Page:34 - News Archived: 3437

Title Date
USING PEOPLE039S NAMES AND LIKENESSES IN VIDEO GAMES - by Tony Basich - Link Thu, 03 Sep 2015 02:05:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 7 2015 Latest Blogs View All Post RSS September 7 2015 Features View All RSS September 7 2015 Special Reports Press Releases September 7 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 USING PEOPLES NAMES AND LIKENESSES IN VIDEO GAMES by Tony Basich on 090315 071500 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Video games are expressive works that are entitled to the full protections of the First Amendment. Game developers should appreciate however that those protections are not absolute they must be balanced against other interests such as publicity rights which guard against the misappropriation of names and likenesses. Indeed in recent years publicity rights have repeatedly been held to outweigh First Amendment concerns when individuals were realistically depicted in video games. To balance the competing interests most courts have employed what has become known as the ldquoTransformative Use Testrdquo. As originally framed by the California Supreme Court the test examines ldquowhether the work in question adds significant creative elements so as to be transformed into something more than a mere celebrity likeness or imitation.rdquo If it does the First Amendment prevails if not the right of publicity prevails. While the language of the California Supreme Courtrsquos opinion suggested that the analysis should look at whether the entire work was transformative game developers should also know that subsequent cases have instead largely focused on how the individualsrsquo names and likenesses were used in the work. For example No Doubt v. Activision Publishing Inc. involved a video game featuring computer-generated images of members of the band No Doubt. Notwithstanding the gamersquos other creative elements because the images ldquoperformed rock songs the same activity by which the band achieved and maintains its famerdquo the court determined that the band membersrsquo likenesses had not been transformed ldquointo anything other than exact depictions of No Doubtrsquos members doing exactly what they do as celebrities.rdquo That reasoning was more recently adopted in three cases involving the use of former college and professional football playersrsquo likenesses and biographical information in the NCAA Football and Madden NFL series of video games. Although the games contained many other creative elements and even allowed users to alter the football playersrsquo characteristics the games were still found to have failed the Transformative Use Test because they depicted ldquocharacters in the performance of the same activity for which they are known in real life . . . .rdquo By contrast a comic bookrsquos ldquodistortedrdquo depiction of musicians Johnny and Edgar Winter ldquoas villainous half-worm half-human offspring born from the rape of their mother by a supernatural worm creature that had escaped from a hole in the groundrdquo was held to be protected under the Transformative Use Test. And another video gamersquos ldquofancifulrdquo portrayal of a pop singer ldquoas a space-age reporter in the 25th centuryrdquo also was found to be transformative. Not surprisingly focusing on how realistically or unrealistically an individual is portrayed in a video game rather than looking at the transformative elements in the game as a whole is an approach that has been criticized. As the dissent in one of the football cases noted The logical consequence of the majority view is that all realistic depictions of actual persons no matter how incidental are protected by a state law right of publicity regardless of the creative context. This logic jeopardizes the creative use of historic figures in motion pictures books and sound recordings. Absent the use of actual footage the motion picture Forrest Gump might as well be just a box of chocolates. Without its historical characters Midnight in Paris would be reduced to a pedestrian domestic squabble. And while such a ldquoparade of horriblesrdquo is commonly used as a rhetorical device in dissenting opinions none of the decisions has adequately addressed the gist of the concern. Nevertheless unless and until the United States Supreme Court either adopts another analysis to balance the competing interests or applies the Transformative Use Test differently if game developers want to use someonersquos name or likeness in a video game they should probably depict the person as a ldquohalf-worm half-humanrdquo ldquo25th century reporterrdquo or in some other ldquodistortedrdquo ldquofancifulrdquo manner that is equally removed from reality. Tony Basich Partner at Hogan Lovells Related Jobs 09.07.15 Unity Developer - Tools 09.07.15 Mobile GameBuild Engineer 09.07.15 Android developer 09.07.15 Senior Programmer View All Jobs 252951 blog blogsTonyBasich20150903252951USING_PEOPLES_NAMES_AND_LIKENESSES_IN_VIDEO_GAMES.php 1002502 35927723 Loading Comments

Postpartum of an Early Access Launch - by Simon Prefontaine - Link Thu, 03 Sep 2015 02:05:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 7 2015 Latest Blogs View All Post RSS September 7 2015 Features View All RSS September 7 2015 Special Reports Press Releases September 7 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 Postpartum of an Early Access Launch by Simon Prefontaine on 090315 020500 pm 4 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This article is an improvedversion of a post from our dev blog following discussion and feedback from a thread on rgamedev. My name is Simon PixelPoutine and I39m the main guy behind Cashtronauts an top-down space combat trading game. Our team ismostly comprised ofveteran developers with experience in the industry but this project straddles the line between hobby project and indie venture. Last month welaunched on Early AccessI39m here now to sharewhat went rightwhat went wrong and what changes we are going to make to prepare for our eventual 1.0 release. The game39s still in active development so it felt inaccurate to call this a postmortem hence my co-opting of postpartum. Our Old Sales Predictions Back in July two weeks before our launchI wrote up a blog post containing sales predictions to try and guess how many copies our game would sell in its first month. It was hardly scientific there were healthy doses of gut feeling and a lot of the games we compared ourselves to on SteamSpy had sold so few copies as to provide unreliable stats. That said here are the predictions I came up with in July Obviously we weren39t expecting our game to be a breakout hit and nobody was planning on quitting their day job. So how39d it go Our First Month39sSales Obviously the Steam developer NDA prevents us from sharing specific number so let39s look at what SteamSpy says Now that could be interpreted as Cashtronautsselling between23 and2000 copies which falls between our pessimistic and realistic guesses. But honestly our pessimistic sales projection of 500 copies sold in the first month turned out to be overly optimistic. What Went Wrong As I said earlier I39m no statistician so it39s not that surprising that our estimates were off. But launching on Early Access can serve as a good dry run for the eventual 1.0 release so it39s important to take a serious look at our mistakes so as not to repeat them. I39m not one of those guys who just releases his game and sends out one generic PR emails on launch day CC39d to every site under the sun. Nor did Ijust expects Cashtronautsto goviral. In the two weeks leading up to release Igenerated and gave out over 120 keys to the game to journalists gaming sites YouTubers curators and other gaming folks. Each one was sent in a personalized focused email that was written directly for the person being targeted... but about 95 of these messages got no reply and only about 60 Steam keys were even activated. Why In passing we39ve gotten some critiques on this trailer as well. We were aiming at something brief and high-energy but failed to explain the game well. What Went Right But it wasn39t all bad Cashtronauts first time testing with us....hope it39s not their last pic.twitter.comCzdjoA9sc1 mdash GamePlaySpace MTL GamePlaySpace July 23 2015 More Stats Before you launch on Steam you39re givenestimates on how many views and visits your Store Page will receive but there39s no way to know how many of those visits will turn into sales until after you launch. Now that we39ve been on the store for long enough we have a few basic stats There are a few different ways to give a bump to your impressions like visibility rounds and your move from Early Access to full Release. Valve gives estimates on how many impressions and visits these will provide so now we can more accurately predict our future sales. So What39s Next In terms of marketing and promotion we made a lot of mistakes so in an odd way I39m glad that our game didn39t get that much exposure. Our Early Access launch has not only helped us polish and improve the game but it39s also been an incredible way to improve our PR and marketing skills as well. So what are we going to do differently now Thank you for reading Related Jobs 09.07.15 Unity Developer - Tools 09.07.15 Mobile GameBuild Engineer 09.07.15 Lead Artist- Madison 09.07.15 Android developer View All Jobs 252836 blog blogsSimonPrefontaine20150903252836Postpartum_of_an_Early_Access_Launch.php 772375 32183973 Loading Comments

