Page:3 - News Archived: 3437

Title Date
Halo 5 digital pre-orders could have a borked download so check your - Link Thu, 22 Oct 2015 17:04:00

ltpgtlta hrefhttpnews.yahoo.comxbox-game-sales-xbox-live-210400392.htmlgtltimg srchttpl1.yimg.combtapires1.2_fEd8ESBQePq7W7826S59g--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com8ad9b3bac8495ec42daa622d2bea6215 30 height86 altXbox Game Sales and Xbox Live Users Rise But Hardware Sales Fall alignleft titleXbox Game Sales and Xbox Live Users Rise But Hardware Sales Fall border0 gtltagtHereamp039s what you need to know from Microsoftamp039s earnings release today.ltpgtltbr clearallgt

Xbox Game Sales and Xbox Live Users Rise But Hardware Sales Fall - Link Thu, 22 Oct 2015 16:57:00

ltpgtlta hrefhttpnews.yahoo.comwii-us-mario-tennis-game-205700097.htmlgtltimg srchttpl1.yimg.combtapires1.2CZtgELH2IJ3CnOICMfZeYw--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.comd724c9fa6bc89ac31f5f1f6495796d47 30 height86 altWii Uamp039s New Mario Tennis Game Offers Amiibo Support and Online Multiplayer alignleft titleWii Uamp039s New Mario Tennis Game Offers Amiibo Support and Online Multiplayer border0 gtltagtDetails on which Amiibo work what game modes are included and more.ltpgtltbr clearallgt

Wii Us New Mario Tennis Game Offers Amiibo Support and Online - Link Thu, 22 Oct 2015 16:46:50

ltpgtlta hrefhttpnews.yahoo.comxbox-one-experience-causing-hard-204650465.htmlgtltimg srchttpl3.yimg.combtapires1.2sPyUW.0m2WXI27sZJJrkFQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerundigital_trends_97339ccaecd14185cfcd97b4c79e90f68d5 30 height86 altNew Xbox One Experience update causing hard drive troubles for some users alignleft titleNew Xbox One Experience update causing hard drive troubles for some users border0 gtltagtXbox One owners enrolled in the Preview programmight want to hold off onupdating to the Windows 10-inspired New Xbox One Experience dashboardfor the time being. Thats because as a number of Reddit usersincluding myself have reported consoles with NXOE installed arefailing to format newly connected hard drives I was one of the lucky ones that was able to get 2TB My Passport Ultra external hard drive for 29.99 this past weekend one user wrote. But now when I am trying to set it up to format it for Games and apps I come to the part where I can name the hard drive briefly see the keyboard and current title External before it quickly goes away and replaces it with the blue spinning circle.Ill wait but nothing will ever happen. I had a similar experience this morning after purchasing a Seagate Game Driveand attempting to format it specifically for games and apps. As I noted in my own Reddit post the Xbox recognized my drive as a media device but when Id attempt to format it a loading screen would appear on infinite loop. I even tried replacing the drive partition and formatting to different file systems including NTFS exFAT and FAT32 to no success. When I took the issue tothe official Xbox Support Twitter account the rep suggested power cycling which of course Id already tried again to no success. They then advised that I remove my account from the system and repeat the power cycle process. While this did inspire a number of on-screen messages reminding me that Id run out of space on my hard drive it did nothing to resolve the issue. thegabecarey Oh no Lets try power cycling your console with these steps httpst.coQENEhDs7tB a couple times. Able to format then CH Xbox Support 1-5 XboxSupport October 22 2015 thegabecarey Alright lets remove your profile httpst.cozJxn1F3PZB then power cycling again ampamp sign back in. Any change then CH Xbox Support 1-5 XboxSupport October 22 2015 It seems the only way to format and use an external hard drive on the New Xbox One Experience is by reverting back to the old one. While you can accomplish this using Microsofts Offline System Update Diagnostic Tool its recommended that you try other troubleshooting issues first. Unfortunately there dont seem to be any that work. Has anyone else run into similar issues with the NXOE What did you do to solve them Share your experiences in the comments section below.ltpgtltbr clearallgt

New Xbox One Experience update causing hard drive troubles for some - Link Thu, 22 Oct 2015 16:03:33

ltpgtlta hrefhttpnews.yahoo.comheres-microsofts-150-xbox-one-200333129.htmlgtltimg srchttpl2.yimg.combtapires1.2ezu7KFhm8W6Hv6q9PV3h2A--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com22d6f1f72fbd09a36a44e58951886206 30 height86 altHereamp039s how Microsoftamp039s 150 Xbox One Elite controller is customized alignleft titleHereamp039s how Microsoftamp039s 150 Xbox One Elite controller is customized border0 gtltagtThe Xbox One Elite controller which Microsoft said it designed around the wants and needs of its top 1 percent of gamers is a beautiful bit of kit which sells for a hefty 150.ltpgtltbr clearallgt

Heres how Microsofts 150 Xbox One Elite controller is customized - Link Thu, 22 Oct 2015 14:39:00

ltpgtlta hrefhttpnews.yahoo.complayable-games-confirmed-sonys-playstation-183900068.htmlgtltimg srchttpl3.yimg.combtapires1.2hh4bijlPQQS1cADyyBoU7w--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com5e278e164ae15ce553aa49530607810b 30 height86 altAll the Playable Games Confirmed for Sonyamp039s PlayStation Experience alignleft titleAll the Playable Games Confirmed for Sonyamp039s PlayStation Experience border0 gtltagtActivision EA Ubisoft 2K Square Enix and others to attend this yearamp039s gaming event.ltpgtltbr clearallgt

All the Playable Games Confirmed for Sonys PlayStation Experience - Link Thu, 22 Oct 2015 12:00:02

ltpgtlta hrefhttpnews.yahoo.comvolume-gets-expanded-heads-playstation-160002398.htmlgtltimg srchttpl1.yimg.combtapires1.2XONm86nHKxwe0LZiQkK9mA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com27bc6fac5ab279630d25e3d14f0e80dc 30 height86 altVolume gets expanded heads to PlayStation VR alignleft titleVolume gets expanded heads to PlayStation VR border0 gtltagtVolume the stealth-based isometric puzzle game for PlayStation 4 will launch a new virtual reality mode alongside thePlayStation VR platform next year. This comes from designer Mike Bithell who discussed the upcoming VR revamp onthe PlayStation blog. Not only will the entirety of the existing game be configured for the virtual reality system but a new expansion will accompany it.ltpgtltbr clearallgt

Volume gets expanded heads to PlayStation VR - Link Thu, 22 Oct 2015 10:53:30

ltpgtlta hrefhttpnews.yahoo.commurakami-short-stories-inspire-video-game-kickstarter-145330573.htmlgtltimg srchttpl3.yimg.combtapires1.2Y.Gt1.VGK0xcWZhV3AyMlQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_USNewsUS-AFPRelaxspaghettihome.80680134338.original.jpg 30 height86 altA screenshot from ampquotMemorandaampquot alignleft titleA screenshot from ampquotMemorandaampquot border0 gtltagtThe surrealistic world of Haruki Murakami serves as a backdrop for the in-development video game ampquotMemorandaampquot a point-and-click character-rich adventure that hit its Kickstarter fundraising goal this week. The magical realism-infused game takes inspiration from more than 20 of Murakamiamp039s stories in telling the story of its protagonist who slowly realized she is forgetting her own name. The developers promise 40 scenes 20 characters -- all of whom are losing something from a name to a film reel box to their sanity -- and numerous puzzles in a classic 2D Point ampamp Click game for Linux Mac and PC.ltpgtltbr clearallgt

