Page:35 - News Archived: 3437

Title Date
Dont Miss The Gamasutra communitys game developer flashcards - Link Fri, 4 Sep 2015 14:23:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH Contents Game Developer Flashcards The Gamasutra Community Edition 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 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 Features Game Developer Flashcards The Gamasutra Community Edition by Gamasutra staffBusinessMarketing 8 comments September 24 2012 Page 1 of 3 In August Epic Games design director Cliff Bleszinski submitted a list of game developer flashcards to Gamasutra -- a taxonomy of personalities and situations hes encountered over the course of his 20 year career. Ive learned that while developers are incredibly intelligent they can sometimes be a bit insecure about how smart they are compared to their peers Bleszinski wrote. In short this article identifies communication techniques that are often used in discussions arguments and debates among game developers in order to win said conversations. The article garnered a tremendous response -- 71 comments as of this writing -- and after taking a look at them we decided to round up the best into a second installment of the article. Below youll find a second set of flashcards contributed by the community with fresh illustrations by Juan Ramirez who provided the art for Bleszinskis original article. Your Design Chocolate is in My Art Peanut Butter. When an artist is disagreeable to incorporate a meaningful player feedback device such as a visible wall or some other element because they fear its incorporation will upset the visual composition of their work -- even though both in concert should result in a superior gameplay experience. -Ara Shirinian Agile in Name Only. The producer who misuses Agile terminology but never uses Agile development. The project ends up with a traditional waterfall dev cycle but everything is horribly mislabeled. - Matthew Henry The Do Nuthin. Someone on the team that does nothing other than pass along your reports. - Aaron Cassillas Thats Not What Blank Is A designer who would disagree with a non-Newtonian gravity mechanic because thats not what gravity is. - Matthew Downey Trust Me Im the ____. When an artist programmer or designer uses their superior knowledge within their own field to avoid adding an element that may grow the scope within their department. - Tyler Coleman The Box Dweller. Someone who immediately dismisses an idea because it wouldnt work within some other often easily changeable current constraint in the game. Example We could never let you throw more than one grenade The explosion overdraw would kill the framerate - Aaron San Filippo Responses to Cliff Some of the comments of course built directly upon concepts introduced in the original article. The following four in fact describe personalities -- and their techniques -- that specifically counter some of Bleszinskis examples. Dying on that Sword. The dev who refuses to back an idea no matter what. Passively or actively works to prevent its success even when the rest of the team is moving forward. Is often a response to ideas from The Prophet or The Gardener. - Curtiss Murphy The Pesticide. The person who did not like The Gardeners idea in its earlier stages and will now do anything they can to keep it out. - Tyler Coleman The Anti-Prophet. The evil opposite of The Prophet who simply knows -- but has no reasons -- the idea wont work. If you ask why shell reply with You didnt think it through enough when the truth is she hasnt thought it through at all. - Matthew Henry General Patton. The opposite of Analysis Paralysis. A good plan violently executed now is better than a perfect plan executed next week. Though its always good to think things through too much thinking can be harmful. Its good to ask yourself Am I thinking about this aspect too muchlittle - Jan Stec The Puppet. This particular developer has a role with responsibility to the game but allows him or herself to be pushed around by people above them who havent played a game since Minesweeper. Their team implements designs that no one agrees are even the slightest bit decent. Sometimes theyve got a hand so far up their ass the design team cant even suggest alterations to improve an idea without getting snapped at. - Sean Watson Page 1 of 3 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 Top Stories

Game devs join forces for War Child charity game jam - Link Fri, 4 Sep 2015 13:57:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS 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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Game devs join forces for War Child charity game jam September 4 2015 By Alex Wawro September 4 2015 By Alex Wawro Post A Comment More ConsolePC Indie BusinessMarketing Creative Assembly Bossa Studios 343 Industries and other developers are planning to take part in a six-day game jam for charity then sell the fruits of their labor inMarch of 2016 asa downloadable game omnibus Help Real War Is Not A Gameto raise money for the War Child non-profit. For game developers this is a niceopportunity tosee compatriots apply their skills to a charitable cause. It39s also interesting to see War Child representatives drawing clear parallels between theHelpjam game album and the Help albumpictured recorded in 1995 by Paul McCartneySineacutead O39Connor Radiohead and other music artists to support War Child39s efforts. This time around participating studios will work in locations around the world to quickly make a game based on a brief provided by War Child. Unity Gamemaker and Unreal are also providing their toolsets to participants at no cost and with no royalty requirements. For more details including contact information if you39re interested in potentially participating check out War Child39sHelp Real War Is Not A Gamewebsite. Related Jobs 09.07.15 Executive Producer 09.07.15 Senior Server ArchitectEngineer 09.07.15 Mobile Game Designer immediate opening 09.07.15 Unity Developer - Tools View All Jobs Top Stories Next News Story View All 253016 newswire viewnews253016Game_devs_join_forces_for_War_Child_charity_game_jam.php Loading Comments

