Page:30 - News Archived: 3437

Title Date
Game Server Engineer PLAYSTUDIOS - Link 2015-09-11

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

QA Engineer Telltale Games - Link 2015-09-11

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

Visual Effects Artist VFX Artillery - Link 2015-09-11

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

Sr. Software Engineer WB Games - Link 2015-09-11

This position requires close collaboration with all other disciplines to help capture develop and communicate a coherent vision of our game systems features and tools. In this position you are responsible for establishing performance budgets with each discipline respectively. You will also be a leader in establishing best practices assisting mentoring other engineers on the team and identifying problem areas opportunities for improvement in the codebase.JOB RESPONSIBILITIES Game system feature design ampamp implementation Library ampamp Service integration. Establishing refining standards ampamp best practices. Performance optimization. Assess middleware and 3rd party solutions. Review the work of other Gameplay Engineers to ensure adherence to design patterns and coding standards. JOB REQUIREMENTS Undergraduate degree or equivalent industry experience and success. At least 5 years of game industry experience. Shipped at least 3 mobilesocial title preferably on multiple platforms. Unity development experience required. Expert C programming skills. Deep knowledge of Unity including custom tool creation. Proficient with 3D math including linear algebra vector math matrices. Deep knowledge of shaders and 3D animation systems in Unity. Experience in tools development and content pipeline development. Deep knowledge of common data structures and algorithmic solutions. Deep knowledge of software design practices including modular architecture event-driven architecture and software design patterns. Strong practical knowledge of mobile platforms middleware technologies strengths and weaknesses. Extensive experience working with internal and externally developed code. Extensive experience with self-testing to minimize and fix issues. Experience with network game design and development required. Documentation Presentation skills. Strong performance optimization experience. Strong problem solving debugging skills. Ability to work unsupervised. Ability to assist others in their work. Ability to assess the quality of other engineers work. Passion for making games. WB is an equal opportunity employer and will consider for employment qualified applicants consistent with the requirements of Article 49 Sections 4904-4905 and 4908-4910 of the San Francisco Police Code and all candidates for employment regardless of race color religion sex national origin citizenship age disability marital status military or veterans status including protected veterans as may be required by federal law sexual orientation or any other category protected by law.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4mTY_vRD0siI

Senior System Designer Deep Silver Volition - Link 2015-09-11

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

Game Art Indiana University Media School - Link 2015-09-11

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

UnityDevOps Engineer Disruptor Beam Inc. - Link 2015-09-11

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

SOFTWARE ENGINEER -- SIMULATION UBER Advanced Technologies Center - Link 2015-09-11

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

Executive Assistant Games Events Coordinator Marvel Entertainment - Link 2015-09-11

Executive Assistant Games Events Coordinator Marvel Entertainment Games Team If the words Super Heroes and video games get you excited this may be the perfect job for you We are looking for an experienced motivated and incredibly well organized professional to join our energetic fast-paced team to create the most amazing games in the Marvel Universe. The Executive Assistant Games Events Coordinator will support the Vice President of Games and the Games senior leadership team and coordinate events for the entire Games Team. You are A seasoned pro You have at least three years of experience supporting senior executives. Obsessively detail oriented You go way beyond crossing the Ts and dotting the Is. No balls ever get dropped by you and nothing ever sneaks past your eagle eyes. A self-starter You are fire-and-forget and you are always trying to figure out new and better ways to do your job smarter faster more efficiently and more effectively. A talented multitasker You are not only gifted at spinning many plates at once but you enjoy when additional challenges are added on top. An optimist You approach both good times and bad with a cheerful attitude and a sense of humor. You always see the light at the end of the tunnel even at 2AM in the morning. A people person You understand the importance of good relationships and you treat people the way you wish to be treated - within the team within the company and with all of our external partners. A chameleon You have the ability to adapt in a fast-paced work environment accommodate various work styles and manage priorities and tradeoffs in a continually changing environment. An effective communicator You are able to communicate succinctly and professionally using all the tools of the trade Outlook Word PowerPoint and Excel. Passionate about games We love playing games and creating them. You do too. You will Manage extremely busy calendars and prioritize often conflicting demands appropriately. Manage multiple events from planning to scheduling to execution for the entire team. Create and distribute periodic updates and state-of-the-business reports. Perform market research and report findings. Assist with travel arrangements and expense report preparation for executives and senior leadership. Handle other increasingly challenging projects as appropriate. You will need to send Your resume A cover letter which should include your salary history and answers to the following questions Why you are interested in working at Marvel Entertainment Which games you are currently playing If you can be any Marvel Super Hero or Villain which one would you chooseand whyltimg srchttpfeeds.feedburner.comrGamasutraJobs4UBU-lO9U3fw

Senior Engine Programmer Unreal Engine Seasun Games - Link 2015-09-11

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

Art Director Seasun Games - Link 2015-09-11

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

Sr. Graphics Engineer Unreal Engine Seasun Games - Link 2015-09-11

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

Publishing CoordinatorBeijing Seasun Games - Link 2015-09-11

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

Unreal Developer Pure Imagination Studios - Link 2015-09-11

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

Engine Programmer Insomniac Games - Link 2015-09-11

The engine programmer who could. That is what Insomniac Games is looking for. We are on the search for a programmer who will work with the Core team to design add and modify features of both runtime and tools components of the engine. This role is also responsible for designing writing and modifying data and code with a heavy focus on real-time performance and usability. You will be asked to provide features which can be used in practice to create best-in-class contributions to our games as well as write and modify tools that will provide access to engine features. Keep reading if this interests you as wed like to hear from you. Essential Duties and Responsibilities include the following Design and develop data and code based on direction andor feedback from leads or Director Work independently to complete assigned projects with limited supervision Implement new functionality in tools and engine Design and implement efficient low-level systems to support higher-level programmers ampamp pipelines Design and implement tools that allow content creators to quickly iterate on game ideas Rewrite existing systems as directed for increased functionality reduced memory usage and increased performance Respond to bugs and feature requests related to engine code as directed Provide technical assistance by responding to inquiries regarding errors problems or questions with programs Complete processor-specific optimization tasks Analyze code performance Other duties may be assigned Education andor Experience Masters degree M.A. or equivalent or five to seven years related experience andor training or equivalent combination of education and experience. Advanced C C and assemblymicrocode programming various CPU cores. Additional languages such as HTML JavaScript and Perl as needed. Strong grasp of mathematical concepts graphics collision detection data transformation database management and advanced programming techniques. Ability to work with various content creation and analytical tools such as Microsoft PIX and RAD Telemetry. As mentioned above if this sounds like the spot for you then we would love to hear from you. Please use the link below and apply directly to the role. Thanksltimg srchttpfeeds.feedburner.comrGamasutraJobs4wwKr6mUp-hU

Senior UX Designer Insomniac Games - Link 2015-09-10

Feelings nothing more than feelings oh wait. Wrong posting. Or maybe not. Wikipedia says that UX takes into account the feelings people have while using a particular product. So maybe we do want to seehear this Insomniac Games is searching for a senior UX Designer to work closely with the Design UI and Art teams to develop user interfaces for games that contribute to compelling gameplay experiences and player engagement. User interfaces typically include in-game HUD and player messages frontend and pause menus tutorial sequences error display icons and loading screens. If this sounds like your cup of tea keep reading Essential Duties and Responsibilities include the following. Designs and documents UI flow for all aspects of game user interface Creates UI design mockups wireframes and prototypes Works closely with Designers to create a usable interface for game Works closely with Art Director to ensure UI design aligns with game art direction Reconciles art and design needs in UI design Assists in coordinating UI programmers and artists to implement UI design Participates in usability testing interpreting test results and creating actionable tasks Acts as UI representative when interacting with other departments Works with project management to scope plan and schedule UI production Contributes to implementation of UI through Flash or ActionScript as necessary Other duties may be assigned This role will indirectly oversee the work of the UI team and provide performance feedback and may provide input to training methodologies and hiring. Education andor Experience Bachelors degree B. A. from four-year college or university or five to seven years related experience andor training or equivalent combination of education and experience in information architecture new media information technology communications or libraryinformation science. Experience with Flash ActionScript and Photoshop. We look forward to hearing from you. Please use the link below and apply directly to the position. Thanksltimg srchttpfeeds.feedburner.comrGamasutraJobs4uHHX-w9xXUY

Simulation Application Developer Mimic Technologies - Link 2015-09-10

Mimic Technologies Inc. is looking for a skilled and motivated software application developer to join our growing software team and help implement our next generation of medical simulation technology. This is an excellent opportunity to apply a broad range of software development skills in a challenging problem domain while having a tangible impact on training to advance surgical care.Responsibilities will include working with engineers artists and 3D modelers to implement simulation technology and training scenarios to educate surgeons in various aspects of robotic surgical equipment and techniques. At Mimic we use a rapidly evolving proprietary surgical simulation engine and the applicant will be expected to adapt quickly to technology changes and implement and incorporate new engine capabilities as needed.Software development will be in both C and Lua. The candidate must be familiar with high-fidelity real-time physics simulation including collision shape modeling and stability issues. Fluency in 3D transforms is a must.Qualified candidates should be capable of taking on significant projects and completing them independently as well as working with a small team to deliver polished results on a tight timeline.Professional Requirements Professional C development experience Proficiency with Lua Python or similar scripting language Real-time simulation application development experience Experience working with commercial physics APIs Nvidia PhysX a plus A solid basis in 3D mathematics and physics Excellent communication interpersonal and organizational skills Experience using version control and bug tracking software as part of a team of developersFor immediate consideration please submit your resume with cover letter in a single document. Located in the historic Pioneer Square neighborhood of downtown Seattle Mimic Technologies is the leader in Robotic Surgery Simulation. Our customers are visionary medical centers and teaching hospitals who utilize simulation technology to train the next generation of surgeons. We strive to maintain a positive team environment where everyone is passionate about fusing virtual reality and surgical robotics into revolutionary new products and services. Visit www.MimicSimulation.com We offer a competitive salary and benefits package including employee medical ampamp dental insurance 401K match paid time off and more. More importantly you will be working on exciting and meaningful technology that will profoundly and positively impact the lives of both patients and surgeons.ltimg srchttpfeeds.feedburner.comrGamasutraJobs43ehu-bi0NBc

Software Engineer E-Line Media - Link 2015-09-10

Company Description E-Line Media harnesses the power of games to engage audiences through meaningful entertainment and to empower learners to thrive in a complex rapidly-changing digitally connected planet. The Companys consumer division publishes really fun games that explore the human condition provide a gateway to new ideas and empower players to shape their world. E-Line partners with leading foundations academics nonprofits and government agencies to help insure that its products pair great artistry with informed authenticity. Qualified applicants will possess the following experiences Experienced with C or Java in a client-server environment. Professional experience with a relational database understanding transactions joins DDL and DML. Strong knowledge of Web Development and experience with Java and Javascript. Familiar with REST API web services Software design patterns Software debugging Ability to work in a team and structured tasking environment. Documents and demonstrates solutions by developing documentation flowcharts layouts diagrams charts code comments and clear code. Improves operations by conducting systems analysis recommending changes in policies and procedures. Provides information by collecting analyzing and summarizing development and service issues. Develops software solutions by studying information needs conferring with users studying systems flow data usage and work processes investigating problem areas following the software development lifecycle. Proactive work habits Pluses Unity3D Experience Mobile development Android and iOS SDK Knowledgeable of clientserver architecture At least 1 online product shipped Network Programming in any languageltimg srchttpfeeds.feedburner.comrGamasutraJobs4pcNt0VkwYG4

Director of Marketing Robot Entertainment - Link 2015-09-10

Robot Entertainment Inc. was founded in 2009 and has gone on to release critically and commercially successful games across multiple platforms. In 2010 we released the AIAS Strategy Game of the Year in Orcs Must Die In 2011 we followed up with its sequel Orcs Must Die 2. Also in 2011 we released the AIAS Mobile Game of the Year in Hero Academy. Today we are developing Orcs Must Die Unchained for PC and PS4. Robot seeks a Director of Marketing to deliver its games to audiences around the world. You love games. You know how to build valuable brands. You understand how to build community. You have experience working with PC console and mobile games. You understand free-to-play models. You are comfortable at the center of the action. You will be part of the Robot leadership team and work closely with the development team a roster of agencies and our global publishing and distribution partners. You can plan and execute must see game demo booths at shows like PAX and Gamescom. You give a game studios Community Manager as much respect as its best engineer. The individual that fills this role will have full responsibility for creating and executing marketing strategy and tactical plans to grow Robot Entertainments games globally. Big Stuff To Do Develop manage execute and analyze global marketing strategies and go-to-market plans for all of Robots games Coordinate marketing strategies and plans with publishing and distribution partners globally Own the look and feel of the Robot and game-specific websites Lead all social media efforts including game streaming and working with influencers Own the budget for all marketing Create customer acquisition and retention campaigns and manage the life cycle of players Analyze customer behavior data generated from our games understand it and respond to it Play our games. A lot. Work closely with product development teams to both understand our games and provide a voice for the customer Plan memorable booths events and game demos at industry shows Manage a team of community managers web designers marketing artists and customer service reps Grow a Marketing department with the scaling success of our game franchises Develop and manage brand strategies and product positioning Manage the production of breakthrough creative for video advertising and other visual communications Lead all PR and corporate communications for Robot and its products Big Stuff You Have BSBA degree at a minimum Minimum of 7 years of marketing experience with at least 5 years of meaningful experience in game marketing and demonstrated leadership on at least one released game Demonstrable quantitative experience comfort and fluency with analytics Experience managing and leading others Passion for and love of games Excellent compensation to include salary bonuses stock options and top-of-industry health benefits. This is a full-time professional exempt position located in Plano Texas. Open to United States citizens or those individuals who are legally residing and working in the USA. Robot will not facilitate or sponsor candidates for US work visas or US residency Green Cards for this position. Qualified responses should be directed to recruitingrobotentertainment.com. Please indicate positionMARKETINGltimg srchttpfeeds.feedburner.comrGamasutraJobs4ezZCeFchTNA

