Page:32 - News Archived: 3437

Title Date
Xbox One Power Supply Units Now Available to Buy - Link Fri, 11 Sep 2015 08:35:25

In the annals of video game history theres perhaps no game more recognizable nor more iconic than the original Super Mario Bros. title for NES. Even folks who are decidedly not into video games have likely played World 1-1 on Mario Bros. at some point in their lives. Designed by legendary video game designerShigeru Miyamoto the first level of Super Mario Bros. is widely heralded as a game design triumph thats as instructive as it is fun to play. Earlier this week Miyamoto and Takashi Tezuka sat down for an enlightening interview with Eurogamer to discuss some of the strategies that went into designing World 1-1. DONT MISSForget USB-C theres finally a company that makes reversible micro USB cables As

Legendary Nintendo designer explains the secrets behind Super Mario - Link Fri, 11 Sep 2015 08:23:31

ltpgtlta hrefhttpnews.yahoo.comxbox-one-getting-backwards-compatibility-november-122331134.htmlgtltimg srchttpl.yimg.combtapires1.2rqrDAXLK5k65BGkm1K160Q--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_USNewsUS-AFPRelaxxboxonesystem_w.a499d094214.original.jpg 30 height86 altXbox One getting backwards compatibility in November alignleft titleXbox One getting backwards compatibility in November border0 gtltagtItamp039s only taken two years but starting this fall thanks to a huge software update Xbox One owners will finally be able to play their existing Xbox 360 games on the new console. When the update initially rolls out -- timed to arrive before the end of November -- 100 or so Xbox 360 games will be compatible with the latest-generation Microsoft games console. As well as compatibility the existing games will also be able to take advantage of several features on the Xbox One that didnamp039t come on the Xbox 360 such as taking screenshots streaming and DVR recording.ltpgtltbr clearallgt

Xbox One getting backwards compatibility in November - Link Fri, 11 Sep 2015 07:46:00

ltpgtlta hrefhttpnews.yahoo.comnintendos-sells-7-million-amiibo-114600505.htmlgtltimg srchttpl.yimg.combtapires1.2oYIRlB7GIMJMNrviHZhu8g--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com3d0540a633b63e4ec2a5cc2d38aa3f34 30 height86 altNintendoamp039s Sells 7 Million Amiibo Toys in the US Alone alignleft titleNintendoamp039s Sells 7 Million Amiibo Toys in the US Alone border0 gtltagtOn a worldwide basis total sales stand at around 14.7 million.ltpgtltbr clearallgt

Nintendos Sells 7 Million Amiibo Toys in the US Alone - Link Fri, 11 Sep 2015 06:15:04

ltpgtlta hrefhttpnews.yahoo.comevolution-video-game-spaceships-traced-guinness-world-records-101504036.htmlgtltimg srchttpl3.yimg.combtapires1.2UwDdjqVtMt9a9nJdtxBlnw--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_USNewsSPACE.comEvolution_of_VideoGame_Spaceships_Traced-2b8162d395379e8a06cb05672b15524b 30 height86 altEvolution of Video-Game Spaceships Traced in amp039Guinness World Records 2016 Gameramp039s Editionamp039 alignleft titleEvolution of Video-Game Spaceships Traced in amp039Guinness World Records 2016 Gameramp039s Editionamp039 border0 gtltagtThis awesome new image from the folks behind the Guinness World Records traces the evolution of video-game spaceships from the simple dots and dashes of ampquotSpacewarampquot in 1962 to the hyperrealistic Anaconda craft of ampquotElite Dangerousampquot in 2014. Fresh from the newly published ampquotGuinness World Records 2016 Gameramp039s Editionampquot released today Sept. 10 along with ampquotGuinness World Records 2016ampquot this ampquotEvolution of Spaceshipsampquot feature hits the highlights of galactic transportation and combat through the ages. The very first video-game shooter also featured the first video-game spaceship ampquotSpacewarampquot players in 1962 faced off in ships titled ampquotThe Needleampquot and ampquotThe Wedgeampquot in a game ampquothaving less detail than a cave paintingampquot according to the infographic.ltpgtltbr clearallgt

Evolution of Video-Game Spaceships Traced in Guinness World Records - Link Thu, 10 Sep 2015 22:30:53

ltpgtlta hrefhttpnews.yahoo.combattle-chasers-nightwar-funded-kickstarter-023053089.htmlgtltimg srchttpl.yimg.combtapires1.2CmP0dEXzGJILdLvqZ41ngQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com30cc8e1eb1458febb918cd390d499cc6 30 height86 altBattle Chasers Nightwar funded on Kickstarter with PS4 and Xbox One versions alignleft titleBattle Chasers Nightwar funded on Kickstarter with PS4 and Xbox One versions border0 gtltagtBattle Chasers Nightwar developer Airship Syndicateamp039s modern take on Final Fantasy exceededits 500000 Kickstarter funding goal today with PlayStation 4 and Xbox One versions in tow. Announced earlier this week the console ports of the turn-based Japanese role-playing game join their previously announced Mac and Windows PC relatives. The computer editions are alsoon Steam Greenlightsoliciting votes to appear on Valveamp039s storefront.ltpgtltbr clearallgt