We should patch our games - Link Fri, 4 Sep 2015 11:29:00

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 We Should Patch Our Games by Keith Burgun on 090215 011700 pm 11 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. I39ve been hearing more and more voices crying out against patching recently and I wanted to unpack some of what people have said. I think this is one of the many designer-to-player communication issues that crops up in the games conversation and so here is a designer trying to improve onpatch that aspect so that hopefully we can have better conversations in the future. I should make clear that I am talking only about patches to a game39s rules in this article. Probably few if any people would complain about the fact that some game-breaking bug was fixed in a patch. The interesting question is with regards to things like patching game balance adding or removing features and so on. Firstly I do understand the costs that patching a game has. It39s frustrating to have to learn new rules and incorporate them into your strategies. It39s annoying to have mastery be a moving target. Sometimes in the case of physical games a patch comes with a monetary cost and wastes materials. I agree with all of these concerns and I have other concerns too which I39ll delve into in this article. But despite those costs it is absolutely in players39 best interest for developers to patch their games as much as is necessary. While frequent or large-scale patches to a beloved game can certainly be annoying it beats the alternative. What Is Patching In games patching is simply the process of improving on an existing design. It is indistinguishable from all of the hundreds or thousands of patches built before a game39s release. Once people get a hold of the game however changes are then considered to be patches because from a player39s perspective something external is coming in to their game and patching it. What many players don39t understand is that a game39s release is triggered at a somewhat arbitrary point. Let39s describe the phase the game is finished to mean the developer ceases working on the project believing that it is just about as good as they can make it. Let us also assume that we as game designers want to make the best games we possibly can. Then again we are also operating in a world of real life constraints. Because of those constraints we have only two options for producing the best game we possibly can Quality-minded developers such as Riot Valve Blizzard Sirlin Games and I39m happy to say Dinofarm Games take option 2. Very few developers have the capability or desire to do option 1 the only studio I know of that might qualify for this would be Jonathan Blow39s studio in working on The Witness. However there is a third way that is often confused with option 1. We39re Paying You To Beta Test Your Game Here is a third option that developers could take if 1 is impossible and 2 seems problematic to you 3. Somewhat-Finished-NoPatch Develop internally until the game is solid after a reasonable amount of development time and then never patch the game again. I39m sure you39ve probably heard the argument before that says that developers are using us players as free QA departments to test their unfinished game. This argument is totally flawed because it fails to understand the actual constraints of game development. You getting a totally finished game on release day was never ever an option because almost no arguably zero studios have the resources to do that. The only thing that anyone ever released was a mostly finished thing that we will patch up and make finished or a mostly finished thing that will stay as it is forever. If what you want is developers to use option 3 then you39re in luck because that39s exactly what 99 of most developers already do Most developers launch their game and just never patch it with a possible exception of when an OS update breaks their game and sometimes not even then. Would anyone really prefer to have a bunch of somewhat finished games floating around It seems to me that it39s much better to have a developer produce one Totally Finished game than several somewhat-finished ones. Before I move on I need to point out that it probably really is exactly zero developers who have the ability to do option 1 Totally-Finished-NoPatch. This is because only once you expose your game to the hundreds thousands or hopefully even millions of players that will make up its player base is your game really getting tested in a way that can give you serious data on how it39s functioning. Even if you39re one of the fortunate bigger teams that can afford to hire a QA firm that kind of testing just doesn39t come close to what you get when the game goes public. If option 1 were possible developers would be doing it. But we have essentially zero examples of this. Worth the Annoying-ness I think there are three primary reasons why people get frustrated when the game they love changes. I will start this section off by noting that as a game designer I have to admit that I am a little bit biased here as patches for me are always a source of excitement. I love to look through changes and see what solutions other designers come up with for problems that crop up. With that said I think everything I39m about to say stands for everyone. Complaint 1 - Their dominant strategy or thing that they were attached to personally is being taken away from them. This is a straight-up bad argument that I will dismiss pretty quickly. It39s simply short-sighted. Sure maybe you love your over-powered dominant strategy but do you love that it makes the game a less positive experience for everyone else Do you love that it might be a significant part of the game you love and its community dying off and being forgotten A healthy game is a balanced game and so you shouldn39t love any imbalance even those you personally take advantage of. The

Confessions of a Steam trading card addict - Link Fri, 4 Sep 2015 09:03:00

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 Endless SteamHow I Found Valves Greatest Game by Xalavier Nelson on 083115 010100 pm 2 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 originally went live on Video Games and the Bible July 1st of 2015. _____________ 157hellip 158hellip 159hellip 2 AMndashfinally. It will take at least 5 minutes for the store to stabilize 10 more for prices and discounts to appear correctly and another 10 after THAT for trading on the best titles to really begin. And yet I force myself to stay awake anyway hoping the sun doesnrsquot rise too quickly and reveal the tired mess hunched over the computerndashme. Therersquos a weird heaviness in my chest and a dull throbbing ache throughout my body. Irsquove been doing this almost a month now. In most cases only to buy nothing at all once I see the featured games of the dayndashbut if I stay up a little bit laterhellip Maybe a user will want the extra copy of Half-Life I have in my inventory. Maybe I can get BattleBlock Theater for a friend with a little salesmanship and a few Trading Cards. Maybe I can find a good deal before being drowned in a tidal wave of traders advertising their wares and scammers wishing to take advantage of those new to this way of life. 3 AMhellip 4 AMhellip 5 AMhellip Yes this true story probably seems a bit ridiculous. However look into the depths of Steam Trading and yoursquoll find a brilliant ecosystem formed around the unique quirks ofthe Steam platform. Few discover this world fueled by virtual ldquokeysrdquo and ever cheaper games but many who do eventually become a part of ithellipOr burn out along the way. The internet may be clamoring for Half-Life 3 but I believe Valve has perhaps unintentionally already created its greatest gamendashandI canrsquot stop playing it. Steam has over 125 millionactiveusers more than 10 million of which have logged on in the past 24 hoursndashbut it isnrsquot a game you say With the launch of the Xbox 360 in 2005 Microsoft changed the way many approach the act of gamingby introducing ldquoAchievementsrdquo to the mass market. These tasks ranging from playing a level in a unique way to reachingludicrous goalsreward players for completing them withan addictive soundbyteand an increase to their overall Gamerscore. Seeing the success of this feature Valve followed suit and added achievements to their own platform Steam in 2007. However they took the concept a step further and essentiallygamifiedevery aspect of their service. Your account ldquolevels uprdquo when you buy games participate inSteam Sales and interact with the community. This allows you to further customize your Steam profile put more users on your Friends List etc. If the developer has added them you can get ldquoloot dropsrdquo in the form of collectible Steam Trading Cards while in-game. These can be sold traded or crafted into Badges to increase your Steam level. Certain titles even allow you to trade and sell items originatingfrom the games themselvesndasharmor weapons skinshellipNot unlike the now closed Auction House inDiablo3 which also used real money. Steam transcends the limitations of a typical title found on store shelves. Through extensive gamification and a vast network of interconnected functions it in some way integrates itself into the gaming worldof everyone who uses it. It never ends or becomes less relevant. Most of its125 million usersdonrsquot even know theyrsquore ldquoplayingrdquo itallowing Steam to seamlessly blend intoevery portion of a userrsquos digital life without inspiring pesky accusations ofcausing addictionormental illness. As a player yoursquore invested in your profile in your inventory of Steam cards and items in your constantly expanding library of games and in your friendshellip Why leave Steam isa place to share content yoursquove made forand about your favorite games with others or todiscuss them. A way toshow off titles to friends instantaneously and learn what your favorite personalities recommend.An avenue for aspiring developersto get their projects onto the largest gaming platform in the worldhellipItrsquosgroundbreakingencompassing nearly every area of PC gaming and usewith each update. I suspect Valve had no idea that the service they originally made to patchCounter-Strike could become a centerpiece of peoplersquos livesndashwhich brings me to Steam trading and by extension my spiral down the rabbit hole. The community surrounding the marketplace storefront and quirks of the Steam ecosystem is perhaps the best example of how the ldquomechanicsrdquo driving Valversquos greatest game can be all-engrossing. It all began with a Key. Users quickly found that Keyslike the one above could be used as currency when trading with each other due to their relatively stable value 2.50 USD. This changed the way certain membersbought games.In an environment whereAAA titles are sold in bundles orat deep discounts whatrsquos to stop you from making a bit of extra money regardless of the possible loss to the developer On the other end of the situation why buy a game when you can just get a couple dozen keys and trade for what you want when itrsquos convenient In short players saw an opportunity to capitalize on a temporary ldquogold rushrdquo of unregulated tradingndashand seized upon it. Russian traders making the most ofthe disparity in sale prices between regionswould sell AAA games at huge discounts to Western counterpartswho would then trade them to users in their own areas for a significant profit. Buyerscould feasibly keep up on major titlesfor fairlylittle. That is if they could find a legitimate deal amidst the scammers and hackers also trawling the Trading forums. Several traders distinguished themselves during this period by becoming wholesalers of sorts stocking up on the latest releases by building supply

