Page:31 - News Archived: 3437

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

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

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

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

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

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

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

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

This Day In HistoryCovers Of Day on Mobyx27s Twitter - Link Fri, 8 May 2015 18:06:40

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

Watermarks Begone - Link

Watermarks Begone After a long week of reprocessing work the entirety of our 271573 box covers and 680458 screenshots are watermark free Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

New Game Frog-Race - Link Sun, 13 Sep 2015 10:30:20

Frog-Race Atari STDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGood thinking little buddy.quot

New Game Mad Max - Link Sun, 13 Sep 2015 09:56:41

Mad MaxDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGood thinking little buddy.quot

New Game Pac-Man Museum - Link Sun, 13 Sep 2015 09:55:37

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

New Game More Sim Cities - Link Sun, 13 Sep 2015 09:54:02

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

New Game Final Odyssey Theseus verses the Minotaur - Link Sun, 13 Sep 2015 09:53:45

Final Odyssey Theseus verses the Minotaur AmigaDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

New Game Bomb Busters - Link Sun, 13 Sep 2015 09:53:33

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

New Game One to One Match - Link Sun, 13 Sep 2015 07:38:45

One to One Match AmigaDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSay fuzzy pickles.quot

New Game Door Kickers - Link Sat, 12 Sep 2015 17:52:39

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

New Game Wkx26xF3rwek - Link Sat, 12 Sep 2015 17:50:19

WkxF3rwek Atari 8-bitDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

New Game Power Box - Link Sat, 12 Sep 2015 15:58:20

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

New Game War World Tactical Combat - Link Sat, 12 Sep 2015 15:56:46

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

New Game Sengoku Basara 4 Special Package - Link Sat, 12 Sep 2015 10:52:43

Sengoku Basara 4 Special Package PlayStation 3Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

New Game Ar nosurge Plus Ode to an Unborn Star Limited Edition - Link Sat, 12 Sep 2015 10:44:14

Ar nosurge Plus Ode to an Unborn Star Limited Edition PS VitaDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWill your stalwart band choose to Fight or Runquot

New Game DiRT 2 - Link Sat, 12 Sep 2015 10:36:46

DiRT 2Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBig Money Big Prizes I love itquot

New Game Final Fantasy V Advance - Link Sat, 12 Sep 2015 10:34:58

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

New Game Leox26x27s Fortune - Link Sat, 12 Sep 2015 10:04:26

Leox27s FortuneDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

New Game Vs. Excitebike - Link Sat, 12 Sep 2015 00:42:04

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

New Game Draw a Stickman EPIC - Link Fri, 11 Sep 2015 21:13:18

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

New Game F-117A Nighthawk Stealth Fighter 2.0 - Link Fri, 11 Sep 2015 21:12:57

F-117A Nighthawk Stealth Fighter 2.0Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

New Game MBA Capitalism - Link Fri, 11 Sep 2015 19:51:52

MBA Capitalism WindowsDiscuss Review Want Have Contribute missing cover artaddcover Developed byEnlightSoftwareLtd.Released1998PlatformWindows GenreEducational Simulation StrategyPerspectiveTop-DownThemeManagerial Real-Time ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotObjectionquot

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

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

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

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

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

Surround Atari 2600Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThe cake is a lie.quot

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

Quest for Glory I So You Want To Be A Hero DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

Review of Scania Truck Driving Simulator The Game Windows - Link Wed, 2 Sep 2015 21:00:42

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

Review of Metal Gear Solid V Ground Zeroes PlayStation 3 - Link Wed, 2 Sep 2015 21:00:00

Metal Gear Solid V Ground Zeroes PlayStation 3Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWill your stalwart band choose to Fight or Runquot

Review of Metal Gear Solid Peace Walker PlayStation 3 - Link Wed, 2 Sep 2015 20:57:52

Metal Gear Solid Peace Walker PlayStation 3Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBig Money Big Prizes I love itquot