Battle Chasers Nightwar funded on Kickstarter with PS4 and Xbox One - Link Thu, 10 Sep 2015 21:47:25

ltpgtlta hrefhttpnews.yahoo.comminimap-sept-10-pok-mon-014725036.htmlgtltimg srchttpl1.yimg.combtapires1.27gKFxCPgXIuXFBSnbkRqxg--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com61bdf3144f06c47a912cb45581fd10d7 30 height86 altMinimap Sept. 10 Pokmon mobile Marvel on Netflix Apple TV Xbox One Metal Gear 5 alignleft titleMinimap Sept. 10 Pokmon mobile Marvel on Netflix Apple TV Xbox One Metal Gear 5 border0 gtltagtWelcome to Polygon Minimap a podcast about the biggest news of the day.ltpgtltbr clearallgt

Minimap Sept. 10 Pokmon mobile Marvel on Netflix Apple TV Xbox One - Link Thu, 10 Sep 2015 20:26:03

ltpgtlta hrefhttpnews.yahoo.comlack-titles-hurts-us-video-002603670.htmlgtltimg srchttpl3.yimg.combtapires1.255huny39BSM1PLPxw_c0_A--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomeruncnet.cbs.com356834fdacbc54cf46610528e3be5bd9 30 height86 altLack of new titles hurts US video game sales in August alignleft titleLack of new titles hurts US video game sales in August border0 gtltagtSales of games at retail stores have fallen 10 percent year over year dampening hopes for a sustained rebound.ltpgtltbr clearallgt

Lack of new titles hurts US video game sales in August - Link Thu, 10 Sep 2015 19:50:59

ltpgtlta hrefhttpnews.yahoo.compok-mon-nintendos-first-augmented-235059118.htmlgtltimg srchttpl.yimg.combtapires1.2kvIW0iofLMQrr0KaeR.qcw--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomeruncnet.cbs.com7604cd1bcb0e499176d0352e0178d8df 30 height86 altamp039Pokmon Goamp039 is Nintendoamp039s first augmented-reality mobile game Tomorrow Daily 240 alignleft titleamp039Pokmon Goamp039 is Nintendoamp039s first augmented-reality mobile game Tomorrow Daily 240 border0 gtltagtKhail and Ashley get excited about Nintendoamp039s first official mobile game discuss the high price of the GoPro Odyssey VR rig and explain how lasers might be used to slow down asteroids in space.ltpgtltbr clearallgt

Pokmon Go is Nintendos first augmented-reality mobile game Tomorrow - Link Thu, 10 Sep 2015 19:18:30

ltpgtlta hrefhttpnews.yahoo.comcatch-pokemon-real-life-nintendos-231830949.htmlgtltimg srchttpl2.yimg.combtapires1.2rCKHZIK3_Ba1qE.iXgSkSw--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomeruncnet.cbs.com9ef8267a3dd3a8e8c9f72f786c524449 30 height86 altCatch Pokemon in real life with Nintendoamp039s upcoming mobile game alignleft titleCatch Pokemon in real life with Nintendoamp039s upcoming mobile game border0 gtltagtItamp039s not the first Pokemon game available on mobile but 2016amp039s Pokemon Go is an augmented-reality game that lets humans capture train and battle Pokemon in the real world.ltpgtltbr clearallgt

Catch Pokemon in real life with Nintendos upcoming mobile game - Link Thu, 10 Sep 2015 16:48:00

ltpgtlta hrefhttpnews.yahoo.comnintendo-announces-alternate-reality-mmo-204800666.htmlgtltimg srchttpl1.yimg.combtapires1.2CR4P6ELuG9nucahAqBFx6A--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungiantbomb.cbs.com548af925603b8da98669b5d5f2282d53 30 height86 altNintendo Announces Augmented Reality MMO Pokemon GO Due in 2016 alignleft titleNintendo Announces Augmented Reality MMO Pokemon GO Due in 2016 border0 gtltagtThe game will be produced in partnership with Niantic the company behind mobile game Ingress.ltpgtltbr clearallgt

Nintendo Announces Augmented Reality MMO Pokemon GO Due in 2016 - Link Thu, 10 Sep 2015 16:45:40

One thing that keptXbox 360ahead of the curve throughout its lifecycle was Microsofts willingness to dramatically change the user experience in the years after launch. The Xbox 360 wasnt just a home console it was a platform to build off of and the Xbox One isnt any different. On Thursday Microsoft took to the Xbox Wire to go into detailabout the upcoming New Xbox One Experience that will begin rolling out this holiday alongside a huge slate of new games. READ MOREApple TV vs. Xbox One vs. PS4 Can Apples hobby take on the established gaming giants There will be countless changes to the Xbox One interface when the update hits but these are a few of the ones