How to market your game - The Jaws method - Link Fri, 4 Sep 2015 07:02:00

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 How a shark attack defined product positioning by Aidan Minter on 090115 013500 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. In my previous blog post I talked about the 5 mistakes that developers were still making in their efforts to self publish and by the looks of the number of retweets and messages I got it seems to have really struck a chord. The blog post was written on the basis of one of my Chapters from my new book Front Towards Gamer Videogame Marketing PR for Indie Startups and Kickstarters. One of the points highlighted was product positioning how to find that sweet spot in the marketplace is an important aspect of your communications plan. Sometimes the head down approach to getting a product ready to launch you can easily miss whatrsquos going on around you. This includes what your competitors are doing. If you look at the amount of product clones cluttering up the Play Store and Apple app store most of these are titles that are just chasing a quick buck based on a successful master product. However there are also products on next gen console PC and other formats that are releasing into the marketplace that get lost because they are not defining the genre they become a lsquome toorsquo product because their feature set is too similar to their closest competitor. Ideally you want the shortest most direct positioning for your product you can create a longer more drawn out positioning can be harder to remember and harder to define. A good example of positioning is to look at the TV listings for movies listing the entire movie story line as described on the back of the DVD case isnrsquot possible so the TV stations find the crux of the films story character and theme to position the content for the audience. For example Steven Spielberg in the summer of 1973 was signed up to direct Jaws the horror film that did for beach holidays what Fatal Attraction did for having an affair. Positioning this film is fairly simple and direct ndash ldquoWhen a gigantic great white shark begins to menace the small island community of Amity a police chief a marine scientist and grizzled fisherman set out to stop it.rdquo You have the characters the location and the dilemma all rolled into a short description. The same thing is what yoursquore trying to achieve when positioning your own product the hook and the premise or feature need to stand out. When you list your games features rated from most important to least important you then need to figure out what benefits or lsquopositional advantagesrsquo as they are known provide your potential customer pre-emptive ndash cannot easily be countered or emulated by a competitor therefore making it unique important ndash means what it says it highlights its importance to the consumer Distinctive ndash itrsquos a standout feature that sets it apart sometimes to the point that it is unique. Checklist If yoursquore still having trouble trying to figure out your products positioning it could mean that your feature set isnrsquot strong enough on the other hand it could mean that you just canrsquot dial in to the strongest feature because there are lots of good product features. If this is the case then brainstorm with the rest of your team get feedback and input from everyone in the development team and whiteboard the ideas over a meeting but for the sake of time try to limit the meeting to thirty minutes. Enforcing a time limit means yoursquoll be far more likely to reach a decision than kicking around too many ideas that inevitably lead to indecision the absolute opposite of what you are trying to achieve. Good Luck Sources Front Towards Gamer Amazon 9.99. Marketing Management by Philip Kotler Amazon 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 252676 blog blogsAidanMinter20150901252676How_a_shark_attack_defined_product_positioning.php 1002022 35863403 Loading Comments

Executive Producer Boss Fight Entertainment Inc. - Link 2015-09-07

Boss Fight Entertainment is looking for an Executive Producer to join our veteran game development team. This role involves organizing and collaborating with members of the Boss Fight team from every part of the studio as well as partners outside the company to deliver exceptionally high quality mobile games primarily based on iOS and Android platforms. Candidates should have a significant amount of production experience be highly familiar with the gaming industry and have first-rate organizational communication and motivational skills. The ideal candidate is someone who has a passion for gaming an infectious positive attitude and a proven record of success. Responsibilities Lead a team at scale on a key game franchise. Own product quality overall user experience and advocate for the player. Motivate the team to accomplish their goals of producing quality games that delight the player. Work collaboratively with product managers engineers artists designers QA etc. to drive results and outcomes. Effectively communicate the core experience of the game to other parts of the Boss Fight team. Help ensure that the teams product leverages the ideas and resources of the larger organization. Primary communicator with Boss Fight executives and our publishing partners regarding project status. Create an organizational structure processes and project plan that allow the team to efficiently produce high quality work on time and on budget. Initiate foster maintain and manage others toward positive working relationships with internal and external organizations. Passionately articulate goals and team principles to help form a stimulating and fun work environmentculture. Required Skills 7 years of experience working on high quality games in the console mobile or web space. Previous experience shipping AAA or equivalent quality games in mobile. Free to play experience. Excellent written and verbal communication skills. Ability to work in a team environment with maturity and leadership. Inspired and enjoys inspiring others. Organized and can help organize others. Please apply on our website httpbossfightentertainment.comcareersltimg srchttpfeeds.feedburner.comrGamasutraJobs4Rsoh-uuKn9M