Review of SiN Windows - Link

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

State court orders Kickstarted game creator to pay 54k for failing to - Link Fri, 11 Sep 2015 16:54:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 State court orders Kickstarted game creator to pay 54k for failing to deliver September 11 2015 By Alex Wawro September 11 2015 By Alex Wawro 16 comments More Indie BusinessMarketing More than a year after the Washington State Office of the Attorney Generalfiled a consumer protection lawsuit against a Kickstarted game creator who failed to deliver a state court ruled against the defendantand ordered that 54851 be paid in civil fines fees and restitution to backers of the bungled crowdfunding campaign. This is especially notable in light of the fact that Washington attorney general Bob Ferguson believes this to be the nation39s first-ever consumer protection lawsuit involving crowdfunding and it happens to be over a tabletop game KickstarterAsylum Playing Cards. As Polygon notes this likelysets a legal precedent for taking action against people who run successful Kickstarters and don39t deliver the goods though some of the backers of this projectreportedly began receiving decks of cards in June shortly before the court issued its ruling in July. The whole thing started when the Aslyum Kickstarterended in October of 2012 at 25146 in pledgesbeating its original 15000 goal. In 2014 Washington state39sAttorney General39s office allegedthat campaign creatorEdward J. Polchlepek III aka Ed Nash and his company Altius Managementhadcollected the money and neglected to deliver either the cards or the various backer rewards. Since some of the campaignbackers livein Washington the state39s legal team was able to get involved. ldquoWashington state will not tolerate crowdfunding theftrdquo statedFerguson in a press release announcing the ruling back in July. ldquoIf you accept money from consumers and donrsquot follow through on your obligations my office will hold you accountable.rdquo The release then goes on to encourage people in similar situations to file complaints with their state39s attorney general. Nash and Altius Management have beenordered to pay their 31backers in Washington a total of668 in restitution as well as23183 in legal fees and31000 a grand perbacker burnedin civil penalties for violating the state Consumer Protection Act but it39s yet unclear whether they39ve actually done so. Gamasutra has reached out to the Washington state Attorney General39s office for further details. 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 Top Stories Next News Story View All 253471 newswire viewnews253471State_court_orders_Kickstarted_game_creator_to_pay_54k_for_failing_to_deliver.php Loading Comments

Organization and time management as an indie studio - Link Fri, 11 Sep 2015 15:44:00

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 Organization and Time Management as an Indie Studio by Tanal Barakat 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. The following blogpost is a repost from the One Sol Studios development blog. How many of us game devs find ourselves in this same predicament you have this general idea of all the things you need to do to create your game however by not hammering it down you will likely leave things off either cuz you forget or it just didnrsquot occur to you at the time. Yoursquoll remember one thing this week but forget it the next as itrsquos all in your head and yoursquore thinking of other things constantly whether they be work related or not. As you trudge through development you constantly run into issues you hadnrsquot accounted for and suddenly yoursquore adding hours of development time on top of your original plan. Whatrsquos worse you donrsquot have a timeframe set up for your goals as you have so many tasks in your head and yoursquore not sure when you want to or can finish them. The game is this ambiguous and murky set of things you ldquogotta do at some pointrdquo. Itrsquos like looking out into the desert for miles but at the same time your vision is hazy because of all the rising heat waves. Nothing is clearly defined and yoursquore not sure what direction to go which is daunting oftentimes paralysing and worst of all demoralizing. Itrsquos not easy being a small Independent studio. With limited resources and time itrsquos easy to get overwhelmed and demotivated. So Irsquod like to share our experience with setting goals and keeping motivated throughout the development life cycle of a smallmid sized mobile game. Irsquoll talk about some ideas that worked for us and some methods that may be helpful to other dev teams. Much of our advice may seem like common sense or obvious to some and new to others. Keep in mind wersquore constantly learning and improving our process as well so feedback and sharing ideas is appreciated. We use a method I like to call it ldquoMulti-Level-Taskingrdquo am I not great at naming things. It involves a series of commonly used organizational methods implemented in combination helping us prioritize our goals as well as organizing tasks on a micro and macro level. It is also surprisingly effective at providing a clear indication of progress as well as helping keep motivation and enthusiasm levels high. Phase 1 The Punch-List After the initial brainstorming and Game Design DocumentGDD phase and before you ever create a single asset or type a single line of code we create what we like to call a ldquopunch listrdquo basically a glorified to-do list punch list sounds more awesome. In this punch list we break down the game into individual tasks not too specific but not too broad either. An item like ldquosoundrdquo is not very informative but on the other extreme ldquofind sound effect for enemy 1 find sound effect for enemy 2 etcrdquo can become very tedious and will bloat your list likehellip something that bloats really large and fast...a liferaft My point is be succinct but donrsquot go overboard ldquoacquire sound packagerdquo and ldquoimplement audio functionalityrdquo is good enough for now. The punch list functions as a means to give you and your team an idea of all the tasks that will need to be done in order to create a complete video game from start screen to UI asset creation etc everything yoursquod find mentioned at some point in a GDD. Itrsquos important to note that as you progress with your game39s development tasks will change new ones will be added and others omitted completely. This list is meant to be in flux but remember to keep the middle ground between broadness and acuteness and yoursquoll be good to go. Yoursquore probably saying to yourself ldquoduh thatrsquos obvious guy. Make a list what a revelation nubrdquo. However itrsquos what we do next with our punch list that is really important. Prioritization We use three letters 39A39 39B39 and 39C39 39A39 representing highest priority and must be completed first 39B39 lower priority but still needs attention at some point after 39A39 and 39C39 can wait until 39A39 and 39B39 is done or until this task is upgraded in priority. This scale can be done with colors or numbers whatever floats your boat. The point is we go through the list item by item and indicate which items are Arsquos based on what are first level tasks or things that are necessary to accomplish that pave the way for work on the Brsquos and the Crsquos. As you go through the list you may change some priorities here and there and thatrsquos ok yoursquoll be constantly upgrading and downgrading tasks throughout the development lifecycle as you complete items and progress in your games development. By prioritizing the hierarchy of tasks to accomplish based on what lays the foundation for later tasks yoursquove narrowed your focus to the essential first-level tasks and your game is now closer to being a reality. Phase2 Time Management This might be a tricky one but it really grounds the game development process in reality. Find out how many hours a week you have to work on your game and plot how many hours you know you will dedicate to game development each day. Irsquove actually used my smart phonersquos stopwatch. No need to exaggerate or inflate the numbers being honest is important no onersquos judging Yoursquoll be surprised how many hours you actually do spend working and how many hours you actually donrsquot work on some days. This is a good eye-opener and yoursquoll begin to grasp what you are capable of and how to improve or manage your time better. Itrsquos a daunting but powerful experience when you begin to hold yourself accountable with actual numbers of hours and minutes. It also gives you the power