Your Xbox One is getting a huge overhaul this November what you need - Link Thu, 10 Sep 2015 16:30:02

ltpgtlta hrefhttpnews.yahoo.comxbox-one-dashboard-backward-compatibility-203002783.htmlgtltimg srchttpl.yimg.combtapires1.2gtwhQalwbib_JyYZlvVftQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.comf976531aa93b0a94a4d6947f45c3e7f5 30 height86 altNew Xbox One dashboard and backward compatibility coming in November alignleft titleNew Xbox One dashboard and backward compatibility coming in November border0 gtltagtXbox is promising that gamers can look forward to the Windows 10-powered ampquotNew Xbox One Experienceampquot it revealed at this yearamp039s E3 starting this November. The new features include the arrival of backward compatibility with some Xbox 360 games. Ybarra writes that ampquotat launch youamp039ll be able to play over 100 Xbox 360 games on Xbox One with hundreds more in the months to come.ampquot You can read more about that feature and some of the 360 games that you will soon be able to play on your Xbox Onehere.ltpgtltbr clearallgt

New Xbox One dashboard and backward compatibility coming in November - Link Thu, 10 Sep 2015 16:07:00

ltpgtlta hrefhttpnews.yahoo.comgta-5-updates-now-focused-200700122.htmlgtltimg srchttpl.yimg.combtapires1.2oaUN7xCeLxT.u9ldHmtIyg--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com21fff5aabd01d8677d554cbc6726b376 30 height86 altGTA 5 Updates Now Focused on Leveraging Xbox One PS4 and PCamp039s Power alignleft titleGTA 5 Updates Now Focused on Leveraging Xbox One PS4 and PCamp039s Power border0 gtltagtTechnical constraints means future updates are unlikely to come to 360 and PS3.ltpgtltbr clearallgt

GTA 5 Updates Now Focused on Leveraging Xbox One PS4 and PCs Power - Link Thu, 10 Sep 2015 15:05:00

ltpgtlta hrefhttpnews.yahoo.comps4-xbox-one-fan-made-190500019.htmlgtltimg srchttpl2.yimg.combtapires1.2t18vkee0_xlV3kJCHVAzIg--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.com8db0a0b5f570e02c6b7b4e13fab20fa2 30 height86 altPS4 and Xbox One Get Fan-Made Iron ManCaptain America Makeovers alignleft titlePS4 and Xbox One Get Fan-Made Iron ManCaptain America Makeovers border0 gtltagtMaster modder creates console laptops based on two Marvel superheroes.ltpgtltbr clearallgt

PS4 and Xbox One Get Fan-Made Iron ManCaptain America Makeovers - Link Thu, 10 Sep 2015 14:09:06

ltpgtlta hrefhttpnews.yahoo.comgta-v-adding-entirely-way-180906753.htmlgtltimg srchttpl2.yimg.combtapires1.2xZ9lPxxo3p2Ms18xI8V0JQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomeruncnet.cbs.comb65f962f1ea9eaae11ce9ed0120c36d6 30 height86 altGTA V adding amp039entirely new way to playamp039 for Xbox One PS4 and PC alignleft titleGTA V adding amp039entirely new way to playamp039 for Xbox One PS4 and PC border0 gtltagtGet the scoop on GTA Onlineamp039s new emergent Freemode Events Update which also comes with the Rockstar Editor.ltpgtltbr clearallgt

GTA V adding entirely new way to play for Xbox One PS4 and PC - Link Thu, 10 Sep 2015 14:03:35

ltpgtlta hrefhttpnews.yahoo.comsee-destiny-taken-kings-playstation-180335227.htmlgtltimg srchttpl.yimg.combtapires1.2ieBOwp8SAiz46DhruxKlqA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomeruncnet.cbs.come17701b4c4f3cc11944efb1866768527 30 height86 altSee Destiny Taken Kingamp039s PlayStation-exclusive content in action alignleft titleSee Destiny Taken Kingamp039s PlayStation-exclusive content in action border0 gtltagtPlus watch Sony unbox the special-edition Destiny PlayStation 4 bundle.ltpgtltbr clearallgt

See Destiny Taken Kings PlayStation-exclusive content in action - Link Thu, 10 Sep 2015 13:21:17

Apple unveiled a brand new Apple TVduring the iPhone 6s event a major refresh in years thats expected to offer users a new take on entertainment in the living room. The device will stream digital content from a variety of sources with Siri and universal search support. It will also let users install App Store apps andgames. In fact some people say that the Apple TV will compete directly against gaming consoles for gamers attention. In what follows well give you a quick glimpse at how the fourth-generation Apple TV compares against the two topconsoles out there Microsofts Xbox One and Sonys PlayStation 4. MORE COVERAGE iPhone 6s The 9 best new features The 5 worst things about the iPhone

Apple TV vs. Xbox One vs. PS4 Can Apples hobby take on the established - Link Thu, 10 Sep 2015 12:26:00

ltpgtlta hrefhttpnews.yahoo.comxbox-one-experience-rolling-soon-162600874.htmlgtltimg srchttpl.yimg.combtapires1.2STjFDBZmmPhM98gajbknVQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.comfeb5fbdcdf496007e340abc2e729dca8 30 height86 altNew Xbox One Experience Rolling Out Soon for Testers alignleft titleNew Xbox One Experience Rolling Out Soon for Testers border0 gtltagtSome Preview Program members can try out the new Xbox One dashboard update over the next couple of weeks.ltpgtltbr clearallgt