Procedural Dungeon Generation Algorithm - by A Adonaac - Link Thu, 03 Sep 2015 01:12:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 7 2015 Latest Blogs View All Post RSS September 7 2015 Features View All RSS September 7 2015 Special Reports Press Releases September 7 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 Procedural Dungeon Generation Algorithm by A Adonaac on 090315 020500 pm 12 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This post explains a technique for generating randomized dungeons that was first described by TinyKeepDev here. I39ll go over it in a little more detail than the steps in the original post. The general way the algorithm works is this Generate Rooms First you wanna generate some rooms with some width and height that are placed randomly inside a circle. TKdev39s algorithm used the normal distribution for generating room sizes and I think that this is generally a good idea as it gives you more parameters to play with. Picking different ratios between widthheight mean and standard deviation will generally result in different looking dungeons. One function you might need to do this is getRandomPointInCircle function getRandomPointInCircleradius local t 2math.pimath.random local u math.randommath.random local r nil if u 1 then r 2-u else r u end return radiusrmath.cost radiusrmath.sint end You can get more info on how that works exactlyhere. And after that you should be able to do something like this One very important thing that you have to consider is that since you39re at least conceptually dealing with a grid of tiles you have to snap everything to that same grid. In the gif above the tile size is 4 pixels meaning that all room positions and sizes are multiples of 4. To do this I wrap position and widthheight assignments in a function that rounds the number to the tile size function roundmn m return math.floorn m - 1mm end -- Now we can change the returned value from getRandomPointInCircle to function getRandomPointInCircleradius ... return roundmradiusrmath.cost tile_size roundmradiusrmath.sint tile_size end Separate Rooms Now we can move on to the separation part. There39s a lot of rooms mashed together in one place and they should not be overlapping somehow. TKdev used the separation steering behavior to do this but I found that it39s much easier to just use a physics engine. After you39ve added all rooms simply add solid physics bodies to match each room39s position and then just run the simulation until all bodies go back to sleep. In the gif I39m running the simulation normally but when you39re doing this between levels you can advance the physics simulation faster. The physics bodies themselves are not tied to the tile grid in any way but when setting the room39s position you wrap it with the roundm call and then you get rooms that are not overlapping with each other and that also respect the tile grid. The gif below shows this in action as the blue outlines are the physics bodies and there39s always a slight mismatch between them and the rooms since their position is always being rounded One issue that might come up is when you want to have rooms that are skewed horizontally or vertically. For instance consider the game I39m working on Combat is very horizontally oriented and so I probably want to have most rooms being bigger in width than they are in height. The problem with this lies in how the physics engine decides to resolve its collisions whenever long rooms are near each other As you can see the dungeon becomes very tall which is not ideal. To fix this we can spawn rooms initially inside a thin strip instead of on a circle. This ensures that the dungeon itself will have a decent width to height ratio To spawn randomly inside this strip we can just change the getRandomPointInCircle function to spawn points inside an ellipse instead in the gif above I used ellipse_width 400 and ellipse_height 20 function getRandomPointInEllipseellipse_width ellipse_height local t 2math.pimath.random local u math.randommath.random local r nil if u 1 then r 2-u else r u end return roundmellipse_widthrmath.cost2 tile_size roundmellipse_heightrmath.sint2 tile_size end Main Rooms The next step simply determines which rooms are mainhub rooms and which ones aren39t. TKdev39s approach here is pretty solid just pick rooms that are above some widthheight threshold. For the gif below the threshold I used was 1.25mean meaning if width_mean and height_mean are 24 then rooms with width and height bigger than 30 will be selected. Delaunay Triangulation Graph Now we take all the midpoints of the selected rooms and feed that into the Delaunay procedure. You either implement this procedure yourself or find someone else who39s done it and shared the source. In my case I got lucky andYonaba already implemented it. As you can see from that interface it takes in points and spits out triangles After you have the triangles you can then generate a graph. This procedure should be fairly simple provided you have a graph data structurelibrary at hand. In case you weren39t doing this already it39s useful that your Room objectsstructures have unique ids to them so that you can add those ids to the graph instead of having to copy them around. Minimum Spanning Tree After this we generate a minimum spanning tree from the graph. Again either implement this yourself or find someone who39s done it in your language of choice. The minimum spanning tree will ensure that all main rooms in the dungeon are reachable but also will make it so that they39re not all connected as before. This is useful because by default we usually don39t want a super connected dungeon but we also don39t want unreachable islands. However we also usually don39t want a dungeon that only has one linear path so what we do now is add a few edges back from the Delaunay graph This will add a few more paths and loops and will make the dungeon more interesting. TKdev arrived at 15 of edges being added back and I found that around 8-10 was a better value. This may vary depending on how connected you want the dungeon to be in the

Interview with QuizWitz designer Katia - by Ken De Pooter - Link Thu, 03 Sep 2015 01:12:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 7 2015 Latest Blogs View All Post RSS September 7 2015 Features View All RSS September 7 2015 Special Reports Press Releases September 7 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Interview with QuizWitz designer Katia by Ken De Pooter on 090315 011200 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. INTERVIEW WITH OUR DESIGNER THE NEW QUIZWITZ WEBSITE Hi everyone With the revlation of our game39s new website we felt it was about time we introduced our designer and her story a bit.This post will be a little interview with questions about her work at CatLab and her interests. You might learn something from her THE WEBSITE Our new website will approach different people in their unique way. We created targeted content for different target profiles.A quiz creator will search in a different way than a party quizzer. Someone who loves to play online and talk to people in the community on the other hand will look for even different terms. We added screenshots at the end of the post if you39re interested you can also visit them directly THE INTERVIEW KATIA-DESIGNER-QUIZWITZ-CATLAB.JPG First things first. Here39s our little interview with the designer of the QuizWitz community and website. Do note though that the party game itself was designed by a freelancer before we even knew Katia. So what do you actually do for CatLab At Catlab I have a varied job. Last year I created the designs for the Catlab-website the QuizWitz-website and the QuizWitz community network. I alsodevelopedthose first two websites. Besides that Irsquom a helping hand in the front-end development of the game and the community network.Furthermore I like to do some social media management so I started to post the FanFacts-tweets. What do you study now At the moment I studyDevineat Howest University College in Kortrijk. Devine is a contraction of design and development.Irsquom going to my second year in September where I will learn more about Javascript frameworks 3D Motion Graphics APIrsquos hellipI39m very excited to get started. How do you keep up with the industry Are there any blogs or sites you follow regularly I follow a few inspiring people on Twitter which helps me to stay up to date. I alsolike to check inspirational projects on Behance and Codrops.Next to that I follow some Facebook pages likeCSS Design AwardscreativeBloQyou the designerand more. Could you walk us through the steps you follow when you create a website First I like to brainstorm about the content of the website and how to visualize it. In this stage I like to browse through Behance Pinterest and When Irsquove got some nice ideas I start sketching and creating wireframes. After that when Irsquom happy with some sketches I start the digital design in Illustrator. At that moment I also brainstorm about some nice effects while I keep UX in mind.When the digital design is finished and I got some feedback from third parties I start with the front-end development.In the last stage I add some animations and try to test the website as well as possible on a lot of differentdevices. Do you look up to any inspiring people in the field There are some people I keep an eye on but it changes because Irsquom still learning and exploring my way of working. It also depends on the fields they are active in. Photography Branding Webdesign IllustrationCharacter design Can you think of any tips and tricks that might help other designers Take your time to get the best possibleresult. Relax from time to time and start over when yoursquore not 100 convinced. Itrsquos harder to change your design and code afterwards than to start from a strong well-considered idea. SCREENSHOTS OF THE NEW WEBSITE QUIZWITZ-WEBSITE-HOME.PNG QUIZWITZ-WEBSITE-LEARN-MORE.PNG Thanks for reading and if you have any feedback about the website or questions for Katia feel free to comment or find us on our Facebook page QUIZWITZ-WEBSITE-ACCOUNTS.PNG Related Jobs 09.07.15 Unity Developer - Tools 09.07.15 Mobile GameBuild Engineer 09.07.15 Android developer 09.07.15 Senior Programmer View All Jobs 252720 blog blogsKenDePooter20150903252720Interview_with_QuizWitz_designer_Katia.php 1000980 35681163 Loading Comments

Dragon Quest III039s fake ending is something all writers could learn - Link

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 7 2015 Latest Blogs View All Post RSS September 7 2015 Features View All RSS September 7 2015 Special Reports Press Releases September 7 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 Dragon Quest IIIs fake ending is something all writers could learn from by Matthew Codd on 090315 011200 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This is a slightly modified version of a post that originally appeared on Shindig. The whole post deals with a major spoiler fromDragon Quest III. Fake endings arenrsquot exactly a rarity in video games or any narrative for medium. This is particularly true of RPGs where ldquosurprise herersquos therealfinal bossrdquo is such a worn-out trope thatnothaving a mysterious new enemy suddenly appear is more of a plot twist than actually having one. What You mean this villain wersquove been fighting all along is actually the villain Working of their own volition not being a puppet for something worse Incredible Every now and then something will come along and really make the fake ending trope work though.Castlevania Symphony of the Nightis perhaps the most significant and memorable example in gaming but almost 10 years before that game came out another did something similarly impressive.Dragon Quest IIIput the fake ending to such good use that even playing the game for the first time in 2015 and evenknowing that itrsquos coming it blew me away. Baramos the ldquofinalrdquo boss in Dragon Quest III as seen in the mobile version. Dragon Quest IIIis part of the ldquoAlefgard Sagardquo serving as a prequel toDragon QuestandDragon Quest II. The thing is for most of the game therersquos no apparent connection to those games the back of the box does describe it as a prequel but nothing in the game indicates this.Dragon Questtakes place in a kingdom called Alefgard and inDragon Quest IIAlefgard is one region in a bigger world map butDragon Quest IIIrsquosmap is completely different loosely based on the real world. Therersquos also no apparent narrative connection being a sequelDragon Quest IImakes plenty of references to the first game but therersquos nothing of the sort inDragon Quest III. Itrsquos with this context that you play throughDragon Quest III. Progressing through the game is largely the same as the first two games travel the world completing a series of tasks that ultimately open the path to the Dark Lord ndash this time a guy called Baramos. Once yoursquove slain the villain you return to the castle where you started while the king thanks you and the people celebrate your success in freeing the realm for the clutches of darkness ndash just like the ending of the first two games. Then during this ceremony a massive earthquake shakes up the world and a mysterious voice announces that he Zoma is the true lord of Darkness and that Baramos was just pawn. That earthquake meanwhile opened a hole in the ground and by jumping in the hero and her party head to the World of Darkness to face Zoma. The World of Darkness also known as Alefgard which is ndash literally ndash far below the ldquooverworldrdquo. The ending of Dragon Quest on NES left compared to the fake ending of Dragon Quest III right ndash from the mobile version. This last leg of the journey is then a brilliant throwback toDragon Quest as you go through what is essentially a Cliffrsquos Notes version of that adventure visiting many of the same towns albeit earlier versions of them and collecting the same or similar items in order to go to the same final dungeon with a different layout inside thoughto beat Zoma once and for all. And once you finally do that You earn the title of Erdrick ndash the hero of whomDragon Questrsquosprotagonist is a descendant. Nothing about this is particularly unique on its own though it may have been whenDragon Quest IIIfirst came out in 1988. But itrsquos the way it all comes together that just makes it work so well ndash the mirroring of earlier games in the fake ending and the complete lack of connection to those games until the real end sell it so well.Like I said I knew this was coming and it still blew me away. In 2015. When fake endings are a dime a dozen. I can only imagine how powerful this would have been in 1988 or 1991 when the game came out in America asDragon Warrior III.Dragon Quest IIIis a game that was so ahead of its time in so many ways but the fake ending definitely takes the prize. What39s the takeaway from this for game designers and writers A fake ending - or really any kind of plot twist - can39t rely solely on the surprise factor to carry it through. There has to be some kind of meaning underneath it to give it impact. If the whole ofDragon Quest IIItook place in Alefgard or if that kingdom wasn39t present at all and the World of Darkness was just some new place this fake ending would have just felt like a transparent effort to pad out the game. But it39s those connections to the previous games that give it meaning and make it so effective. Related Jobs 09.07.15 Lead Artist- Madison 09.07.15 Senior 3D Game Artist 09.07.15 3D Visualization Artist 09.07.15 Expert Game Monetization Designer - Merchant mf View All Jobs 252850 blog blogsMatthewCodd20150903252850Dragon_Quest_IIIs_fake_ending_is_something_all_writers_could_learn_from.php 1000228 35556113 Loading Comments