Senior Server ArchitectEngineer Nuclear Division - Link 2015-09-07

In this position you will architect and develop a game backend that supports a high number of concurrent users while at the same time guaranteeing fast response times. Develop the platform that drives our online multiplayer games Implement robust flexible and well-architected systems System architecture specification including requirements gathering and documentation Databasepersistence fabric design Server API specification Social media and middleware integration Server performance profiling optimization Develop automated processes and tests for frequent and regular releases while ensuring server stability Work with a small team of engineers artists and designers to build compelling video games Establish best practices assist mentor other engineers on the team and identify problem areasopportunities for improvement SKILLS AND ABILITIES 5 years of experience building large-scale mobile web backend systems Strong programming skills coupled with demonstrable architecture design abilities Proficient with scalable server-side programming concurrency synchronization and distributed systems Deep knowledge of SQL relational databases such as MySQL or alternative NoSQL databases such as MongoDB Strong knowledge of cloud computing services like AWS or Microsoft Azure and infrastructure automation Strong practical knowledge of server technologies like REST asynchronous non-blocking systems Netty Node.js Strong metrics monitoring and performance optimization experience HIGHLY DESIRED Experience building multiplayer games Familiarity with integrating mobile app technologies like push notifications Resource-constrained client-side experience mobile console etc. Agile development experience Scrum Kanban etc.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4vF4Il7W8tG8

Mobile Game Designer immediate opening Zindagi Games - Link 2015-09-07

SUMMARY OF POSITION Zindagi Games is looking for a Mobile Game Designer for our office based in Camarillo Ca. Zindagi is a cutting edge development studio at the forefront of new technology and social designs in the mobile space. Weve shipped 5 successful titles across various platforms and our latest hit mobile game Crazy Kitchen is climbing the charts. Our studio and culture is geared towards producing the best quality games in the world in a state of the art facility and has industry leading work conditions and benefits. As a Mobile Game Designer you will design exciting new game mechanics and systems and work closely with the engineering team to see those designs through to implementation. You will become champion and product owner for your designs and will validate launched mechanics and systems with collected data results. JOB RESPONSIBILITIES Create systems and mechanics catered to a games specific target demographic Create game design documents that clearly communicate ideas concepts and requirements across multiple disciplines Monitor key game health metrics and be able to formulate productdesign decisions based on the data Make decisions based on live data and analyticstrends Be a team player willing to work in a fast-paced environment Enjoy challenges and problem solving Must have a passion for game development JOB REQUIREMENTS 1-2 years experience making successful games as designer in the mobile or social space. Strong documentation skills Data Driven Deep Understanding of the current mobilesocial landscape Familiarity with Unity is preferred Familiarity with using an Analytics dashboard is preferred e.g. MixpanelUpsightKontagent BENEFITS Full Medical Dental and Vision 980 work week. This means that we will work 9 hours Monday - Thursday then 8 hours one Friday and the other Friday we have off. 3 weeks 120 hours of PTO to start and increases after 5 years. 401k plan with company matching No Crunch - We havent crunched on any of our titles and we dont plan to Please visit our website for further details www.zindagigames.com Must posses legal authorization to work in the US Direct hires onlyltimg srchttpfeeds.feedburner.comrGamasutraJobs4zGANPt6NuEY

Unity Developer - Tools Jaunt - Link 2015-09-07

Jaunt VR is seeking a Unity developer with experience developing front end navigation within Unity like NGUI. Must be able to work closely with members of the creative team to get prototypes up and running quickly then build out artist friendly tools and scripts over time empowering the creative team to craft their own prototypes with minimal developer support. Additional ability to write documentation produce tutorials for custom tools and workflow highly desired. Responsibilities Help define and create an entirely new type of user experience in the immersive world of virtual reality Hard code prototypes and evolve mature artist friendly tools from the results Develop documentation of custom tools and workflow for both internal and external audiences Collaborate closely with design and engineering Develop and champion new workflows and processes for developing and testing UI within VR applications Basic Qualifications Deep working knowledge of Unity toolset plugins and general creative workflow using scripting monodevelop etc Comfortable with Git code repository and version control systems for maintaining development efforts Solid understanding of UX UI considerations within 3D and 2D environments Have shipped productized UIs across multiple 3D related projects Preferred Qualifications Experience with VR content and applications Interest in and appreciation for new and old forms of UX UI Experience with engines and systems beyond Unity Strong desire willingness and excellent voice with which to write documentation for Jaunt tools and techniques Basic sense of visual design typography and layout Ability to produce video tutorialsltimg srchttpfeeds.feedburner.comrGamasutraJobs4Csw5I2dqFTU

Mobile GameBuild Engineer Bandai Namco Entertainment America - Link 2015-09-07

Mobile GameBuild Engineer POSITION SUMMARY BANDAI NAMCO Entertainment America is looking for a Game Engineer who is experienced in programming mobile game titles and implementing automated build environments. Candidates must have a B.S. in Computer Science or equivalent working experience. You are a product-focused team player that thrives in a highly creative multi-disciplinary atmosphere. You will be responsible for creating new game titles andor taking over currently released titles that are still in development. The games will be primarily programmed for Android iOS Unity 3D and possibly other mobile platforms. The Engineer working in this role is a strategic thinker problem-solver detail-oriented and must be an effective communicator. The candidate will be working closely with Producers Designers and Artists. ESSENTIAL DUTIES AND RESPONSIBILITIES Create game titles for Android and iOS platforms. Programming for multiple aspects of a game title. Implement automated build environments for various game titles. Work with external developers and help set up requirements for codebinary deliveries. Create and maintain technical documentation. Create and maintain utilities for use in development. Work closely with the production design and QA teams to meet completion deadlines for each project. Integrate change requests and playtesting feedback. SUPERVISORY RESPONSIBILITIES No supervisory responsibilities EDUCATIONEXPERIENCE REQUIREMENTS Bachelors Degree in Computer Science or equivalent work experience 2-3 years industry experience creating and programming mobile games Experience working in a multidisciplinary team environment Android and iOS programming experience a must Unity 3D experience a plus Setting up Jenkins automated builds a plus Programming experience in Java C and Objective C a must Good experience with shell scripting PythonRuby programming and UnixOS X sysadmin tools.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4EytrpCuOOZk