New Xbox One Experience Rolling Out Soon for Testers - Link Thu, 10 Sep 2015 11:09:00

ltpgtlta hrefhttpnews.yahoo.comgta-5-adding-entirely-way-150900423.htmlgtltimg srchttpl2.yimg.combtapires1.2AC6oBi2GI7PEd9.pf3potg--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerungamespot.cbs.comce1824a1d221519386cf785521839dd1 30 height86 altGTA 5 Adding ampquotEntirely New Way to Playampquot for Xbox One PS4 and PC alignleft titleGTA 5 Adding ampquotEntirely New Way to Playampquot for Xbox One PS4 and PC border0 gtltagtGet the scoop on GTA Onlineamp039s new emergent Freemode Events Update which also comes with the Rockstar Editor.ltpgtltbr clearallgt

GTA 5 Adding Entirely New Way to Play for Xbox One PS4 and PC - Link Thu, 10 Sep 2015 10:42:19

ltpgtlta hrefhttpnews.yahoo.commario-maker-nintendo-relinquishes-control-144216831.htmlgtltimg srchttpl1.yimg.combtapires1.2A7p2D2.tcARFDG1xyQrwqA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpglobalfinance.zenfs.comimagesUS_AHTTP_AP_FINANCIALTIMESb8690948b7bc9228810f6a7067006973_original.jpg 30 height86 altWith amp039Mario Makeramp039 Nintendo relinquishes control alignleft titleWith amp039Mario Makeramp039 Nintendo relinquishes control border0 gtltagtNintendo is giving players the keys to the Mushroom Kingdom. After three decades of releasing ampquotSuper Marioampquot video games the notoriously protective Japanese gaming giant is inviting players to ...ltpgtltbr clearallgt

With Mario Maker Nintendo relinquishes control - Link

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Video Disney animator draws in VR using ex-Double Fine engineers app - Link Fri, 11 Sep 2015 18:55:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Video Disney animator draws in VR using ex-Double Fine engineers app September 11 2015 By Alex Wawro September 11 2015 By Alex Wawro 1 comments More ConsolePC Art Video The folks behind the Future of Storytelling Festival have published a brief charming video of veteran Disney animator Glen Keane sketchingin virtual reality with an HTC Vive dev kit running the 3D art app TiltBrush. The video is a teaser for the festival but it39s also notable from a virtual reality game developer39s perspective because it showcases how game artists and animators mayapproach their craft differently if VR becomes mainstream. It39s also interesting to see the man who animated Disney icons like The Little Mermaid and Tarzan gushing about an artistic tool created by a pair of former Double Fine engineers Patrick Hackett and Drew Skillman. The pair once worked on prototyping experiences for quotfuture techquot like the Oculus Rift and the Leap Motion at Double Fine but eventually left to found their own VR-focused design firm in 2014. It was under that aegis that they released TiltBrush which earned acclaim from a variety of sources including Gamasutra39s own Kris Graft and drove Google to acquire Skillman amp Hackett earlier this year. 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 253479 newswire viewnews253479Video_Disney_animator_draws_in_VR_using_exDouble_Fine_engineers_app.php Loading Comments

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

Lara Croft Go dev Remake how you felt playing a classic game not the - Link Fri, 11 Sep 2015 15:46:00