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

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

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

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

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

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

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

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

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

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

From User Input to Animations Using State Machines - Link Sat, 15 Aug 2015 15:47:20

Performing smooth animation transitions in response to user input is a complicated problem. The user can press any button at any time. You have to check that the character can do the requested move and depending on currently displayed state switch to the new animation at exactly the right moment. You also have to track how things have changed to be ready for the next move of the user.In all a rather complicated sequence of checks actions and assignments that need to be handled. The sequence quickly runs out of hand with a growing number of moves game states and animations. Lots of combinations have to be checked. While writing it once is hard enough if you have to update or modify it later finding all the right spots to change without missing one is the second big problem.By using state machines it becomes possible to express precisely what may happen in an orderly way. One state machine only describes the animations and their transitions. A second state machine describes user interaction with the game character and updates the game character state. By keepinh animation state and game character state separate things get much easier to understand and to reason about. Later changes also get simpler as it avoids duplication.While having such state machines on paper is already quite helpful in understanding there is also a straight forward implementation path which means you can plug your state machines into the game and run them.Audience or what you should know before readingThis article briefly touches on what state machines are and how they work before jumping into the topic at hand. If you dont know about state machines it is probably a good idea to read about them first. The state machines here are somewhat different but it helps if the state machine concept is not entirely new. The References section below lists some starting points but there are many more resources available at the all-knowing Internet.The article concentrates on using state machines for describing allowed behavior and how the state machines synchronize. While it has an example to demonstrate the ideas the article does not discuss the environment around the state machines at length. That is how to make user input and game state available to the state machine condition or how to start and run animations. The implementation of the synchronizing state machines is also not shown in full detail.State machinesA state machine is a way to describe behavior activities that are being done for a while and how you can switch between different activities. Each activity is called a state. Since this is so awfully abstract lets try to describe your behavior right now. You are currently reading this text. Reading is a state. Its an activity that you do for a while. Now suppose you get a phone call. You stop reading and concentrate on the conversation. Talking on the phone is another activity that you do for a while a second state. Other states of you are Walking Running Sleeping and a lot more

The Challenge of Having Both Responsiveness and Naturalness in Game - Link Thu, 13 Aug 2015 22:37:04

Video games as software need to meet functional requirements and its obvious that the most important functional requirement of a video game is to provide entertainment. Users want to have interesting moments while playing video games and there exists many factors which can bring this entertainment to the players.One of the important factors is the animations within the game. Animation is important because it can affect the game from different aspects. Beauty controls narration and driving the logic of the game are among them.This post is trying to consider the animations in terms of responsiveness while trying to discuss some techniques to retain their naturalness as well.In this article Im going to share some tips we used in the animations of the action-platforming side-scroller game named Shadow Blade Reload. SBR is powered by Unity3D. The PC version has been released 10th 2015 August via Steam and the console versions are on the way. So before going further lets have a look at some parts of the gameplay hereYou may want to check the Steam page too.So here we can discuss the problem. First consider a simple example in real world. You want to punch into a punching bag. You rotate your hip torso and shoulder in order and consume energy to rotate and move your different limbs. You are feeling the momentum in your body limbs and muscles and then you are hearing the punch sound just after landing it into the bag. So you are sensing the momentum with your tactile sensation hearing different voices and sounds related to your action and seeing the desired motion of your body. Everything is synchronized You are feeling the whole process with your different senses. Everything is ordinary here and this is what our mind knows as something natural.Now consider another example in a virtual world like a video game. This time you have a controller you are pressing a button and you want to see a desired motion. This motion can be any animation like a jump or a punch. But this punch is different from the mentioned example in real world because the player is just moving his thumb on the controller and the virtual character should move his whole body in response to it. Each time player presses a button the character should do an appropriate move. If you receive a desired motion with good visual and sounds after pressing each button we can say that you are going to be merged within the game because its something almost similar to the example of punching in real world. The synchronous response of the animations controls and audios help the player feel himself more within the game. He uses his tactile sensation while interacting with the controller uses his eyesight to see the desired motion and his hearing sensation to hear the audio. Having all these synchronously at the right moment can bring both responsiveness and naturalness which is what we like to see in our games.Now the problem is that when you want to have responsiveness you have to kill some naturalness in animations. In a game like Shadow Blade Reload the responsiveness is very important because any extra move can lead the player to fall of the edges or be killed by enemies. However we need good-looking animations as well. So in the next section some tips are going to be listed which have been used to bring both responsiveness and naturalness into our playable character named Kuro.Cases Which Can Help Bring Both Naturalness and Responsiveness into AnimationsSome of the techniques used in Shadow Blade Reload animations are listed here. They have been used to retain naturalness while having responsiveness1- Using Additive Animations Additive animations can be used to show some asynchronous motions on top of the current animations. We used them in different situations to show the momentum over body while not interrupting the player to show different animations. An example is the land animation. After the player fall ends and he reaches the ground he can continue running or attacking or throwing shurikens without any interruptions or land animations. So we are directly blending the fall with other animations like running. But blending directly between fall and run doesnt provide an acceptable motion. So here were just adding an additive land animation on top of the run or other animations to show the momentum over upper body. The additive animations just have visual purposes and the player can continue running or doing other actions without any interruption. The video here shows the additive animation used for the purpose of landing momentum on players bodyIn Unity the additive animations are calculated with respect to the current animations first frame. So the additive animation pose in each frame is equal to the difference of the current frame and the first frame pose. The reference pose of the character is used here to bring more generic additive animation which can be added well on a range of different locomotion animations. This additive animation is not being applied on top of the standing idle animation. Standing idle uses a different animation for land.We also used some other additive animations there. For example a windmill additive animation on spine and hands. Its being played when the character stops and starts running consecutively. It can show momentum to hands and spine.As a side note the additive animations have to be created carefully. If you are an indie developer with no full-time animator you can do these kind of modifications like additive animations via some other procedural animation techniques like Inverse Kinematics. For instance an IK chain on spine can be defined and be used for modification. This is true for hands and feet as well. However the IK chain have to be defined carefully as well as the procedural animation of the end effector.2- Specific Turn Animations You see turn animations in many games. For instance pressing the movement button in the opposite direction while running makes the character slide and turn back. While this animation is very good for many games and brings good felling to the motions it is not suitable for an action-platforming game like SBR because you are always moving back and forth on the platforms with low areas and such an extra movement can make you fall unintentionally and it also kills responsiveness. So for turning we just rotate the character 180 degrees in one frame. But again rotating the character 180 degrees in just one frame is not providing a good-looking motion. So here we used two different turn animations. They are showing the character turning and are starting in a direction opposite to characters forward vector and end in a direction equal to characters forward vector. When we turn the character in just one frame we play this animation and the animation can show the turn completely. It has the same speed of run animation so nothing is just going to be changed in terms of responsiveness and you will just see a turn animation which is showing momentum of a