Lead Artist- Madison Sega Networks Inc. - Link 2015-09-07

Three Rings one of SEGAs premiere online games studios is growing our Madison WI team. We are looking for a Lead Game Artist to work closely with production and design teams to produce exceptional compelling artwork for next-generation mobile games. Three Rings is seeking a passionate leader who wants a hand in all aspects of game art from concept through production and into implementation. Duties and Responsibilities Responsible for the overall look and feel of the game Quickly iterate concept art to determine stylistic goals Produce benchmark assets to guide other artists in style and quality Develop and maintain the Art Bible Determine the most efficient tools and technical process for production Lead and manage the art team Partner with Production to develop tasks and schedules for the art team Requirements At least 5 years industry experience working in a team Exceptional 2D and 3D art skills including experience with animation and technical art Remarkable leadership skills and a passion to lead and mentor others Excellent communication skills and experience working with other disciplines and managerial levels Superb organizational skills with the ability to manage time and resources in a team environment Keen passion for making top-notch industry leading mobile games We Offer Competitive salaries and bonus plans Complete MedicalDentalVisionFSA Free snacks and drinks and an in office bar Company trips and parties we like to have fun Applicants are encouraged to submit a resume and cover letter to jobsthreerings.net including Lead Artist in the subject line and a link to an online portfolio containing video screen shots game files or game saves of levels that you have created noting content that you are personally responsible for. Anything else that demonstrates your creative ability such as writing samples artwork design docs etc. is appreciated. Candidates without an online portfolio cannot be considered. Please do not send images and other material in attachments.ltimg srchttpfeeds.feedburner.comrGamasutraJobs45bLn27fGC_s

Android developer Oddly Even Studios - Link 2015-09-07

Oddly Even Studios is a Valencia Based Mobile Development firm were looking for an Android Developer to add to our excellent team. Not only do we design and create super cool business apps and gaming we are also leading the charge into location-based app technology and augmented reality. While we have a very relaxed and creative culture extremely focused on quality of life and family we are an extremely objective-driven organization focused on providing the highest level of expertise and service to our clients. Very strong benefits and outstanding culture. Required yes - were very serious about the word required Two years minimum Android mobile development experience. Strong knowledge of Android UI design principles patterns and best practices Expert level understanding of the Java language. Proficient with REST APIs and HTTP services Ability to understand business requirements and translate them into technical requirements Prior experience working with Androids hardwareAPIsi.e.Bluetoothgyroscopesaccelerometers etc Strong database experience particularlySQLite Experience using SourceVersion control Git JIRA etc. Other great to have skills iOS mobile development experience. Back-end development experience. Have deployed apps to the applicable app store. Unity experience that would give us chills Lastly please have these other great qualities Strong problem solving skills and attitude. Very strong Initiative - self-managing and self-motivating. Desire to stay current with latest platformOS features and changes. Positive and optimistic attitude. Strong communication organizational and documentation skills mandatory. Worked in an AgileScrum development environment. Flexibility teamwork and absolute ownership. Absolutely no drama we are a drama free zone. Grow thrive and excel in your career A strong desire to make your next job a home and the best place youve ever worked. We build super cool stuff and have a great time doing it. Please send your resume a link to your LinkedIn profile and your recent salary history. Please dont reply without including all three of these things otherwise your email will automatically be banished to another realm.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4VDb0-lc_4rY

Full Stack Engineer Bandai Namco Entertainment America - Link 2015-09-07

Full Stack Engineer Mobile BANDAI NAMCO Entertainment America is looking for a Full Stack Engineer who is experienced in developing and maintaining both front and backend applications for several mobile free-to-play games specifically for Android and iOS applications. This individual in this position must be a product-focused team player that thrives in a highly creative multi-disciplinary atmosphere. This Full Stack Engineer is responsible for developing game client and game server code is a strategic thinker problem-solver detail-oriented and must be an effective communicator. This position will work closely with Programmers Producers Designers and Artists and will report to the Technical Manager. ESSENTIAL DUTIES AND RESPONSIBILITIES Develop front and backend solutions for game titles on Android and iOS platforms Contribute to all technology development efforts in the mobile game space Create and maintain technical documentation Create and maintain utilities for use in development Work closely with the production design and QA teams to meet completion deadlines for each project Integrate change requests and playtesting feedback Mentor other engineers SUPERVISORY RESPONSIBILITIES No supervisory responsibilities EDUCATIONEXPERIENCE REQUIREMENTS Bachelors degree in Computer Science or equivalent work experience 3 years industry experience with Linux developed backend server solutions 5 years experience creating and programming application servers 3 years experience programming for mobile game client platforms Experience with relational and nonrelational databases Experience with Node.js Dev Ops experience strongly desired Unity 3D experience a plus ltimg srchttpfeeds.feedburner.comrGamasutraJobs4GChw9l7x02A

Senior Programmer Double Fine Productions - Link 2015-09-07

Senior Programmer Double Fine has an immediate opening for an ambitious visionary and experienced Senior Programmer for its San Francisco development studio. The ideal candidate has considerable experience contributing to a large cutting-edge code base and has the ability to architect and implement critical game engine components. The role requires prior experience developing for modern game systems such as PS4 Xbox One or Windows. Additional key qualifications for this role include good problem solving skills the ability to motivate collaborate with and mentor others and a passion for adding the extra polish that that trulysetsDouble Finegamesapart from othergames. Responsibilities Contribute innovative and original ideas on all aspects of game production and development. Design develop and maintain the core engine systems that power Double Fines games. Mentor more junior programmers on systems design programming best practices and debugging techniques. Develop technical design specifications as well as implementation and test plans. Create software systems that are intrinsically scalable and cross platform. Create or improve tools as necessary to support specific featuressystems. Continuously test debug profile analyze and optimize across on all applicable platforms. Requirements Five or more years experience in the creation and delivery of state-of-the-art performance-minded games with two in-game credits required. Demonstrated proficiency in C. Proficient with linear algebra and general 3D mathematics. Comfortable working with internal and externally developed code. Effective communicator and collaborator with engineers and team members from other disciplines. A natural curiosity for all aspects of game development and a willingness to work on a wide variety of systems. Excellent analytical and communication skills. Self-motivated and passionate about making video games. Commitment to personal and peer development and sharing best practices. Must be legally authorized or able to immediately obtain legal authorization to work in the US. Pluses Hands-on experience developing for Unreal4 or the PS4 Bachelors degree or higher in Computer Science Computer Engineering Software Engineering Math or related field Experience with Maya plug-ins and art pipelines Experience designing and implementing threaded asynchronous software Interest in creating tools art pipelines Maya plug-ins etc Experience with real-time physics animation and inverse kinematicsltimg srchttpfeeds.feedburner.comrGamasutraJobs4y89AStnDAx4