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 Lara Croft Go dev Remake how you felt playing a classic game not the game itself September 11 2015 By Alex Wawro September 11 2015 By Alex Wawro 4 comments More SmartphoneTablet Design Let39s say yoursquore going to develop a new game based on an old favorite.Is it better to remake that classic game as it actually wasor make something freshthat recreatesthe way you remember that classic gamefeeling when you played it all those years ago That39s a quandary developers at Square Enix Montreal faced while makingLara Croft Go whichgarnered a fair bit of critical acclaim when it launched onvarious app stores last month. More interesting at least from a design perspective were the questions it raised about what exactly connotes a Go game and how developers might tackle the challenge of adapting classic game concepts to modern platforms. Like its predecessor Hitman Go Lara Croft Go is aturn-based mobile game based on a popular Eidos franchise. Both games had roughly a year-long development cycle both were built in Unity by a small team and sold for 5 with the option to pay in-game for extra hints. But when it comes to core design the games stand apart Hitman Go levels play out more like mechanized puzzle boards where enemies and assassination targetsmovewhen the player does while Lara Croft Go levels feel more like sliding block puzzles -- players often have to carefully slide Lara through a level to pull the right switches and climb the right walls without running afoul of environmental hazards. By releasing the game Square Enix Montreal has effectively created its own Gofranchise of classic games reimagined for mobile devices and Lara Croft Go technical director Antoine Routon says the studio originally founded to make big-budget Hitman games has come to embrace the idea of making mobile games by ldquodistillingrdquo game design to its minimum viable parts. Distilling game design like liquor tocreatea stronger product quotWe39re trying to make games that make you feel now the way you remember feeling while playing those old games.quot ldquoA Go game is a process of trying to boil down those old gamesrdquo he tells me over the phone. ldquoI like to imagine it as like yoursquove got this big engine and you just split it apart put all the pieces on a workbench and try to rebuild the leanest engine you can out of them. In a way designing a Go game is actually a puzzle in itself.rdquo In the case of Lara Croft Go that puzzle manifestedas an officewall covered in Post-It notes each sporting a memorable mechanic or moment from old Tomb Raider games jotted down by a developer. Over the course of the gamersquos development cycle everything that wasnrsquot feasible from a production standpoint the team started with 5 people and never grewlarger than 15 wasdumped well stuckin a Post-It note graveyard andthe surviving ideas -- ancient traps for example -- were adapted to fit a turn-based mobile game framework. ldquoSo in Hitman Go we had all these human characters. But when you think of the first Tomb Raider games Lara wasn39t killing hordes of faceless henchmenrdquo says Routon. ldquoShe was an adventurer in a hostile environment so her opponents were usually animals and the world. So for our mechanics we used animals and traps and traps are both very iconic and at the same time very easy to produce because there39s no crazy animation or anything. That39s anexample of an idea that made it into the game because it just meshed well with our production needs.rdquo That production process probably sounds familiar to many mobile game makers but the design philosophy underlying it -- this goal of developing a game that conveys what you remember it feeling like to play a classic game rather than remaking the classic game itself for a modern platform -- seems notable to me. An increasing number of classicgames are being ported to mobile as smartphones and tablets grow ever more powerful think Final Fantasy Baldurrsquos Gate Max Payne et al but theyrsquore typically just reskinned versionsadapted for mobile device interfaces. The Go games seem different. The earliest Tomb Raider games on PlayStation come up multiple times during my brief conversation with Routon and each time his speech quickens with excitement. Those old games seem important to him but when I ask about the lessons he learned from going back to study them for this project he claims that to do so would ruin the design process. ldquoI didn39t replay those old games because I feel the best version of the first Tomb Raider is in my heartrdquo says Routon. Maybe that39s cheesy but so often if you go back and look at a game you loved so much that39s twenty years old and you play it....it sucks. I didn39t want to have that feeling you know I just didn39t even want to check. So I keep the version I have in my memory and tried to design a game around that.rdquo There were other influences too of course. The Lara Croft Go team took art design cues from Eric Chahirsquos seminal adventure game Another World as well as the Tintin adventure comics created by Belgian cartoonist Hergeacute. But Routon says the team returned again and again to the idea of trying to recreate how it felt to play those classic Tomb Raider games. ldquoIt39s almost like Impressionism. Not in terms of like the craft using little dots of paint but moreso....instead of literally copying reality just trying to capture the essence of somethingrdquo says Routon. ldquoWe39re trying to make games that make you feel now the way you remember feeling while playing those old games.rdquo ldquoLara Croft Go was almost an Impressionist version of the old Tomb Raider games we really tried to capture the impression the memory of playing them. All those memories thatrsquos what we really tried to transcribe into this game.rdquo Related Jobs 09.11.15 Senior System Designer 09.11.15 UI Programmer fm - Flash andor

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

Get a job Disruptor Beam is hiring an experienced Unity Engineer - Link Fri, 11 Sep 2015 15:16:00

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 Get a job Disruptor Beam is hiring an experienced Unity Engineer September 11 2015 By Staff September 11 2015 By Staff Post A Comment More SocialOnline SmartphoneTablet Programming Recruitment The Gamasutra Job Board is the most diverse active and established board of its kind for the video game industry Here is just one of themany many positionsbeing advertised right now. UnityDev Ops EngineerDisruptor Beam Location Framingham MA 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 you39ll be responsible helping to deliver mobile and online game products in one of the highest-scaled Unity development and production environments. You39ll administera range of systems createautomation systems coordinatewith QA and debug build amp 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 Requirements InterestedApply now. About the Gamasutra Job Board Whether you39re just starting out looking for something new or just seeing what39s out there the Gamasutra Job Board is the place where game developers move ahead in their careers. Gamasutra39s Job Board is the most diverse most active and most established board of its kind in the video game industry serving companies of all sizes from indie to triple-A. Looking for a new jobGet started here. Are you a recruiter looking for talentPost jobs here. Related Jobs 09.11.15 DevOps Engineer 09.11.15 Database Engineer 09.11.15 Web Applications Engineer 09.11.15 Mobile Platform Developer View All Jobs Top Stories Next News Story View All 253468 newswire viewnews253468Get_a_job_Disruptor_Beam_is_hiring_an_experienced_Unity_Engineer.php Loading Comments