Why NASA Switched from Unity to Blend4Web - Link Tue, 11 Aug 2015 07:43:30

Introduction Recently NASA published their press release which mentions the unique possibility to drive around on Mars. I couldnt help myself and right away clicked on the link that lead to an amusing interactive experience where I was able to drive the rover around watch video streaming from its cameras in real-time and even find out the specs of the vehicle. However what shocked me the most was that this has all been done using the Blend4Web engine - and not Unity. Why was I so surprised Even two yeas ago or more there were publications about NASA creating a similar demo using Unity. However it didnt get passed the beta stage and it looks like the space agency had moved on from Unity. It is interesting that the programmers of such a large organization chose to discontinue the time-invested project and begin from scratch. It took a little time but I was able to find the above-mentioned Mars rover app made in Unity. Honestly it looks like an unfinished game. The scene loads slowly especially the terrain functionality is primitive you can only drive the overall picture is of horrible quality. We all know wonderful games can be made with Unity and its portfolio is full of hundreds of quality projects. So whats the deal Whats the Deal The reason is that Unity is seriously lagging behind when it comes to their WebGL exporter. The first alarm rang when Google Chrome developers declared NPAPI deprecated. This browsers global market share is too significant for any web developer to just ignore. You can find a lot of advice on using a magic option chromeflagsenable-npapi online. However in September 2015 this loophole will disappear. Creating games and web visualizations is an enterprise and nobody likes losing customers. Earlier downloading the Unity plug-in was not as big of deal as it was with Flash but now the situation has become completely different. The web plug-in can not be used anymore while Unitys WebGL exporter is still in its infancy. Developers of all kinds caused uproar requiring the Unity team to proactively respond. Finally Unity 5 has been released with WebGL support but only as a preview. Half a year has passed and the situation is not any better. They even came up with an ingenious method to check the users browser and then recommend using Unity in another browser. Unfortunately and for obvious reasons it is not always reasonable. And still whats happening with Unity WebGL Why is there still no stable version available What are the prospects These questions are of much interest to many developers. Im not a techie so its difficult for me to understand Unitys issues in this area but what Ive found online is making me sad. WebGL Roadmap The official Unity forum has a thread called WebGL Roadmap. A team representative explains the future of WebGL in Unity. I have looked through this text thoroughly and it convinced me that the bright future Unity keeps promising is still in the far removed distance. WebGL should work in all browsers on all platforms including mobile ones by default. Its not there. If you happen to successfully compile your game for WebGL strike out mobile devices from the list. The reasons are clear Unitys WebGL has catastrophically large memory consumption and bad performance. Yes a top-of-the-line device can still manage to run the game at decent speed but a cheaper one will run it as slow as a turtle. And forget about hoping your project will work on desktops with ease. Browsers are the programs which eat all of a computers free memory and the half-finished Unity WebGL build often causes crashes and closes browser tabs especially in Chrome. There are some problems with audio. I personally tried to export a simple game for WebGL and got croaking noise as the main character moved. The sound literally jammed and I could not fix it. The reason is poor performance but other engines still work somehow... Forget about in-game video. MovieTexture class is simply not supported for WebGL. As an alternative the devs are suggesting to use HTML5 capabilities directly. Network problems. System.IO.Sockets and UnityEngine.Network classes do not work for WebGL and will never work due to security issues. I havent enumerated all issues but this doesnt answer the question when will it start working Alas Unity devs comments are unclear obscure and dont include a specific timeline. Although I did find something We are not committing to specific release dates for any of these features and we may decide not to go ahead with some of these at all. Theyre Waiting They are waiting for WebGL 2.0 which will be based on OpenGL ES 3.0. The future version Unity 5.2 is planned to have an export option for the new API. However Im not sure that browsers will work with it now WebGL 2.0 is available only as an experimental option. They are waiting for WebAssembly which is very promising but has just started being discussed. Nobody can even guess the date when it will be implemented. Im sorry but if the problem can only be fixed as they say by upcoming third-party technologies then maybe the problem lies in Unity WebGL itself Unity is a convenient popular and cross-platform engine an awesome tool for making games and I love it a lot. Still this is a tool which can no longer be used for the web. The most annoying fact is that the future holds too much uncertainty. You may say you are a pessimist. No Im just a realist just like the NASA guys. This is the answer to the title of this article Why NASA Switched from Unity to Blend4Web. Its simple Unitys WebGL is not ready... and will it ever be We are not committing to specific release dates... So what about Blend4Web I can only congratulate the developers with such a conclusive win in the field of WebGL NASAs app has been showcased at the opening of the WebGL section on SIGGRAPH 2015 which means competitors have no intention of waiting. Background This post is a translation of the original article in Russian by Andrei Prakhov aka Prand who is the author of three books about Blender and a Unity developer with several indie games released.

The Art of Enemy Design in Zelda A Link to the Past - Link Mon, 03 Aug 2015 16:59:23

Let me preface this article by mentioning what this article is not This is not an exhaustive guide to every monster in Zelda A Link to the Past nor is it a comprehensive method on how each enemy class was designed. Rather this article is really about how to design enemies by their functions using the example of Zelda A Link to the Past.Most articles that discuss this topic often pick examples from various different games to give a better outlook on how this applies to different environments but they lack a hollistic understanding of how gameplay mechanics and functions actually intertwine.The purpose of this article is to dissect Zelda A Link to the Pasts monsters to better understand how this specific gameplay can host mechanically different obstacles and what their impact is on flow and player decision-making.Note that we will not cover Bosses here as theyre an entirely different form of obstacleGame Mechanics Resources in a Link to the PastThe first part of this analysis requires that we take a deeper look at the inner workings of the game so we can better understand how each monster was designed. This arbitrary breakdown of the games pieces is not absolute but it should suffice to explain monster design by their function.LifeLinks primary resource is his life. This is a measure of attrition that represents Links ability to survive the challenges laid in front of him. The primary issue with dying running out of life is actually a severe loss of time though the state of the game is effectively saved the player must restart progress from a distant location and needs to make his way back to where he was in order to proceed any further. Death is frustrating and the player seeks to avoid it by any means possible potions faeries and obviously not taking damage. There is however no form of loss associated with death.Causes of damage death- Bumping into enemies- Bumping into traps- Enemies missile attacks including Bombs- Falling into pitsMagicMagic is Links ability to use some of its most powerful tools magical items. It insures that Link pays careful attention to when and where such tools are used. Because most of these items cost a lot of magic and that magic is harder to come by than hearts this is a critical resource in the game.Running out of magic is inconsequential in and of itself.Bombs ArrowsBombs are an expendable tool that Link can stock up on and they can be used as soon as Link has at least 1 of them no other tool is required. They are effective at uncovering secret areas. Their max is limited.Arrows behave similarly with the exception that they require a bow to be fired regular or silver.Bombs and Bows are very similar to magic except theyre much more specific.RupeesRupees are the currency of the game they can be found in various colors which are worth different amounts of currency. Rupees are only truly useful for two thingsZoras Flippers a passive tool that grants the player the ability to swimPotions which can replenish life and or magic - mandatory for Turtle Rock in a regular playthroughEvery other use is optional increasing maximum amount of bombsarrows carried for example.TimeTime is not an obvious resource in this game but given that progress is not lost on death time is the only thing that the game takes from the player. To a degree dying in Zelda A Link to the Past can be summarized as having to walk all the way back to where you died but being able to avoid most of the danger on the way. Essentially dying is a loss of Time.Similarly should the player ever need to build-up their rupee count possibly to buy bombs arrows potions etc. or regain life magic etc. they can simply accomplish all of these by spending some Time in the less dangerous areas of the game.Thus it can be said that most resources can be acquired by spending time in the game and that death results in a loss of time that couldve been spent acquiring resources instead. Equivalently the loss of resources is also a waste of Time with the exception that the effect is delayed. This toll only trully becomes apparent when the player lacks a specific resource to complete a dungeon and must therefore go out of the dungeon to seek the missing resources. On most other occasions that loss is hardly felt as the player will come across resources naturally on their next trip through the worldmap.Enemies in Zelda A Link to the PastThe role of the enemy in A Link to the Past is to make the game longer by having the player spend Time. This is confirmed by the many rooms where the player is forced to kill all of the monsters to get the key or force the door open. The clear intent is to create an obstacle that the player must first analyse and then devise a plan to overcome.Each enemys role is to insure the player will lose some time at key locations.The obvious approach to doing this is creating monsters that have progressively more life and deal more damage. Doing so however hardly challenges the players ability to observe and react which in practice take a lot more time than simply becoming better at honing ones reflexes.If all enemies in the game were Sword Soldiers of varying strength not only would the game become boring quickly but it would also be much easier and faster to complete as whatever the player has learned to beat the sword soldier would apply to all other soldiers.So how exactly should monsters be created to enforce player observation and pattern recognitionEnemy Types and FunctionsSword SoldierLet us begin this breakdown by looking into The Sword SoldierOne might be led to assume from the above that the Sword Soldier is actually the most basic form of enemy in the game but it isnt as Vanilla as it seems. The Sword soldier has its own movement pattern and boasts one of the most interesting hidden features in the game Stealth.Until a Sword soldier has been attacked or has seen the player it wont actively pursue the player which makes it particularly interesting to avoid. A lot of the level design actually supports this to great effect but arguably very few people ever went through the game without engaging combat with them apart from the SpeedRunners community simply because there is no incentive to doing this aside from time which is a limited concern to most.In addition the Sword Soldier is likely to drop rupees or hearts which have some Time value. In essence you might just gain as much time from killing a sword soldier and getting its drop than you might gain by avoiding the fight altogether.Sword Soldiers Function Get acquainted with combat mechanics and stealth.Bow SoldierBy design the Bow Soldier is a coward which will not seek direct confrontation from upclose but it is a terrific flanker. As a result it makes positionning and movement all the more important to master and its strength is relative to the other monsters in the room and how hard it is to navigate said room. There is a specific room in Agahnims Castle where the player must push a block while a few Bow Soldiers