3D Visualization Artist Tesla Motors Inc. - Link 2015-09-07

About Tesla Teslas goal is to accelerate the worlds transition to electric mobility with a full range of increasingly affordable electric cars. California-based Tesla designs and manufactures EVs as well as EV powertrain components for partners such as Toyota and Daimler. Model S is the worlds first premium sedan to be engineered from the ground up as an electric vehicle. Model S was named Motor Trends prestigious 2013 Car of the Year achieved the best safety score of any car ever tested by the NHTSA and Consumer Reports is calling it the best car it has ever tested. Tesla Motors is committed to hiring and developing top talent from across the world for any given discipline. Our world-class teams operate with a non-conventional automotive product development philosophy of high inter-disciplinary collaboration flat organizational structure and technical contribution at all levels. You will be expected to challenge and to be challenged to create and to innovate. These jobs are not for everyone you must have a genuine passion for producing the best vehicles in the world. Without passion you will find what were trying to do too difficult. The Role The 3D Visualization Specialist is responsible for the creation of real-time computer generated imagery. Primary tasks will involve maintaining vehicle master files for use in real-time review sessions but will also be called upon for other visualization tasks based on the skillset. This position also involves RampampD in the virtual reality field. The ability to interact well and fit into a small highly motivated multi-functional team that is working in a rapid simultaneous engineering environment is essential. The role offers the rare opportunity to take ownership in the development of new and genuinely cutting edge vehicles so enthusiasm and knowledge of cars is advantageous. You must have a genuine passion for engineering the best electric vehicles in the world. You must want to work in a fast-paced entrepreneurial company. We are building real products -- not presentations. This must excite you. Youll work alongside accomplished world-renowned designers on perhaps the most exciting automotive programs in existence today. Responsibilities The successful candidate must have the ability to meet tight deadlines have strong interpersonal and communication skills be detail oriented and have the ability to work independently. Heshe must establish and maintain a professional working relationship with external and internal teams at all levels across the company. Typical job duties may include but are not limited to the following Optimizing models for real-time performance. Maintaining master files. Shading Lighting Texturing. Researching and developing pipeline solutions and techniques. Interfacing with design engineering web stores and manufacturing to provide visualization solutions. Supporting legacy projects. Troubleshooting. Requirements Bachelor degree in film tv digital media design or similar. Two years minimum experience in real time visualization games. Must be proficient in Unity andor Unreal engine. Experience with Maya VRED ideal. Scripting and automotive experience a plus. Knowledge of HMDs VR solutions etc. Receptive to learning new tools and exchanging knowledge. Accustomed to going above and beyond. Excellent communicator team player resourceful organized and mindful of time management. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4uURhOvAMpTM

Software Engineer Developer Relations - San Francisco Havok.com - Link 2015-09-07

Havok has been at the cutting edge of innovation in game development for over a decade. We provide cross platform game engine technology mainly on AAA titles with top clients such as EA Sony Activision Nintendo Ubisoft Bungie Guerrilla and DICE. We have a unique environment made up of talented small stable teams. We provide each of our engineers with an opportunity to make a real impact on our environment our business and the direction of our industry standard products. DEVELOPMENT IN HAVOK You will work in small focused teams of highly motivated and talented developers You will be part of a professional stable development environment that is not subject to the long periods of crunch time typically associated with game development Each developerprogrammer will be expected to take responsibility for and strongly influence the products they develop and the customers they work with at Havok You will have the opportunity to work on and gain experience with the expanding range of hardware platforms we support You will have the opportunity to work with some of the best games teams in the industry KEY RESPONSIBILITIES Consult in-depth with game developers to plan innovative company technology usage Identify and provide guidance on state-of-the-art design and implementation approaches to game development often working as part of a team Provide expertise on AAA game title development including physics usage animation and content pipeline Provide guidance to and mentor junior engineers Proactively learn and implement new technologies quickly and independently Develop tools and utilities that solve specific customer problems Use company support system to answer developers questions create use cases and reproduce and log bugs Manage relations with customers including identifying risks and setting expectations Job duties may involve increased levels of responsibility over time REQUIREMENTS Bachelors Degree in Computer Science or equivalent 1-2 years of 3D graphics game programming or middleware experience including experience on a shipped product Strong C coding debugging and testing skills Practical understanding of 3D mathematics and algorithms Excellent communication and customer management skills Willingness to travel Positive attitude and strong work ethic DESIRABLE SKILLS Background in game development Game engine experience Low level optimisation skills Experience with physics animation and pathfinding middleware ampamp tools At Havok we offer a unique environment and opportunity to work alongside talented colleagues in a challenging role with real job satisfaction.We have a supportive environment where you will have career travel and research opportunities. We operate in high spec relaxed offices in some of the most exciting cities around the world. Our salaries are competitive and we provide excellent benefit and relocation packages. We at Havok are very proud of who we are and what we do. We hire people based on their talent and potential to contribute so if you think you have what it takes we want to hear from you Havok is an equal opportunity employer.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4Xp6GmgGQ4RY

HR Manager Nuclear Division - Link 2015-09-07

DUTIES AND RESPONSIBILITIES Commit to growing a company that attracts and retains top talent. Assist in the continuation of an open and transparent culture that allows for brilliant ideas to come from the cross-functional collaboration of differing perspectives. Provide leadership and expertise for the full scope of Human Resource functions including organizational effectiveness and change talent management organizational learning and development and performance management. Provide employee relations support to managerssupervisors and employees to ensure complaints discipline performance management and corrective action procedures are handled in a fair consistent and legally compliant manner. Partnering with studio leadership take the lead in developing and implementing company policies and procedures. Make recommendations to studio leadership on potential changesadditions to people initiatives preferably backed by information and data. Administer various human resources plans and procedures for all company team members including benefits payroll etc. Design and implement current and future compensation and benefits programs. Design and implement the studios performance evaluation program. Create and maintain an employee handbook and policies and procedures manual. Conduct new employee orientation and onboarding programs. Maintain human resource information system records and compile reports as needed. Ensure compliance with employment laws and assist in the creation of and adherence to policies standards and procedures. Establish and maintain relationship with internal partners and vendors regarding office needs. Establish relationship with accounting vendor to promptly and accurately communicate financial information. SKILLS AND ABILITIES 5 years of proven HR experience ideally in a high growth startup environment Experience within the games industry or interactive media strongly preferred Experience with compensation analysis and benefits plan evaluationadministration Demonstrated knowledge and understanding of compliance issues including federalstate employment law policies and procedures Strong Project and Program Management skills Bachelors degree preferred PHRSPHR certification preferredltimg srchttpfeeds.feedburner.comrGamasutraJobs4ahhT2QN0zSM

Gameplay Engineer Bartlet Jones Supernatural Detective Agency Inc. - Link 2015-09-05