Use limitations to make great game art Advice from the 2015 Game - Link Fri, 11 Sep 2015 13:29:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Use limitations to make great game art Advice from the 2015 Game Career Guide September 11 2015 By Staff September 11 2015 By Staff Post A Comment More ConsolePC SmartphoneTablet Indie Art Looking to honeyour game development skills and advance your career in the game industry We39ve got some good news for you The annualGame Career Guide for 2015is available right now for free In this edition game developer and artist Randy O39Connor offers some advice on designing striking functional art for games within the limits of your abilities budget and time. Those limitations are actually a great strength he argues because they can force you to focus your efforts and drive you to achieve goals. quotYou can39t break barriers or defy expectations without first defining those barriers and expectationsquot writes O39Connor. quotA limit gives you something attainable. Setting reasonable goals means you can accomplish your task.quot quotI made all the art for the puzzle platformerEscape Goat 2as well as some level and story design. Starting out with the genre of 39puzzle platformer39 I could already begin thinking about limits. First the game would be 2D presented from a side view. Then I could start asking other questions Is it close in or zoomed out How big will charactersbe and how detailedquot quotI also knew it39s a game about a goat and animating a quadruped is a challenge. Ian Stocker the designer wanted controlling the goat to feel like controlling Alucard fromCastlevania Symphony of the Night. One of the reasons Alucard is fun to control is because each movement has a unique animation. Turn left turn left from a run turn left from a crouch. So how many animations does my character need Run turn standing idle jump land. Limits are valuable because they allow you to focus on the big-picture tasks. For me the goat was definitely one of these.quot quotWhen you start a game you may want to think big but you should narrow your focus -- and cut cut cut -- as quickly as possible. Is your role to create the enemies for a dungeon crawler Sketch 30 bad guys choose three ideas and work the hell out of them.quot quotThere39s a tendency to want a huge number of enemies -- but wouldn39t you rather create one kick-ass troll than ten mediocre goblins How many major triple-A games have more than five cool enemies that you can remember Skyrimhas a wonderful huge world. And Bethesda one of the larger companies out there made around 30 unique creature models with maybe half as many skeletonsrigs. It39s quality over quantityquot quotUltimately it39s important to set goals. You don39t have to hit them all and some you might surpass but it39s important just to have goals to strive to meet It39ll feel great when you do.quot There39s much more advice from O39Connorand many other game industry expertsin this year39s Game Career Guide.Download it today 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 Top Stories Next News Story View All 253463 newswire viewnews253463Use_limitations_to_make_great_game_art_Advice_from_the_2015_Game_Career_Guide.php Loading Comments