You need a plan and a design - Link Wed, 29 Jul 2015 01:40:46

IntroductionHave you been working on your game for what feels like eternity but have nothing to show for it Are you stuck on how to implement your game idea If these sound like you then this is your article. In this article I will talk about planning game design and technical designs. I am going to cover the importance of planning and designs and give you some tools and tips to help you successfully plan and design your next game project.Why do I need a planThe definition of a plan is a detailed proposal for doing or achieving something.. A proposal is a plan or suggestion especially a formal or written one put forward for consideration or discussion by others.. A plan helps you be successful by putting your goals on paper. It is HOW you will go from having a great idea to a great game. A plan can be broken down into goals objectives and tasks. Goals are broad and general objectives are specific and measurable which when complete achieve a goal and tasks are very specific things that you need to do to meet an objective. Your day to day work can be broken down into tasks. The tasks when finished complete objectives and the objectives when finished meet goals.For example if your goal was to lose 20 pounds then your objectives might be to work out every other day for three months and to consume 1800 calories a day. Your tasks would be your specific workout sessions the day to day and preparing healthier meals that meet the objective of consuming 1800 calories a day. Your game plan should be just as detailed. Your goals are not really directly measurable other than knowing when you are finished. Your objectives need to be detailed so you can evaluate whether the tasks that you are completing are really working towards accomplishing the goals.Adjusting your planPlans are always subject to change. Your game plan will change as you encounter the reality of development. There will be things that you have not accounted for and you will have new ideas as you develop your game. Creating a plan does not mean setting your entire project in stone but rather it is a general roadmap for success. You might take some crazy detours but as long as you keep track of your goal you will eventually arrive at your destinationSchedules - Putting dates to your planIn my mind a schedule is simply putting dates on your plan. If you say that by October 15th you need to have X amount of things done in order to finish the game by December 31st then that is a schedule. Your schedule can change independently of your plan. Some things will take longer than anticipated that is the nature of game development but putting real dates to things can help put the plan into perspective even though we often dont want to really commit to any deadlines.An easy way to keep track of a schedule is to use a calendar application like Google Calendar or iCalendarIf you really need to track a lot of resources then you could use something like Microsoft Project or Projectlibre to keep track of all of the details.In the software development world there is a concept called Agile programming and that is a big topic. You can use sites like Assembla to manage software projects using Agile concepts and that goes great with the whole planning concept. I have personally used Assembla and it really makes this process much easier by being able to set milestones create tasks ect.Putting things into perspectiveOne thing a plan will do is force you to confront the reality of your idea. If your game design calls for 100 unit types but you can only make one unit type a week then by making a plan you will find that takes best case 100 weeks worth of time. If you realize early that your plan calls you making units for slightly over two years then you are likely to revise your plan to something more realistic.Realistic estimationEstimating how long something will take is hard. The best technique I have found for this is to break the task up into very small tasks where each task can be executed in hours rather than days. Then estimate each small task and multiply by 1.5. If you realistically think a task will take you 5 hours then multiply it by 1.5 and you will end up with 7.5 hours for the task. Add up all of the small tasks with the extra time built in. The more you can break down a task the more accurate your estimates will be. If you are unfamiliar with a task then you might even multiply by an even larger number 2 or more to your hour estimate to really make sure that there is time for the unexpected.As you work keep a log of your time. You can use this time log to help improve your estimates gauge your performance and refine your schedule. Something like My Hours can help you keep track of your time. Assembla also has time tracking functionality.Stop wasting timeTime is your most valuable and finite resource. There are 1440 minutes in a day. If you want to be productive you need to stop using so many of them watching cat videos . Game development takes a very heavy investment of time. Even relatively simple games can still take months of development time to complete. If you find yourself not making progress as fast as you would like evaluate your time log and try to see if you can find ways to use time more effectively.Ok but how do I know WHAT to planYou know what to plan by looking at your game design document. Your game design document or GDD contains all of the information about your game. It has every story character level mechanic boss fight potion and whatever else that you need to make your game. Your game design is detailed enough when you can have someone off the street read your game design and they can play your game start to finish on a sheet of paper. Even if you are just one person putting all of your thoughts down in a GDD means that you cant forget them and if you dont write your ideas down you WILL forget them.For a proper GDD you will need sketches of your characters and levels backstory character biographies and all sorts of other supporting information. You really need to put in a lot more details then will make your final game because your job with a GDD is to get everyone working on the game including yourself on the same page. If anyone has a question about your game they should be able to answer it by reading your game design document. If they cant answer the question then your GDD is not detailed enough. If your game design document is not detailed enough then it is not completeSome people will tell you that you do not need a game design document. Some people might be able to get away with not properly designing a game. It is likely that you wont be one of those people and if you neglect your design then it is very likely that your project will fail. Think of creating a design and a plan like a way to improve the odds. It is not guranteed but it improves your chances of having a successful game. Odds are if you can stick with an idea long enough to create a detailed game design and a plan then you have an

Memory Markers - Link Tue, 28 Jul 2015 13:54:40

Memory is something that is often overlooked in combat games more often than not when a character becomes aware of you in a combatative action game they remain aware until dead. Sometimes they may run a countdown when they lose sight of the player and lapse back into their patrol state if that ends before they find them. Neither of these techniques looks particularly intelligent. The AI either looks unreasonably aware of you or unrealistically gullible in that they go about their business after theyve lost track of you for a few seconds. A memory marker is a simple trick The UE4 implementation of which can be seen here that allows you to update and play with the enemys perception. It is a physical representation of where the enemy thinks the player is. In its simplest form it has two simple rules The AI use this marker for searches and targeting instead of the characterThe marker only updates to the players position when the player is in view of the AIthis gives you a number of behaviours for free. For example the AI will look as if you have eluded them when you duck behind cover and they come to look for you there. Just from this minor change you now have a cat-and-mouse behaviour that can lead to some very interesting results. I was pleased to see that Naughty Dog also use this technique. In this Last of Us editor screen-grab you can see their enemy marker white has been disconnected from the hiding character It is also very extensible - in more complicated implementations covered in future video tutorials a list of these markers is maintained and acted upon. This lets us do things like have the AI notice a pickup when running after the player and return to get it if they ever lose their target. So how do we start to go about coding these markers In my experience the most important thing when coding this system in various forms is that your memory markers in code and their references in script must be nullable. This provides us with a very quick and easy way of wiping these markers when they are no longer needed or querying the null state to see if the agent has no memory of something - and therefore if we need to create it. The first pass implementation of these markers simply has two rules You update the marker for a character to that characters location when its been seen by an enemy.You make the AIs logic - search routines and so on - act on this marker instead of the character Its worth mentioning that each AI will need one of these markers for every character on an opposing team and every object they must keep track of. Because of this it is useful to populate some kind of array with these markers. Think too about how you can sort this list by priority. When the AI loses track of a target they can grab the next marker in the list which may be an objective or a pickup they passed. When the list is empty they fall back to their patrol state.

Narrative-Gameplay Dissonance - Link Sat, 25 Jul 2015 09:40:48

The Problem

Google Analytics-Driven Game Development by Example - Link Thu, 23 Jul 2015 11:36:08

Hi there. A few months ago my friend and I performed something like a gamedev experiment. It was just create a trashy game update it as frequently as possible and make it better based on users and Google Analytics feedback. We didnt want to spend 6 months on developing another game that will get stuck among thousands ofother games on Google Play. Moreover we didnt have as much as 6 months. It was more like a quick execution of a half-witted idea. We wanted our game to evolve based on the user feedback and our conclusions.The Beginning - version 1.0So what was the idea for the game Every time I had a browse in Google Play I wondered how a game about tapping an egg can become so popular. Over 5 million downloads of a simple tapping app. What is going on here - I asked myself.The game average rating was 3.0 and people were still downloading it. Apparently the rating does not matter... You can clearly see that for Google Play the number of downloads is more important than the rating. This game is the first search result for the egg keyword.So the idea was Lets make a simple egg tapping game as fast as possible. Ingredients free music 50 of free graphics 50 graphics made by my friend 5 hours of programming 2 hours of making screens and putting the game on Google Play and here we go Pet Baby Egg.Every time you tap the egg you get closer to obtaining another pet. The next levels obviously become more and more difficult.The only challenge for the player was to collect all pets nothing more. Boooooring.Now lets take a look at some stats.Damn somebody has actually downloaded it D611 sessions in 2 weeks. No marketing. Just keywords and the game. Only 46.2 of returning visitors means that after a month or two nobody will play this game anymore.The average session lasted only 303. First conclusions Lets try to interest the player. Lets give more content to get a longer session duration. So when a player gets a new pet why not let him take care of itFirst pet care - version 1.1We added basic tamagotchi features a kitchen to feed the pet a fun room to play ball with it and a bedroom for sleeping. Moreover a player could earn money by playing with his pet and by tapping the egg. There was also a shop to spend the earned money on food. It took us maybe a week to implement some new graphics and some new code in our spare time. This is what we gotAnd after 7 days of version 1.1 being available in the Google Play Store we had the following statsThe number of new installations increased by around 20Returning visitiors ratio grew to almost 52And... the average session duration almost doubled That made senseSo it was time to draw more conclusions There were a bunch of game events. We knew exactly what users did in the game.We analyzed the top events from the game and we came up with these results the most popular event is touching the ball thanks to the physics engine that made it fun for the player. The users got 1 coin for 1 tap on the ball or the egg. But we were surprised by how few users bought balls in the shop. Our conclusion was that they didnt know how to earn money. They play ball with their pets but they dont know that it earns them money.Earning money more visible - version 1.15BeforeAfterBeforeAfterThe effect In the 1.15 version there was over twice as much 6.77 to 14.99 events related to buying ballsOk lets add more stuff.Advanced care - version 1.2It took more than a week to implement it but we added special indicators to show the levels of hunger happiness and energy. Our goal was to engage the users more to take care of their pet or to return to the game more often. Playing ball with the pet also became more interactive as it could now play with us The Effect Over 57 of returning players. 5.5 more than in the previous 1.1 versionThe average session duration grew to 722 and that is a 142 boost in comparison with the version 1.0 303 and a 24 growth in relation to the version 1.1 556More content and a mini game to earn coins - version 1.3OK. We had a simple pet care simulator but we wanted to add more items to be available for purchase. They became expensive there was inflation in our small game because we didnt pay enough attention to economy in the game. For example we made wallpaper available to be put in one of the rooms for 5000 coins. We thought we had to introduce a new way to earn more money so we implemented a mini game that made it possible.The mini game made it possible to earn up to 500-1000 coins in a 1-2 minute gameplay. What was the effect The retention growth up to 70.5 It is 13 more than in version 1.2 It was definitely worth implementing.More stuff and features - version 1.5In this version we fixed some bugs and added more items and features to the game. It was the last update we made to this game.The effectThe average session duration increased to 820 which is a 273 growth compared with the starting point from version 1.0SummaryBy adding more content to the game we got more retention from 46.2 to 70.5.By adding more content to the game we got longer average session duration from 303 to 820.We do not only gather the Google Analytics events but we also analyze themWe dont encourage you to make a poor game and update it because in the long run it is not cost-effective. But we strongly encourage you to use Google Analytics and analyze the data you getArticle Update Log27 July 2015 Initial release30 July 2015 Removed bad word17 August 2015 Added authors Twitter profile link

2D Lighting System in Monogame - Link Thu, 23 Jul 2015 07:06:13

This tutorial will walk you through a simple lightingshadow system.Go into your current Monogame project and make a new file calledlighteffect.fxThis file will control the way our light will be drawn to the screen. This is an HLSL style program at this point. Other tutorials on HLSL will be available in the main website which will allow you to do some wicked cool things like distorting space and the map spinning dizzyness neon glowing perception warping and a bunch of other f amazing thingsHere is the full lighteffect file