Senior Software Engineer Games The New York Times - Link 2015-09-10

The New York Times is looking for game developers to help build our Crosswords and Games team. Were interested in developers who thrive on a lean agile and autonomous team that owns NYTimes.com games from content APIs to game play. As part of the Games team youll be challenged to meet the standards of the revered crosswords and word games of The New York Times while using cutting-edge programming languages and technologies to build for the Web iOS and Android platforms. As a senior software engineer you can look forward to - Working closely with designers and UX-experts to craft a world-class game play experience - Collaborating with the newsroom on how to best uphold the The New York Times word games - Solving full-stack challenges architecting systems and being given the opportunity to pro-actively propose solutions to improve productivity code quality and game play. The ideal candidate will be an experienced game developer with expert knowledge in 2 or more of the following GoLang Objective C PHP or Phython MySQL or other Relational Database Multiplayer game development Its helpful to have knowledge on some of these Java for Android devices NodeJSNgnix Mongo DB Unity3D Socket Servers such as Electroserver Smartfox etc Hudson Grunt Maven and other build tools NYTimes Crosswords and Games Team is located in New York City NY. Candidates must be willing to relocate. If interested send us a resume attechnicaljobsnytimes.com The New York Times is an Equal Opportunity Employer and does not discriminate on the basis of an individuals sex age race color creed national origin alienage religion marital status pregnancy sexual orientation or affectional preference gender identity and expression disability genetic trait or predisposition carrier status citizenship veteran or military status and other personal characteristics protected by law. All applications will receive consideration for employment without regard to legally protected characteristics.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4AP0sQwZRVvM

UIUX Artist Boss Fight Entertainment Inc. - Link 2015-09-10

Boss Fight Entertainment seeks a UIUX artist with a 2D illustration background. Responsibilities would include the design and implementation of interactive experiences and the creation of quality UI assets. Candidates need a strong demonstrated background in illustration graphic design and a well-rounded understanding of game UX. Experience in Motion Graphics FlashUI Game implementation and general 3D knowledge are also welcome. Passion for games is a must. Responsibilities Work with our user experience group to create UI layouts and assets that define the UX flow for our player. Create graphic designs for menus UIs and screens. Ensure quality control in UI assets created for our games documenting UX flow guidelines and best practices. Maintain communication with peers in all departments. Work with our user experience group to create UI layouts and assets that define the UX flow for our player. Create graphic designs for menus UIs and screens. Ensure quality control in UI assets created for our games documenting UX flow guidelines and best practices. Maintain communication with peers in all departments. Required Skills Experience as a vector artist in graphic design or user interface design. Strong illustration skills with an ability to work in multiple styles. Proficient in Adobe Suite. Strong understanding of UIUX flow and functional design. Ability to visualize and present UX in an interactive format. Enjoys working in a highly collaborative quickly evolving team environment. Excellent communication skills. Able to manage multiple tasks and be self-directed. Positive attitude and ability to receive and provide objective and constructive feedback. Desired but not required 1-2 years experience with Unity. Experience creating UIUX animation and FX. Proficiency in AfterEffects or toolsets that reinforce pre-vis. Solid background in traditional arts sketching andor illustration. BA in Graphic Design. Please apply on our website httpbossfightentertainment.comcareersltimg srchttpfeeds.feedburner.comrGamasutraJobs4VaudbAz9gC0

NOC Technician Lead Six Foot - Link 2015-09-10

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. We are looking for humble but ambitious razor-sharp professionals to join Six Foot to help shape the future of a number of new and exciting brands including Dreadnought and Grey Goo. And thats only the beginning. We require a seasonedNOC TechnicianLeadwho understands many the facets of operating a world class live gaming service backend for AAA games. The successful candidate is highly creative motivated collaborative consumer-focused and has a passion for all things gaming. Job DetailsLocation Houston TXPlatforms PC andor ConsoleExperience Senior LevelEmployment Type Full-timeIndustry Computer Games As a Six Foot NOC Technician youll work closely with the Live Operations team to establish and maintain a high-performing and highly available game service for players around the world. Youll monitor document and support all aspects of production environments development environments and general system needs. Your tech savvy networking and gaming experience will help you diagnose and communicate potential issues to our internal and external partners. You Are You are a problem solver that turns challenges into opportunities even without extensive planning. You are human and actually enjoy working with other humans. When changes are made you keep a cool head even if you dont have all the details. Youre comfortable moving between incidents to rapidly resolve issues as they occur. If and when it hit the fan you enthusiastically and calmly leap into action. No capes though capes are bad. Job Responsibilities Coordinate essential team members and external partners for day-to-day operations and triage situations as needed. You will be Six Foots 247 first responder for our online game servers networks and infrastructure related problems as well as any in-game connectivity issues internal incidents and more. You are empowered to make improvements to processes and infrastructure. You will be working in a fast paced environment multitasking to both reactively and proactively address issues impacting players and service. Must be able to communicate emergent issues quickly and effectively to our Technical Platform and Production teams. As we grow assist in recruiting and mentoring a team of NOC Technicians of all levels to deliver and continually improve the quality of service provided to our players while promoting a collaborative work environment and sharing of technology with other architects. Desired Skills and Experience Experience with build processes and build architecture a plus AWS administration a plus Perforce andor Git source control SaltStack Puppet or Chef Exerience SQLite basic configurations such as storage engines memory usage and security practices CCNP or JNCIP you understand the Life of a Packet and you have knowledge and experience on network management systems. With good exposure to Windows Server and Linux systems implementations you have worked as an all-rounder who understands core concepts of operating systems and networking and you have worked on programming projects not limited to scripting or writing tools. Adept at diagnostic tools Familiar with monitoring solutions Experience with ticketing systems With at least a year in NOC or Live Operations youve worked as a Junior SysAdmin Junior Network Engineer or Junior DBAltimg srchttpfeeds.feedburner.comrGamasutraJobs4z00MS0cdh1s

Community Manager Six Foot - Link 2015-09-10

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. Six Foot is actively seeking an experienced creative and talentedNorth American Community Managerto help our partner Grey Box execute daily community live operations for the upcoming team-based spaceship combat gameDreadnought. The NA Community Manager will work to execute high level initiatives to ensure players feel informed and engaged. With a focus on retaining and growing the products customer base the NA Community Manager will be responsible for crafting public messaging creating and implementing community focused content interacting with and fostering player engagement at events and sharing the games social media presence. This will be an influential role and will require close collaboration with the development team as well as Marketing PR Customer Support and Web partners in order to ensure success. The methods adopted by the NA Community Manager to convey player sentiment to all key parties will be essential to improving the product and influencing future game development. Job Responsibilities Help deliver upon combined high level EuropeanNorth American website and social media content plans Engage and convey information to gamers via multiple communication channels email message boards chat website social networks Reddit etc. Compile objective weekly community reports Track and report on key community metrics Share management of social media channels Coordinate and throw web and in-game events competitions and tournaments contestspromotions in accordance with U.S. contest laws Engagesupport influencers and fan site operators. Promote the creation of Dreadnought fan sites. Manage volunteer programs Devise community outreach initiatives Help schedule developer participation in community chats events and interviews Always look to devise new methods of developer interaction with community Devise best strategies to acquire player feedback during all phases of game development beta testing and launch Coach developers in message board etiquettetechnique if warranted Advise developers on tactics and strategies that will retain and build loyalty with the North American community Desired Skills and Experience Prior experience on Free To Play titles is preferred Video or movie making experience is a big plus HTML proficient Strong MS Office skills Strong time-management and organization skills for coordinating multiple initiatives and priorities Good problem solving skills Experience writing legal Rules and Conditions for contestspromotions Highly creative resourceful and positive in nature Experience with crisis management Capable of handling change in a rapidly changing environment without losing focus Must be a self-starter and have the ability to work with minimal supervision Strong customer service ethic and demonstrated initiative Strong understanding of popular social networking trends Technical knowledge of online community platforms systems and software Experience running beta tests Prior experience with or at minimum a strong passion for PC flight action gamescommunities Strong interpersonal and writtenverbal communication skills Extensive knowledge of the game industry 3-5 yrs. of established online community management experience preferably in the video game industryltimg srchttpfeeds.feedburner.comrGamasutraJobs4tXuRoAulHjM

Systems Designer Six Foot - Link 2015-09-10

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. We are looking for an experienced creative powerhouse to join Six Foot to help shape the future of a number of new and exciting gaming brands including Dreadnought and Grey Goo. And thats only the beginning. We require a seasonedSystems Designerwho understands the nuance and math behind exceptional consumer experiences and game design and that has shipped successful AAA games on PC andor console. The perfect candidate should understand NextGen techniques and best practices and can apply them to current Six Foot projects. The successful candidate is highly creative motivated collaborative and has a passion for all things gaming. Qualifications Strong understanding of text based scripting. Expert game design sensibilities including a superior grasp of timing and instincts of what feels right. Demonstrates a deep understanding of gameplay systems and mechanics able to procon design decisions and the ramifications they will have on the overall experience. Understands how the importance of orchestrating gameplay systems in harmony across the entire game and is able to communicate the importance of this to other departments such as level design to ensure these mechanics are used frequently and appropriately. Has the sensibility to know when the conceptprototype stage is complete and the time has come to bring other departments into the mix. Ability to pitch design concepts in a clear detailed manner through strong written and verbal skills. A team-player who understands the importance of collaboration and can communicate effectively with all disciplines and departments. Positive solution-oriented individual passionate about the play experience with a wealth of knowledge across a wide range of games. Ability to learn and master new tools and techniques. Shipped at least one AAA game. CS degree is a plus. Job Responsibilites The position works with the creative director external development partner design teams artists code audio and animation to deliver design systems that epitomize the creative vision of the game. Ability to research subject matter relating to the design objective in an effort to ensure the authenticity of the experience. You will be expected to own design systems from conception to the final stages of polish facilitating communication and coordinating departments to ensure the vision is clearly understood. You should be a positive influence on the entire team and as a designer evangelize the ultimate promise to deliver fun. You should be able to proactively seek out opportunities to identify and deal with issues before they arise. Must have ability to self-critique and accept outside critique. The more feedback you receive the more you can tailor your work towards what is best for the game. Demonstrate a willingness to keep an open mind to coworkers ideas incorporating suggestions when applicable. Participate in the research and development of new tools and design systems. Contribute to establishing and enforcing consistent design practices constraints and metrics throughout projects. Mentor other designers and lead by example. Desired Skills and Experience Passion for interactive entertainment is a must have for our company culture. Experience working with multiple teams across multiple locations. Self Starter who is able to identify and solve problems Able to effectively and quickly build relationships and establish trust respect competence and confidence Passion for great consumer experiences with proven ability to deliver. Experience in rapid prototyping to test feasibility of concepts ideally in Unreal. Extensive understanding of the systems design process including motion models weapons tuning and feel enemy concept and design toolsupgrades economy balance testing etc. Experience working with a game engine and using scripting tools to assemble heroes enemies AI and interactive objects by collecting and implementing animations models audio and effects into one complete system. Experience working on 3rd person actionadventure games demonstrating major contributions in the areas of hero control schemes enemy design navigation mechanics and combat. At least 5 years experience in the games industry working as a systems designer shipping at least one title.ltimg srchttpfeeds.feedburner.comrGamasutraJobs40uGkUVKneiY

How making our community happy caused us big heartache - by Adrian - Link Fri, 11 Sep 2015 03:55:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs How making our community happy caused us big heartache by Adrian Goersch on 091115 035800 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. How making our community happy caused us big heartache 30 ndash thatrsquos our current metascore for Giana Sisters Dream Runners on XboxOne. That hurts. Really badly. Still we would do this game again. Because our fans wanted us to do it. WTF History 2012 Black Forest Games releases the Kickstarter-funded Giana Sisters Twisted Dreams. Soon our fans are begging for a multiplayer mode but we donrsquot have a clear concept on how to combine this with our morphing dual worlds. 2013 After spending countless hours on Micromachines Mario Kart and Speedrunners we are convinced versus game might work with the morphing. 2014 While working on overtime and weekends the team puts together a prototype which we show to the press at GDC 2014 then release it as free DLC at the end of the year. Loving Speedrunners we ask the guys from Double Dutch if we may put one of their characters Cosmonaut Comrade as a playable character. They like the idea and give us permission. The add-on is local multiplayer only. Development What shall we say the Giana Sisters community loved the mode and asked for more. ldquoWhy canrsquot you play online What about more levels and more characters Why is it not available for consolerdquo Well we are so we hope known for listening to our community but what wersquove been asked for was quite some work. We are still in Early Access with DieselStrmers and pushing for the final version there and as a small studio our manpower and financial resources are limited. Andreas- one of BFGrsquos founders ndash called the publisher EuroVideo and presented the concept. Soon they gave their lsquoGorsquo and we were able to start. So we took the idea and created new levels completely new controls power-ups and characters. We were not aiming at an e-sports-ready sharply balanced experience. Dream Runners is about pure fun where it might happen that yoursquore just overcome by your pursuers because you lost the way. Thatrsquos why we chose the camera as it is giving the leader more of a disadvantage than an advantage. We also changed the controls compared to those from Twisted Dreams. The characters handle differently with momentum and inertia which are new but pretty key to the racing medium. As with Twisted Dreams we feel that it should be a goal to master the levels and only if you played for a while will you be able to get into the perfect flow. Hardcore Giana fans appreciate this. Balancing the lsquofamiliarrsquo Giana feeling with the lsquosteeringrsquo behavior expected from a racing game was a PITA. Implementing the networking took us much longer than expected and we smashed our timeline ending up end of summer instead of mid-spring. Also we added a single-player mode which might have been a mistake. It was meant to be a training area with bots but it was taken by some reviewers as the core experience. Release Finally in August we released the game first on PS4 and XboxOne a week later on PC. We love the game. That needs to be said. Unfortunately we completely missed something We didnrsquot take care that enough players were on the servers at launch so that everyone could find someone to play. Excited like you are as a dev with every release we watched the first reviews coming in. Most were within the 70s range like we expected and we are happy with this for the game. But then we were struck by the first review that really smashed the game. The test was done with the XboxOne version saying it is the worst game of 2015 httpwww.gamesradar.comgiana-sisters-dream-runners-review. It was followed by a few others with similar reactions e.g. httpwegotthiscovered.comgaminggiana-sisters-dream-runners-review. As if this wasnrsquot enough the guys from tinyBuild those working with Double Dutch on the SR multiplayer blamed us on Twitter for what they called a cheap clone of Speedrunners. We were shocked. Damn what was going on Actually we still donrsquot know. What we saw is that all those smashing reviews played the game only in the singleplayer mode ndash probably because we only sent them one key and the servers were empty. You may ask how stupid you can be to develop a multiplayer game and not make sure it is reviewed in multiplayer I have no idea. Maybe it is that we just were too indie here really doing this project with our hearts and forgetting to use our brains. Or maybe we were too confident feeling that thousands of players would be online by day one. Whatever the case we ended up in a devrsquos nightmare a disastrous metascore leaving us crying over energydrinkcan filled desks hiding in the darkest corners of our studio with our hoodies up and calls unanswered. At least we have learned some things from that. Like When you design your game to be multiplayer make sure people understand thatrsquos what they are playing. Or another key one Donrsquot leave your players with empty servers on day one. Meanwhile we got more and more coverage most reviews are in the 70s though the metascore still is on the ground level and it looks like everyone who plays with real players has great fun with Dream Runners. Some of the team are starting to have some kind of social lives again daring to peek forth from their darkened office space. As developers we will continue following our communityhellip just maybe a bit smarter than before when it comes to preparing the release. Related Jobs 09.11.15 Quality Assurance Manager 09.11.15 DevOps Engineer 09.11.15 Database Engineer 09.11.15 Web Applications Engineer View All Jobs 253393 blog blogsAdrianGoersch20150911253393How_making_our_community_happy_caused_us_big_heartache.php 940990 33774433 Loading Comments