Murakami short stories inspire video game on Kickstarter - Link Thu, 22 Oct 2015 10:22:00

ltpgtlta hrefhttpnews.yahoo.comdoom-xbox-one-ps4-pc-142200523.htmlgtltimg srchttpl2.yimg.combtapires1.2Zjle3pZiqxN4FCSflt7biQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com99f4f56d36d9ed6106d841c96659cbc9 30 height86 altDoom Xbox OnePS4PC Multiplayer Alpha Test Dates Revealed alignleft titleDoom Xbox OnePS4PC Multiplayer Alpha Test Dates Revealed border0 gtltagtHereamp039s when the alpha testing period for id Softwareamp039s new shooter begins.ltpgtltbr clearallgt

Doom Xbox OnePS4PC Multiplayer Alpha Test Dates Revealed - Link Thu, 22 Oct 2015 09:13:00

ltpgtlta hrefhttpnews.yahoo.comxbox-one-250-131300603.htmlgtltimg srchttpl2.yimg.combtapires1.2SxDe8yEfm3n0xka.4xbeAA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com3d6a0b851c126553f33f1afda566f9ad 30 height86 altHow to Get a New Xbox One for 250 alignleft titleHow to Get a New Xbox One for 250 border0 gtltagtGameStopamp039s trade-in offer returns now through November 21.ltpgtltbr clearallgt

How to Get a New Xbox One for 250 - Link Thu, 22 Oct 2015 08:10:00

ltpgtlta hrefhttpnews.yahoo.comxbox-one-wireless-pc-controller-121000856.htmlgtltimg srchttpl3.yimg.combtapires1.2dd91vFxigBkWUCScSukmqQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com662f53902bc7eaa8a81342483c4763ce 30 height86 altXbox One Wireless PC Controller Adapter Released alignleft titleXbox One Wireless PC Controller Adapter Released border0 gtltagtWidows 10 dongle can communicate with eight Xbox One controllers simultaneously.ltpgtltbr clearallgt

Xbox One Wireless PC Controller Adapter Released - Link Thu, 22 Oct 2015 07:45:00

ltpgtlta hrefhttpnews.yahoo.comshenmue-3-creator-teases-xbox-114500909.htmlgtltimg srchttpl1.yimg.combtapires1.2Xf1kcYVk1YHnyP5jOSjD9Q--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com35b6340dbdc20f0ba491f16dd1f5ce89 30 height86 altShenmue 3 Creator Teases Xbox One Plans and Discusses Gameplay Ambitions alignleft titleShenmue 3 Creator Teases Xbox One Plans and Discusses Gameplay Ambitions border0 gtltagtNew interview covers broad range of subjects from Segaamp039s involvement to the return of Lan Di.ltpgtltbr clearallgt

Shenmue 3 Creator Teases Xbox One Plans and Discusses Gameplay - Link Thu, 22 Oct 2015 07:11:00

ltpgtlta hrefhttpnews.yahoo.comtony-hawks-pro-skater-5-111100662.htmlgtltimg srchttpl3.yimg.combtapires1.2kROd9lvXEgMNZJ_BRdqwEQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com573f289f095d60e6588a4ce197429389 30 height86 altTony Hawkamp039s Pro Skater 5 Xbox 360 PS3 Versions Delayed alignleft titleTony Hawkamp039s Pro Skater 5 Xbox 360 PS3 Versions Delayed border0 gtltagtActivision is instead working on bug fixes and content updates for the poorly received Xbox OnePS4 edition.ltpgtltbr clearallgt

Tony Hawks Pro Skater 5 Xbox 360 PS3 Versions Delayed - Link Thu, 22 Oct 2015 05:56:09

ltpgtlta hrefhttpnews.yahoo.comvivendi-raises-stakes-french-video-games-companies-095609094--finance.htmlgtltimg srchttpl1.yimg.combtapires1.2dvgtkaX7fnxqkCRA9URQFA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_usNewsReuters2015-10-22T095609Z_1_LYNXNPEB9L0GX_RTROPTP_2_SKY-VIVENDI-M-A.JPG 30 height86 altA logo is seen over the main entrance of the entertainment-to-telecoms conglomerate Vivendiamp039s headquarters in Paris alignleft titleA logo is seen over the main entrance of the entertainment-to-telecoms conglomerate Vivendiamp039s headquarters in Paris border0 gtltagtVivendi raised its stakes in French video games makers Ubisoft and Gameloft and indicated that it may buy additional shares later and seek board seats. Vivendi sold off its video games business Activision Blizzard in 2013 in the opening salvo of an asset sale spree and some analysts have questioned the wisdom of re-entering the games market now. ampquotThese investments are part of a strategic vision of operational convergence between Vivendiamp039s content and platforms on one hand and the Ubisoft and Gameloft productions in video games on the otherampquot Vivendi said in a statement on Thursday.ltpgtltbr clearallgt

Vivendi raises stakes in French video games companies - Link Wed, 21 Oct 2015 18:30:01

ltpgtlta hrefhttpnews.yahoo.comnintendo-brings-wild-gunman-wii-223001775.htmlgtltimg srchttpl1.yimg.combtapires1.2Ck9pv89GHWj9TVDfqzXnMA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.come1aab0880c6dd3c1f2ddda4ba47a1ae0 30 height86 altNintendo brings Wild Gunman to Wii U for Back to the Future Day alignleft titleNintendo brings Wild Gunman to Wii U for Back to the Future Day border0 gtltagtThe company released Wild Gunman the NES light gun shooter that made a cameo in Back to the Future Part 2amp039s amp03980s Cafe on the Wii Uamp039s Virtual Console today. Unfortunately for North American Back to the Future fans that release appears limited to Europe for now. The Wii U Virtual Console is typically updated on Thursdays in North America so thereamp039s still a chance Wild Gunman could come stateside just without the smart strike-while-itamp039s-hot promotional timing.ltpgtltbr clearallgt

Nintendo brings Wild Gunman to Wii U for Back to the Future Day - Link Wed, 21 Oct 2015 18:18:59

ltpgtlta hrefhttpnews.yahoo.comgame-thrones-stars-praise-telltales-191717416.htmlgtltimg srchttpl3.yimg.combtapires1.2xzIta62vDkzPdvbB3KIifw--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomeruncnet.cbs.comc5f602ff534ada323d629572ff062fdc 30 height86 altamp039Game of Thronesamp039 stars praise Telltaleamp039s video game adaptation alignleft titleamp039Game of Thronesamp039 stars praise Telltaleamp039s video game adaptation border0 gtltagtEmilia Clarke Iwan Rheon and Natalie Dormer talk about voicing their ampquotGame of Thronesampquot characters for a video game and how well that game captures the reality of life in the Seven Kingdoms.ltpgtltbr clearallgt

Game of Thrones stars praise Telltales video game adaptation - Link Wed, 21 Oct 2015 15:00:56

Developer explains why reaching 60fps becomes harder.