Video Using the Fox Engine to build Ground Zeroes - Link Fri, 11 Sep 2015 15:10:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 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 Video Using the Fox Engine to build Ground Zeroes July 30 2014 By Staff July 30 2014 By Staff 3 comments More ConsolePC Design Production Video Vault To reproduce the real world you need to study the real world. - Kojima Productions Hideki Sasaki explains why the studio pushed its artists to focus on thoroughly understanding the design of real-world objects like shirts and conference tables before recreating them in-game. Hideo Kojima and the Kojima Productions staff took the stage at GDC 2013 to spend nearly 90 minutes demonstrating and explaining the workflow and development process of Metal Gear Solid Ground Zeroes on the Fox Engine. During the session they offer some interesting insight into the technical work of Kojima Productions and cover the key components and unique graphical techniques the studio employs to create the visual effects seen in Ground Zeroes. They also offered an overview of how the team goes about creating assets and highlights some of the unique rendering tricks that are employed in the most recent Metal Gear Solid games. Its a fascinating talk so weve taken the liberty of embedding the free video of Photorealism Through the Eyes of a FOX The Core of Metal Gear Solid Ground Zeroes above. You can also watch it here on the GDC Vault.About the GDC VaultIn addition to this presentation the GDC Vault offers numerous other free videos audio recordings and slides from many of the recent Game Developers Conference events and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC GDC Europe and GDC Next already have full access to GDC Vault and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally current subscribers with access issues can contact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech Related Jobs 09.11.15 Associate Product Manager 09.11.15 Game Art 09.10.15 Publishing CoordinatorBeijing 09.10.15 Producer View All Jobs Top Stories Next News Story View All 222231 newswire viewnews222231Video_Using_the_Fox_Engine_to_build_Ground_Zeroes.php Loading Comments

New mobile analytics platform aims to help devs hunt whales - Link Fri, 11 Sep 2015 14:45:00

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 New mobile analytics platform aims to help devs hunt whales September 11 2015 By Alex Wawro September 11 2015 By Alex Wawro Post A Comment More SmartphoneTablet BusinessMarketing A former employee of mobile analytics maven App Annie has launched his own analytics platform Whally that39s designed to identify and track 39whales39 -- peoplewho spend significant amounts oftime and money playing mobile games. This is notable for at least two reasons One chasing and capturing39whale39 players isan ethically complex issue. Twoit39s surprising that nobody39s tried to do something like this yet though it39s also worth noting that Whally currently only tracks publicly-available playtime and scoring data -- not spending habits. An analyst consulted by VentureBeatbelievesWhally is one of the first mobile analytics platforms to try and pinpoint 39whales39 by tracking the publicly-posted scores on Game Center and social media sites of over 190000 iOS games. While the platform launches publicly today Whally was founded in France earlier this year and recently raised an undisclosed sum of investment during a seed funding round led by serial mobile game investor London Venture Partners. 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 253466 newswire viewnews253466New_mobile_analytics_platform_aims_to_help_devs_hunt_whales.php Loading Comments

Dont Miss Mario maestro Koji Kondo on how he composes classics - Link Fri, 11 Sep 2015 14:08:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 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 The Mario Maestro speaks Koji Kondo on composing classics December 10 2014 By Christian Nutt December 10 2014 By Christian Nutt 5 comments More ConsolePC Audio Koji Kondo became an immutable part of the fabric of the game industry itself when Super Mario Bros. was released in 1985. His tunes which served as the unforgettable accompaniment to one of the most important games in history are still cherished today. Kondo continued to be the sole composer for the Mario games through 1996s Super Mario 64 as well as the mainline Zelda franchise through Ocarina of Time. Gamasutra got a rare chance to interview the composer prior to his appearance this past weekend at The Game Awards where he played classic Mario themes on piano and appeared alongside the band Imagine Dragons. In this rare and remarkably humble interview he looks back on his oeuvre hes currently hard at work on 2015s 30th anniversary franchise title Mario Maker for the Wii U and shares his advice to other game composers. Youre supervising the music for Mario Maker. That means youre looking back at your career essentially. What does it mean to be looking back at your older work and how does it feel Koji Kondo Well on Mario Maker Im actually the sound director and the main composer so Im having a really really good time looking back at the themes from the older games and working with those and creating some new revisions and new remakes for this title. When you look back at your old work how do you see it now after all these years KK I look back and I really think that each song has its own specific set of memories for me. While Im working on music that is based on some of those original songs I kind of hearken back to the days when I was working on that and revisit the things that I wanted to do at the time I was creating each piece of music. We had a limited sound palette at that time -- the tools that we had definitely had a limited selection of sounds and notes that we could work with. There were maybe some things that we couldnt express to the full degree that we wanted to. I think we left some stuff on the table. Its really nice using the new tools incorporated in the Wii U and our new hardware to recreate and rearrange some of that stuff. Its just a heck of a lot of fun. I get to both remember the time that I was creating that music originally but again then work with the new tools to flesh it out in some ways and reimagine it. Its a lot of fun for me. The underground music first heard in level 1-2. Can you think of any specific memories that you have encountered about those classic games while working on this project KK Yeah. I think each one has its own memories as I mentioned before but maybe one that I can recall off the top of my head is the underground music that I created for the original NES. It was really concentrated on the space between the notes and using a few notes to create that feeling of being underground -- that sort of creepy atmosphere is something I really focused on. Trying to create a sparse sound environment that would enhance what we see on the game screen. And I think its nice to now use the tools that I have to edit that and hopefully enhance that even further. The tools you had at the time were so limited that creating a sparse piece of music was to your advantage. Now you can flesh it out. You talked about the sparseness as being a positive but now youre not restricted. How do you approach that KK I think if we look back at the NES version of the music from the imagining of what sort of music I wanted to create to the act of creation there wasnt a large time gap between those because of what we were working with -- whereas now were able to create sound in such detail. The tools that we have allow us to recreate -- say for example the bassline the bass part. We really can and need to make it sound like an actual bass not a computer sound but an actual bass. But were using a computer to do it. With all of those small details were not making the music any more complex were not using the tools just because theyre there to make the music too overpowering or whatnot but we do have a lot of detail that we can flesh out using todays tools. So it takes quite a bit more time actually to create the music than it did back in the day so to speak. When you go back to the old music do you find yourself using ideas that you had at the time that you couldnt implement for technical reasons or when you approach them now do you have new ideas that are spurred by this new opportunity KK I think actually its both. There are some where well take the same themes and I want to try it maybe in a different genre or try it with different instrumentation. Because now I have a different palette to work from so Ill take some of those themes and rework them using new instrumentation. There are obviously some that are obviously just completely original ideas but there are others that are taking that original music the same feeling I had when writing those then using the technology I have today to make variations on that theme. Some are completely brand new and original and some are reimaginings of those themes but just using todays technology. For this question you dont have to stick to Mario. What soundtrack stands out as your favorite that youve worked on and why KK Tough question I guess Im going to have to go back to the original Super Mario Bros. theme. Its just very gratifying for me to see the enduring popularity of the song and that its a worldwide phenomenon it looks like. If I go onto YouTube I can see so many different people using such different instrumentation to create different versions of this song. Im just seeing that these people would think of this music as something that they wanted to put their own spin on and go to all the trouble to reimagine it with their own instrumentation or whatnot is very gratifying for me. So I