Stand Out From The Crowd - Make it Spreadable - by Aidan Minter - Link Thu, 10 Sep 2015 02:20:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Stand Out From The Crowd - Make it Spreadable by Aidan Minter on 091115 035500 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. Video Content and blogging - Make it Spreadablehellip In my last post I talked about how positioning your product as an Indie developer or publisher was vital ldquoHow a Shark Attack Defined Product Positioningrdquo . Positioning a product well invariably means you are creating succesfull content for a particular target audience which is the primary focus of this particular blog post. You should look at making a developer diary asset as part of your content marketing and if a regular developer diary isnrsquot your thing then start small with a blog and grow from there. Companies that blog 15 times per month get 5 times more traffic than companies that donrsquot blog. Hubspot 2012 Of course the chances are yoursquore probably reading this thinking that you simply donrsquot have the time or the resources to spend on creating well edited video diaries or writing blogs. However if yoursquore a small studio or a startup yoursquore going to need to think about your visibility sooner or later. If nobody knows what yoursquore doing or what you are about then thatrsquos going to affect how much noise you are making when the time calls for it. Sooner or later yoursquoll need to think about engaging your potential audience with content that they can get enthusiastic about. With a blog you only need to post a minimum of twice a month any less than that and people will forget who you are try to be consistent erratic posting can see your readers commitment wane quickly if they canrsquot predict when your next post is due to go live. A captive audience is worth its weight in gold. If you are creating a blog think about getting your readers to participate ask for feedback comments and suggestions. Posts should where possible aim for a call to action because this builds the relationship with your audience. Another useful tip create your blog posts a good 48 or 24 hours in advance let them sit for a night or two and before posting live re-read them and re-edit where necessary always read it through before you post. Therersquos no doubt yoursquoll be a Jack of all trades in the beginning but balancing the roles and responsibilities of your team will be essential in sharing your project with your prospective fans and followers. You could be creating the most incredible player experience known to man but unless you can communicate that yoursquore dead in the water. Video Content - Format Format Formathellip Think about your first Dev Diary video as way to attract fans two to four minutes long with a combination of information that is clear concise and informative. Viewers should ideally feel like theyrsquove learnt something new after watching it even better they feel compelled to share it via their social pages. Check out a great example with Ubisoftsrdquo The Division Snowdrop Engine video here httpwww.youtube.comwatchvR2NJSAvuiQ0 While I realize there might be some readers who think that this high reaching sort of tech video could just as easily be perceived as pre awareness gloss tantamount to smoke and mirrors designed to attract an audience a simple look at its view count for a mere tech demo suggests that plenty of people viewed it. I should point out that before actual graphic resolution in the Division can be proven to retain this level of resolution and detail we have to keep in mind that this is a tech video not a gameplay video its no doubt been shared and talked about a lot and has therefore done its job. Still need more guidance look at what your competitors are doing and promoting as part of theor own diaries check out some kickstarter videos look at others to inspire your own creative direction on how you want to communicate with your audience but most important of all look at delivering something unique that people would love to share or talk about. Action points bull Blogs ndash Keep posts informative to the point and interesting talk about the challenges you are facing what you are working on funny stories or goings on that have occurred since you last posted. bull Video content ndash Get feedback from your staff before posting the final edit. bull Blogs ndash be consistent with your posting frequency. bull Blogs ndash Ensure a way readers can share your content bull Video content ndash 1.30 ndash 2.30 length for dev diary videos bull Video content ndash do not used licensed music be wary of logos and background music unless you have a legal right to incorporate it YouTubes policies are stricter now bull Blogs ndash Publish in the morning as early as you can. bull Blogs ndash Credit your sources and inspirations give your blog substance but share credit where its due. bull Blogs ndash Use plenty of images readers absorb information better bull Blogs ndash be yourself write your personality into the blog. No Begging allowedhellip Under no circumstances should you use your dev diary to beg people to buy your product ask for support yes but donrsquot go begging for money and pre orders this will kill your title stone dead. Video Content is important because You may recall I touched upon this point in my first Blog post here on gamasutra. Video content is important because itrsquos the single most important format people use to learn share and connect. Video content is also the most direct way to communicate with your audience in order to convey information about your product. YouTube should be high on your list of priorities and it pays to plan a consistent drip feed of content that will build familiarity with your brand. To stand out on YouTube you need original compelling content because every man and his uncle is also uploading content because they want your audience as well. In

The Indie Bubble Revisited or Are We All Totally-Doomed or Just - Link Wed, 09 Sep 2015 03:27:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs The Indie Bubble Revisited or Are We All Totally-Doomed or Just Regular-Doomed by Jeff Vogel on 091015 022000 pm 9 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I hate writing this because the situation is ugly and it feels like I39m just piling on. I39ll try to add something new to the discussion. Yeah yeah I know. Another stupid article about the Indie Bubble or the indiepocalypse or whatever dumb thing theyrsquore calling it today. Itrsquos starting to get a little old. I did my part kicking off this whole discussion with myIndie Bubble articleabout a year ago. It39s probably the most widely read thing I39ve ever written. Luminaries of the game industry read it. Many articles referenced it. Some people hated it though a lot of these seemed to do so not because it was wrong but because they wanted it to be wrong. Itrsquos been talked about a lot since then. Irsquove read a million articles and tweets and critiques by established indie devs who are eager to let you know that if you donrsquot create an eternal classic and market it 27 hours every day you suck and deserve to fail. Irsquom know ... Irsquom exaggerating. Some days it doesnrsquot feel like it. But Irsquom not gunning for ten million dollars and I doubt most young game devs are either. We just want to earn pizza and housing money making our happy toys. We know that a few people can make a killing. We just want to know if we can make a living. Anyway itrsquos been a year and Irsquod like to check in. Try to inject some reality maybe a solid prediction or two. It seems like half of the game industry is too optimistic and the other half too lost to despair. Instead all we need to do is look around and see a bit of what the Game Industry is like. What it was like before the bubble and what it is reverting to being like again. By the way I don39t want to turn this into an ugly class thing but ... If you already have a massive hit OF COURSE everything looks great. A Bit Of Truth and Then You Can Ignore the Rest of This Some have described me as some sort of weirdo Indie Dev Angel of Death forecasting the apocalypse. This is not what I said inmy article. All I said was that after several exuberant years the business of writing indie games was returning to normal. And what is normal Here39s the big take-awayWriting games for cash is a harsh unforgiving affair. Success is rare and failure common instead of the other way around. If an indie game fails it shouldnrsquot surprise you. Success should surprise you. All I said was that in the future this hard reality will and must reassert itself. Please take a moment to reread the previous paragraph. Then donrsquot read the rest of this mess. All that us Doomsayers are saying is that the simple reality in the previous paragraph is reasserting itself. Therersquos is an indiepocalypse kind of. Itrsquos a painful return to the simple harshness of the gaming biz same as it always was. But if yoursquore still reading since we39re all in the future now I wanted to revisit my original piece and see if I was accurate. So let us look bravely eyes open and clear at the situation as it exists. Let39s figure out where we39re going and let39s see if we can all find a way to avoid flying shrapnel. Time for a little cheering-up break. Thanks Twilight Sparkle Friendship IS magic Now I Prove I Was Right How can I prove that I was right that the happy days of easy money are gone and that we indie devs are going to have to hustle and scrape and control our budgets like in the musty olde shareware days Once I dreaded writing this article. I feared having to dig up tales ofhigh profileindie flops. I planned to rely on imperfect measures like the increasing number of games forced to rely on massive discounts and being in bundles a scant 3-5 months after release. I thought I39d need to scrape together what sales figures I could find to show that yes titles that once would have been massive hits out of the gate will struggle simply to break even. Now I don39t need to do any of that. I have been given manna from Blog Writer HeavenSteamSpy. Aren39t you sick of seeing this chart Full size originalhere. I know I am. The Mysterious Miracle of SteamSpy SteamSpy is a new web site that uses online data mining secret algorithms and Magic to come up with weirdly accurate estimates of how many titles games on Steam have sold. Based on my own sales and what I39ve heard from other indie devs its numbers are surprisingly on the nose. It39s not as good for figuring out how much actual money a game has made. SteamSpy counts sales not how much money a sale was actually for. The site can39t tell whether sales were at full price or from sales or bundles or whatever. However if a game hasn39t yet been in any bundles or big sales it39s good at estimating how much the game has earned. It39s pretty damn cool. That being said please consult the chart above. One heavily disputed claim in my original article was that most people have only a constant amount they will spend on video games. Thus since so many more titles are coming out earnings will go way down. This struck me as a pretty uncontroversial statement immediately understood by anyone who knows anything about economics or who has had to make a family budget. If you release 10x as many games people won39t start spending 10x as much on games as they also need to buy food. SteamSpy39s chart says this is pretty much exactly what happened. Number of games shot up. Money earned per game went way down. Yes there are still hits and they generally earned it. It39s the invisible majority of developers that are drifting into oblivion in silence. So now I39m going to make some predictions and I hope in a year that I have been proven wrong. I really do. Another chart everyone is sick of Steam releases per month

The Story Behind the Story - by Tom Buscaglia - Link Wed, 09 Sep 2015 03:27:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs The Story Behind the Story by Tom Buscaglia on 090915 032700 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. A great deal has been written recently about Marty O39Donnell39s arbitration against his former studio Bungie. As his personal attorney and friend I wanted to speak out about the personal toll this ordeal put him through. References to the Revised Final Award ldquoRFArdquo linked here are designated with RFA along with the numbered paragraph. Additional references to the introductory section of the RFA are made throughout and are not specifically tagged. I hope this gives those who read it a little glimpse into the story behind the story. And how sometimes you just have to fight the good fight. MARTY AND ME I first met Marty O39Donnell in the lobby bar of the Fairmont hotel back in the day. To be honest at the time I had never played Halo and didn39t really have any idea of who he was. But a student from South Florida where I lived at the time was a fan. It was the student39s first trip to GDC and he was in awe of pretty much everything. He noticed Marty in the lobby bar and mentioned it to me. Marty was standing off to the side having a casual conversation with Mark Rein from Epic who I already knew. I said Marty O39Donnell huh... well would you like to meet him The kid said Boy would I So I marched us over there and introduced the kid and myself in the process to the Famous Marty O39Donnell. As the years passed Marty and I developed a professional friendship hanging out and various game industry conference and networking events. I asked him to serve on the Board of Trustees for the IGDA charitable Foundation that I co-founded and he was happy to serve. I also asked him if he would do a presentation for the Seattle IGDA chapter and he was happy to oblige even getting the OK from Bungie management to play a few pieces from the as yet unreleased Music of the Spheres and show a little bit of Destiny. But that39s how Marty is...all you have to do is ask. TROUBLE IN PARADISE Even though we both lived in the Seattle area almost all of our contacts were at out of town conferences. That is until late summer 2013 when Marty called and asked me to meet him for lunch in Bellevue on a legal matter. Marty had been instrumental at spinning Bungie out from Microsoft in 2007 and was one of the 7 founders of the independent studio that resulted from the exit. He had always honored the art of games and the value of the team over the product. He often refers to the team as the Goose and games as their Golden Eggs. I believe that in many ways he was the heart of the new Bungie. We met and for the price of an expensive lunch I counseled him about issues he was having at work. RFA 7 8. After a short sabbatical to mull things over Marty returned to work immersing himself in the completion of Destiny. RFA 10. INTO THE FIRE In March 2014 Marty reached out to me again. Things had gone south at work and he had been presented with a Transition and Separation Agreement. He asked me to review it for him which I did. After my initial review I immediately decided that it would be in Marty39s best interest to get the opinion of a litigation attorney to explore all of his options. Although I had been a litigator for much of my earlier career for the past 10 years or so my law practice had transitioned into transactional and legal counseling for game studios and my small firm was no longer set up to handle law suits. As Martyrsquos consigliere I knew needed a button man for this mess. I vetted several local Seattle firms and narrowed it down to a few candidates. Marty and I then met with the finalists settling on a mid-sized Seattle firm McNaul Ebel Nawrot Helgren. Their analysis of the Bungie offer agreed with mine and Martys. Since the terms of the offer were non-negotiable Marty rejected the proposal and continued to work. RFA 11. Marty was fired without cause a few days later on April 11 2014. RFA 12. Marty was at a loss. He had been with Bungie since before it was acquired by Microsoft 15 years earlier. It was a huge part of his identity and in many ways he felt lost and abandoned by the team that he had been instrumental in creating. Sure he had disagreements with others in management but he had always felt that he kept the best interests of Bungie above his own and done his best to make every game that Bungie made the best it could be. The Metacritic scores on the games he finish while at Bungie backed that up. But right now he needed an action plan. Ligation is a difficult path that should never be embarked on lightly. But Marty had little choice. Bungie tried to strip Marty of his entire ownership in Bungie by unilaterally forfeiting all of his shares in the company. RFA 12. He had to file an arbitration against Bungie challenging their actions. The Demand for Arbitration was filed in late April. In addition contrary to Washington law Bungie was refusing to pay Marty his unpaid wages. A separate law suit was filed against Harold Ryan as Bungie39s CEO in State Court to recover those wages as well. That suit was quickly resolved in Marty39s favor as there as no viable defense for Bungiersquos actions. But the Arbitration itself dragged on for well over a year. BETRAYAL The personal and financial toll this process took on Marty and his family was tremendous. Marty one of the oldest employees at Bungie is known as Marty the Elder. He and his wife Marcie were always the ones to be there for other members of the Bungie team in times of need. Providing emotional support and mentoring his team members. Now these same people were turning against him. Taking the Bungie party line against him. In deposition after deposition Marty sat and watched as these people he thought of as among his closest friend people he had stood by