Call of Duty Black Ops 3 Xbox 360PS3 targeting 30FPS - Link Wed, 21 Oct 2015 13:20:22

ltpgtlta hrefhttpnews.yahoo.comangry-birds-maker-rovio-cut-third-workforce-123837893--finance.htmlgtltimg srchttpl.yimg.combtapires1.2azpavgW86OBO1M46Qjl1_Q--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_usNewsReuters2015-10-21T123837Z_1006990001_LYNXNPEB9K0R9_RTROPTP_2_CTECH-US-ROVIO-REDUNDANCIES.JPG 30 height86 altAngry Birds balloons are seen as people run during Car Free Day at the main street in Jakarta alignleft titleAngry Birds balloons are seen as people run during Car Free Day at the main street in Jakarta border0 gtltagtBy Jussi Rosendahl HELSINKI Reuters - Finlandamp039s Rovio maker of hit mobile phone game Angry Birds said it will axe about a third of its workforce and will spin off its learning business to focus on games media and consumer products. The company will cut 213 jobs having said in August it planned to slash up to 260 jobs when it forecast flat sales and falling profits for the full year. Rovio has failed to create new hit games since the 2009 launch of Angry Birds the top paid mobile app of all time though it has tried to capitalise on its most successful brand by licensing its use on a string of consumer products.ltpgtltbr clearallgt

Angry Birds maker Rovio to cut 213 jobs and spin off learning business - Link Wed, 21 Oct 2015 11:30:00

ltpgtlta hrefhttpnews.yahoo.comangry-birds-dev-cuts-213-153000275.htmlgtltimg srchttpl.yimg.combtapires1.2azTyw.s5zQtTEkqZoIyT4w--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com2518f8ad4a29f530c30633fb0e86bbaf 30 height86 altAngry Birds Dev Cuts 213 Jobs alignleft titleAngry Birds Dev Cuts 213 Jobs border0 gtltagtMore job losses at Rovio Entertainment as part of restructuring process.ltpgtltbr clearallgt

Angry Birds Dev Cuts 213 Jobs - Link Wed, 21 Oct 2015 11:26:30

Rovio Entertainment the maker of Angry Birds and other mobile games said it cut nearly a third of its workforce Wednesday as it restructures its business. The company based in Espoo Finland ...

Angry Birds maker Rovio cuts 213 jobs - Link Wed, 21 Oct 2015 08:59:22

ltpgtlta hrefhttpnews.yahoo.comblack-friday-dell-leak-includes-125922565.htmlgtltimg srchttpl3.yimg.combtapires1.2t4ldFd_IEYFyoiPSp8hdAg--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com86ae94322448cd6568c4145f5366e190 30 height86 altBlack Friday Dell leak includes 300 Xbox One Gears of WarFallout 4 bundle alignleft titleBlack Friday Dell leak includes 300 Xbox One Gears of WarFallout 4 bundle border0 gtltagtWith Black Friday a bit more than a month away the leaks are starting to roll in. Todayamp039s big leak is of the Dell Home and Home Office 2015 Black Friday Ad which includes a 300 Xbox One Fallout 4 bundle 100 Micro Desktop a nearly half-price Logitech Orion Spark RGB keyboard and some Alienware discounts.ltpgtltbr clearallgt

Black Friday Dell leak includes 300 Xbox One Gears of WarFallout 4 - Link Wed, 21 Oct 2015 07:41:00

ltpgtlta hrefhttpnews.yahoo.comxbox-one-experience-coming-soon-114100118.htmlgtltimg srchttpl2.yimg.combtapires1.21aRGzxLcIq2U5tFvLN_juQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.comd5ce32ed49ac5713bc1ab43c5432bb84 30 height86 altNew Xbox One Experience Update Coming Soon to All Preview Members alignleft titleNew Xbox One Experience Update Coming Soon to All Preview Members border0 gtltagtThe update arrives for everyone in November but more people will soon get to test it.ltpgtltbr clearallgt

New Xbox One Experience Update Coming Soon to All Preview Members - Link Wed, 21 Oct 2015 07:37:00

ltpgtlta hrefhttpnews.yahoo.comsony-drops-playstation-4-price-europe-113700366.htmlgtltimg srchttpl2.yimg.combtapires1.2i4ICWFj36uPvTwFhf8lykg--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_USNewsUS-AFPRelax000_par7727699.3473d140904.original.jpg 30 height86 altThe PlayStation 4 has a new lower price in Europe. alignleft titleThe PlayStation 4 has a new lower price in Europe. border0 gtltagtSony has cut the price of its PlayStation 4 console down to 349.99299.99.ltpgtltbr clearallgt

Sony drops PlayStation 4 price in Europe - Link Wed, 21 Oct 2015 06:34:00

ltpgtlta hrefhttpnews.yahoo.complaystation-store-halloween-sale-discounts-103400896.htmlgtltimg srchttpl2.yimg.combtapires1.2lqy4N2B0fxCL4tf2kmU6ow--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.coma4caec6c9a3060bc44dd2a1570072056 30 height86 altPlayStation Store Halloween Sale Discounts Until Dawn Bloodborne and More alignleft titlePlayStation Store Halloween Sale Discounts Until Dawn Bloodborne and More border0 gtltagtScare your wallet by spending some cash.ltpgtltbr clearallgt

PlayStation Store Halloween Sale Discounts Until Dawn Bloodborne and - Link Wed, 21 Oct 2015 00:00:14

The composers credits include scores for ActivisionAMCs The Walking Dead Survival Instinct and Microsofts Kinect Star Wars.

Gordy Haab to Score Star Wars Battlefront Video Game - 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

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Solo Indie Dev What I Wish I Knew Five Months Ago by James Neally on 102115 012300 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. About five months ago I decided to quit my job as a mobile web developer. I knew that I needed a chance to seeif I could make a living designing games. Shortly after quitting I found a partner and we began creating a game with me as the sole developer on the project. It was intimidatingand terrifying to know that success and failure depended on you but also it was exhilarating. During my time as a developer there39s been a lot that I39ve learned especially making this the first game I39ve ever released to the public. This is a letter to myselffive months ago the guy who sat at his desk at work reading articles about game development and wishing he could be on the other side of it. Being the only developer on a game is one of the most difficult things I39ve ever done and here39s what I wish I39d known. Tip 1 Track Your Time Itrsquos easy to forget how much yoursquore working on your project. All of a sudden I went from 40 hours a week of structured work to free-form do-it-when-you-feel-like-it madness. Week after week I worried that I wasn39t getting nearly as much work done as I could have in an office. In the back of my mind I knew it wasn39t true I knew I was working less overall yet muchmore efficiently. But I had no way to tell my brain that was true. That39s when I learned to track the time I was spending on my work. I39ve foundTogglto be a great free way to track my own time since it allows me to set custom weekly reports to look at. The app also keeps going when you close the window which is great for how often I accidentally do that. The most difficult part is training yourself to turn it on when you begin working and remember to turn it off afterwards. It automatically adds up the time for you too. The best way to use time tracking for me was to shoot for a small goal first. I decided that 10 hours a week was a good benchmark. If I was at 5 hours by the middle of the week I knew that I was on schedule andany more or less I could adjust. Then you can increase to 15 20 however many hours you think you should be doing.This was invaluable because it allows you to keep sane and separate work from play. It39s easy to tell yourself to keep working into the night when you have no idea how much you39ve been working all week. Time tracking allows you to justify the breaks you deserve instead of working yourself to death. Tip 2 Write Down Everything Immediately This is another habit that is useful not only in game development but really for your memory in general. It39s important to make it as simple as possible to write things down or you may not do it. Another free app I use for my development isTrello which is like a virtual corkboard. I always keep it open in a window when I39m developingso that when a bug comes up I switch over and type it up quickly and get back to developing with almost no time lost. Google Calendar has also been a great tool for my development since it allows for easy posting of events that are going on. This is another window I always have open because the easier it is to write something down the more likely you are to do it. I try to put as many events on my calendar as possible Demos Conferences Dev Talks Meetups etc even those which I don39t have much interest in attending. You never know when you39ll feel overworked and need to get out of the house for a while. As a solo dev there isn39t always someone else around to remind you about issues that come up during development. Let technology fill in the holes that larger teams fill naturally. Tip 3 Read Videogame News Sites and Take Note Considering that you39re here already reading this article you might have this one covered. But it never hurts to reiterate.Solo development means that you won39t always get much feedback from others whether that39s for design decisions UIUX etc. Game developers have likely been working on the same design decisions for decades that you just started working on today. It39s an industry of inspiration so look to Star Fox 64 for flight mechanics and Mario for platforming.Itrsquos important to know what others in the industry are doing. The same goes for the industry itself. Reading articles online is an easy way to feel connected to the developer community particularly if you have a certain area you39re working in. Personally I make sure to read every VR article that comes up because others are working on the same issues. And even out of date newsthere are plenty of great guides all over the web to utilize for free. Which brings me to my next tip... Tip 4 Keep Good Bookmarks This tip is nearest and dearest to my heart and it goes hand in hand with writing everything down. When you come across what seems to be a well-written guide or an article online itrsquos easy to skim it and move on at least I39m guilty of this quite often. Do not do this. Itrsquos better to not read the article right now and bookmark it for later than to pretend to read it and say you did. Yoursquoll thank yourself later when you39re trying to figure out that specific problem and are racking your brain to remember where in the depths of the intertubes it was. Along the same vein Irsquom a compulsive bookmarker and have to spend time organizing bookmarks every once in a while. Which feels productive yet calming at the same time and reminds you of guides and sites you may have forgotten. Tip 5 Invest in One Thing That Helps You Think Or at least one thing. It was hard to justify purchases when I quit my job but this has been worth it.For me this is a large blank and unlined game dev book. Itrsquos great for sketching UI design working through an issue with the game or brainstorming ideas. I also highly recommend