The Bartlet Jones Supernatural Detective Agency is searching for a Gameplay Engineer to add to our game development team. The Engineer will work with a team of Designers Artists Tech Artists and Animators to create the Unity3D Engine based online multiplayer game Drawn to Death. Responsibilities include network gameplay programming character and weapon development and backend network programming as required. The candidate will be working onsite in the Gaslamp District of San Diego California. Requirements BS Degree in Computer Science Mathematics Engineering or Game Development Trade School Experience in console PC or mobile video game development or 2 years of full-time programming Expert in C or C programming languages Proficient in 3D vector math Experience with network gameplay programming Positive attitude and a desire to work in a collaborative team environment Preferred Skills Experience shipping at least three console PC or mobile video games or 5 years of full-time programming Avid gamer Experience with web technologies such as SOAP XML JSON etc. Experience with the Unity3D Game Engine Demonstrated ability to rapidly develop features from rough design to prototype to ship-ready Demonstrated ability to integrate UI components Comfortable with agile waterfall and hybrid development methodsltimg srchttpfeeds.feedburner.comrGamasutraJobs4lvy5BT3Ef4k

Quality Assurance Manager Respawn Entertainment - Link 2015-09-04

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

DevOps Engineer PLAYSTUDIOS - Link 2015-09-04

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

Database Engineer PLAYSTUDIOS - Link 2015-09-04

Job Description Were looking for Database Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced dynamic environment. If youre a smart creative ambitious programmer committed to building stellar products we want to talk to you. This is an exciting opportunity to join a world-class team and bring our games to even more fans worldwide. Responsibilities Develop new database code and improve existing code Design and implement relational database models Optimize database performance and automate operational tasks Collaborate with game server engineers to build production software Requirements BS in Computer Science or similar 5 years experience working on RDBMS Knowledge of Microsoft SQL Server 2012 Suite Expertise in relational database concepts and set based theory Create and maintain Stored Procedures Views UDFs CTEs and Distributed Transactions Expert knowledge in T-SQL query writing optimization and tuning Very strong knowledge in Backups ampamp Restores Indexing Compression Fantastic debugging skills and ability to resolve bottle necks Heavy SSIS Data Flow Tasks Cross Server report metric pulling SSRS Excellent communication and organization skills Ability to work on multiple projects Ability to hit the ground running and take ownership of assigned tasks Bonus Familiarity with Red Gate Tools tSQLt Framework and Unit Testing Development experience with VLDBs and OLTP volume in the gaming industry About PLAYSTUDIOS PLAYSTUDIOS is a developer of engaging casual games for the worlds largest social and mobile platforms. Founded by a team of experienced gaming and technology entrepreneurs PLAYSTUDIOs free-to-play application myVEGAS combines the best elements of popular social games with established gambling mechanics. Players enjoy an ever-growing collection of slot and table games and the opportunity to earn an unprecedented selection of valuable real-world rewards.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4dTE3lex5EJk

Web Applications Engineer PLAYSTUDIOS - Link 2015-09-04

Job Description Were looking for Web Applications Engineers to help create even more great features. Candidates must be self-motivated team players who thrive in a fast-paced dynamic environment. If youre a smart creative ambitious programmer committed to building stellar products we want to talk to you. This is an exciting opportunity to join a world-class team and bring our games to even more fans worldwide. Responsibilities Use C and .NET to develop and enhance web-based tools that interact with game servers. Collaborate with users to continuously improve tools. Work with project manager to break down high-level goals into tasks and timelines. Requirements Current knowledge of MVC 5.2 C 5.0 and .NET 4.5.2. Sound knowledge of HTML CSS JavaScript jQuery and SQL Server. Thorough understanding of HTTP technologies and RESTJSON interfaces. Sound grasp of RESTful design principles. Excellent communication and organization skills. Proven ability to build high quality products. Extensive understanding of user-interface design principles. BS or MS in Computer Science or similar. Bonus Familiarity with Kendo UI SendGrid and Web Forms. Experience writing and maintaining unit tests. Development experience with large scale systems. Game development experience. About PLAYSTUDIOS PLAYSTUDIOS is a developer of engaging casual games for the worlds largest social and mobile platforms. Founded by a team of experienced gaming and technology entrepreneurs PLAYSTUDIOs free-to-play application myVEGAS combines the best elements of popular social games with established gambling mechanics. Players enjoy an ever-growing collection of slot and table games and the opportunity to earn an unprecedented selection of valuable real-world rewards.ltimg srchttpfeeds.feedburner.comrGamasutraJobs43LMI0iafFEM

Associate Product Manager Vrse - Link 2015-09-04

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

Mobile Platform Developer Vrse - Link 2015-09-04

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

Game Server Engineer PLAYSTUDIOS - Link 2015-09-04

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

Visual Effects Artist VFX Artillery - Link 2015-09-04

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

Sr. Game Programmer IPKeys Technologies - Link 2015-09-04

One of the emerging leaders in serious gaming for the US Military IPKeys Technologies LLC. is looking for a Senior Game Programmerto join our growing game development team in Eatontown NJ minutes from the New Jersey shore line and within easy reach of NYC. Responsibilities Reporting to the Lead Programmer the Senior Game Programmerwill be joining our team in developing several new projects in Unreal Engine 4 all titles will be focused primarily on military and first responder training applications. Our team practices collaborative development with ongoing iteration on the delivered product. As a member of a small team of less than 20 developers you will have the opportunity to influence and work on products that will ultimately save lives. The ideal candidate has a history in a senior or lead role. The candidate will help with architecture implementation of systems and help guide other engineers in the development of the applications. Responsibilities include Work within an AGILE development team side by side with artists designers and programmers Collaborate with the QA staff to identify and fix bugs in a timely manner. Develop new features and mechanics within Unreal Engine 4 Mentor junior developers on specific tasking as needed Qualifications All individuals need to be self-starters and able to work in a collaborative team environment. 5 years of C experience games industry experience preferred but not strictly required. Ability to work independently and efficiently under deadlines Experience Preference to applicants with experience in The games industry Unreal Engine 3 or 4 Working withgame physics Various scripting languages Developing first-person shooters Working on personal projects that can be demoed Education Bachelors degree in Computer Science or equivalent work history Security Must have or be able to obtain US Government Security Clearance Level Secret IPKeys will sponsorltimg srchttpfeeds.feedburner.comrGamasutraJobs4ZrK5yJbheSA