3 Steps to Mastering Your Games Soft Launch - Link Tue, 21 Jul 2015 13:29:41

In one of the largest supermarket outlets in the whole of the UK just down the road from where your humble blogger lives sits a kitchen. Built in plain sight this bizarre little pantry feels a somewhat curious companion to the seemingly endless run of aisles selling all the goods youd expect a supermarket to sell

15 Metrics All Game Developers Should Know by Heart - Link Mon, 13 Jul 2015 15:51:42

Mobile game analytics can feel complicated. When it comes to metrics there are hundreds of numbers to track. On the simpler end of the spectrum there are metrics like downloads sessions and DAUs. These numbers are relatively straightforward and measure concrete actions. More complicated metrics includes things like churn Average Revenue Per Paying User ARPPU and DAUMAU. These are less intuitive to interpret and they might raise more questions than answers

Math for Game Developers Probability and Randomness - Link Thu, 09 Jul 2015 18:27:08

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

How the PVS-Studio Team Improved Unreal Engines Code - Link Mon, 29 Jun 2015 13:07:49

This article was originally published at Unreal Engine Blog. Republished by the editors permission.Our company develops promotes and sells the PVS-Studio static code analyzer for CC programmers. However our collaboration with customers is not limited solely to selling PVS-Studio licenses. For example we often take on contract projects as well. Due to NDAs were not usually allowed to reveal details about this work and you might not be familiar with the projects names anyway. But this time we think youll be excited by our latest collaboration. Together with Epic Games were working on the Unreal Engine project. This is what were going to tell you about in this article.As a way of promoting our PVS-Studio static code analyzer weve thought of an interesting format for our articles We analyze open-source projects and write about the bugs we manage to find there. Take a look at this updatable list of projects we have already checked and written about. This activity benefits everyone readers enjoy learning from others mistakes and discover new means to avoid them through certain coding techniques and style. For us its a way to have more people learn about our tool. As for the project authors they too benefit by gaining an opportunity to fix some of the bugs.Among the articles was A Long-Awaited Check of Unreal Engine 4. Unreal Engines source code was extraordinarily high quality but all software projects have defects and PVS-Studio is excellent at surfacing some of the most tricky bugs. We ran an analysis and reported our findings to Epic. The Unreal Engine team thanked us for checking their code and quickly fixed the bugs we reported. But we didnt want to stop there and thought we should try selling a PVS-Studio license to Epic Games.Epic Games was very interested in using PVS-Studio to improve the engine continuously over time. They suggested we analyze and fix Unreal Engines source code so that they were completely clear of bugs and the tool wouldnt generate any false positives in the end. Afterwords Epic would use PVS-Studio on their code base themselves thus making its integration into their development process as easy and smooth as possible. Epic Games promised to not only purchase the PVS-Studio license but would also pay us for our work.We accepted the offer. The job is done. And now you are welcome to learn about various interesting things we came across while working on Unreal Engines source code.Pavel Eremeev Svyatoslav Razmyslov and Anton Tokarev were the participants on the PVS-Studios part. On the Epic Games the most active participants were Andy Bayle and Dan OConnor - it all would have been impossible without their help so many thanks to themPVS-Studio integration into Unreal Engines build process To manage the build process Unreal Engine employs a build system of its own - Unreal Build Tool. There is also a set of scripts to generate project files for a number of different platforms and compilers. Since PVS-Studio is first of all designed to work with the Microsoft Visual C compiler we used the corresponding script to generate project files .vcxproj for the Microsoft Visual Studio IDE.PVS-Studio comes with a plugin that can integrate into the Visual Studio IDE and enables a one-click analysis. However projects generated for Unreal Engine are not the ordinary MSBuild projects used by Visual Studio.When compiling Unreal Engine from Visual Studio the IDE invokes MSBuild when starting the build process but MSBuild itself is used just as a wrapper to run the Unreal Build Tool program.To analyze the source code in PVS-Studio the tool needs a preprocessors output - an .i file with all the headers included and macros expanded.Quick note. This section is only interesting if you have a customized build process like Unreals If you are thinking of trying PVS-Studio on a project of yours that has some intricate peculiarities about its build process I recommend reading this section to the end. Perhaps it will be helpful for your case. But if you have an ordinary Visual Studio project or cant wait to read about the bugs we have found you can skip it.To launch the preprocessor correctly the tool needs information about compilation parameters. In ordinary MSBuild projects this information is inherent the PVS-Studio plugin can see it and automatically preprocess all the necessary source files for the analyzer that will be called afterwards. With Unreal Engine projects things are different.As Ive already said above their projects are just a wrapper while the compiler is actually called by Unreal Build Tool. Thats why compilation parameters in this case are not available for the PVS-Studio plugin for Visual Studio. You just cant run analysis in one click though the plugin can be used to view the analysis results.The analyzer itself PVS-Studio.exe is a command-line application that resembles the C compiler regarding the way it is used. Just like the compiler it has to be launched individually for every source file passing this files compilation parameters through the command line or response file. And the analyzer will automatically choose and call the appropriate preprocessor and then perform the analysis.Note. Theres also an alternative way. You can launch the analyzer for preprocessed files prepared in advance.Thus the universal solution for integrating the PVS-Studio analyzer into the build process is to call its exe-file in the same place where the compiler is called i.e. inside the build system - Unreal Build Tool in our case. Sure it will require modifying the current build system which may not be desirable as in our case. Because of that just for cases like this we created a compiler call intercepting system - Compiler Monitoring.The Compiler Monitoring system can intercept compilation process launches in the case with Visual C this is the cl.exe proces collecting all of the parameters necessary for successful preprocessing then re-launch preprocessing for files under compilation for further analysis. Thats what we did

When Your Best Isnt Good Enough A Tale of Failure Part II - Link Mon, 29 Jun 2015 10:23:30

This is the second of two part series about failure. In part I we analysed how the Cadence a.k.a. a musical playground of beautiful puzzles crowdfunding campaign fell short of its mark. In this second part Im going to take a deeper look at the emotional impact of enduring failure and the subtle ways in which it undermines your ability to stay productive and share your creativity with the world

When Your Best Isnt Good Enough A Tale of Failure Part I - Link Mon, 29 Jun 2015 10:09:42

Creating a video game where once there was nothing can be incredibly difficult. And it doesnt end there - getting people to care about your game once its made can be even harder. Its no surprise that making games is a journey with many missteps and failures along the way. In this two-part series well be looking at circumstances of our unsuccessful crowdfunding campaign for the music puzzle game Cadence part I skip if you arent interested in crowdfunding and the emotional aftermath of this failure part II relevant to anyone working as a creative professional

Score composer skilled in variety of music for hire. - Link Sun, 13 Sep 2015 14:44:57

Paid PositionIm a budding soundtrack composer I have yet to make it into any professional work but I have some non-professional work I can supply if asked. Im looking to start officially working on games and figured this might be a good place to offer my services. Im most skilled at either orchestra or rock style music but I am experienced in a wide range of musical styles and can provide any style asked for. Its unfortunately not feasible for me to offer unpaid work at this time due to my current financial situation Im flexible on payment though and can negotiate upon being contacted. If anyone needs music for their game send me a message on this site and I would be happy to provide some. Paid

Looking for a writer for 2D indie space mmo - Link Sun, 13 Sep 2015 12:28:12

Unpaid PositionI am making a 2D browser space mmo playable in the browser. I am making this in my spare time I am working full time as a web developer. The game is still in early development but I have a working game engine. I am not making anything that is a clone of any game I am making this out of passion as a hobby. I am looking for a writer to do characters names bio dialog etc npc bios dialog encouters quests text for ship functions ship names descriptions planet names description climate etc Basically I am looking for someone that is very creative and capable of shaping the whole universe of the game with me.Free

Looking for a PHP Dev and game designer - Link Sat, 12 Sep 2015 19:45:29

Unpaid PositionHelloI run a text-based game called Land of Nevard It was created in 2004 but was offline from 2012 until earlier this year while I worked on getting my life together.I would like another programmer to come in with fresh eyes and help me clean up the code the design and the game play. Theres lot of content in the game but its messy.I am looking for a creative programmer that has experience with PHP and JavascriptI am doing this mostly as a hobby but could turn into something more.Free

2d artist needed - Link Sat, 12 Sep 2015 02:32:13

Unpaid PositionIve been working on this project for a long time off and on I am currently looking to port over the project away from Flash in to Unity3D. During the port there will be challenges and changes made along the way to have a consistent end user experience across all platforms. I can not make this entirely on my own I need your help to contirbute to this project have a look at the current Flash version to see what the project consists of so you can have a good understanding of what the ported version will be like on all platforms pc browser mobile and others . What I really need help with right now more than anything is to find others who are passionate about creating 2d artwork and ar serious about wanting to contribute towards this project to make it what I have always envisioned.Free

Windows Maintainer 3D action adventure c cmake or vs - Link Fri, 11 Sep 2015 19:47:20

Unpaid PositionGlPortal is hiring a dev that can maintain our windows build.Free

Seeking 2D sprite artist for Gothic Metroivania - Link Fri, 11 Sep 2015 19:42:12

Unpaid PositionRufanzia working title is a non-linear 2D platformer metroidvania set in a world of gothic adventure.Im currently seeking a sprite artist with 2D animation skills to help populate the game with enemies and NPCs.This would be a good position for a confident beginner with some experience of non-pixel art sprites. .Progress pre-alpha but with a stable prototype than includes all gameplay elements simply lacking finished non-PC sprites currently using placeholders.The game itselfRetro action-platformer with light RPG elements.Dark and bizarre atmosphere but not a horror game achieved through art style architectural level design and sound.Real-time combat with a wide range of melee weapons black powder guns and element-based magic.Non-linear approach to progression player choices set the pace and outcome of events includes sub-quests and some backtracking to unlock new areas.Power-ups that rewards exploration rather than repetitive grinding.Cross platform though the magic of html5 node.jsBriefThe focus will be on enemy and NPC sprites.Each enemy will require one set of move frames one set of attack frames and one set for taking damage. NPCs need one movement strip and one basic action set which differs depending on their type.Style is non-pixel art so more of a painterly approach with blending and soft edges.Free