Warren Spector on creative direction and design ideas - Link Fri, 23 Oct 2015 04:06:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Interview Warren Spector on Getting Design from Good to Great by Pierre-Alexandre Garneau on 102215 022400 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Warren Spector is best known for creating Deus Ex while at Ion Storm Austin. He has since created Epic Mickey for Disney and he is now the Director of the Denius-Sams Gaming Academy at the University of Texas at Austin. I had the opportunity to ask him questions over email as part of a series of interviews about getting design from good to great you can read a previous interview with Richard Garfield here. As a game design consultant I help developers turn their games into hits so I was very interested about his method for creating his remarkable hits. His process to choose which project to realize is particularly interesting. PAG While in the early stages of a project how do you choose which direction to go in Which idea to pursue out of all of the possibilities WS I have a whole process I go through - a series of questions I ask myself to determine if an idea is worth my time to pursue. The questions are What39s the core idea Why do THIS game What are the development challenges Is the idea well-suited to games What39s the fantasy What are the verbs Has anyone done this before What39s the One New Thing And what is this game REALLY about If I don39t like the answers I ditch the idea. If I DO like the answers I have a template I use - a form I fill out - to determine if I understand the idea well enough to keep going with it. If I can39t answer all the questions or fill out the form to my satisfaction I move on to the next idea. Ideas are easy... One more thing It occurs to me I should explain the question What is your game about. Basically I think every narrative should have a subtext - a question or set of questions it asks players to think about. You don39t want to make them explicit and you don39t want players thinking about them consciously - you want them exploring the question through their choices as they play. For example Deus Ex was about this I just think games like any other narrative medium can explore things below the surface action depicted. PAG When you have an idea for a gameplay mechanic or something else that39s pretty good but not quite great yet how do you push it to that next level WS Well ideally you don39t even start a project that doesn39t at least have the potential to be great. If you start out with a clear enough vision - a picture in your head of what a game can be - it39s just a matter of grindingly hard work and frankly an unwillingness to compromise on what39s important that takes an idea to the next level. If you believe in something you just make it work. I don39t really know how to answer any better than that. I mean the difference between something good and something great is the width of a human hair. Making things great is the art of game development. I suppose someone will tell you there39s data you can gather to help you make something great but I think that39s a crock. Greatness is magic not science. PAG When a teammate brings you an idea that you don39t believe is a good fit for the project how do you handle that WS I won39t even look at an overall game concept if the person pitching it hasn39t gone through my questions and filled out my form. So a lot of ideas don39t even get to my desk. If you39re talking about specific features it39s a question of having and communicating a clear enough vision that people instinctively know whether something fits or not. I call what I do defining the creative box - if everyone on a team knows where the lines are that define that box they won39t even bother pitching something outside the lines. And if they do you just have to be straight with them and tell them their idea doesn39t fit. Happens all the time - leaders have to be willing to shoot straight with people... Related Jobs 10.22.15 Senior Level Designer Amazon Game Studios 10.22.15 Game Designer for live service fm 10.22.15 UI ARTIST - PLAYRAVEN 10.21.15 Mobile Software Engineer ndash Autodesk Games Solutions View All Jobs 257115 blog blogsPierreAlexandreGarneau20151022257115Interview_Warren_Spector_on_Getting_Design_from_Good_to_Great.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 1002924 35980743 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Working time among video game developers Trends over 2004-14 October 23 2015 By Marie-Jose Legault Johanna Weststar October 23 2015 By Marie-Jose Legault Johanna Weststar Post A Comment More ConsolePC SocialOnline SmartphoneTablet Indie Serious Production This feature contains a decade39s worth of information on how long developers really work -- culled from surveys given to game developers and interviews with them. The data was crunched by academics who know the subject well Marie-Joseacutee Legault Professor in Labor Relations Teacuteluq-Universiteacute du Queacutebec and Johanna Weststar Assistant Professor Management and Organizational Studies Department Western University. The pair previously contributed quotAre Game Developers Standing Up for Their Rightsquot which also tackled quality of life issues to Gamasutra in 2013. Introduction The video game industry is an object of unrelenting criticism about its working conditions and is often accused in social media of treating its developers poorly. According to the 2014 Developer Satisfaction Survey DSS survey of the International Game Developers Association IGDA 32 percent believe that there is a negative perception of the game industry. When asked why working conditions was the top response 68 percent just before sexism in games 67 percent and perceived link to violence 62 percent Edwards Weststar Meloni Pearce amp Legault 2014. Among those engaged in core game development roles this number rises to 77 percent Weststar amp Andrei-Gedja 2015. The labor issue of working time stands out among others that besmirch the industryrsquos image discretionary rules in establishing wage levels in appointing to projects in attributing credits insufficient intellectual property rules and funds for updating knowledge lack of job security and arbitrary hiring and firing decision processes non-disclosure and non-competition agreements that may end up in legal proceedings. Long working hours have become an inescapable feature of the industry where developers are often bound by contracts that do not include any terms and conditions of employment relating to hours of work and normal working hours or any policy regarding overtime work and compensation. Letrsquos account for the facts related to the evolution of working time among video game developers over the latest 15 years. To do so we focus on game designers interaction and level designers programmers 2D and 3D artists audio artists writers or narrative designers localisation experts etc. We are not including quality testers managers nor team leads. Our discussion here is informed by the data collected in three IGDA surveys The IGDA is a non-profit membership organization of individual creators of video games. In 2004 the IGDA launched its initial Quality of Life QoL survey to gain a clearer understanding of some employment issues ndash from ldquocrunch timerdquo to compensation issues. In 2009 and 2014 the IGDA partnered with us to develop a new version of the Quality of Life survey and to process and analyse its results. This allows us to compare three milestones in the young life of this industry to take stock of the evolution in the international industryrsquos issue of working time. As part of our research we have also conducted 147 interviews with developers in Montreal Toronto and Vancouver. We have written a more complete report on the trends in working time that includes some discussion of this interview data as well as more survey data additional detail about our methods and an account of the legal framework regarding overtime in the US and Canada. A general decrease in regular hours of work The IGDA surveys distinguished between two different targets in investigating regular hours of work among respondents the hours developers are expected to work and the hours that they actually work. Hours management expects developers to work First we can observe the managementrsquos expectations regarding the length of the regular work week as perceived by respondents. This question was first asked in 2009 so we can now see how the situation has changed in 2014. Table 1 shows an improvement in the respondentsrsquo perceptions of managersrsquo expectations. In 2014 a larger share of respondents than in 2009 reported that their studio management expects them to work 35-39 hours per week when not in crunch time. This category is what we would consider lsquonormalrsquo hours in a lsquostandardrsquo work week. Fitting the same trend compared to 2009 a smaller share of respondents in 2014 felt that their studio management team expects longer hours between 40 and 49 hours a week as a regular work week. Hours developers actually work on regular days In the long run we observe a general decrease of the regular working hours over 2004-2014. This means that there is an increase in the 35-44 hours bracket between 2004 and 2014 and a decrease in the longer duration categories. In 2004 40 percent reported working 44 hours or less per week. This increased dramatically to 59 percent in 2009 and increased again slightly in 2014 to 66 percent. Over the same time period fewer respondents reported working more than 45 hours per week 61 percent in 2004 41 percent in 2009 and 34 percent in 2014 Table 2. This data also indicates that the number of part-time employees in the industry might be rising since there is an increase in the number working less than 30-34 hours per week. As the game industry is not known as a sector where you can find part time employees this requires deeper investigation. Note We have arranged data here to take advantage of more detailed data in 2009 and 2014 and still manage to compare the outcomes of the three surveys. Graph 1 illustrates this reduction in actual hours of work in a regular schedule between 2004 and 2014. As discussed above it highlights a greater concentration of respondents in the shorter durations in