Essential tools to build your games community - Link Fri, 11 Sep 2015 11:36:00

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 Community Building From Social Pauper to.um.Social Squire by Justin French on 090815 013600 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. Introduction Afternoon evening good morning everyone This week Irsquom going totalk a bit about community building and marketing. Specifically the struggles that we have gone through in building our community with Failure the tools wersquove used and how we went from knowing almost nothing about marketing to knowinghellip.well enough to get started on the right path to building our community. Quick disclaimer ndash I am not a marketing person Irsquove just taken on the role for the studio for the past couple of weeks Irsquom actually the Creative Director and usually spend most of my time designing game play systems directing our artists working on audio and managing the rest of the team but due to being the only full time member of Dream Harvest the responsibility seemed to fall onto my shoulders. I hope that this blog post shines a light on how you can go from knowing almost nothing about promoting and marketing your studio and game to being at least a bit clued up about ways to approach it. Why Build a Community Before Release Building a community around an indie game and a studio that hasnrsquot previously published anything is hard. In fact itrsquos akin to metrying to sell you something that hasnrsquot been invented yet promising that it will be the next big thing and that you should trust me and help me promote it to all your friends ndash but all yoursquove got is my word my passion and my honesty ndash and if you donrsquot know me then what is my word actually worth to you This is an issue that many indie devs come across while trying to build and market their games. We often have no budget to begin with and leaves almost nothingto put into marketing. But yoursquoll soon realize that itrsquos crucial to the success of our games. Professional marketing people say that you should be going for something like the 8020 or 7030 split in which 8070 of all the work you do for a game is the development process and 2030 is marketing. But unless yoursquove got someone dedicated to the role it becomes increasingly difficult to spend time on social media writing newsletters blogs and other material in order to shine a light on the games that wersquore trying to make and attempt to create a community of fans that engage with the content that werelease. But it has to be done its fundamental and in many ways just as important as the quality of the games that wersquorecreating. Its been seen time and time again a shit game with a great marketing campaign still ends up selling well albeit with shit reviews and pissed off consumers ndash Thank god for Steam Refunds but what about a great game something highly polished and original in itrsquos stylization and mechanics and most importantly fun ndash what happens if this game hasnrsquot had any marketing put behind it Well it might be one of the lucky few that have still ended up with success but this is really rare. More than likely all your time an effort will have gone to waste yoursquoll have a flop on your hands and yoursquoll end up feeling even more resentment for the other games that in your mind are no way as cool as yours all because they spent time marketing their game. If wewant people queuing up for our games we need to create compelling content and by god market it as much as we can. In this post Irsquoll be showing what wersquove been doing to promote our studio and game and share some of the tools wersquove been using. Tools to help build a Community There are loads of tools out there to help you get the word out about your games and studio. Here are some of the ones wersquove been using here at Dream Harvest. Thunderclap Irsquove only recently discovered Thunderclap and its a pretty nice platform somewhat similar to traditional crowd funding platforms such as Kickstarter. The biggest difference is that users donrsquot pledge money towards a project but instead pledge support on either Twitter Facebook or Tumblr. The idea being that at the end of your campaign as long as you have reached you quota In our case our latest Thunderclap requires 100 people to pledge their support a customized message will be blasted across all the accounts of the people that supported. Thunderclap offers a free service and there are several paid extras the first of which is well worth it as it gives you the chance to extend your campaign beyond the end date in case you dont reach your target and also allows you to edit your original campaign while it is running and post updates throughout. Overall its a pretty cool platform as long as you get the right people supporting you. CoPromote I started playing around with CoPromote last week. Itrsquos an interesting platform that asks itrsquos uses to ldquoco-promoterdquo each others content. With the free account you can choose a recent tweet or post from one of your social accounts to promote where it will be fed into the feed of other people using the platform based on the industry the promotion is from. One of the issues with this platform however is that the quality of posts within the gaming channel is pretty low mainly swamped with aspiring streamers or spam posts trying to get more people looking at their channel. I actually still havenrsquot come across any content from other game studios on there. This does mean that there is ample space for studios to push their products and potentially build a community through the platform which is a good thing ndash the only issue though is that in order to get your posts promoted you will need to promote other peoples posts And Irsquom not entirely happy promoting crap on our twitter feed. Hootsuite Hootsuite is a tool that allows you to control

The Indie Bubble revisited or are we all totally-doomed or just - Link Fri, 11 Sep 2015 10:44:00

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

Armello and the tension between video and board game design - Link Fri, 11 Sep 2015 07:03:00