Stretch Goals Best Practices for video games crowdfunding Part 2 - by - Link Tue, 08 Sep 2015 01:36:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Stretch Goals Best Practices for video games crowdfunding Part 2 by Thomas Bidaux on 090915 032700 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. Last time I went over how a campaign should plan its stretch goals and communicate about them but I didnrsquot say much about the nature of stretch goals themselves. So it is time to discuss that. And before I go into my thoughts on the topic I think this requires an extra disclaimer. While I have a strong opinion about how stretch goals should be planned and announced the nature of stretch goals is a much more complex topic one where the nature of the game the profile of its communities the capabilities of the studio play such big roles that it would be hard for me to establish rules the way I did in the previous piece. For this reason take all of the below as general guidelines and if anything feels inappropriate or odd for your own project it is probably because it is and you should ignore what I say. On with it. Stretch goals goal In your process to define your stretch goals using wildly different scenarios as recommended in the previous article there is something incredibly important to keep in mind all along what are you trying to achieve with your Stretch Goals This might seem like an innocent question but one too many project creators donrsquot spend enough time thinking about from my numerous discussions with many of them. Most of the time Stretch Goals are seen as something needed to keep the campaign going and you basically ldquoneedrdquo them. And while they bring a much welcome boost to a campaign after reaching its goal there are not that binary thing that magically get the pledges coming. They are a very important additional promises you are making on top of the initial promise of delivering the rewards of your campaign. So what can you achieve with Stretch Goals Objective 1 ndash Get new backers to pledge for your campaign Objective 2 ndash Get existing backers to pledge more for your campaign Objective 3 ndash Get your backers to talk about your campaign to get more new backers but also to expand awareness on the project overall not just the campaign Objective 4 ndash Get media to talk about your campaign a hard one to achieve Seems sensible enough but you need to look at each and every one of your goals and ask yourself how each one of them helping the campaign You can go and incentivize your existing backers to upgrade their rewards through additional perks from the Stretch Goal. Thatrsquos a very common practice for miniature-based tabletop games but a much more difficult one to execute for video games. However if the game lends itself to this notion this is great because you are already actively engaged with the audience that those goals are intended for. You can expand your game to make it attractive to a new audience. This is a very common approach and why you see so many Stretch Goals about bringing the game to Linux or to Mac. This is also the same logic behind adding new languages support. But. You need to make sure you know how you can tell those would-be backers about your plan. Most of your current backers wonrsquot give a damn about the game being available on Mac and in German. They most likely speak English and want to play the game on PC. Finally you can build your stretch goals to be about the game content itself and get your existing community excited about them. They might not be motivated to ldquoupsellrdquo but they will sure be motivated to get the word out so more backers join you in order to get more ldquobang for their buckrdquo. They become very motivated to play the role of advocates for your campaign and spread the word. I have tried to break down those types of Stretch Goals with these elements in mind this is what I came up to so far in terms of segmentation of stretch goals and the terminology I am using for each of them Straight additional Stretch Goal. A Stretch goal that adds value to all the backers or the very vast majority of them by expandingimproving the main end project extra levels better music physical component added as a bonus to everyone. These should universally be appreciated by backers and by players who missed out on the campaign as well. They are great tools to motivate your existing base to spread the word about your campaign once the goal was reached. Segmented additional Stretch Goal. A Stretch goal that adds value to only a sub-section of the backers by expanding the main project in a way that will only benefit them port to a new platform MacLinuxconsoles additional languages added to the localized version of a game. These are very paradoxical ndash existing backers already showed support for the game and these extra goals will not make them more interested in the campaign. If they have friends who care about a specific language version or a specific platform they might spread the word to them but it will only be a slightly less efficient message. Even the ultra fan who will use every piece of ammunition you give them to get the word out will likely be less effective here. Incremental Rewards Stretch Goal. A Stretch goal that adds value to the backers who increase their pledge ie additional content added to a new reward level or to a reward level higher than the most common tier for tabletop projects additional miniatures only through add-ons. This is most frequently seen with tabletop projects where the extra manufacturing costs for the extra content more easily justifies the additional content to be dependent on new rewards or limited to higher tiers of existing rewards. It needs a particular kind of game to do this elegantly. Expansions are sometimes use that way with the extra content explicitly schedule post-release of the game and the extra content coming at an extra cost you can

Seeking Home in a Changing Industry - IGDA Summit 2015 - by Charles - Link Tue, 08 Sep 2015 01:36:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Seeking Home in a Changing Industry - IGDA Summit 2015 by Charles Cox on 090815 013600 pm 3 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. A colleague of mine stands on what he considers the far shore of game development.A career of developingtangential services platforms noble efforts and needed technologies but he tells me he39s missing what he feels is a deep connection a signal to the closer liquidcorethathe is sure must exist where therealwork the narrative challenges and development hurdles meet heart and hardware. He feels like an outsider denied entrance to an elite stratum ever-reaching for the Legit Game Job. Then I met others at this year39sIGDA Leadership Summithere in Seattle this week that told me they felt the same way. And I heard from others in my network who felt the same. And then I saw iteverywhere. Off Balance is the New Balance It was in every lecture on the lips of every hallway coffee conversation in the latestIGDA Developer Satisfaction Surveyrevealed at the conference expectations aren39t matching with reality. Everyone from the grizzled professionals to independent game makers to college graduates streaming out from places like Digipen and Full Sail is finding themselves in search of the industry they thought they knew thought they recognized. Many wonder if they39re eveninthe core industryanymore as previously-assumed-to-be-core development tasks get diffused to smaller lighter teams with outsourced production streams and larger studios grow more consolidated less able to project success for even beloved franchises and ever more boom-and-bust with panic setting in as games industry MA activitypaints a picture ofa tighter year than last. I spoke withanimation and art studio specialists fighting back from the 3908 recession and finding clients moving to cheaper outsourced studios. I spoke with recent college graduates unsure of who - if anyone - is offering any path for internships to eventual paid work. I spoke with women transgender women and men and people of color who had stories of discrimination - and of retribution for speaking up against it. And I spoke with many people who had - at one point or another - been laid off. Again and again often right after wrapping up a big title before they even had a chance to be celebrated for their contribution they were cut loose sometimes as part of a downsize sometimes as a consequence of full studio closure. Chaos By The Numbers Even as we all feel like outsiders searching for a warm chewy center that must be therealgames industry the center itself is dissolving right before our eyes. Some DSS stats that were eye opening for me Overall while I39m as encouraged as anyone that entertainment developers have greater freedom than ever to create and release games to find excited audiences - and I39m gladthat they39reusing that newfound power without hesitation- the inflection point we39re at right now hinted at by not only the DSS results but my own conversations with developers at this year39s IGDA Leadership Summit suggests to me that entertainment studios publisher and capital entities are incentivized and enabled tomaneuver at speeds much faster and angles much steeper than the traditional countervailing power machinery used by laborto prevent exploitation regulations and collective bargaining. Fighting Back At The Speed ofIndies At the Summit yesterday I had the privilege to field aCollective Creativity Workshopwith Megan Gaiser and Anne Mann to help give our fellow creatorsa chance to come up with proposals for solving difficulties in the industry. WhileUnionization was called out more than once sometimes jokingly and sometimes not I also noticed a strong pull toward indie-inspired tactics like profit sharing public accountability and transparency for companies remote work opportunities collaborative codes of ethics andmulti-studio agreements to work on larger joint projects together. The challenge and opportunity for these techniques to succeed I believe hinges on their ability to take advantage of digital connectivity and collective response at scale rather than being bottlenecked - or silenced - by individual or small-counsel leadership and power. Name-and-shame techniques in the case of insufficient anti-discrimination and anti-harassment policy for instance only work if there39s an audience willing to hear amplify and respond accordingly to place pressure on the offending company. Profitsharing and equity transfer will need to be untangled and simplified to reduce total cost of setup per recipient in order to allow companies to compensate gig economy participants for short-term work with real equityfor a low setup cost with minimal legal overhead we can dream of the day of auto-fulfilling contracts -it might be sooner than we think. And all of it -all of it- requires that we as game developers continue to organize in both small and big ways constantly evaluating our own health inputs and outputs opportunities and setbacks. We are our own canaries in the coal mine and we39re the ones -notthe investorsnotthe banksnotthe platforms and marketplaces - that are going to figure out how to respond to the reality forced on us by markets and opportunities changing on a dime withstudios flexing old muscles in new ways to keep up with them. It39s time to stop searching for a mythical homeland in our industry reaching for a real development job. Are you making games You39re a game developer. Youarethe industry. Now help us fix it. Related Jobs 09.11.15 Quality Assurance Manager 09.11.15 DevOps Engineer 09.11.15 Database Engineer 09.11.15 Web Applications Engineer View All Jobs 253033 blog blogsCharlesCox20150908253033Seeking_Home_in_a_Changing_Industry__IGDA_Summit_2015.php 936580 33732063 Loading Comments

Manga and Games - by Sande Chen - Link Tue, 08 Sep 2015 01:36:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Manga and Games by Sande Chen on 090815 013600 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. In this article game designer Sande Chen points out parallels between amateur manga and indie game development. One year when I was at the SXSW Interactive Festival in Austin TX I decided to go to a session on manga called ldquoHow Manga Explains the World.rdquo The presenter was Daniel Pink author of A Whole New Mind Why Right Brainers Will Rule the Future. I didnrsquot know anything about manga so all of this was quite new to me. I was struck by some parallels to indie game development. Manga is really popular in Japan. Tons of fans crowd into marketplaces to get the latest comics. However what they buy is not the official manga put out by the publishers but the amateur manga put out by indie creators known as lsquodojinshi.rsquo The dojinshi use established characters but create different and sometimes questionable stories with these characters. Pink commented that in the U.S. IP lawyers would have a fit if someone did this with a Disney film. But publishers and dojinshi have an tacit agreement known as lsquoanmoku no ryokai.rsquo The official manga industry has been in decline so the publishers look the other way because they figure the amateur manga will keep fans interested in the official manga. In exchange the dojinshi donrsquot flood the market and create limited copies of their work. In fact this interest in amateur manga helps the publishers. They use the markets as a way to sign up new talent and offer them a chance to create a new original manga. They also learn about market trends by observing what fans are buying. Some of these dojinshi become as well-known as the original creators. They could even branch out and do their original stories without publisher backing. It seems to me that the mod community is a similar model. Successful mod teams do become successful companies with publisher backing. Is the ldquoofficialrdquo game industry watching the indies Just by looking at casual games it appears they do. Do they look to indies as the barometer of whatrsquos to come What do you think Update Alvin Edwald Chan pointed out in the IGDA Game Design SIG FB group that dojin circles also make experimental games and until recently were not considered indie in other regions due to the dojin tag. This article was adapted from an original post on the blog Joe Indie. Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus 2007 PC RPG of the Year The Witcher and Wizard 101. She is one of the founding members of the IGDA Game Design SIG. Related Jobs 09.11.15 Quality Assurance Manager 09.11.15 DevOps Engineer 09.11.15 Database Engineer 09.11.15 Web Applications Engineer View All Jobs 253048 blog blogsSandeChen20150908253048Manga_and_Games.php 43521 28924453 Loading Comments