Twitter upping its Unity game with tweeting and Crashlytics support - Link Thu, 22 Oct 2015 19:26:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Twitter upping its Unity game with tweeting and Crashlytics support October 22 2015 By Christian Nutt October 22 2015 By Christian Nutt Post A Comment More ConsolePC SmartphoneTablet Programming Twitter has upped its Unity game. The company has added support for Tweet Kit to Unity -- with a beta that allows players to tweet directly from games developed in Unity. It has also enhanced its tweeting capabilities for all native apps on mobile. Meanwhile Crashlytics the Twitter-owned crash-reporting tool has also launched Unity integration. Currently in beta the tool now aims to interface smoothly with both Unity 4 and 5 and also capture more crash data than before. The package will also now support Apple39s new tvOS the game-capable OS for the new version of Apple TV which is set to launch quotsoon.quot Related Jobs 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.22.15 Server Software Engineer 10.22.15 Senior Game Engineer View All Jobs Top Stories Next News Story View All 257135 newswire viewnews257135Twitter_upping_its_Unity_game_with_tweeting_and_Crashlytics_support.php Loading Comments

Xbox sales fall slightly while Xbox Live users and revenues rise - Link Thu, 22 Oct 2015 18:12:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Xbox sales fall slightly while Xbox Live users and revenues rise October 22 2015 By Christian Nutt October 22 2015 By Christian Nutt Post A Comment More ConsolePC BusinessMarketing Today Microsoft released the numbers for its first fiscal quarter of 2016 the three month period ended September 30 2015. Revenues were 21.7 billion which beat analyst estimates. That39s a 12 percent decrease over the same period last year however. Net income was 5.4 billion. As far as its games business goes revenues increased quotslightlyquot -- though the company does not break out its games numbers instead lumping them in with the performance of its other devices including Lumia phones and Surface tablets. The company puts down this boost to sales of Minecraft which helped push video game revenue up 66 percent and increased Xbox Live users and revenues. Revenues for Xbox Live leapt 17 percent monthly active users rose to 39 million a 28 percent gain. These increases helped offset a marked decrease in sales of the Xbox 360 console with Xbox family console sales dropping 17 percent. It has been Microsoft39s habit to report the combined sales of its two pieces of game hardware in past fiscal reports but not this time around -- though earlier this month Xbox boss Phil Spencer admitted Sony39s PlayStation 4 has a quothuge leadquot over his console. Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs Top Stories Next News Story View All 257129 newswire viewnews257129Xbox_sales_fall_slightly_while_Xbox_Live_users_and_revenues_rise.php Loading Comments

Vivendi ups its stakes in Ubisoft and Gameloft may buy more stock - Link Thu, 22 Oct 2015 16:36:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Vivendi ups its stakes in Ubisoft and Gameloft may buy more stock October 22 2015 By Christian Nutt October 22 2015 By Christian Nutt Post A Comment More ConsolePC SmartphoneTablet BusinessMarketing French media conglomerate and former Activision Blizzard owner Vivendi has upped its stakes in Ubisoft and Gameloft to 10.39 percent and 10.2 percent respectively. The company revealed it spent 244 million euros acquiring that stake in Ubisoft and a further 34.41 million euros on the Gameloft buy. The news comes just a week after the company announced its first purchase of the two companies39 stock. It also comes in the wake of Ubisoft CEO Yves Guillemot calling the move on Vivendi39s part quotunsolicited and unwelcomequot and pledging a quotfight to preserve our independencequot should the company move to affect how Ubisoft conducts its business. That fight may come. In the press release announcing the purchase Vivendi specified that the investments are quotpart of a strategic vision of operational convergence between Vivendirsquos content and platforms on one hand and the Ubisoft and Gameloft productions in video games on the other.quot It also alluded to a potential aim to increase its stake in the two game companies with an overall goal to get onto the companies39 boards of directors quotin due time.quot After Activision Blizzard went independent Vivendi divested itself of the lion39s share of its stock in the company it now owns under 6 percent of the publisher. Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs Top Stories Next News Story View All 257127 newswire viewnews257127Vivendi_ups_its_stakes_in_Ubisoft_and_Gameloft_may_buy_more_stock.php Loading Comments

Get a job Artillery is hiring a VFX Artist - Link Thu, 22 Oct 2015 16:09:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Get a job Artillery is hiring a VFX Artist October 22 2015 By Staff October 22 2015 By Staff Post A Comment More ConsolePC Art 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. Visual Effects ArtistArtillery Location Palo Alto CA We are looking for a Visual Effects Artist to help bring life to Artillery39s first title Project Atlas. We39re turning the idea of a real-time strategy game on its head and looking to build a lasting iconic universe with an engaging story compelling units and ultra-fun multiplayer battles Responsibilities We39re interested in individuals with We also highly value candidates with these skills and qualities 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 10.23.15 Effects Technical Director 10.23.15 Game Designer 10.23.15 Assistant Producer 10.23.15 Project Manager Global Support View All Jobs Top Stories Next News Story View All 257124 newswire viewnews257124Get_a_job_Artillery_is_hiring_a_VFX_Artist.php Loading Comments