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 Armello and the digital boardgame Dont lock your content from the player by Torbjorn van Heeswijck on 091015 020800 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. There are many things to like about League of Geeks39Armello beyond the impressive attention to aesthetics. The slow death of the king is a clever way to make the set number of game rounds feel thematically natural while the contrast between the playersrsquo growth and the kingrsquos decline gives the game a nice arc. The terrain rules are equally elegant ndash particularly the damaging swamps which are beneficial more often than one might expect. The cards and their associated resources are well balanced the daynight cycle surprisingly meaningful and the prestige leader having some say in the kingrsquos announcements is a clever touch. The quest system works very well allowing players to make an informed decision but rarely offering one that feels obvious.There are less successful areas - spirit stone victories feel disconnected from the rest of the system the rot mechanic and associated victory condition could do with some development and the game is at times unsatisfyingly random ndash but overall the gamersquos rules feel appropriately like a modern board game. Armello is beautifully presented throughout and many of the mechanics are well thought out Where Armello disappoints the most is in the way it presents this content to the player. Because they donrsquot have a computer enforcing rules or access to content traditional board games are transparent. The rules are given to players upfront the board and components communicate the game state clearly to players and components are not hidden or locked away. Inherent in classical board game design is confidence that allowing players to know everything about a game from the start will not diminish their interest in it that the results of the game system is the thing to be explored rather than the components. In contrast Armello hides much of its content from players from the very start. A list of the gamesrsquo cards is offered by the main menu but players must encounter each card in-game before it is added. Players may choose two items before the game to enhance their herorsquos abilities but the majority are locked behind achievements. The in-game manual is reasonable but not comprehensive and it cannot be accessed from the main menu. Want to know how many damage-causing cards the game contains Play a lot These arenrsquot atypical digital design choices but digital strategy games in particular could benefit from recognising that the restrictions of self-contained physical game design are not entirely negative. Locking content away from players implies a pair of fundamental issues with the game That it is too complicated to introduce in its entirety upfront and that the game is not interesting enough to hook players without the virtual carrot of unlocks and content exploration. This may be somewhat justifiable in a highly complex narrative experience as part of an extended campaign or in a deliberately shallow game running on a freemium model but neither implication is healthy for something presenting itself as a self-contained strategy game. Obstinacy with respect to information extends to gameplay as well. Almost all in-game information is trackable but very little of it is available at a glance ndash if you want to know how much gold your opponents have you need to browse through individual information tabs and while the game shows you what colour cards people are drawing it wonrsquot give you the same information just seconds later. Most egregiously the gamersquos map is visible at all times but zooming out to see more of it at once leaves a layer of clouds obscuring the playerrsquos view. None of these measures will stop a serious strategy player from accessing relevant information it only makes the process slow and frustrating. Despite having an option for ranked multiplayer in the menu Armello suggests in many ways that it is not a game to be played competitively. Even without the clouds you can39t see the whole board at a glance I hope that League of Geeks takes a serious look at some of these issues in the future as the game has only just released from early access. Locking away basic gameplay content from paying customers until they have played dozens of hours is unkind. Forcing players of your ranked mode to go outside the game for essential card and rules information or to deal with deliberately obtuse in-game presentation of information is unkind. Not just unkind to players but to the game itself ndash Armello is clearly a labour of love that has had immense effort put in to it. It and digital board games as a whole need designers confident that their game can earn playersrsquo love and time on their own merit. 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 253332 blog blogsTorbjornVanHeeswijck20150910253332Armello_and_the_digital_boardgame__Dont_lock_your_content_from_the_player.php 1002695 35949143 Loading Comments

Unity trick Batching independently moving GameObjects into a single - Link Fri, 11 Sep 2015 04:03:00

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 Unity 3D Batching independently moving GameObjects into a single mesh to reduce draw calls. by Bill Borman on 091015 022000 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. I discovered some black magic for batching to reduce draw calls in Unity recently. Think you can39t combine and batch objects that move independently You can. You probably know that static 3D models - things that never move at all - can be marked as Static and get automatically batched by the graphics engine. Separate meshes as long as they use the same material with the same shader can be combined into one draw call which means less work for the graphics card although I39m no expert on how this stuff works exactly. I have a gamewhere you build vehicles out of lots of of smaller parts. All parts on the vehicles use the same material. All the part textures are baked into one big texture atlas image and data in the vertices of the parts themselves determines whether they39re shiny or dull or damaged or hot - allowing the whole thing to use the same single shader. But that39s not enough to get batching working on its own. Unity can do a small amount of dynamic batching - batching for objects that aren39t Static - but its limit is only a few hundred polygons. One vehicle part has a few hundred already. One thing I was already doing is taking all the parts on a vehicle that don39t move I mean the whole vehicle moves but those parts all move together with it and combining them into one big combined mesh when players entered a game. Having one combined mesh is the final tipping point to getting everything batched and reducing the draw calls. When parts get destroyed I zero the appropriate ones out. That helped but I couldn39t combine anything that moved on its own like weapon turrets and spinning fans and there was still a lot of that. Here39s the trick and I know there are others out there searchingfor the same powers I was searching for. Even batching stuff on the Asset Store often does less than this. You can combine everything and have the GPU do the transforms directly on the vertices of the parts that move to put them wherever they need to be. Create one model and change the modelas you go. You could write a shader to do it but you don39t even have to because Unity has built-in support for it. Ever used SkinnedMeshRendererto animate something with bones The transforms of the separate moving vehicle parts can be the bones The Unify Wiki even has an example of how to do the conversion So now I combine everything and it39s superfast. There is a little bit of overhead in doing the transforms People with DirectX11 or newer cards you39ll be doing it on the GPU check your Player settings in the Editor for the checkboxes to enable this and DX11 mode. Those with DX9 or DX10 cards will be doing it on the CPU. But it39s a small amount of extra work either way compared to the gains in total performance - at least in my use case. 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 253274 blog blogsBillBorman20150910253274Unity_3D_Batching_independently_moving_GameObjects_into_a_single_mesh_to_reduce_draw_calls.php 951446 33873313 Loading Comments