EA shuts down Flight Control Real Racing and other early mobile game - Link Fri, 11 Sep 2015 14:00:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 EA shuts down Flight Control Real Racing and other early mobile game hits September 11 2015 By Alex Wawro September 11 2015 By Alex Wawro 6 comments More SmartphoneTablet BusinessMarketing This month Electronic Arts abruptly ceased supporting andselling 23 of its older mobile games including several notable early hits likeFlight Controland the originalReal Racing. Games like thesemay seem ancientin from the perspective of a mobile game developer-- Firemint released them both in 2009 a year after the Apple App Store launched -- but as TouchArcade points out EA39s decision to remove them from the various app stores ensures it will be much more difficult for game designers andhistorians to study these early success stories. Back in 2009 the fact that Firemint sold over 700000 copies ofFlight Controlin less than twomonths on the market it eventually went on to sell millions was abig deal. In a 2010 conversation with Gamasutra Firemint39s Alexandra Peters suggestedFlight Controlwas one of the first quotcasualquot games for mobile that was both commercially successful and well-regarded by the game development community. That successspurredstudioto pour what at the time it believed to be quotthe biggest development budget ever for an iPhone gamequot into what would become Real Racingand the success of both titles and their spinoffs drove EA to acquire Firemint in 2011. 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 253465 newswire viewnews253465EA_shuts_down_Flight_Control_Real_Racing_and_other_early_mobile_game_hits.php Loading Comments