Assassins Creed dev We need to challenge our attitudes on diversity - Link Thu, 22 Oct 2015 15:55:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Assassins Creed dev We need to challenge our attitudes on diversity October 22 2015 By Alex Wawro October 22 2015 By Alex Wawro 2 comments More ConsolePC Design quotItrsquos about changing our reflexes that we have when we build a story. Irsquove had the chance to work with many female writers on this project whorsquove challenged me a lot about the way I would cast some roles.quot - Ubisoft Quebec39s Marc-Alexis Cocircteacute on what it takes to make games with more diverse characters. Ubisoft hada bit of a rough time launchingAssassin39s Creed Unitylast year and as it debuts follow-upAssassin39s Creed Syndicatethis week some of its senior development staff opened up to Develop about lessons they39ve learned from the experience. While neither Ubisoft Quebec managing director Nicolas Rioux norSyndicatecreative director Marc-AlexisCocircteacute speak very specifically about what the studio has done to avoid the technical issues that plaguedUnityit simply quotwill not happenquot according to Rioux there39s an interesting bit of commentary about how the studio has tried to improve the diversity of characters in its games. quotDiversity for me it39s a lot about changing the mindsetquot saidCocircteacute. quotBydefault --and itrsquos something thatrsquos very a dominant attitude in the industry but not just in the video game industry in the movie industry as well --you get a role and yoursquoll think of a male first to cast this role.quot Ubisoft garnered heavy criticism last year afterAssassin39s Creed Unitycreative director Alex Amancio publicly stated that making the game playable as awoman protagonist would be too much quotextra production work.quot This weekSyndicatedebuts with the option to play as either a male or female protagonist andCocircteacute says that the women who work at Ubisoft have been instrumental to improving Syndicate39sdiversity. quotThere are roles in which you can swap the genders very easily. And not just in the main roles but in everything that populates the world. This is something that wersquove been very careful about doingquot statedCocircteacute.quotAgain thanks to all the female writers who have been working with me on this project who have been challenging this particular aspect of the way we think about building our stories and building our world.quot For more about how the world ofSyndicatewas designed and why the design team decided to remove multiplayer from the game check out the Develop interview. Related Jobs 10.22.15 Senior Level Designer Amazon Game Studios 10.22.15 Game Designer for live service fm 10.22.15 UI ARTIST - PLAYRAVEN 10.21.15 Mobile Software Engineer ampndash Autodesk Games Solutions View All Jobs Top Stories Next News Story View All 257122 newswire viewnews257122Assassins_Creed_dev_We_need_to_challenge_our_attitudes_on_diversity.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 QA Why Games Workshop is shaking up how it works with licensees October 22 2015 By Phill Cameron October 22 2015 By Phill Cameron 2 comments More ConsolePC SocialOnline SmartphoneTablet Indie Serious Production BusinessMarketing It would be difficult to overstate the cultural influence of Games Workshop39s tabletop RPGs on the video game medium. The iconic Space Marines ofWarhammer 40000as well as the Tolkien-inspired but deeply realized world of Warhammeritselfpermeate games likeWarcraft and Starcraft. But Games Workshop39s actual licensed video games haven39t had the same impact. While there have been notable releases such asDark OmenorDawn of War the output has been smaller than one might expect from such a treasure trove of settings systems and histories. However in the last year the output from Games Workshop licensed games has essentially doubled the amount of video games based on theirproperties and it doesn39t seem as though things are slowing down. Games Workshop is famously press-shy but head of licensing Jon Gillard recently gave me an interview regarding how the company39s take onlicensing their properties has changed over the years and what exactly they39re looking for when it comes to developers pitching ideas at them. Creative Assembly39sTotal War Warhammer Games Workshop39s digital output has increased over the past year. What has changed in your attitude towards licensing Gillard To be honest we39ve always felt that there could be a lot more games based on our various IPs. After all there39s an awful lot of material from 30 years of us making games miniatures novels etc. There39s over 900 novels and novellas and north of 30000 different models alone So I think it was always a desire but the industry was geared such that the only real route to market was through a publisher up until a few years ago. So back in 2011 that anda couple of things changed. quotThe video game industry was geared such that the only real route to market was through a publisher. Back in 2011 that changed.quot Firstly we decided that we would focus on licensing the rights somebody needed to make the game or games they had an absolute plan to make rather than the big all-encompassing deals for a huge section of IP like all of Warhammer 40000 for example. This was just too much stuff to be held by one company when it wouldn39t all be used. Secondly it became evident that between AppleSteamGoogle it was now possible for developers to self-publish and those kinds of guys had been approaching us for years with great ideas but the mechanisms weren39t there for them to make it happen. Once we set off down this track we had to change a lot of our approaches to how deals were structured as well but we knew that any license should be a winwin partnership and that there should be recognition of the risk and reward for both parties. I won39t detail exactly how our licenses work but suffice to say we now do everything from profit-share style deals with no guarantees through to broader--but not total--rights deals with the more traditional licensing terms. In other words we structure the partnership to suit the product and the partner. We39re prepared to consider any serious pitch that looks like a good game that39s commercially viable whether from a developer a publisher or both. A good portion of this 39new wave39 of Games Workshop games have been on mobile. How has the rise of mobile gaming affected the opportunities for Games Workshop to license their different games GillardEnormously. The fact that developers can now self-publish means we can make all sorts of games with a wide variety of partners using all sorts of our IP -- ones that we haven39t done much with internally for a few years like Chainsaw Warrior and Talisman or perhaps very specific adaptations of parts of Warhammer 40000 like Deathwatch and Freeblade. The ability for even small outfits to make great fun games quickly and relatively cheaply has freed up a lot of great game ideas that just wouldn39t have been viable a few years ago. Obviously mobile games tend to be different experiences to PC or console but what we focus on is making games that are good examples of the genre for the platform. Streum on Studio39sSpace Hulk Deathwing 39Middletier39 games have also surged in viability on PC and console. How has this influenced how GW licenses their titles Are you more actively pursuing developers to create games or has the frequency of pitches increased Gillard Generally we are approached by someone with a concept they39re passionate about. In fact at any one time we are seriously discussing pitches with a very large number of companies developers and publishers. Some are multi-platform some mobile some PC or console. We39re more interested in the concept than the platform and how passionate and excited the developer is about it although any pitch must have a robust business model as well. The frequency has definitely increased probably because it39s clear that we are prepared to talk about any number of ideas and generally that games based on our IP get good coverage - that oh-so-necessary discoverability. Cyanide Studios39Blood Bowl 2 What do you look for in a developer We39ve seen games that attempt to very specifically translate the tabletop game into a digital form and games that look more to setting themselves in the world of Warhammer or 40k. Do you have a preference as to which you39re more eager to see pitched GillardWe try hard not to be too subjective although as we39re all gamers too that can be tough The main things we look for are is it a good idea Is it a good use of whichever bit of the IP itrsquos using Is it too similar to anything else were already doing Does it have a sound commercial idea behind it a good business model that shows a real financial benefit for us What39s the pedigree of the team do they have a good track record with the sort of game