7600 Infinity Blade assets now free to Unreal Engine developers - Link Thu, 10 Sep 2015 17:22:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 7600 Infinity Blade assets now free to Unreal Engine developers September 10 2015 By Christian Nutt September 10 2015 By Christian Nutt 4 comments More ConsolePC SmartphoneTablet Indie Art Want a leg up on creating a fantasy-themed game in Unreal Engine Today Epic has released eight packs comprising 7600 assets from Chair Entertainment39s popular Infinity Blade series. There are plenty of graphical assets from characters to effects and environments but there39s also a sound pack too. The content primarily comes from Epic39s own cancelled Infinity Blade Dungeons game. The assets are free to use quotno strings attachedquot in any Unreal Engine 4 project. Below is the list of what39s included taking from Epic39s blog post you can read it to find out more details about the packs. 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 Top Stories Next News Story View All 253370 newswire viewnews2533707600_Infinity_Blade_assets_now_free_to_Unreal_Engine_developers.php Loading Comments

Co-op communication in Lovers in a Dangerous Spacetime - Link Thu, 10 Sep 2015 16:24:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Co-op communication in Lovers in a Dangerous Spacetime September 10 2015 By Bryant Francis September 10 2015 By Bryant Francis Post A Comment More Indie Design Video For the last two years Lovers in a Dangerous Spacetime has been making a splash onthe gaming convention and conference circuit. Now the game finally launches on Steam and Xbox Onebringing its co-op spaceship arcade mechanics to players everywhere. While its basic premise---two players tasked with rescuing cute animals from fearsome aliens must scramble around a spaceship to haphazardly controldifferent instruments located at different stations---has been unique enough to catch attention Lovers in a Dangerous Spacetime also showcases lessons for designing an indie game around cooperative play. At PAX Prime lead programmer Adam Winkels with Lovers in a Dangerous Spacetimedev Asteroid Basewas able to explain some of the unique lessons and design challengesthat brought them from game jam prototype to a successful launch. Designfor Player Communication To start with Winkels reiterated the gamersquos design history---when Asteroid Base went into the 2012 Toronto Global Game Jam hersquod been thinking about the spaceship bridge simulator game Artemis along with the scene from Star Wars where Luke Skywalker and Han Solo are racing through the corridors of the Millennium Falcon struggling to man the turrets and fend off enemy TIE Fighters. quotBuilding the single player mode informed our ability to do co-operative two-player design.quot Asteroid Base39s first prototype closely resembled the final product with two players racing from station to station in their ship justlike Luke and Han. The developer39s only major change has been the addition of a map. But Asteroid Base was able to radically improve the co-op experience after the studnailed down the single-player version in which the other player is replaced by an AI space pet controlled by a Mass Effect-inspired radial menu. WhereMass Effectused the radial menu to select dialogue choices or direct party AI behavior soloLoversplayers use it to the tell the AI petwhich station on the ship to command at that moment. Above via the trailer a look at the player using the radial menu to point where on the ship the AI pet should move. quotA lot of balancing came from us basically having to always tell the space pet what to do.Having the cognitive ability to play the game and balance that is what kind of drove that design.rdquo As a comparison Winkels talksabout games likeResident Evil 5orLeft 4 Dead which helped inspire Lovers39co-op missions and win states.The philosophy of the radial menu used to control the AI space pet then drove more co-op design for themultiplayer game.Just as Luke and Han shoutedinstructions and warnings toeach other the radial acts as a stand-in for the natural interaction between players and helped Winkels and company build and test their new levels. quotBuilding the single player mode informed our ability to do co-op designquot Winkels says.quotOnce we built that we39d play the game in that modeand there it39s us the experts ordering the other person telling them what theyshould be doing.rdquo Theirplayer-controlled pet was able to act as a metric for whether or nottheir rules made sense in a co-op scenario could they experts at the game effectively communicate what needed to happen to an AI and could that communication let the expert and the newer player survive the scenario they concocted Most often if that communication with the pet worked the developers found inexperienced human players could survive as well. Let Players Pick their Roles The Loversteamrsquos biggest design struggle proved to be finding ways to encourage players to take on different roles. ldquoWe tried different stuff to encourage that. For instance when you got power ups they39d be color coded so only one person could open it and stuff like that. That didn39t end up working it was kind of confusing.rdquo quotWinkels advises testing multiplayer on show floors like PAX GDC or indie games festivals to pick up on the relationship dynamics of different players. Watch players39 faces and you39ll see how their normal relationships collide with the artificial systems in your game.quot ldquoWe ended up saying lsquoWe39ll just let people gravitate to the roles they want to playrsquordquo says Winkels ldquoBecause when we were testing it people would say lsquoI have no interest in doing anything but this. I love doing this part of it but I don39t want to do any other part of it.39 And their partner would say 39Yeah I have no interest in driving. I just want to do the other stuff.39 We figured we can let people freestyle that.rdquo For other designers thinking of building cooperative games Winkelsadvises testing early and often. But also recommends doing so on show floors at PAX GDC or indie games festivals with real players. If you watch their faces and you39ll see how their normal relationship dynamics collide with your artificial systems. ldquoItrsquos absolutely a microcosm for the relationship of the 2 people playing our game. If itrsquos a romantic relationship you can almost always see who is the person who drives the relationship---it comes through in the game. If you have a parent or a child yoursquoll have the kid yelling at the parent going lsquoWhat are you doing come on come onrsquordquo That energy Winkels hopes will help give Lovers in a Dangerous Spacetime and other cooperative games a leg up on salesand on platforms like Twitch--with the yelling coordination status reports and Star Wars references being part of the entertainment both for the playersand the people watching. 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 Top Stories Next News Story View All 253059 newswire