The 5 Myths of the Indiepocalypse - by Ryan Clark - Link Tue, 08 Sep 2015 01:36:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs The 5 Myths of the Indiepocalypse by Ryan Clark on 090815 013600 pm 77 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The hot topic for independent developers these days is the so-called ldquoindiepocalypserdquo. Itrsquos the notion that indies are going to have an increasingly difficult time making a living now that mobile and Steam are both ldquofloodedrdquo with games. Indiepocalypse posts tend to focus on 5 key ideas I contend that the ldquoindiepocalypserdquo is a myth and that these 5 ideas are misleading in subtle ways. I will respond to each of them below. 1. Too Much Competition The advent of Steam Greenlight and the subsequent ldquoopening of the floodgatesrdquo has scared many independent developers. If you were able to get your games onto Steam pre-Greenlight why would you want Greenlight to come along and increase the total number of your competitors Surely this is bad No I contend that you were ALWAYS competing with those other games and developers and that you are still competing with them in a similar way. Previously you were competing with them for Valve curation. You needed to be given permission to launch on Steam and most launched games would get a valuable slot in the main carousel at the top of the store page. Post-Greenlight you are no longer competing for curation but you ARE still competing for those slots in the main carousel. If your game is noteworthy in some way or if it immediately sells well it is very likely that you will still be given one of those coveted slots. If your game continues to sell well you will stay there. Even pre-Greenlight your game would have needed to sell well in order to say in the main carousel. You need to make a noteworthy game that sells well in order to succeed on Steam. This was true before Greenlight and it is still true now. The only difference is that the playing field is now a fairer one. In the past there may have been some unlucky games that would have sold well on Steam but werenrsquot selected for curation. Conversely there were some games that sold poorly but were lucky enough to have been selected. Valve arenrsquot omniscient. They canrsquot perfectly predict how well a game will sell. But that luck factor has now largely been removed and I donrsquot see how anyone can reasonably complain about that. Those non-selected developers were always there making their games hoping to get on Steam and failing. They sold their games from their websites and other portals instead of Steam but they were always there They were competing with you for curation but you didnrsquot notice them because they were less visible off of Steam. You still compete with them now for those same slots little has changed 2. Charts Donrsquot Lie The one complaint that I think makes sense is that the ldquoopening of the floodgatesrdquo will entice more developers to try their hand at making a game for Steam. These developers may previously have been deterred by the opaque curation process but post-Greenlight they are entering the fray eager to compete. Have a look at this chart of Steam games released each month from TonyPlaysGuitar This chart is scary But itrsquos also kind of hilarious. It reminds me of a quote from Disco Stu from the Simpsons. Did you know that disco record sales were up 400 for the year ending 1976 If these trends continuehellip The point is this trend canrsquot continue. Clearly we will not get to a situation where all humans on earth are making games for Steam. TonyPlaysGuitar has pointed this out himself in an article but the tweeted chart alone has caused plenty of fear. Also the chart is misleading. It makes you think ldquoOh Look at all those new people who are now competing with merdquo When in fact a great many of these new games are shovelware or back catalog titles that people are now putting on Steam because itrsquos easy to do. I have a number of indie friends who are currently uploading their back catalogs. Why would you NOT put your older games on Steam and get a slight boost of revenue But the point is the vast majority of these ldquonew gamesrdquo are not your competitors. ldquoFishie Fishie Learns to Countrdquo-type shovelware games are not your competitors. Back catalog indie games from 2008 are not your competitors. If they were blockbuster indie games they would likely have made it on to Steam already. There may be some legitimate competitors who have recently joined the fray but they are far fewer in number than many fear. But what about THIS scary chart from Steam_Spy First of all what does this chart really represent The orange line is showing the number of copies sold by the average game released in a given month. Its slope is scary we donrsquot want game revenue to decline like that However there are two misleading factors at work here Charts like these are interesting and helpful. Itrsquos always better to have more information But make sure you think about what they are really representing and what outside factors may also have had an impact before you draw any conclusions. 3. App Store Wasteland Some people fear that by ldquoopening the floodgatesrdquo Steam will turn into the App Store. Awesome Mad Max GIF borrowed from here. It seems that the reasoning behind this is Irsquom not aware of any evidence that ldquobeing openrdquo is the reason that the App Store is the way that it is. The internet is even more open is it like the App Store The perceived problems with the App Store are its visibility issues low pricing poor quality games and hit driven nature. Why isnrsquot Steam like that Well it is in some respects but not to remotely the same degree. I think itrsquos because of the audience. As a Steam and console gamer myself itrsquos rare that I buy a game that I discovered solely on Steamrsquos front page. Instead the front

Data obsession and the politics of facts - by Andreas Papathanasis - Link Thu, 03 Sep 2015 07:15:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Data obsession and the politics of facts by Andreas Papathanasis on 090815 013600 pm 6 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This post was originally published on my personal blog The use and abuse of data of all kinds in the games industry is a fascinating topic for me. As developers we naturally need to consider a wide range of data when working on any project data on our players our game our development process our industry trends our competition and many more. With technology improvements we now have access to more data than ever before but also more noise to dig through. Many have pointed out that immediate access to data can help focus and democratize development. Where before you may have had a political environment where the ideas that won were that of the person who is the most seniorloud charismaticwell connected now itrsquos possible to evaluate ideas using data and have the best ideas naturally win. Or at least thatrsquos the theory and like many theories it works under certain contexts and fails in others. On this post Irsquod like to talk about situations Irsquove seen where the excitement about the potential of data can cause multiple issues on otherwise good teams including the support of the bad politics environment they are supposed to prevent. From observations and conversations with colleagues I believe such issues are relatively common in the industry overall and thus worth talking about. Data obsession pitfall 1 Relying exclusively on data to decide what to do next We don39t want opinions here. We just want facts. The above phrase will always stay with me from my time in the games industry. I heard it from the moderator at a high profile series of meetings where a mix of executives and developers were discussing whether it makes sense for the company to start making games for a new platform. It was a completely unexpected response to my suggestion that we should have everyone openly state and support their opinion. As a result of this mandate during the rest of those meetings I witnessed an often comical attempt by everyone to pretend they are being ldquoobjectiverdquo by leaving out personal opinions and preferences and presenting random pieces of data that would somehow magically tell us what the right answer was. The presented data had to be hard numbers or generally accepted truths what the quote is referring to as ldquofactsrdquo otherwise it would most likely have been disqualified as an opinion. So if someone said ldquoThere were x of companies last year releasing games on this platform and they made y of dollars in revenuerdquo that was a good data pointfact that was considered progress. On the other hand saying ldquoWe shouldnrsquot go into this platform because we have nobody on the team who understands itrdquo would have been an opinion and those were explicitly judged irrelevant early on. No matter what good intentions may have been behind it this attempt to find the truth by promoting data and supressing the expression of opinion was a true disaster. The motivation for doing such a thing is usually to ensure everyone maintains ldquoobjectivityrdquo. But the idea that there is a single well defined ldquoobjectiverdquo attitude in questions that involve high uncertainty in a dynamic and complex environment like the question we faced in that group is a faulty one. Similarly faulty is the idea that once all data related to such a complex question is available it can be dissected in a standard way to give a single ldquocorrectrdquo answer. I define bad politics in the workplace as any attempt to promote personal or department goals at the expense of the overall project or company. Irsquom not looking to demonize anyone with the term. Of the bad politics Irsquove seen none were caused by genuinely evil or manipulative people. But for complex reasons itrsquos possible for various people on a team especially bigger teams to prioritize goals that simply do not benefit the team. An environment that suppresses opinion in favor of ldquofactsrdquo is the worst kind of environment for addressing this kind of bad politics. Whether they know it or not most people in such an environment are still biased by their opinions and this affects how they present and discuss data. This causes a mess of issues The biggest tragedy of this ldquodata is kingrdquo attitude is that numbers are put ahead of people. Zynga is referring to its process of making data-driven decisions as its ldquosecret saucerdquo a proprietary method of making successful games by following some sort of predefined steps. Think what that means for the people who work there They are only hired to dig through the data and perform this magical ritual that will lead to success. As long as they can do that they are completely interchangeable. Itrsquos a dangerous way to run a company that aims to eliminate any kind of diverse thinking that strays from the recipe. I understand that the notion that therersquos some higher truth that will tell you the right answer if only you work hard enough to find hidden patterns in the data must be comforting in environments of uncertainty as is any creative endeavor. Donrsquot fall for it. In any creative industry there are risks. Instead of blindly following where you think the data takes you and pretending that practice removes the risk yoursquore better off using data as one of many councils to face those risks in a calculated way that wonrsquot be fatal in the likely case of failure. Unfortunately in some companies the political environment doesnrsquot tolerate any kind of risk and failure in the first place causing everyone to take cover behind the comfort of data. Data obsession pitfall 2 Losing focus and wasting time on small data-driven improvements Jesse Hull talks about a pretty

Shovel Knight Plague of Shadows Designing Mobility Tricks - by David - Link Fri, 11 Sep 2015 04:01:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Shovel Knight Plague of Shadows Designing Mobility Tricks by David DAngelo on 090315 071500 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. We talked last time about creating character mobility that featured a learning curve for the player.Now that we have the basics established we can show you some tips and tricks tomaster the mobility toget the most out of it. During development the basics being fleshed out allowed for us to design and implementmorepolish and tighter control. If you havenrsquot yet be sure tocheck out part 1 to learn about the Plague Knight characterrsquos core move set or read the instruction manual to know more about Plague Knightrsquos campaign. One thing to remember ndashthese tricks are not required to beat the game We designed the basic mobility so it was entirely enough to get you through the game without all the bells and whistles. But isnrsquot mastering mobility fun Mastering Plague Knight Bomb Burst ndash Kill your momentum with a double jump Plague Knightrsquos sidewaysBomb Burst can be useful forjetting from place to place but when used recklessly itrsquos also a greatway to flingyourself off a ledge Luckily there are safeguards in place. Jumping again when Bomb Bursting allows Plague Knightto shoot across the screen but jumping without pressing any direction usuallycalled a neutral jump breaks all momentum with ahop straight up. In earlier iterations we tried having thisneutral jumpease you to a stop over time. However this behavior overlapped with the bomb throwrsquos lsquoease to a stoprsquo motion and was inconsistent with the snappy behavior of Plague Knightrsquos other jumps. Having a clean stop gives players the option of saving their double jump to helpstick the landing. Bomb Burst Straight Up AlternativelyBomb Bursting without pressing a directionwill send Plague straight up removing the crazy fixed arcof the sideways Bomb Burst. This allowsa lot more control over where Plague lands and goes even higher than the sideways Bomb Burst You can use this to get up high for an aerial attack too. Iteration on the Bomb Burstwas key. We spent a lot of time determining the right amount of control to give the player while still giving Plague Knight that wild feel. Crazy height crazy distance Because we needed to cover the height of Shovel Knightrsquos normal jump as well as theadditional height gained from bouncing on anenemy Plague Knightrsquos extrajump heightwasnrsquot a concern to us from the a level design standpoint. Getting great height takes some mastery toexecute andcan be riskyhellipbut it can also be a ton of fun too. Notice how we combine double jumps and bursts in order to reach ledges you couldnrsquot without help before. Jump Burst Throw Jump Burst Also note that the additional height combined with the burst speed lets you cover great lengths. With proper timingand a little bit of courage you can sail through entire rooms of obstacles. Itrsquos tough to balance difficulty when your platform character can jump to almost any platformToavoid these issues we focused on keeping the tricks morechallenging to pull off at an execution level similar to a Metroid mobility set. We also had more freedomsince this wasan alternateadventure to Shovel Knightrsquos main campaign. Being able to conquer new heights and explode over gaps that you couldnrsquot with Shovel Knight makes it all the more fun as you occasionally feel like yoursquore breaking the rules of the game Bomb Jumping Like a Pro can get you all sorts of places... Air throw for a height bump Sometimes yoursquod end upreallyclosetomaking it up a nearby platform as Plague Knight. To avoid this frustration we added a bounce that Plague Knight performs on each throw giving hima slightbump in height. This can make your throws even more clutch Burst Invulnerability and Attack Remember how theBomb Burstexplosion does damage Donrsquot forget that When enemies take damage they flash and you can go through them. While this let Shovel Knight beat melee enemies to the punch it allows Plague Knight to Bomb Burst past Bomb Burst Through Enemies This mobility combined with the gamersquos combat rulesmakes this move idealfor a quick escape out of a tight situation. But what about hazards that canrsquot be damaged Luckily Plague Knight is also invulnerable for a few frames after Bomb Bursting Fly through obstacles with the Bomb Burst This invulnerability is important It gives the player the edge neededto go in and play moredangerously. Players need onlyfocus on only two things charging ahead of time and getting close to an obstacle orenemy. Burst invulnerabilityprevents up close encounters from feeling frustrating or cheap. Itrsquos an awful feeling in a gamewhen you successfully hit an enemy only to be immediately knocked away. Shovel Knightrsquos Shovel Drop bounce also have uniqueinvulnerability rules because we wanted the characterrsquos signature attack to be frustration free and fun to pull off. The same stands forPlague Knight ndash take advantage of the Bomb Burstrsquos invulnerability and nothing can stand in your way Throw More Bombs Go More Slow Have you noticed that Plague doesnrsquot really start slowing down until he throws his second bomb You need to toss a lot to slow all the way down. This is good because it helps players better controltheir speed keepmomentum when bombing weakenemies and charge another Bomb Burst Keep this in mind as you figure out how to optimize speed runs through each stage. This bomb throwing slowdown was established through design iteration. It was important for us to maintain Plague Knightrsquos sense of speed as that really sets him apart from Shovel Knight. Bomb Burst Buffering When an instant action and a charge-up action are mapped to the same button you get aproblem that occurs in

A Wizard039s Lizard Postmortem of an HTML5 Game on Steam - by Matt - Link Fri, 11 Sep 2015 04:00:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 A Wizards Lizard Postmortem of an HTML5 Game on Steam by Matt Hackett on 091115 040100 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. A Wizardrsquos Lizard is a twin-stick action and exploration game for desktop computers released on June 16 2014 on Steam. Since we recently began seeking funding for the sequel this seemed like a good time to finally do a postmortem. A Quick History What went right 1. A Wizardrsquos Raga A Wizardrsquos Lizard is a name that I find inherently ldquostickyrdquo because of its rhyming repetitious nature and unexpected element ldquowizardrdquo is an extremely common word in a game name but ldquolizardrdquo less so. Additionally its main character Raga was designed to be super cute and attractive to the eye. These elements seem to have resonated with its audience and has even led to a healthy dose of fan art across the web. With a forgettable name like Crypt Run the original title and without the main character Raga wersquore sure AWL would have disappeared into obscurity. 2. Timing and Market Placement Usually when players of indie games find A Wizardrsquos Lizard they are reminded of The Binding of Isaac a mammoth hit of an indie game. Although AWL was not inspired by Isaac but instead shares the same roots The Legend of Zelda Spelunky the similarities are undeniable. Both games have cartoony graphics overhead projectile-based combat and room-by-room exploration of dungeon maps. Our theory is that these similarities however unintentional helped AWL attract more players. AWL was released at a time when Isaac was selling like hotcakes and being promoted heavily across Twitch and YouTube. But it had been a while since its release and some players were hungry for something new. The Binding of Isaac Rebirth was a long ways off and so AWL enjoyed a brief period of organic discovery. 3. Unique Death Mechanic During the time our game was called Crypt Run the tagline was ldquoDeath is just the beginning.rdquo Sounds pretty cool doesnrsquot it We could have done a better job delivering on that hook but when a game does something other than end when you die thatrsquos interesting. When you die in AWL you get to wander the world as a ghost and monsters that were previously hidden in the background join the heat of battle. There are also secret quests that can only be completed using this death mechanic. Having a unique feature like this definitely helped the game stand out which is something that we feel is nearly mandatory in todayrsquos gaming climate. 4. Promotion Across Steam Greenlight Kickstarter Twitch and even YouTube we were pleased with the response AWL received after its launches on both Humble and Steam. It was Greenlit on Steam in about a month and Kickstarted during the standard 30 days. Additionally dozens of fan comics were posted on our forum showing a sign that we made something that captured peoplersquos imaginations. Prominent Twitch streamers like LethalFrag and CobaltStreak played our game in front of thousands of viewers. Northernlion was also doing a series of AWL videos after the launch which wersquore sure was significant in driving sales on Steam. We lucked out here on the promotional side something wersquore guessing is attributed to 2 Timing and Market Placement as almost all of these video content creators are serious Isaac players. 5. Solid Core Gameplay All of the exposure in the world wouldnrsquot have helped AWL if its core gameplay wasnrsquot fun. Nobody would have made positive video content about it thatrsquos for sure The core mechanics in AWL -- moving throwing weapons -- are pretty solid and since the whole game is built on that most of it feels good. Itrsquos probably not until deeper into the game that the bad parts reveal themselves... What went wrong 1. Technology Since we come from web backgrounds having worked at companies like Yahoo and Raptr AWL was made using HTML5 -- that is its core language is JavaScript and native applications were created with a package called nwjs details about this tech can be found on our podcast. Using this technology felt a bit like patching together a Frankensteinrsquos monster each time we wanted to do a build. Based on feedback and Steam reviews itrsquos also crashy and very slow on many computers. While this gamersquos existence demonstrates that itrsquos possible to use this approach we found corralling the technology took valuable time away from development of the actual game. Other game studios with HTML5 games on Steam such as Greenheart Games have since switched to Unity something wersquore doing ourselves which shows that this tech isnrsquot always the right choice. We still love web tech we just want to focus on game development instead of solving tech problems ourselves. 2. Hurt Me Plenty Many successful games are difficult some even advertise their intense difficulty as a main selling point such as any Dark Souls game. But AWL is difficult in such a way that it hurts the accessibility of it and can feel unfair to many players. Indeed Northernlionrsquos video series may have been cut short because it can be time-consuming to progress and unlock new fun content to explore and demonstrate for viewers. In his GDC talk There and Back Again Castlevania Symphony of the Night director Koji Igarashi offers this wisdom ldquoThe programmer for any boss must be able to beat it without taking a hitrdquo Sounds reasonable to me -- if a competent player has intimate knowledge of a gamersquos systems and content she should be able to master it. AWL fails this test as both Geoff and I play it often still getting hit during levels and especially on boss encounters. Itrsquos just tuned too difficult which understandably turns off many players. 3. Macro Game Design Above we mentioned