Dont Miss Making the survival horror classic Alone in the Dark - Link Thu, 22 Oct 2015 14:53:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Video Alone in the Dark A classic postmortem July 11 2012 By Staff July 11 2012 By Staff 6 comments More ConsolePC Design Exclusive Video Note To access chapter selection click the fullscreen button or check out the video on the GDC Vault website Well before classic horror games like Silent Hill or Resident Evil there was Alone in the Dark -- a seminal PC title that proved video games can be atmospheric claustrophobic and just plain scary. The 1992 Infogrames classic is now regarded as one of the progenitors of the survival horror genre and at this years Game Developers Conference Alone in the Dark creator Frederick Raynal pulled back the curtain on how this influential title came to be. That classic postmortem is now available above for all to enjoy courtesy of the GDC Vault. Its a rare chance to learn more about the origins of some of the most popular and effective tropes of the survival horror genre. I had a lot of ideas about how to scare the player Raynal says and he believes that one of his best was to keep players on their toes no matter what theyre trying to do. When youre making an adventure game you walk 80 percent of the time and if you want to put big pressure on the player you should just scare him based on what he does all the time Raynal says. Thats why in the first corridor the floorboards crack under your feet and you die. Usually in a game youd never do an unavoidable trap like this but we did it to put on the pressure and it worked so well. Raynal has plenty more to share about the creation of Alone in the Dark and to learn more simply click the Play button on the video above.About the GDC VaultIn addition to all of this free content the GDC Vault also offers more than 300 additional lecture videos and hundreds of slide collections from GDC 2012 for GDC Vault subscribers. GDC 2012 All Access pass holders already have full access to GDC Vault and interested parties can apply for the individual subscription Beta via a GDC Vault inquiry form. 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. More information on this option is available via an online demonstration and interested parties can send an email to Gillian Crowley. In addition current subscribers with access issues can contact GDC Vault admins. Be sure to keep an eye on GDC Vault for even more free content as GDC organizers will also archive videos audio and slides from upcoming 2012 events like GDC Europe GDC Online and GDC China. To stay abreast of all the latest updates to GDC Vault be sure to check out the news feed on the official GDC website or subscribe to updates via Twitter Facebook or RSS. GDC and the GDC Vault are owned and operated by Gamasutra parent company UBM Technology. Related Jobs 10.22.15 Senior Level Designer Amazon Game Studios 10.22.15 Game Designer for live service fm 10.22.15 UI ARTIST - PLAYRAVEN 10.21.15 Mobile Software Engineer ampndash Autodesk Games Solutions View All Jobs Top Stories Next News Story View All 173722 newswire viewnews173722Video_Alone_in_the_Dark_A_classic_postmortem.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 InXile opens new Louisiana studio with the governors blessing October 22 2015 By Alex Wawro October 22 2015 By Alex Wawro Post A Comment More ConsolePC Indie BusinessMarketing Wasteland 2developer inXile is expanding this year as studio chiefBrian Fargo and Louisiana governor Bobby Jindal announced this week that it will open a sister studio in New Orleans.This will be the first major expansion for the studio which has operated out of Newport Beach for more than a decade. New Orleans is an especially intriguing choice because it39s not in a region generally recognized as being a hotbed of game development -- something Louisiana hopes to change by offering incentives to inXile and other high-tech companies including Chicago-based High Voltage which also expanded to New Orleans this year. quotWith each new digital media investment New Orleans is becoming a brighter beacon in the tech sectorquot stated Jindal in a press release announcing the deal.quotOur strong business climate and highly skilled workforce are attracting innovative companies like inXile to our state along with the great new jobs theyrsquore creating.quot Fargo told a Nola.com reporter that inXile had no plans to expand to Louisiana -- until state officials came out to visit him earlier this year and pitch him on Louisiana39s tax incentiveprogram for high-tech industry. The company plans to take advantage of those incentives as it looks to hire 50 developers with an average annual pay of 75K over the next five years. Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs Top Stories Next News Story View All 257118 newswire viewnews257118InXile_opens_new_Louisiana_studio_with_the_governors_blessing.php Loading Comments

How Bonnie Ross became the Halo chief - Link Thu, 22 Oct 2015 14:07:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 How Bonnie Ross became the Halo chief October 22 2015 By Alex Wawro October 22 2015 By Alex Wawro 1 comments More ConsolePC BusinessMarketing quotThe thing I asked for was If I take it over I want to be George Lucas. I want to own everything and I want to do things differently.quot - 343 Industries chief Bonnie Ross recalls her decision to pick up Halo where Bungie left off. Bloomberg Businessweekpublished aprofile of 343 Industries bossBonnie Ross on its website today that39s worth reading for insight into how both the studio and its chief operate. The story is timed to coincide with the impending launch ofHalo 5next week and alongsidedescriptions ofHalotoy vetting sessions and lore meetings are details about 34339s production process and Ross39 own career at Microsoft that fellow game developers may appreciate. quotDuring game development you can feel the pulse.You can walk in and tell if wersquore off or not and whether morale is up or downquot is how Ross describes the atmosphere of the converted suburban hardware store that serves as 34339s headquarters. Her recollection of how she got there is also interesting -- Ross reportedly started at Microsoft in 3989 working on manuals and got so desperate for a change of pace that shetalked her way onto a sports game development team. quotI just wanted to take a breakquot she told Bloomberg. quotJust for like one year to work on something that my friends would understand.quot The full profile which is also a cover story in the print edition of Bloomberg Businessweek is worth your time to read over on the Bloomberg website. Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs Top Stories Next News Story View All 257117 newswire viewnews257117How_Bonnie_Ross_became_the_Halo_chief.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Interview Richard Garfield on Getting Design from Good to Great by Pierre-Alexandre Garneau on 101915 015700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Richard Garfield is famous for having designed Magic the Gathering the first collectible card game. He has released many successful board and card games such as NetRunner and Roborally and has worked on several video games including SolForge. I had the opportunity to interview him. As a game design consultant I help developers turn their games into hits so I was very interested in learning how hersquos able to release such consistently great games. He had some great insights particularly regarding the use of prototypes. PAG When yoursquore in the early stages of a project how do you choose which direction to go in Which to pursue out of all the possibilities Irsquom sure you have a bunch of ideas so how do you narrow it down and decide ldquoOk Irsquom going to do this thingrdquo RG Thatrsquos a different answer for board games and card games versus computer games. With board and card games it involves putting together some quick and dirty prototypes. With those prototypes usually when I play them there will be pieces of them that I like and are original. If I feel I can bring them out I pursue it further. And sometimes that involves a complete redesign. A little later in the process typically itrsquos all about whether people want to keep playing. There may still be a lot of development work to do but if they want to play another game after theyrsquove played one for a long game or four for a short game then I know Irsquove got something good. No matter how good I think it seems if theyrsquore not interested then therersquos a lot of development work needed or maybe itrsquos just never going to get there. Irsquove noticed this even with Magic. That was the first place I noticed it. Magic was developed for two years. The play testers would complain just horribly. They would just ravage the game for all sorts of different things but they couldnrsquot stop playing. And they had reasons to complain. There were all sorts of problems with the game thatrsquos why it was in development for so long. But the fact that even with their complaints they couldnrsquot stop playing said you had something special. PAG You mentioned earlier that was different when working on video games. I know yoursquove worked on some projects so whatrsquos your approach there RG The problem is that yoursquove got to do a lot more planning because it takes more work to get that prototype together. Once you get it together if yoursquore clever you have a lot of flexibility but itrsquos flexibility within a framework. If you want to change that framework yoursquove got to work a lot again. For me ndash and this will vary for different people ndash I very much believe that games are so complicated if theyrsquore good that they canrsquot really be modeled in your head very easily. I just find it much easier to play them and see rather than have them described. Thatrsquos why I like to make quick and dirty prototypes for paper games because even with simple paper games itrsquos just so much easier for me to spend a couple of hours to make the prototypes. Irsquoll often find something that I wouldnrsquot see even if I thought about it for that hour or two. With computer games the calculus there is changed because it often involves so many more people to bring out the flavour. For example in paper games in my early prototypes Irsquoll often use a lot of parts in them and put a basic layout on them and thatrsquos because itrsquos very distracting to the players if they have to extract from the game what its final look is. If you can throw any illustrations in there make their layout look at all good then its well worth whatever time it took. In computer games itrsquos the same deal but itrsquos more difficult. Putting things in like animations is very time consuming and involves all sorts of knowledge. With computer games I like to make paper prototypes to get started. Irsquom much more likely to have the whole design or as much of it as I can fit in my head before I get started on the computer prototype because itrsquos so much more work. PAG Interesting. I like the idea of making paper prototypes even for video games. RG Yeah thatrsquos a technique where it can be very frustrating. For example I worked on the game SolForge. Even a game like that which isnrsquot very far from a paper game if you actually try to prototype it itrsquos a mess because yoursquove got to keep track of all these leveled up cards and these counters and things like that. You have to be a mature player to be able to say ldquoWell when this is all going to be automated itrsquos not going to be bad.rdquo PAG When you have an idea for a gameplay mechanic or some other aspect of a project yoursquore on and itrsquos pretty good itrsquos kinda there but itrsquos not great yet how do you push it to the next level How do you get it to be great if itrsquos something important RG It will vary on the project a lot. I mentioned briefly that I like to look for those things in the game that feel fun and original and try to make them happen more often. For example somebody sits down and they try to use a particular strategy that theyrsquore intrigued by but it doesnrsquot really work then therersquos a chance that what you want to do is change the game mechanics and balance so that what theyrsquore looking for is a viable strategy. That could mean they just werenrsquot good enough to make it work and it takes more skill in which case you want to make the game fun enough that they stay with it long enough to get good enough. But more often itrsquos something like they see a combo and therersquos just not enough in the game to make it go