Blog AI is voodoo - Link Thu, 10 Sep 2015 13:02:00

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 AI is Voodoo by Robert Basler on 090915 032700 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. Originally from onemanmmo.com I39ve been programming for 34 years now. I have never had something like this happen before. I was working on a feature for the AI for the units in my little RTS game The Imperial RealmMiranda. If the AI decides to move to attack an enemy I want it to return to its original location afterwards so units don39t just wander off whenever an enemy comes by. To implement this after a unit is downloaded to the client I save the unit39s home position so it knows where to go back to. With an existing unit exactly nothing happens then -- just like I planned it. A brand new unit39s Y location isn39t actually set to a good value when it is downloaded shortly after it is downloaded some other code on the client sets the Y value to place the new unit at the right height above the terrain. The first time the AI wakes up and looks for something to do it sees the change in Y and as far as it is concerned the unit has moved from its home. The AI then tries to move the unit back to its home location where it actually is already however as part of the process of moving to its destination it does a collision check to make sure that the destination it is moving to doesn39t have any other units on it. If its destination is blocked it will move to the nearest clear location. I had another feature on my task list which said Make new units find a good position to park instead of just appearing on top of one another in front of the war factory. A bug in the AI does that for me now completely for free The first time a unit moved aside after creation I was completely astonished. AI is voodoo. 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 253247 blog blogsRobertBasler20150909253247AI_is_Voodoo.php 362388 29910633 Loading Comments

Quality Assurance Manager Respawn Entertainment - Link 2015-09-11

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

DevOps Engineer PLAYSTUDIOS - Link 2015-09-11

Job Description Were looking forDevOps Engineersto configure new environments launch new games and maintain live products. Candidates must be self-motivated team players who thrive in a fast-paced dynamic environment. If youre a smart creative ambitious engineer committed to building stellar products we want to talk to you. This is an exciting opportunity to join a world-class team and bring our games to even more fans worldwide. Responsibilities Support a regular cadence of updates and hotfixes for multiple products across game platforms Setup new development environments Optimize our build process and develop backend automation tools Poll services and infrastructure to assess health and alert on KPI metrics Troubleshoot infrastructure to identify and resolve issues Document and communicate releases Work with other DevOps engineers and project managers to release high quality products on schedule Requirements Experience managing the development lifecycle of products with regular updates Thorough understanding of HTTP server technologies and RESTJSON interfaces Experience supporting Microsoft IIS service stack of services including MSDeploy Experience in setting up and maintaining Microsoft IIS Hyper-V farms Python and BashPowerShell experience Current experience supporting Dell servers racking and cabling for expansion Experience setting up and maintaining Hyper-V instance farms Systems and network administration experience Ability to interface with QA Experience with Mercurial Microsoft TFS Perforce or other RCS Excellent communication and organization skills Candidates should possess at least three of the following Game development experience with shipped titles Proven ability to build high quality products Familiarity with Agile development processes Experience administering 10GbE network switches Link aggregation and VLAN network design Experience architecting highly scalable backend systems Experience developing and maintaining servers that support multiple mobile client applications BS or MS in Computer Science Information Science IT or similar 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.comrGamasutraJobs4ZmwJ51r_5MA