Concept Artist - Stewart Leith - Link Fri, 11 Sep 2015 16:53:15

Paid PositionLooking for work on small or large game projects.Portfolio www.Stewartleith.comIve worked on a number of film and game projects. My focus is on game environments but Im also proficient at character design prop design and Illustration for advertising. I also enjoy 3D modeling for concept and design reference.Please message me for access to Film section of my portfolio.Thanks for looking at my workStewartPaid

Trigger Rally help needed with the next release 0.6.3 - Link Fri, 11 Sep 2015 13:23:10

Unpaid PositionHello my name is Andrei and Im one of the developers of Trigger Rally an open-source rally racing game.Currently the project is very short of active members theres two of us myself programming and Onsemeliot level design and 2D art. We would like to accelerate the development and release of the 0.6.3 version.We are looking for 3D artists Blender level editors packagers for Linux distrosC programmers and testers are also welcome but thats a long term commitment for beyond 0.6.3 same for packagers. We recently added terrain maps and codriver checkpoints to the game. Now most of the races need to be updated with terrain information such as mud snow and codriver notes. Adding this new information is done by editing text files and textures which is easy but time consuming work.Recording new sound effects and codriver voices can also greatly benefit the game.Join us athttpsourceforge.netptrigger-rallydiscussionFree

Looking For Team Members for a MOBA game - Link Thu, 10 Sep 2015 15:04:18

Unpaid Positionhello we are looking for networking developers who can help us make a MOBA client server architecture for a indie MOBA gamewe are still in the games pre-planning so we need all the support we can for the games developmentso if your good in these given below and if you have time in developing a worthy gameplease contact me rivalscartelgmail.comthe positions are 2 networking developers good in multiplayer networking and knowledge about MOBA game 2 game-play developers who can make the client side developments 1 SQLdatabase developers to make the game data storage and etc 1 assistant manager who should be good in talking with team members good community managementand should be able to manage meeting and stuffs for the team3 3d modelers who are good in make medium poly models rigging and character modeling 1 level designer good in maya 3dmax 1 art director 1 programming director 1 concept artist and illustrator we will start a kickstarter as soon as we have a working prototype of the game and some arts for the games future developments your incomeprofit for any questions please email me again email id rivalscartelgmail.comFree

Experienced professional 2d animatorillustrator for hire - Link Thu, 10 Sep 2015 10:07:30

Paid PositionGreetings future clientsMy name is Blake Reynolds and I have been producing 2d assets for Indie games for eight years. I produced virtually every piece of visual art for two titles 2010s iOS Rogue-like 100 Rogues and more recently the 2014 iOSAndroid tactics game Auro A Monster-Bumping Adventure.I will be credited as lead character artist for the upcoming title Defenders Quest 2.I have also worked on several cancelled projects examples of which will appear below.Working in the Indie world comes with it the impetus to wear many hats. While I have my areas of specialization I have by sheer necessity become at least somewhat capable in most areas of 2d asset production. If youre in need of a small staff with a wide variety of skills I may be a good fit.In the following rundown of my work youll see a mixture of pixel art and HD art. I dont really work in vector or 3D but I am confident and capable in any resolution.I am first and foremost a traditional 2d animator where every frame is a new drawing.Spec work for Defenders Quest 2Monster animations from AuroA Monster-Bumping AdventureEffectsCharacter animation from cancelled client projectCharacter animations from 100 RoguesFlash paper dolls and After Effects morphing may be fast and cheap but if youre the type of client with a passion and love for real-deal hand made animation I may be the artist for you.My second area of specialization is illustration and draftsmanship. Im most comfortable experienced and adept with character art.The Evil Prince Argo from AuroA Monster-Bumping AdventureCLICK TO ENLARGEBase Sprite in-game character art for Defenders Quest 2in developmentCLICK TO ENLARGEMost of my jobs have called for sprite work which means exaggerated proportions. This is only incidental. I am perfectly capable of accommodating most styles from cutesy chibi to gritty graphic novel. The only things I dont do are 3D and realist painting.While not my primary skill set I am very experienced and competent concept artist.Proof of concept previsualization for the AuroQuest Expansion Kickstarter campaignCLICK TO ENLARGEThumb Drive Gun concept art for cancelled client projectThe Fincherator concept from cancelled client projectI am a capable environment artistile artist if the job calls for it.Environment art from AuroA Monster-Bumping AdventureVertical slice environment assets for cancelled client projectCLICK TO ENLARGEBattle Arena for cancelled client project CLICK TO ENLARGEFor every development cycle I have had to wear a graphic designers hat. While I am not a graphic designer by training I have had no choice but to do a lot of logo and U.I. design.Logo for AuroA Monster-Bumping AdventureCLICK TO ENLARGELogo for cancelled client projectOriginal U.I. for 100 RoguesCLICK TO ENLARGEFinally I have experience consulting and directing other artists and small teams. I am prepared to take on an art directors role if need-be. I am experienced developing style guides and planning and executing many aspects of art production.Style guide for client projectin development. I also produced the base sprite shown for other artists to work off of.CLICK TO ENLARGEWhen it comes to my professional conduct Im a ball of energy once I get going. Im enthusiastic friendly and easy to work with. I meet deadlines I go the extra mile and Ill entrench myself as deep into your project as youd encourage. I get along best with clients who like me enjoy getting their hands dirty and dedicating themselves to a vision.Thank you very much for your time and I hope we can make a game togetherPaid

Concept artist and modeler needed - Link Wed, 09 Sep 2015 18:36:07

Unpaid PositionGreetingsWe are a new indie game development start-up comprised of dedicated and talented individuals striving to create meaningful games. Our ultimate goal is to create a fully fledged studio and were well on our way to doing so. And one of the initial steps of achieving this is via our first game a unique tower defense game with a working title of Vanguardians.We currently need-1 3D Modeler 1 -2-3 years of experience with your choice of software Maya Blender etc.2 Concept artist 1ALL APPLICANTS- must be 18 years of age. must be active Skype users. me be dedicated to the group must be friendly and have good communication skills.A build of our prototype will be shown to our applicants. Skypename imransadiq1995Free

I need art 2 Models and 1 HUD GUI for a RTS - Link Wed, 09 Sep 2015 17:22:05

Unpaid PositionThis is my second class for on Unity. my first on 2D Procedural Terrain This class will teach how to make a Real Time Strategy game in Unity 5. As you can see I already have a considerable amount done but I am using temporary art. If I use your art work I will show your portfolio on this courses videos. How can an artist help1 I need HUD graphics. It can be simpler than the image below just much more interesting than the no-graphic HUD I have above.2 I have a drone but it could certainly improve. No animations so something mechanicalhovering type deal.3 A new 3D Command Base. Im really not that happy with this design but Im not that great at blender yetIf you have an interest in creating the art and then releasing it to CC0Public Domain I would gladly visit your portfolio page during the class. Free

Digital ArtistsUnity Darwin Arts - Link Wed, 09 Sep 2015 14:27:26

Unpaid PositionMy name is Alex and I am the CEO and founder of Darwin Arts a mobile games studio. My background is in investment advisory to corporates and high net worth individuals based in London. Since my MBA from Cambridge I have been advising clients on marketing and strategic projects. I have advised corporates SMEs and start-ups. Our aim is to develop the next epic mobile game titles that are engaging fun creative and artistically excellent. Our USP will be our culture which encourages entrepreneurism and creativity. Every member will have a profit share in their game. Our team includes programmers a writer a music composer and a top management team. One of our team was the founder of a start-up which raised over 10m. We are at the beginning of the journey and need passionate and driven individuals to join us. The investment appetite for mobile games is growing and with the correct set up from the beginning I am confident that we will be able to raise the funding necessary to realise our ambitions. GamesWe have a pipeline of games that we want to develop.Our first game is an e-sport mobile game. Many e-sport mobile games have used the MOBA genre but to no major success. Our game retains the competitive and strategic attributes but with a complete overhaul in design and controls. As you can understand this game is in early development and its details are being kept secret for now. What we are looking forThe next stage is to build on our graphics capabilities. The skills we require areConcept artistsGraphics designers in 2d 3d graphics UIUXGame developers experienced using UnityWe are looking for people who are passionate about games and want to build a business from the ground up. We need people that can help to drive the game idea and development. We believe that truly great games are made through passion and that individuals should be rewarded for their efforts and commitment. If you are interested or would like to know more please get in contact with me at

The partners searching for developers team - Link Wed, 09 Sep 2015 14:01:11

Unpaid PositionFriends we are the young indie game developers team from Ukraine.We have created the team with our friends.We came up with the idea realized its however we can and launched on Kickstarter. But unfortunately it didnt work out. It was a failure. In general we are looking for a partner aged 25 and older.Maybe it will be as game developer fanatic as we are.Who will think up and create a new projects together with us.If well find such a person - I am sure that well have a lot of work and interesting projects.Thank youFree

DirectX 9 to DirectX 11 - Link Wed, 09 Sep 2015 09:06:27

Paid PositionI need a programmer that can port code from DirectX 9 to DirectX 11. The code is written in VC. Please contact me at Candidates in California USA LA and Orange County will be given preference. Familiarity with Visual Studio is necessary.Paid