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Game dev parents rejoice Childcare services return for GDC 2016 October 22 2015 By Staff October 22 2015 By Staff Post A Comment More ConsolePC SocialOnline SmartphoneTablet Indie Serious GDC Good news game dev parentsGame Developers Conference officials are excited to continue their partnershipwith leading childcare provider KiddieCorp to offerGDC 2016attendees access to an on-site children39s program. Back by popular demandthe KiddieCorp team at GDCwill engage your children with activities they want to attend providing you with that critical peace of mind so you can attend your sessions and events worry-free. The children39s program is for children ages 6 months through 12 years old and will be located within the Moscone Center in San Francisco California. The KiddieCorp team charges an affordable hourly rate for their services and snacks and beverages will be provided but meals do need to be supplied by parents each day. To learn more about the service and register your child as a participant head over to theKiddieCorp GDC 2016children39s program registration page. Make sure to register early as availability is limited and handled on a first-come first-served basis. This partnership is one of many ongoing GDC initiatives aimed at encouraging a broader variety of game industry professionals to attend and speak at the conference. Also don39t miss the opportunity to save money by registering for the conference early -- the deadline toregister for passesat a discounted rate is Wednesday February 3rd 2016. GDC 2016itself will take place March 14-18that the Moscone Center in San Francisco.For more information on GDC 2016 visit the show39sofficial website or subscribe to regular updates viaFacebookTwitter orRSS. Gamasutra and GDC are sibling organizations under parent UBM Tech. Related Jobs 10.23.15 Effects Technical Director 10.23.15 CG EngineerProgrammer 10.23.15 C Programmer for Video Game Porting Projects 10.23.15 Game Designer View All Jobs Top Stories Next News Story View All 256996 newswire viewnews256996Game_dev_parents_rejoice_Childcare_services_return_for_GDC_2016.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 23 2015 Latest Blogs View All Post RSS October 23 2015 Features View All RSS October 23 2015 Special Reports Press Releases October 23 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Making a quality game on a tiny budget by Fabrice Breton on 102115 020800 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. While myKickstarter is now 100 fundedand still running for two weeks I have written an article onGameSaucethat some of you could find useful So you39re creating a game to make your childhood dreams come true You39ve got tons of ideas and you might have already started That39s great However developing a game comes with facing hurdles always linked to two things time and money Most indie video game devs are one-man or two-men teams using their own funds to make it happen. But how do you make a quality game when you don39t have much budget As I39m developing my first commercial game on my own aPoint Click adventure game named Demetrios - The BIG cynical adventure I don39t promise to have all the answers - but I39ve gathered some advice that might help you The power of suggestion When it comes to making a game there39s one aspect that will take most of your time. This will vary according to the type of game you39re making. For myadventure game it39s clearly the graphics Drawing and coloring high resolution handcrafted art is very time consuming especially considering I39m not an artist. Yetgraphics are crucial this is the first thing players will experience of your game Yes most people judge a book by its cover and will make an opinion on your game based on its screenshots alone. You need great graphics So to save up doing a ton of art and be able to release it someday I needed to be clever. I39ve noticed thatvisual novels such as the Ace Attorney series actually don39t use so much art. Yet they39re very long and constantly stay fresh to keep the player attention They39re using one powerful tool for that dialogs Text doesn39t require much time to create. But it can do a lot Here39s one example. At the beginning of my game the player can choose to... pee on a plant in the police department. the game is very interactive and has stupid choices like that This scene isentirely described through the dialogbetween the main character and the policeman. All of it is suggested Which is also much better for the humor side of it. no one wants to see the character actually peeing... Implementing this scene in the game only took me half an hour yet this kind of interactivity defines my game and most people love and remember it. You don39t have to show everything Keeping a part of it in the player39s imagination not only saves development time but also makes a better game in the end It39s one big advantage of books over the video game medium. One that keeps being forgotten by the industry and which is one of the reasons retrogaming is so strong nowadays and indie games become more and more popular. Of course you39ve got tokeep a correct balance Too few graphics or animations and many people will be bored and turn away. For example in a narrative game using cutscenes to showcase the story progress is important and will be considered as a reward by the player. My advice Make a great looking game but don39t show everything. Use the player imagination sometimes Simple emotions The previous advice applies to other types of games Role Playing Games likeChrono TriggerSecret of ManaorFinal Fantasy 6are considered some of the best ever made with very engaging characters - despite being animated with only a few sprites Each character in these games is givenseveral key expressions and yet they convey much more emotion than the characters in modern RPGs likeFinal Fantasy 13. Why Because the emotion is passed through acombination of these key expressions the text and the player39s imagination. This is all you need to experience a great story. Real time 3D graphics has never made the characters more engaging - it39s often quite the opposite A perfect modern example would be the indie game To the Moon by Freebird Games a visual novel with simple graphics similar to a RPG. Simple graphics but characters and a story that makes everyone cry My advice Create a few key expressions for your characters and use dialogs to convey emotion Music is crucial Modern games always havevoiceover dialogs and to me this is a huge mistake. Because this makes the music a background element. Music in a video game should not be treated the same way as films You can convey so much more emotion byputting your music in foreground. Some people say a good music should be one that you won39t pay attention to and I couldn39t disagree more with that Sure some people may get annoyed especially if it39s repetitive - but guess what Everyone still remembers theSuper Mariotheme yet you can39t remember one bit of the allegedly awesome orchestral soundtrack from that latest AAA game you39ve just played I don39t mean it39s impossible to getbotha voiceover and great music at the same time. It requires to be very careful with the timing and still letting the music in foreground for key scenes. But for anarrative game you39ll be spendingmonthsof efforts recording and editing speeches not even mentioning having to pay actors and risk getting your game heavily criticized for having poor voice acting My advice Skip the voiceover. Add great music tracks instead Use placeholders All game projects take more time to make than planned. Indie games being released without being pushed back at least once are a rarity Why is that Because it39s socomplex to evaluate the timeneeded to finish the project Most of the time you39ll never get a whole vision of your project but you39ll be working on a very tiny portion of it. One solution isto use placeholders. Pictures you can find on a search engine or draw very quickly that you can use in place of more refined art. For my game this was quite easy this is aremakeof a game I did 15 years ago so I had already programmed all of it

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

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

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