Making a new game from an old genre with Horizon Chase - by Felipe Dal - Link Fri, 11 Sep 2015 03:59:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 new game from an old genre with Horizon Chase by Felipe Dal Molin on 091115 040000 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This is a repost from the Horizon Chase devblog. Hi My name is Felipe Dal Molin I am the game designer on Horizon Chase. Horizon Chase is a retroracing gameinspired by classics from the 8-bit and 16-bit era developed by Aquiris Game Studio. It was released last month as an iOS-exclusive and it hadamazing reviews and player response so far It was chosen as an App Store Editor39sChoice and even got a place in the cover ofApple39s new Twitter account. In the next posts Irsquoll try to shed a light on some of the challenges we had to overcome when making Horizon Chase and some of the solutions we found to craft a racing game that felt both nostalgic and modern at the same time. The first post will be focused on some interesting bits of gameplay and game feel and the next will talk a bit about the meta-game. Horizon Chasersquos roots draw from the conventions set by racing games from the late 80rsquos and early 90rsquos. Specially Kemco39s Top Gear for the SNES which was a huge success among Brazilian kids at the time. The gameplay in these games was very straightforward. You just had to avoid opponent cars and obstacles by steering left and right and try not to mess up when handling corners. Get off the road hit a signpost or crash into an opponent and you will lose speed positions and precious time. Use limited nitros to recover from a mistake or gain advantage over the other cars. That is to say all very arcadey but lean. No drifting challenges getting airborne enemy takedowns slipstreaming reversing special items or mounted weapons. When setting the approach for our game we didnrsquot want to go for the simulation end of the spectrum either like making the player carefully consider each move based on his carrsquos custom configuration. These were our self-imposed constraints when we started making Horizon Chase. Still I believe our first design mistake was to presume the gameplay was ldquodonerdquo because of that. As we learned we had to experience first-hand several problems that stem from this old way of making racers and some that came from trying to make it work 25 years later. One of these problems was understanding curves. Understanding curves See Horizon Chase has some 90rsquos magic running under the hood. The magic is what makes the game run smoothly in older hardware and it ensures that the game feels like one of the old racers with parallel lines running fast in the ground and a car thatrsquos somewhat stuck towards the trackrsquos direction. Irsquom not going into details here but we had to figure out lots of workarounds for things that would be simpler if we just set out to make a full realistic 3D game. Things like curves. In our main references from the genre a turn acts more like a gravity pull that puts the player in a binary situation of tension. Either yoursquore in a turn or yoursquore not. When yoursquore in a turn yoursquore either winning over-steer losing under-steer or yoursquore getting even with it. It all depends on your carrsquos steering and the curversquos force. If you played Horizon Chase or Top Gear you know what Irsquom talking about. At first we tried to use bzier curves to draw the tracks in 3D Studio MAX. Bziers are these curves made by setting anchor points and adjusting handles to smooth them out. Theyrsquore great but we soon learned the bziers wouldn39t work out as expected in our system. The problem is that to achieve this old-school gameplay a curversquos force should be constant all the way long. Itrsquos a simple concept in hindsight but took us some time to understand where we were failing. By simply drawing curves using bziers we always ended up with turns that felt weird in-game sometimes pulling the car way out of its path only to let it go a couple feet ahead. Below is a comparison between a track with ideal turns made from half circles and the same track with subtle adjustments in the bezier handles. The blue and yellowgreen bars represent curve force in each point. As it turned out the smallest difference between both handles of a point was enough to completely screw up a design. We tried a lot of things from the programming side filtering the curversquos output using an average of the angles using gaussian distribution capping each point by the average of the previous and next 10 points the list goes on. By the end of the day we noticed that all approaches broke the curves one way or the other. A turn that felt ideal didnrsquot fit with its visual representation in the game There were invisible turns happening along straight roads Some iterations made curves feel nice but far from constanthellip So we started trying to solve the problem from the level design side. We grouped together a set of modules that would help design geometric tracks without having to rely on the bezier handles. The process resulted in tracks with perfect corners but was pretty damn excessive for a game that set out to be a simple arcade racer. Also turning an organic outline into an angle-perfect point-perfect track was way too painful. What saved us from months of pure level design suffering was MAXrsquos Arc tool. Using arcs the new workflow was to outline a track using only straight lines and then fitting in arc sections. The smaller the arc the sharper the turn. We still had to weld every curve to the track and convert the junctions into bezier points without messing up the curversquos handles before exporting the data to be translated into a track by our system. But it worked and we finally had the arcadey binary turns we learned to love in Top Gear and its siblings In the end all the new knowledge about applying gaussians and averages

Emotions in games - A Bloodborne case study - by Catalin Marcu - Link Fri, 11 Sep 2015 03:57:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Emotions in games - A Bloodborne case study by Catalin Marcu on 091115 035900 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. In his paper ldquoEight ways videogames generate emotionsrdquo Jonathan Frome describes 2 player roles and 4 emotion types. In what follows I present them in my own interpretation following with a case study on how the model applies to the game Bloodborne. Player roles The player roles are those of the observer-participant and the actor-participant. The observer-participant applies to situations where the player interacts with the game without influencing it like watching a cutscene going through the lore walking around the environment listening to an NPC and so on. The actor-participant interacts with the game and influences the game be it by engaging in combat with an enemy selecting a choice in a multi-option dialogue solving a puzzle and so on - as the result of his action the game is changed compared to its state from before the action. Both player roles have the player participate in the game in its environment or setting but differ in how they influence the game state. To simplify Irsquoll use the termsobserver and actor. Emotion types The emotion types that Frome describes are game narrative artifact and ecological. Game emotions and narrative emotions are pretty self-explanatory game emotions mainly relate to how you perform in the challenge that the game poses and narrative emotions relate to characters story and setting and are very similar if not the same to the types of emotion you can experience in other forms of media such as movies or books. Artifact emotions relate to responses triggered by how a certain game is made - they can be appreciation or frustration towards an art style a repetitive sound an elegant or cluttered interface and so on. They arenrsquot triggered by whatrsquos happening in the game world but by the actual work of art that the game is and how it represents its content. These usually are emotions of evaluation targeted towards the creators of the artifact. Ecological emotions are related to the responses we get from game elements as if we were interacting with them in the real world. While there is a risk of confusing them with narrative emotions the difference is that ecological emotions refer to how a game character could create feelings of attraction towards herbecause of how she looks as if she was real while the narrative emotions towards herare more likely to be targeted to how her character was written what she does how she interacts with her medium and so on. Another example is feeling genuine fear emotions because of a monster in a game even though there is no logical reason to be afraid of it - even to the extent that itcanrsquot even affect your game character this emotion might still be triggered. A third example would be how we tend to sometimes flinch when someone in the game gets hit it doesnrsquot matter if it is our avatar or not. While game emotions are specific to games my opinion is that the other 3 types of emotions can be found in other media as well narrative ones being evidently found in movies and books artifact emotions can be found in mostly anything and ecological emotions primarily in movies and maybe also in very descriptive books. One thing of note is thatthe same stimuli can generate more type of emotions depending on how we perceive it we can get artifact emotions from focusing on how that stimuli was created ecological emotions because of what the stimuli represents and how it would make us feel if it was in the real surrounding world narrative emotions if we can have any kind of a story hint from it which is very easy we have a natural recognised tendency to see stories even in places where there is no intent for it game emotions if our actions had an influence in creating the stimuli and it affects our status performance or progress. Bloodborne - A case study Combining the 2 player roles with the 4 emotion types we get the 8 inputs that games use to generate player emotions. I will use Bloodborne as a case study to exemplify each. Bloodborne is a 3rd person action survival game with a lot of lore immersive atmosphere engaging gameplay and a pretty high difficulty curve - no free promotion intended. I will try to use only minor spoilers so it should be safe for everyone to read ahead. 1. Game events can trigger game emotions for an observer player. Although he doesnrsquot have influence over what happens the anxiety he feels when watching the introduction of a boss in Bloodborneor the desire to defeat a particularly menacing looking enemy are emotions related to his game progression that are triggered while he is only acting as an observer. Bosses in particular are triggered without you having the knowledge of where they are you simplyexplore the world and in some locations you pass a point where an event is triggered and the bosses appear. While to the loosest extent you did interact with the world by walking what follows is an impressive animation that can generate emotions of fear that yoursquoll lose progress for example - dying sends you back to the latest checkpoint and you loose what you collected in Blood Echoes the gamersquos currency - or of excitement that you can finally progress further in the game. I know the fight hasnrsquot started yet but Irsquom probably going to die 2. Gameplaycan trigger game emotions for an actor player. Fighting an enemy is the most common game emotiontrigger in Bloodborne but not the only one. Increasing the stats of your weapon is an action that can lead to increase in confidence or hope to progress further. Dying can lead to frustration defeating a powerful enemy can lead to joy receiving apowerful blow that leaves you with few health points can cause panic but all

Developers - Make your game localization friendly A few tips Part 2 - - Link Fri, 11 Sep 2015 03:57:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Developers - Make your game localization friendly A few tips Part 2 by Mike Souto on 091115 035700 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. Developers - Make your game localization friendly A few tips Part 2 Intro In the last blog about game localization I talked about making your game text localization friendly focusing on introducing your game properly overview age rating target audience context of strings special characters and platform specific text. Itrsquos all very important if you are looking to achieve a high quality game localization. If yoursquod like to check the first localization step out you can find it here Developers make your text translator friendly Part 1 In this blog I will focus on ensuring that dialogue is defined in the most appropriate way. I will look at max text length and include a quick note at the end on handing translator questions. Dialogue We often receive requests that have an amount of text that is dialogue related. Not necessarily to be recorded in the studio but perhaps to be used as subtitles or perhaps used in place of the English text used in the game also not audio. Itrsquos regularly all in the same sheetfile and mixed in with all the other text. This creates a number of basic problems Those are just the basic issues. Then we have issues based on Setting up your strings To tackle these issues you initially need to plan where these strings will be stored. You could of course use a game localization tool like our LocDirect system that separates these strings into folders. However if you want to stick with old skool files then itrsquos best that you work in a spreadsheet. In my humble opinion please steer clear of .txt files. Create one sheet that contains the ldquoingamerdquo text and then another that contains ldquodialoguerdquo. Alternatively if you want just the one sheet then you should clearly separate ingame and dialogue within that sheet. Your call but make it clear. Irsquoll go with the separate sheet concept for now. The ingame sheet should contain columns for the String ID Source text String description and then Order. Some ingame text may have a specific order however if the ID doesnrsquot feature that order then this can be missed. The translator could decide to sort the text in a different way or perhaps use a separate system for translation which may order on ID. This is very possible For example String ID Source text objective_11_start Cook the Chicken for your troops objective_11_ongoing Use the ldquofirerdquo ability. objective_11_complete You troops are now ready for battle Now if reordered on StringID String ID Source text objective_11_complete You troops are now ready for battle objective_11_ongoing Use the ldquofirerdquo ability. objective_11_start Cook the Chicken for your troops OK itrsquos a pretty simplistic example but you can see that the ldquofirerdquo ability will be translated differently depending on the understanding of how fire is used. Whether to start a fire or whether to open fire on the enemy. If you include an ldquoOrderrdquo column then this can be used by the translator to understand context. Alternatively you can add a number prefix to all strings. 0049_objective_11_start 0050_objective_11_ongoing 0051_objective_11_complete So even if sorted on ID they will be in the correct order. Note that you need to ensure that there are enough digits to allow an effective sort. If you have just 1 211 etc. then these will not sort correctly as 0001 0002 0011 etc. would obviously. I would recommend that you step in 10s instead of just 1. For example string_0000 string_0010 string_0020 etc. This then allows you to add strings in-between without having to rename all strings or add an abhellip Understanding the context of the dialogue The string description column here is of great use. The order of the strings helps with an understanding of dialogue flow and context. However in many instances there may be additional information that you can provide so that the translator is aware of what is intended by the string. Is the person meant to deliver in an urgent manner Is the person irate joking etc. Additional columns for dialogue So we have the ingame sheet and all is looking good. Then we have our dialogue sheet. You should add at least two more columns here of course up to you on whether you feel there are even more that would help with translation. These are Speaker - Who the line is delivered by add the gender of the character. Recipient - Who the line is being delivered to character namegroup and gender needed. An example here for you note that not all columns from the dialogue sheet are shown here no String ID description etc.. Source Speaker Recipient Where do you think yoursquore going Alex F Major Pain M Ready for some screaming you guys Slasher 1 M Group MF Of course putting this kind of information together can take some time but can certainly be worth the effort. You want to receive the best quality translations and minimise on error and translator questions. You may want to look at using a CMS system that allows you to add custom fields That said however you can scale this detail back if time really is against you. As a basic rule you certainly need the Speaker name and gender and Recipient gender information to help with translation quality. Gender in dialogue On the subject of gender in some languages women use different words and styles than male counterparts. When you have MM MF FM and FF dialogue all of those can be very different strings. In some cultures men use a more forceful language and women more deferential but then can reverse the forms in certain situations like an older woman or mother speaking sternly to a young man. When it comes to three person and four person discussions the gender of