DirectX12 Minumum Allocation size. - Link Sun, 13 Sep 2015 15:22:11

It looks like even for a buffer with a width 1 ID3D12DeviceGetResourseAllocationInfo always returns the sizealigment as 64K. That is not a problem. The issue i am having is that any resource created on that heap needs to respect the aligment. So if put a resource at Offset 0 and try to put another resource at 32k for example. The resource at 0 will work but when i try to put something at 32k it generates an error that say all resource needs to respect the boundary. So if i have two distinct buffers of lets say 32k each there is no way i can create two distinct resources with the exact amout of memory i want to use because of that issue. One buffer would need to be at HeapOffset 0 and the other at HeapOffset 64k. Also now i would need to create a Heap with a size of 64k2 in order to put two 32k buffers in there. Now i just waste 32k on each side. I know i can overcome this by creating one Huge buffer and and just point to the buffer location that i want to draw. But i kind of find it very annoying that the API does not let you insert the data into any location in a Heap. All in all i know you can write a system that managed the heaps similar to how you would do it in the CPU side if you were to write your own memory management system. That way that limitation does not seem like it exist.

d3d12 command queues vs hardware queues ACEs - Link Sun, 13 Sep 2015 14:14:55

hi there do command queues correspond directly to hardware queues aka ACEs on GCN ie. should I create the same number of compute queues as there are ACEs on the GPU I suppose there should be only one graphics queue as the hardware GCN can only use one. Is this the same with DMA copy engines same number of copy queues or should there be one command queue per async submission thread ie. 1 graphicscomputecopy queue per thread afaik it is advised to use one command allocator one command list and one fence per thread. Is this true best regards Yours3f

2D Character Variations without over 9000 Sprite sheets - Link Sun, 13 Sep 2015 12:35:15

Hey everyone to be honest i am not that sure if i placed my question on the right spot in this Forum since most threads in this category are about 3D calclation and things like that. So feel free to tell me if i should chose another section for this question. But now to my Question Lets assume we are creating a 2d Plattformer. We want our main character to be able to change his apperance for example Haircolor Weapon Pants... lets assume we got 3 slots of Equipment with 5 options for each. That makes 555 i guess 125 possible Combinations. Do i have to create sprite sheets for every combination And call them by well.. checking a 125-if-Condition-Loop to pick the right sprite sheet when changing the apperance in Game Guess thats - besides the point of taking at least 9000 years of coding - the least effective way regarding memory... How is it done properly Is there something like a easy to implement on the fly sprite-sheet-creation I would be very grateful for your help

So I want to make a game from scratch in C - Link Sun, 13 Sep 2015 12:06:00

Hello everyone So Ive been thinking of making a 3D game from scratch using C. Im already familiar with C and Im looking into game programming patterns The book is written in a language other than C but I get the general gist of it. Aside from this what other things do I need to know in order to make a game Thanks in advance.

Texture arrays vs. multiple single textures - Link Sun, 13 Sep 2015 09:57:08

I have been thinking about this but seem unable to find much information about it. Are texture arrays really just a convenience thing or are there any real tangible advantages to using them as opposed to multiple single-textures in certain events From what I understand a texture array requires that all array slices have the same dimensions and colour formats it can be bound as a single resource to a shader and said shader can then access it as an array bound to whatever resource slot the array was bound to. However if I create multiple single textures that is with ArraySize 1 and bind these to registers t0 t1 and t2 I can still declare and reference them as a 3-element array bound to beginning at register t0 in my shader code. There also doesnt seem to be any particular difference in access speed and I cant imagine they would be faster to write to when rendering to multiple targets either as youd still have to create multiple render target views for each array slice in that case. The sole thing I can think of that may be an advantage with texture arrays is that you might get away with fewer texture bind calls but maybe it doesnt work that way under the hood anyway Im basically trying to decide on whether itd be worth to extend my current Texture classes to support texture arrays for cascaded shadow maps or if I may just as well just use an array of said class on the CPU side and be done with it.

Some doubts about incorporating Quadtree to Cooperative PF - Link Sun, 13 Sep 2015 09:05:11

When I pop off the best node from the heap lets say the whole cell which also a large cell may be reserved. But it is generally too aggressive. Because that cell that can be so large and will occupy so much spaces. My thought would be controlling the radius of the Cell in the Quadtree so that the limited size will help prevent an agent from hogging a large amount of space. This way I can reap the benefits of both worlds of a quadtree and timeastar What is your opinion Thanks Jack

Atan2 and object facing direction angle offset need. - Link Sun, 13 Sep 2015 06:28:44

Hey all. Im starting a small test app to test out atan2 to rotate objects facing directions. I normaly use the dotproduct and the cross to get a signed angle to pass to a direct X rotateY axis This works fine. But I can not figure out how to do the same with atan2 Ive tryed in the passed and just gave up and used the above method. This time I googled all I could and tryed a number of post methods but am still unable to rotate the object to the correct direction. Going by this link Wiki atan2. For any real number e.g. floating point arguments x and y not both equal to zero atan2y x is the angle in radians between the positive x-axis of a plane and the point given by the coordinates x y on it. The angle is positive for counter-clockwise angles upper half-plane y gt 0 and negative for clockwise angles lower half-plane y lt 0. Using the following I was able to map out the quadrant. . Angle atan2y x ifAngle lt 0.0 --side else side That looks like this. Going by that above. I have a object that starts at 3d000 and it has 4 way points to move to waypoint0-4000400 waypoint14000400 waypoint24000-400 waypoint3-4000-400 The tank has this facing direction. . Now the field is mapped out on the X Z plane with Y up. Depending on the direction if its post - target or target - pos as well as the params passed to atan2 ZX or XZ I get the following atan2 mapping. . . . . . Ive tryed adding 90 and - 90 in fact Ive tryed all the ways the numerous post on the net have it layed out. So what do I need to map my Z facing tank to atan2. the following works but I would like to do the same as this with atan2. . D3DXVECTOR3 objfacing D3DXVECTOR30.0 0.0 1.0 D3DXVECTOR3 currentdir m_vHeadingcurrent travel heading FLOAT dot D3DXVec3Dotcurrentdir objfacing double Angle acosdot ifdot lt 0.0 Angle-1 D3DXMatrixRotationYRotation Angle

Math book for learning - Link Sun, 13 Sep 2015 05:52:09

I am looking for math books that are quality reading and hardcover if possible that will allow me to teach my self math from algebra all the way to advanced calculus and I also want a math book that will allow me to understand all the math symbols and usage of them and notations and what and why they are used.... is this even out there I been to college and had math through Calculus 15years ago and loved it but have never pursued getting my math degree and now its on my mind to get a B.S. in Mathematics. I would like to buy some good books to reteach myself and understand better the math language as a whole. e.g. where and why to use super script sub scripts or when and why to use the square root or power functions... also trig and geometry math I would like books that cover these topics as well. So I am looking for peoples who have a BS in Mathematics or have pursed this route on their own already and have these great books and want their recommendations. Thanks

D3D12 Texture Readback - Link Sun, 13 Sep 2015 04:42:40

Anyone had any success reading back texture data Im getting all black. ... ThrowIfFaileddevice-gtCreateCommittedResourceCD3DX12_HEAP_PROPERTIESD3D12_HEAP_TYPE_READBACK D3D12_HEAP_FLAG_NONE CD3DX12_RESOURCE_DESCBufferreadbackBufferSize D3D12_RESOURCE_STATE_COPY_DEST nullptr IID_PPV_ARGStextureReadback D3D12_TEXTURE_COPY_LOCATION source source.pResource texture.Get source.Type D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX source.SubresourceIndex 0 D3D12_TEXTURE_COPY_LOCATION dest dest.pResource textureReadback.Get dest.Type D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT dest.PlacedFootprint.Offset 0 dest.PlacedFootprint.Footprint.Format GetPixelFormatdescriptor dest.PlacedFootprint.Footprint.Width descriptor.width dest.PlacedFootprint.Footprint.Height descriptor.height dest.PlacedFootprint.Footprint.Depth 1 dest.PlacedFootprint.Footprint.RowPitch descriptor.width BytesPerPixel list-gtResourceBarrier1 CD3DX12_RESOURCE_BARRIERTransitiontexture.Get D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE D3D12_RESOURCE_STATE_COPY_SOURCE list-gtCopyTextureRegiondest 0 0 0 source nullptr list-gtResourceBarrier1 CD3DX12_RESOURCE_BARRIERTransitiontexture.Get D3D12_RESOURCE_STATE_COPY_SOURCE D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE ... After this I use a fence and wait for it to complete then I call Map on the textureReadback and memcpy the data to the buffer I want it in. And its all zeros.

corona sdk collision not working - Link Sun, 13 Sep 2015 04:27:55

my code collision is not working local physics requirephysics physics.start display.setDefaultbackground 88255 local myRect display.newRect100100100100 myRect.anchorX 1 myRect.anchorY 1 myRect.x display.contentCenterX myRect.y display.contentCenterY physics.addBody myRect density4.0 friction1 bounce0.4 local coolRect display.newRect202050050 coolRect.anchorY 1 coolRect.anchorY 1 coolRect.x 250 coolRect.y 525 physics.addBody coolRect isSensor false coolRect.bodyType kinematic local widget require widget local function handleButtonEvent event if ended event.phase then transition.moveTomyRect x100 115 y100 115 time500 end end local button1 widget.newButton width 240 height 120 defaultFile Play.png overFile Play.png label button onEvent handleButtonEvent local function onCollision event if event.phase began then print began .. event.object1.myRect .. .. event.object2.coolRect elseif event.phase ended then print ended .. event.object1.myRect .. .. event.object2.coolRect end end

Reversed Shadow Map for omni-directional light - Link Sun, 13 Sep 2015 04:20:38

Ive been trying to get shadow maps working with omni-directional lights for quite a while and Im almost there. However Im currently stuck. I have the shadow maps working and rendering but it seems like all the shadows are in the reverse order for x-x and z-z. httpimgur.comgxVg0ZA httpimgur.comN4utMBz httpimgur.comcvtvYpm Has anyone else encountered this issue

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