptionScreenshotsThere are no Browser screenshots for this game.add screenshotsUser ReviewsThere are no reviews for this game.review gameCritic ReviewsThere are no critic reviews for this game.addreviewForumsThere are currently no topics for this game.new threadTriviaThere is no trivia on file for this game.add trivia Emil Salim 4 added Nightclub City Browser on Sep 08 2015 Credits There are no game credits on file for this release of the game. Everything in MobyGames is contributable by users.add credits MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGet over herequot

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

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