Tales of an App Store rejection - by Seth Robinson - Link Fri, 11 Sep 2015 03:56:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Tales of an App Store rejection by Seth Robinson on 091115 035700 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. Growtopia39s fishing update is happening a bit later than we expected. As a warning to other developers I39m explaining why. Our app was rejected for mentioning other platforms - not in the app. Not in the description. Not in a screenshot. I know about those rules. Where did I go wrong I mentioned other platforms in the private notes to the reviewer. I had a line of text mentioning that as a multi-platform game accounts created on WindowsMacAndroid also could log on as a sort of an explanation of why I didn39t use GameCenter or iCloud saves. I removed that line of text with no other changes and resubmitted. It was approved nine days later.I guess this text would fall under metadata. I39ve never read any warnings about this so dear reader consider yourself warned. This text has been in the notes to reviewer for the last two years and 20 updates. I don39t know if I39ve just been lucky got unlucky or an automated scanner was recently added that does scan all metadata including the notes to reviewer. Doubtful as a scan would probably be runduring submission rather than after the nine day review wait And that kids is why it took 18 days to get our update approved. Don39t make the same mistake I did. Release parity on four platforms for an MMO is hard We add new content around every three weeks and things like this make it a challenge to sync up thefour platforms we support to enable new features. If anyone asks why we don39tuse the Mac App Store for our Mac clientwell now you know Being a top 1000 grossing app does not grant any special treatment or review times in my experience. I try to allow enough time for a rejection but when two rejections could mean nearly a month delay well you might be enjoying your Christmas themed app icon in January. I39d love it ifApple would introduce a Rush fee for a 48 hour review option would help immensely. I know there is a channel where you can beg for a rushed review but I don39t thinkmy players need to fish would have really cut it as an emergency. Related side note Last month we were rejected because the reviewer noticed we used the advertising ID but didn39t know WHERE we used it. I39ve heard of a few other devs getting dinged with this recently too - so be sure to point out in your notes to the reviewer exactly where it39s used and how to get there. And whatever you do don39t mention the word Android. Related Jobs 09.11.15 DevOps Engineer 09.11.15 Database Engineer 09.11.15 Web Applications Engineer 09.11.15 Game Server Engineer View All Jobs 253436 blog blogsSethRobinson20150911253436Tales_of_an_App_Store_rejection.php 16831 28905643 Loading Comments

VSCode and Unity take another bold step forward - by Simon Jackson - Link Fri, 11 Sep 2015 03:55:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 VSCode and Unity take another bold step forward by Simon Jackson on 091115 035600 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. Today September 10th marks another notch in the VS Code journey to become THE lightweight multi-platform editor the one editor to rule them all. If yoursquove been following previous articles of mine and others there has been a big push to use VS Codersquos C features with Unity and to integrate them together seamlessly well almost This wasnrsquot without pain however Most devs however were happy to live with these constraints as the flexibility power and speed they got from using the editor. That is until NOW. Enter VS Code Version 0.8.0 The VS Code team havenrsquot been sitting on their laurels they have listened they have watched and through it all with the help of the community they have acted. As of 0.8.0 the Unity integration has gotten even tighter and most of the old hindrances have been cast aside giving developers a much more fluid working environment and if you are on a MAC itrsquos even better Grumble You can grab VS Code direct from the VS Code website at httpscode.visualstudio.com If you are on Windows yoursquoll notice the installer also got an upgrade so they can deliver more features directly to your machine. If you donrsquot like automatic updating you can also turn that off if you wish Documentation Starting with the documentation Unity has been promoted as one of the main integration39s for VS code now with its own documentation page which you can find here httpscode.visualstudio.comDocsruntimesunity Therersquos lots of info in here some of which Irsquoll highlight next. An integration asset Thanks to a community member who jumped straight on the insider track for VS Code a Plugin has been built for Unity to streamline the integration. To use this plugin you need a minimum of Unity V5.0 and VSCode 0.8.0 for best results I found uninstalling the old version of VSCode first and then installing the latest best This can be found at This plugin works on both MacOS and Windows and gives you the following capabilities One thing to be aware of once you enable the VSCode integration changing your preferred code editor in the External Tools preferences will have no effect as the plugin takes over opening code files. If you want to use another editor yoursquoll have to disable the integration first using the setting shown above These are just the main highlights as there are more features in there as well. Currently you need to download the plugin files from GitHub but a package is going on the Unity asset store which when itrsquos available Irsquoll also post the link here. MAC Debugging Lucky Mac owners thanks to the power of Mono will also get debugging support in VSCode for Unity using the above plugin which sets things all nice and neat for you. Sadly this is Mac only you lucky Mac people although there are rumours of Windows and even Linux support on the way hopefully in the not too distant future OmniSharp Update The back-end of VS Code got an overhaul predominately the version of OmniSharp used by VS code got updated. This means even more code editing features are now available and it got a slight performance boost what more speed This updates and upgrades VS Codersquos features in Even more C goodness being brought in to the editor Irsquom guessing those pesky Web developers get an update as well in there somewhere Full markdown support and markdown preview engine Irsquom seriously considering running an offshoot blog with this feature itrsquoll certainly help with my Source control markdown enabled readme files for the sites GitHub and Bitbucket use this extensively By opening up any file with markdown code in it you can simply hit Ctrl Shift V and your view will be transformed in to a properly markdown converted page. You can read more about this feature here You seriously donrsquot realise how powerful this feature is until you use it no more pesky multiple commits to get a source control readme page updated never mind that preview stuff it always breaks on the website In to the Mix Therersquos a lot to take in here and the steps to get up and running with Unity have become far simpler. Irsquod highly recommend reading the rest of the release notes for the latest release of VSCode Whatrsquos in store in the future Without a roadmap itrsquos hard to be sure but you can expect that the VSCode team are working hard to deliver the best of the best of the best heck get Will smith in here to do this bit in lightweight code editing tools. So if you want to debug on Windows yoursquoll still need full Visual Studio for the moment but since Unity have also tightly integrated the new Visual Studio Tools for Unity and even added Visual Studio Community edition in to the Windows installer you should be all set. If you just want to code then VSCode is the tool to use when yoursquore ready to deploy then switch on over to full Visual Studio with your built projects or if you need to debug for the time being unless you are a MAC user either way the future is looking pretty bright. Related Jobs 09.11.15 DevOps Engineer 09.11.15 Database Engineer 09.11.15 Web Applications Engineer 09.11.15 Mobile Platform Developer View All Jobs 253455 blog blogsSimonJackson20150911253455VSCode_and_Unity_take_another_bold_step_forward.php 950036 33861463 Loading Comments

Definitive Solution to Spawn Camping in a FPS Game - by Freddy Hajas - Link Fri, 11 Sep 2015 03:54:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Definitive Solution to Spawn Camping in a FPS Game by Freddy Hajas on 091115 035500 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. After more than 20 years of experience in Playing and Developing FPS games Spawn Camping always was an annoying issue. Many mods simply put a protection for some seconds which may cause gameplay problems. Even the Spawn Protection of Frontlines released in 2008 httpsyoutu.beRsnL_lK5JHg which fixed the spawn killing in Call of Duty 4 Modern Warfare wasn39t a perfect system like this brand new one. This is the DEFINITIVE SOLUTION to ANY FPS game. Hajas M0Ds www.mods.hajas.org Blood Culture www.BloodCulture.com.br All FPS games have Spawn Camping problems. Mainly because if you just protect the player which has just respawned will hurt the gameplay and in a way will punish the player which have his merit of advance accross the enemy battlefield to accomplish his objective. Because of that problem almost no one FPS game have any spawn protection to avoid immortal players respawning in front of players that did the most difficult job attack. To fix that I made the player which was shot immediately after respawn be teleported to another random spawnpoint away from the spawn killing. Made that without harming any of the players the one which is attacking can move on since eliminated the enemy threat and the one which just respawned will not die and will not need to wait another respawn and the one which just respawned will not die and will not need to wait another respawn because he is teleported so he already respawned and is in the game. Related Jobs 09.11.15 DevOps Engineer 09.11.15 Database Engineer 09.11.15 Web Applications Engineer 09.11.15 Mobile Platform Developer View All Jobs 253458 blog blogsFreddyHajas20150911253458Definitive_Solution_to_Spawn_Camping_in_a_FPS_Game.php 877366 877366 Loading Comments

Spherical Spline Quaternions For Dummies - by Vegard Myklebust - Link Fri, 11 Sep 2015 03:54:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Spherical Spline Quaternions For Dummies by Vegard Myklebust on 091115 035400 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. or How I Learned To Stop WorryingAnd Embrace The Math My artsy illustration degree was about as useful as a chocolate teapot in setting me up for myjob as technical director. When I read white papers I feel dyslectic when looking at thewall of math and the academic wording. Now after some yearsof experience I want to share some core code bitsand understandings of the stuff that makes it possible to make prettypictures animations and games on the computer in a wording that I hope will be a bit more understandable than many of those white papers. First upSpherical Spline Quaternion Interpolation or SQUAD for short. What is it It39s a formula that makes it possible to smoothly go between a set of rotations. Where would I use it If you were making some animation code where you wanted some 3d object to go through a set of keyframes of different rotations for example 39tweening39 smoothly. What do I need to understand to use it A basic understanding of Quaternions helps but mainly you need to know that - Quaternions are rotations - They are different to Euler angles but they don39t suffer from gimbal lock. - They39re not as straightforwardto understand as Euler angles and have different problems to Euler angles. - If you tryto visualizethem your head explodes. How does it work Do you know splines curves from animation programs or vector drawing programs It39s a lotlike that but in crazy quaternion space. The trick is that you need to compute something sensible as the tangents so that you can go smoothly through a bunch of keyframes. What problem does it solve Normally you might reasonably interpolate between Quaternions using SLerp Spherical Linear Interpolation or Lerp Linear Interpolation but if you39re going to go between more than two key rotations these functions are visually to the surface of a spherewhat a straight line is to a sheet of paper. Let39s take a look at it visually. Here is a vector being rotated by SLerp through several rotations Although it39s smoothly interpolating in time it39s not really affected by what the next quaternion after the current two is so it just moves in a straight line from one quaternion to the next. If you have lots of keyframes this could still appear smooth but with just a few spaced out ones it doesn39t look smooth. Now let39s look at what this looks like with SQUAD interpolation Much better The rotations appear to be anticipating where it39s going to go next and we get a smooth curve occuring on the surface of the sphere. These rotations are much more visually pleasing and we need a lot fewer keyframes to achieve a smooth looking motion. Because it39s properly interpolating over all the different axis we can now get some interesting tangents by rotating the quaternions about the twist axis Unity Implementation The unity project with source code and an example of use file can be downloaded here Unity39s Quaternion class isn39t quite enough for to implement SQUAD so we need to expand on that a bit first. The first script in the package below QuaternionExtensions.boo helps us extend the Quaternion class with functions that we need to complete the SQUAD calculations. Among other things we need a version of SLerp that39s a bit different to the SLerp method in Unity in that it doesn39t flip as well as some basic things like scaling or adding to the Quaternion directly. The second script SQUAD.boo contains the implementation of SQUAD itself. Looking at the code top down our entry point might be something like the method Spline with a number of quaternions that make up the spline and a value t along that curve. SplineSegment returns the interpolated value between the 4 quaternions it39s operating on the part it39s working on is the line segment between q1 and q2 the first and final quaternion are the previous and next quaternion after this line segment. Intermediate is the function that produces the nice and smooth tangent values between the rotations. There39s some magic stuff going on in there and I39ll let you play with the-0.25 value yourself. I39ll cover briefly what is happening but I don39t have a very deep understanding of why this works myself. First it transforms the first and last quaternions by the inverse of the middle quaternion putting them in world space. It then performs the quaternion Log function on them that we added in QuaternionExtensions.boo adds them together scales them by a magic number and performs quaternion Exp before transforming them back into the space of the middle quaternion and normalizing the Quaternion. SQUAD is then called on q1 and q2 with the two tangent values we got from Intermediate. This is where we need to use the SlerpNoInvert method we added to the Quaternion class. If we just use the Slerp function from Unity there will come a point where unity clamps the domain of the Quaternion which basically looks like our poor vector travels through interdimensional space and ends up in some completely different place in our puny 3 dimensional world. Special thanks to Pekka Kytl for helping me learn this. As always you can continue following Ludus development on gladiator.training Related Jobs 09.11.15 DevOps Engineer 09.11.15 Database Engineer 09.11.15 Web Applications Engineer 09.11.15 Mobile Platform Developer View All Jobs 253461 blog blogsVegardMyklebust20150911253461Spherical_Spline_Quaternions_For_Dummies.php 993549 34282193 Loading Comments