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

Dont Miss We cant prove when Super Mario Bros. came out - Link Fri, 11 Sep 2015 11:28:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH Contents Sad But True We Cant Prove When Super Mario Bros. Came Out 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 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 Features Sad But True We Cant Prove When Super Mario Bros. Came Out by Frank CifaldiBusinessMarketing Design 57 comments March 28 2012 Page 1 of 3 Super Mario Bros. is one of video game historys greatest treasures. Its massive world full of colorful characters and hidden secrets informed the design of just about every action-adventure game that came after it. It spawned numerous sequels television shows comic books merchandising and even a feature film. And at over 40 million copies sold worldwide not counting the various ports and reimaginings over the last couple decades this is arguably the game that brought business back to an American home video game industry that had plummeted to next to nothing in the early 80s the victim of an oversaturated market that left stores full of excess inventory that was practically given away. And yet we dont know exactly when the game came out. In fact talk to enough people and youll come to find out that we cant even agree on the year the game came out at least in the United States in Japan we know exactly when it shipped September 13 1985. This isnt Amelia Earhart or the Bermuda Triangle were talking about here this is one of the highest grossing consumer entertainment products in history introduced less than 30 years ago and we cant seem to get the date right.I decided recently to try to set this right. I wanted to prove once and for all exactly when Super Mario Bros. invaded North America. I wanted to put this whole embarrassing mess behind us so that the history books of the future could be properly informed and so that places like Wikipedia would have a definitive source to cite. Did I find the answer Well sort of. Read on to see just how difficult this search turned out to be. First A History Lesson Back in 1985 Nintendo of America was a pretty small venture dealing primarily in arcade game distribution if anyone in the U.S. knew the name they associated it with Donkey Kong the licensing of its properties to other companies and its handheld Game amp Watch LCD games. So when it showed off a prototype of what would become the Nintendo Entertainment System at the Winter Consumer Electronics Show that January buyers scoffed. The system was huge in its native Japan where it was known as the Family Computer -- it pushed 2.5 million units in 1984 alone along with 15 million game cartridges. But American retail buyers still burned by the video game industry crash of 1983 didnt care. Video games were dead and buried they were toy store poison. People were fired over bum video game deals that resulted in shelves being crammed with five dollar clearance titles and no matter how great these new Nintendo games may have looked no one was about to take that risk again. Nintendo of Americas strength was in recognizing that there was still a market to be claimed. It wasnt as if the crash caused kids to stop buying games -- in fact 1983 was a record year for cartridge sales and quarters were still piling up in arcade machines around the country too. The problem was that the home games paled in comparison to those in the arcade. The NES meanwhile actually offered something resembling the arcade experience at home or at least a reasonable facsimile. In the case of many of Nintendos own games the hardware was literally the same as what was powering their arcade counterparts meaning they were truly arcade-perfect. A common theme in talking to Nintendo employees of the time is that if players just got their hands on the system theyd be sold. We had a pretty strong belief that if we could get the consumer to try the product or experience the product they would believe it was a new form of entertainment that they wanted to participate in Gail Tilden who was in charge of the companys PR and marketing at the time once told me. So instead of waiting for buyers to warm up to the idea Nintendo risked everything by offering stores an unbelievably sweet deal rather than being stuck with unsold inventory Nintendo would buy back any unsold merchandise. They would even come in and set up the displays and demonstrate the games. All a store would have to sacrifice would be shelf space. This all culminated in a test market launch limited to the areas surrounding New York City lasting from October of 1985 through Christmas Eve. A sort of SWAT team of Nintendo employees worked out of a rundown rented warehouse in Hackensack New Jersey delivering inventory and decorations by hand setting up and tearing down displays and showing off the games to any shoppers who would listen. Even company president Minoru Arakawa himself could occasionally be seen running a TV set up a flight of stairs. He was just one of the guys Howard Phillips who worked for Nintendo at the time told me. Hed go out there and do a lot of this stuff with us. He wouldnt necessarily run all the TVs up but he might run one up just to see what it was like. He was that kind of guy. The test market wasnt a complete sellout but it was encouraging enough to eventually go national. At first the system was bundled with two titles Duck Hunt and Gyromite meant to show off its Zapper light gun and R.O.B. the Robot accessories marketing the system as something more like a toy than a game console like Ataris products was probably an easier sell for shops. By the end of 1986 with the system available nationwide Nintendo started offering an optional system bundle that included Super Mario Bros. in the box. As the story goes the move sparked a surge in sales that revived the home video game industry and put an NES in nearly one in five American homes. But was the game available before this Page 1 of 3 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

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

Machine Zone and Kabam resolve trade secret lawsuit - Link Fri, 11 Sep 2015 10:35:00

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 Machine Zone and Kabam resolve trade secret lawsuit September 11 2015 By Chris Kerr September 11 2015 By Chris Kerr 1 comments More SmartphoneTablet Serious BusinessMarketing Mobile developers Machine Zone and Kabam have ended their legal battle with both companies releasing a joint statementexplaining that they have quotamicably resolved the matter.quot It39s an abrupt end to a feud that started atCasual Connectin San Francisco when during a post-show party at the Clift Hotel Machine Zone CEO Gabe Leydon and Kabam39s Daniel Wiggins began to argue about Machine Zone39s recent performance. During aheated exchange Wiggins apparently revealed that he39d had access to confidential Machine Zone data - details of which he reportedly began reciting back to Leydon. As a result of that meeting Machine Zone filed a lawsuit against Kabam alleging that the company had leaked confidential data about its financials an unreleased game and its proprietary analytics. However less than a month laterLeydonhas revealedthat quotthe concernsquot that prompted Machine Zone39s filing of the suit quothave been allayed.quot Kabam COO Kent Wakefordsaid the publisher isquothappy to put this matter behind usquot adding that quotthe behavior of one employee as described in the lawsuit is not representative of how we do business.quot 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 253454 newswire viewnews253454Machine_Zone_and_Kabam_resolve_trade_secret_lawsuit.php Loading Comments

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.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 1002695 35949143 Loading Comments

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

MobyGames Call For Help - coders contributors As we continue to add original credits screenshots info and cross-linked info on the history of video games daily MobyGames needs your help to expand In particular we need aid in two areas1. Coders who can understand Perl can help Were still stymied in accomplishing a lot of bug fixes and new features due to lack of coding help. If you know Perl and can volunteer some time to get up to speed on our codebase we would be _very_ appreciative. Please message Simon if you can help out. 2. Contributors to underdocumented historic platforms Check out this forums thread but we think the Apple II ZX Spectrum Arcade TRS-80 amp TI-994A are all missing a LOT of releases. In addition platforms like GBC GBA DS and Wii are missing a number of licensed amp more minor releases - of course no games are minor in the end. So if you can help out and could specialize in any of these platforms - please contribute now - appreciated Submitted by Simon Carless 57 on Sep 11 20156 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

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

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

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

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

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

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

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

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68

Welcome to FPSoft.eu

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

Read more

What's Going On?

Featured Shop Items

fpsoft-cloud-pack

 

fpsoft-water-drop-textures