Database Engineer PLAYSTUDIOS - Link 2015-09-11

Job Description Were looking for Database 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. This is an exciting opportunity to join a world-class team and bring our games to even more fans worldwide. Responsibilities Develop new database code and improve existing code Design and implement relational database models Optimize database performance and automate operational tasks Collaborate with game server engineers to build production software Requirements BS in Computer Science or similar 5 years experience working on RDBMS Knowledge of Microsoft SQL Server 2012 Suite Expertise in relational database concepts and set based theory Create and maintain Stored Procedures Views UDFs CTEs and Distributed Transactions Expert knowledge in T-SQL query writing optimization and tuning Very strong knowledge in Backups ampamp Restores Indexing Compression Fantastic debugging skills and ability to resolve bottle necks Heavy SSIS Data Flow Tasks Cross Server report metric pulling SSRS Excellent communication and organization skills Ability to work on multiple projects Ability to hit the ground running and take ownership of assigned tasks Bonus Familiarity with Red Gate Tools tSQLt Framework and Unit Testing Development experience with VLDBs and OLTP volume in the gaming industry 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.comrGamasutraJobs4dTE3lex5EJk

Web Applications Engineer PLAYSTUDIOS - Link 2015-09-11

Job Description Were looking for Web Applications Engineers to help create 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. This is an exciting opportunity to join a world-class team and bring our games to even more fans worldwide. Responsibilities Use C and .NET to develop and enhance web-based tools that interact with game servers. Collaborate with users to continuously improve tools. Work with project manager to break down high-level goals into tasks and timelines. Requirements Current knowledge of MVC 5.2 C 5.0 and .NET 4.5.2. Sound knowledge of HTML CSS JavaScript jQuery and SQL Server. 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. Extensive understanding of user-interface design principles. BS or MS in Computer Science or similar. Bonus Familiarity with Kendo UI SendGrid and Web Forms. Experience writing and maintaining unit tests. Development experience with large scale systems. Game development experience. 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.comrGamasutraJobs43LMI0iafFEM

Associate Product Manager Vrse - Link 2015-09-11

Were looking for people to join our growing team who Seek out challenges and are comfortable with the unknown Thrive in fast-paced innovative creative environments Are expert communicators and collaborate well with others Take initiative to solve tough problems Are passionate about revolutionizing storytelling through virtual reality Most importantly have got grit Responsibilities Develop product strategy based on user experience partner requirements and technology landscape Set product roadmap and technical specs for a platform that works across devices and delivery methods Collaborate with design and engineering team on user and partner experience Manage production pipeline prioritize resources oversee QA and drive deliverable timeline Qualifications 5 years of product management product design or equivalent consultant experience An academic background in Computer Science or related engineering discipline Natural ability to make things happen around you Strong communication skills and intuition for communication strategy at every level -- within teams within the company to users to press and other audiences Detail orientated with superior organizational skills -- balancing multiple projects deadlines and requests should be second nature to you Optional but a major plus Startup experience ltimg srchttpfeeds.feedburner.comrGamasutraJobs4SjkTEVwX3cc

Mobile Platform Developer Vrse - Link 2015-09-11

Were looking for people to join our growing team who Seek out challenges and are comfortable with the unknown Thrive in fast-paced innovative creative environments Are expert communicators and collaborate well with others Take initiative to solve tough problems Are passionate about revolutionizing storytelling through virtual reality Most importantly have got grit Responsibilities Join the team that designs implements and maintains our mobile platform for virtual reality content Architect high performance scalable mobile solutions for media consumption Partner with designers product managers and colleagues to implement UX and design Extend existing platform to incorporate new functionality and features for an improved user experience Unit-test code for robustness including edge cases usability and general reliability Complete bug fixing and improve application performance Qualifications Experience building apps across iOS and Android. We will also consider experts in one platform Have published iOS or Android apps in iTunes or Google Play stores Experience with interfacing designing and maintaining APIs Working knowledge of the general mobile landscape architectures trends and emerging technologies Solid understanding of the full mobile development life cycle. Experience working with remote data via REST and JSON A deep familiarity with Objective-C Java or CC Experience working with iOS frameworks such as Core Data Core Animation Core Graphics and Core Text or Android frameworks Optional but a major plus BSMS degree in Computer Science Engineering or a related subject Experience working with a start-up Experience with Unityltimg srchttpfeeds.feedburner.comrGamasutraJobs4TJCLh8PCfBc

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

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Welcome to FPSoft.eu

Floating Point Softwares is an Indie company started in 2015
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