Eclipsing Mechanics - by Christopher Gile - Link Thu, 10 Sep 2015 02:20:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 Eclipsing Mechanics by Christopher Gile on 091115 035400 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. Lets say you have an online Rock Paper Scissors game that is moderately successful. The user base though is slowly shrinking and you want to re-energize the game so you decide to add a new move. Mix it up shake up the Rock-centric meta-game that has been going on for to long. The game is simplicity personified lets add a bunch of crap mechanics to it. You decide to add Tree into the game. Tree39s behaviors are You throw it in there and initially Tree has a very large win rate nearly 50 large as compared to the 13 chance that all moves previously had but that quickly passes as people figure out it39s place in the game. After about a week Tree39s stats are That is great right You introduced a new game element and it is almost perfectly balanced You didn39t even disrupt the game39s circular balance strategies are still continuously changing and moving without lingering on any one movestrat to long. This is perfect right That is until you look at the usage stats of all the moves and realize that Paper39s usage is 0. The 50 win rate that occurred for Tree when released was that it was beating both Rock and Paper and all 4 of the moves were being used at roughly the same rate. People quickly realized that Paper with it39s 25 win rate and 50 loss rate was a terrible play that was ALWAYS out shined by Tree. Regardless of what you were expecting your opponent to do Tree was better than Paper. Tree has completely eclipsed Paper in usefulness. People quickly stopped using Paperandwith Paper out of the picture Tree is balanced just like Paper was before the introduction of Tree. In the resulting meta-game how players play the game you didn39t add to the game it is still 3 moves all of whom have a 13 chance of winning 13 chance of losing and a 13 chance of tying. What you did was simply replace one of those 3 elements. The meta-game continues circling around 3 elements just now without Paper. With DLC and an iterativecontinuous design process in games becoming more common this is happening more and more. You add a new sub machine gun that is slightly different from all the other sub machine guns but is unquestionably better in 95 of all reasonable situations and is so the one that is always picked. Adding bad choices or in this case making an old choice bad by eclipsing it doesn39t give the players more room to express themselves it adds traps into the game. Traps that a lot of these games charge for the pleasure of falling into. I39ve said it before but balance isn39t about win rate percentages. Or rather it isn39t just about that. A better set of criteria for assessing balance is figuring out if every element has a niche it fills best and then seeing how often those niches come into play. Which isn39t to say that every characterweaponmove has to be the best at a single niche. A good one might be 2nd best at a couple of the most commonly needed niches and therefore desirable because they are flexible. The problem is when a character is worse than another at everything. That is when you run into Tree. Related Jobs 09.11.15 Senior System Designer 09.11.15 UI Programmer fm - Flash andor Scaleform 09.10.15 Senior UX Designer 09.10.15 Systems Designer View All Jobs 253464 blog blogsChristopherGile20150911253464Eclipsing_Mechanics.php 925520 33625983 Loading Comments

10 years later F.E.A.R. is still the ultimate shooter experience - by - Link

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 13 2015 Latest Blogs View All Post RSS September 13 2015 Features View All RSS September 13 2015 Special Reports Press Releases September 13 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 10 years later F.E.A.R. is still the ultimate shooter experience by Michel Sabbagh on 091015 022000 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. A lot of shooters try to empower the player by giving himher an arsenal of realistic andor fictional weapons and letting them loose on a battlefieldarena chock-full of hostile NPCs that are all too happy to riddle you with bullets andor beat the living crap out of you. Itrsquos a formula that has stood the test of time for over 25 years and it can still provide an exhilarating experience when done right of course. As time went on and technology became more and more advanced shooters have improve that formula with more believable storylines customization options gameplay modes and an emphasis on human competition. But rather than perfecting the formula the gameplaypresentation additions made by most shooters try to embellish it. While that in itself isnrsquot a universally bad design choice it still does feel a bit like a missed opportunity. Most of us play shooters because we want to have a fun time blasting our virtual foes to pieces with our shotguns submachine guns and rocket launchers. For most shooter fans itrsquos the best virtual way to unwind since shooters are usually easy to pick up and play and can be played in short bursts especially when compared to more demanding genres like RPGs strategy games and open world games. Few shooters put an extra emphasis on the core shooter formula which is mainly responsible for my love of FPS games. And fewer of them actually come close to perfecting that formula. But there is one first-person shooter in particular that stands out from the rest. An FPS that took advantage of modernHD technology and did everything it possibly could to make the player feel like a true action hero. An FPS that saw its efforts pay off in spades. That FPS is none other than Monolith ProductionsrsquoF.E.A.R.. I remember the day I first booted up this bad boy on my PC. I kept hearing excellent things about this game and how it put other shooters to shame with its visceral gameplay and incredible audiovisual presentation so obviously I couldnrsquot help but get psyched. When I finally got to play the game my jaws instantly dropped to the floor the gameplay felt so GOOD. Everything about it screamed excellence and polish. It got to the point where I was no longer playing a game I got sucked into the experience and became the badass action hero every shooter fan wanted to feel like. And ten years later most FPS still fail to achieve the same feat as F.E.A.R.. Since wersquore more than a month awayfrom F.E.A.R.rsquos tenth anniversary it was originally released on October 18th 2005 I figured that now would be a great time to give you a clear and concise idea why F.E.A.R. is still the undisputed king of FPS gameplay. Irsquom going to list five reasons for F.E.A.R.rsquos success in empowering the player and making himher feel like the conqueror of his virtual space 1 The gunplay is absolutely dazzling Monolith Productions always had a knack for fiery shootouts and explosive scenarios the Blood series and Shogo Mobile Armor Division delivered their fair share of OTT and bloody action. But with advanced rendering technology at their disposal and lots of John Woogun-fu binging Monolith had reached their gameplay apex with F.E.A.R.. The in-game action looked nothing short of amazing and cinematic so much so that it felt like you were starring in your own summer blockbuster flick. The picture above gives you a good idea of how hectic F.E.A.R. can be just look at the difference between the ldquobeforerdquo and ldquonowrdquo frames but donrsquot let a measly screenshot fool you firefights in F.E.A.R. have to be seen in action to be believed. These bullet fests are unlike anything seen in other shooters every single piece of shrapnel created by the player and NPCsrsquo trigger finger can light up the entire scene in nanoseconds and send sparkles and particle effects flying across the environment. This effect is amplified when using Bullet Time which slows down everything and turns you into an unstoppable killing machine. The sheer amount of action that can happen onscreen can be overwhelming at first but it grows you on you the more you play F.E.A.R.. Itrsquos so good in fact that it makes you look forward to the next gunfight 2 The AI is scarily smart and realistic Itrsquos fair to say that in order for a game to be lots of fun you need to be challenged. Without challenge the entire experience would feel like a predictable pushover thatrsquos bereft of tension or excitement. In a shooter that challenge mainly comes from the hostile NPCs that populate the levels and their governing AI. And AI is something that F.E.A.R. excels at the Replicas arenrsquot going to stand around waiting to get one between the eyes. Theyrsquore going to flank you knock objects down to create cover flush you out with grenades provide suppressive fire for their teammates communicate with one another and generally make your life a living hell. Itrsquos safe to say that your foes are going to give you a really challenging time. Part of that achievement stems from the way the Replicas operate during combat. Unlike the waves seen in countless other shooters F.E.A.R. prefers to dish out punishment in smaller quantities in the form of enemy squads. This allows enemies to better coordinate their strategies and tactics and work as a team rather than a loose coalition of allies. Their strength mainly comes from their calculating demeanor not their numbers. Itrsquos that level of intelligence that allows F.E.A.R.rsquos gunfights to be thrilling and heart-pounding. You never quite know what the Replicas are up to since they wonrsquot hesitate to switch strategies on the fly and they will

You Arent a Rock Star Youre a Garage Band - Link Tue, 15 Sep 2015 20:00:13

Full Disclosure I have never released a game before. Im currently working on my first. All opinions here come from my experience working in a band not working as a developer

Math for Game Developers Advanced Vectors - Link Tue, 15 Sep 2015 16:37:00

Math for Game Developers is exactly what it sounds like - a weekly instructional YouTube series wherein I show you how to use math to make your games. Every Thursday well learn how to implement one game design starting from the underlying mathematical concept and ending with its C implementation. The videos will teach you everything you need to know all you need is a basic understanding of algebra and trigonometry. If you want to follow along with the code sections it will help to know a bit of programming already but its not necessary. You can download the source code that Im using from GitHub from the description of each video. If you have questions about the topics covered or requests for future topics I would love to hear them Leave a comment or ask me on my Twitter VinoBS Note The video below contains the playlist for all the videos in this series which can be accessed via the playlist icon at the top of the embedded video frame. The first video in the series is loaded automatically Advanced Vectors

A Rudimentary 3D Game Engine Built with C OpenGL and GLSL - Link Tue, 08 Sep 2015 23:51:56

What weve got here is failure to communicate. Some men you just cant reach. - The Captain Cool Hand Luke

Particle Systems using Constrained Dynamics - Link Thu, 27 Aug 2015 18:39:13

Simulating physics can be fairly complex. Spatial motion vehicles projectiles etc. friction collision explosions and other types of physical interactions are complicated enough to describe mathematically but making them accurate when computed adds another layer on top of that. Making it run in real time adds even more complexity. There is lots of active research into quicker and more accurate methods. This article is meant to showcase a really interesting way to simulate particles with constraints in a numerically stable way. As well Ill try to break down the underlying principles so its more understandable by those who forgot their physics.Note the method presented in this article is described in the paper Interactive Dynamics and was written by Witkin Gleicher and Welch. It was published in ACM in 1990. A posted PDF of the paper can be found here httpwww.cs.cmu.eduawpdfinteractive.pdfA link to another article by Witkin on this subject can be found here httpswww.cs.cmu.edubaraffpbmconstraints.pdfPhysical TheoryNewtons LawsEveryones familiar with Newtons second law F ma. It forms the basis of Newtonian mechanics. It looks very simple by itself but usually its very hard to deal with Newtons laws because of the number of equations involved. The number of ways a body can move in space is called the degrees of freedom. For full 3D motion we have 6 degrees of freedom for each body and thus need 6 equations per body to solve for the motion. For the ease in explaining this method we will consider translations only but this can be extended for rotations as well.We need to devise an easy way to build and compute this system of equations. For a point mass moving in 3D we can set up the general equations as a matrix equation left beginmatrix m_1 0 0 0 m_1 0 0 0 m_1 endmatrix right left beginmatrix a_1x a_1y a_1z endmatrix right left beginmatrix F_1x F_1y F_1z endmatrix right This can obviously be extended to include accelerations and net forces for many particles as well. The abbreviated equation is M ddotq F where M is the mass matrix ddotq is acceleration the second time derivative of position and F is the sum of all the forces on the body.Motivating ExampleOne of the problems with computing with Newton-Euler methods is that we have to compute all the forces in the system to understand how the system will evolve or in other words how the bodies will move with respect to each other. Lets take a simple example of a pendulum

Marketing my latest mobile game - post mortem of the first month - Link Fri, 21 Aug 2015 03:20:18

So about a month ago I published my second game. Never thought I would go this far but I guess this really makes me an indie developer no doubt about it. My first game was released last year just a trial to understand the development and publishing process from start to finish. I outsourced everything. Obviously it did not give tangible results but I learned a lot which was the point

How to Design the Data Structure for a Turn Based Game - Link Wed, 19 Aug 2015 13:32:35

One of the recurring questions I get is how to exactly make a turn-based game that has a coherent data structure.Because youre already great coding features for your games all you may need is a little guidance on how to organize your design to make the things you want actually work.When you see the following example youll see how easy it is. Stuff needed to build a turn-based gameTo keep things simple lets say you want to build a classic tic-tac-toe game. What features should be expected from a game like thisMultiple simultaneous games. Players should be able to have multiple games with different opponents taking place at the same time.Different game status. Every game should have a status that indicates what to expect. Waiting created running finished or cancelled.Play with listed friends. You could have the option to challenge your friends to a game or add new friends to the list.Play with random users. You may want to play with people you dont know.Play same skill users. You might want to play against random players that have a similar skill as you do.Luckily making a game with all these features is quite easyAll you need to know is how to lay out the features to make them work like you want.Here are a few questions you should be able to answer. 1 How are you going to store dataIn this case I assume a NoSQL database. There game data is stored in collections which is like a table in an SQL database.There are some differences though. In a collection you store objects with a similar concept but they dont need to have the same number of columns. In fact in a collection objects have attributes instead of columns.How many collections does the tic-tac-toe game needWhat information should we store in every objectHow does every process work inside the gameTo know these first we have to determine the data structure of a game match. Designing the game structureOur games will be objects stored inside a collection we can name GAMES.Every game object has these featuresIt is shared by two or more playersAllows players to make moves only on their turnsIt has a winning conditionIt has a winnerAll players in it can update the game objectWell store all these features in GAMES collection which must be readable and writeable by any player so they can work properly. 2 How will the game structure look likeObviously it will depend on the kind of game youd like to make but in the tic-tac-toe example were doing youll needUsers. Players involved in each game.Status. Whether it is a waiting created running finished or cancelled game.Current turn. In tic-tac-toe there will be a maximum of six turns between both players.Current user. Which player has the active turn and can make a move.Movements. List every move which must be ordered by turn and has to contain the information aboutUser who made the movePosition occupied on the board xy when the move is madeThis is how the structure of a turn based game looks like.Most games will have a more elaborate board than were dealing with in this example so youll need a complex matrix of coordinates and so on. But for this example the board can be represented by a simple array of positions.Lets see our board of coordinates so we can represent movements in the game.021222011121001020The format of the objects used here is JSON so every game will have this structure

A Spin-off CryEngine 3 SDK Checked with PVS-Studio - Link Tue, 18 Aug 2015 12:02:09

We have finished a large comparison of the static code analyzers Cppcheck PVS-Studio and Visual Studio 2013s built-in analyzer. In the course of this investigation we checked over 10 open-source projects. Some of them do deserve to be discussed specially. In todays article Ill tell you about the results of the check of the CryEngine 3 SDK project.CryEngine 3 SDK Wikipedia CryEngine 3 SDK is a toolset for developing computer games on the CryEngine 3 game engine. CryEngine 3 SDK is developed and maintained by German company Crytek the developer of the original engine CyrEngine 3. CryEngine 3 SDK is a proprietary freeware development toolset anyone can use for non-commercial game development. For commercial game development exploiting CryEngine 3 developers have to pay royalties to Crytek.PVS-StudioLets see if PVS-Studio has found any interesting bugs in this library.True PVS-Studio catches a bit more bugs if you turn on the 3rd severity level diagnostics. For examplestatic void GetNameForFile

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Welcome to FPSoft.eu

Floating Point Softwares is an Indie company started in 2015
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Currently we also offer non-game related solutions, 
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