Game Programmer - Faculty Southern New Hampshire University - Link 2015-09-04

The School of Arts and Sciences at Southern New Hampshire University seeks candidates for a faculty position in Game Programming. This is a full-time ten-month face-to-face faculty position on the traditional Manchester New Hampshire campus. It provides an excellent benefits package that includes outstanding health insurance coverage and tuition benefits for IRS eligible dependents as well as a generous contribution to an employer funded retirement plan and professional development support. Salary is competitive and commensurate with qualifications and experience. Game programming is part of an exciting and rapidly growing enterprise that includes game art design and development in the Department of Communication Media Arts and Technology. The successful candidate will have working knowledge of the underlying academic disciplines and professional practices involved in game programming including computer programming artificial intelligence game engines and physics for games. In addition the successful candidate will display excellent communication skills a passion for teaching and a collaborative disposition. Current knowledge of industry-standard game development tools is a necessity. Preference will be given to candidates with a demonstrated history of working in the industry. Applicants must hold a graduate degree or comparable experience in industry in game programming and development such as digital arts computer science interactive multimedia game design software engineering or a closely related field. Candidates will demonstrate a strong commitment to excellence in teaching. The successful candidate will teach undergraduate classes within the context of the B.S. in Game Programming degree in addition to supporting faculty collaborations in game design and development. Minimum Qualifications Graduate degree or comparable experience in industry in game programming and development. Current knowledge of industry-standard game development tools. Passion for teaching. Preferred Qualifications Working knowledge of disciplines and professional practices involved in game programming including computer programming game engines and physics for games. Apply Here httpwww.Click2Apply.netnpsm4qch66ltimg srchttpfeeds.feedburner.comrGamasutraJobs4RFrKPyWfFMw

Executive Producer New Product Development Age of Learning Inc. - Link 2015-09-04

The EP will lead an all-star team of educators producers designers artists and engineers whose mission is to create trailblazing new educational product that will bring unique learning experiences to millions of kids. Age of Learning offers an exciting and unique opportunity to join a dynamic global organization at the forefront of educational technology with a tremendous growth potential both for the company and the individual. This person will report directly to the Senior Vice President of Strategy. Responsibilities Lead cross functional team in the development and delivery of educational games that blend education science and data analytics to create an engaging experience. Develop product strategies roadmaps and milestones. Review comment and approve milestone submissions. Work with team leadership to formulate plans to address issues and opportunities in upcoming milestones. Collaborate with curriculum design and other cross functional groups to align and execute product strategies. Manage product staff and leads to ensure project needs are clearly defined effectively communicated and addressed. Institutionalize teams production processes adapting to the needs of specific projects and ensuring quality and efficiency. Oversee the management of complex projects concurrently including review and refinement of project vision scope quality and requirements. Work with team leadership to define and implement plans for improvement. Identify and recruit critical talent. Allocate and track required resources communicate status to senior management. Provide hands-on mentoring in areas such as requirements analysis project management communication organization leadership etc. Desired Skill and Experience 12 years experience in product managementgame development preferably with experience in childrens content. A proven record of consistently delivering high quality games on a time. Passionate about the potential to leverage technology and games to change how kids learn. Strong analytic skills and a deep understanding on how data can be leveraged to drive desired behavior. A natural collaborator with strong initiative energy and impeccable integrity Ability to grasp complex concepts and develop clear concise synthesized recommendations. Ability to conceive new product ideas from scratch evangelize and drive success. Bachelors degree within a technical discipline and advanced degree are preferred.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4yR7nr9T2-SU

Senior Programmer 15-238-GM OMAX Corporation - Link 2015-09-04

OMAX Corporation is the leading provider of precision-engineered abrasive waterjet systems for use in the manufacturing environment. If your desire is to work with leading innovators and experts in the abrasive waterjet industry or work for a rapidly growing company that fosters an environment that promotes teamwork and creativity consider OMAX. The capabilities of our machines consistently evolve to meet the diverse and changing needs of the manufacturing industry and if you are looking to join a team of brilliant minds who are dedicated to excellence contact OMAX. Duties Provide project management supervision and direction to a small team of C developers Code test document teach mentor and support all things related to several software projects Understand and learn existing systems thoroughly in order to best understand how future changes can leverage from or replace them best Research and design software products user interface and processes Provide creative input and outside of the box and innovative and inventive thinking to projects Conduct regular code reviews with others and ensure all code is properly documented and understood by the group Qualifications Advanced degree in computer science or related field plus a minimum of 10 years software development in a professional organization C C .NET Framework and multiple platform development experience required. Any script language experience is a plus At least 3 years experience supervising a software development team Strong object oriented programming skills with experience writing mission critical bug free code 3D Vector math competence and 3D graphics ampamp solid modeling experience Ability to lead a project plan the schedule and milestone correctly. Proven record of accomplishment in delivering software product successfully and shipping the software on time Very strong OOD and OOP with the use of UML and design pattern practice Experience with all aspects of commercial software Strong communication skills verbal and written Demonstrated ability to work well with others as a team Demonstrated ability to make easy to use software Experience coding for and managing the development of CAD CAM Robotics machine interfacing software is a plus Experience coding for and managing the development of 3D video games is a plus Experience in a wide range of operating systems a plus Knowledge of CADCAM motion control geometric modeling 3D graphics OpenGLDirectX is a strong plus Experience with multi-threading programming OMAX Corporation offers a competitive salary and benefits package including 401k Plan. Only qualified applicants will be contacted must be able to work for any company within the United States. Fax resumes to 253-872-9660 or email resumes to humanresourcesomax.comltimg srchttpfeeds.feedburner.comrGamasutraJobs4fUKrpIREZug

UnityDevOps Engineer Disruptor Beam Inc. - Link 2015-09-04

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

SOFTWARE ENGINEER -- SIMULATION UBER Advanced Technologies Center - Link 2015-09-04

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

Unreal Developer Pure Imagination Studios - Link 2015-09-04

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

Engine Programmer Insomniac Games - Link 2015-09-04

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

Senior UX Designer Insomniac Games - Link 2015-09-03

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

Shovel Knight Plague of Shadows Designing Mobility Tricks - by David - Link Wed, 02 Sep 2015 01:17:00

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

Enemy Attacks and Telegraphing - by Mike Stout - Link Wed, 02 Sep 2015 01:17:00

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 Enemy Attacks and Telegraphing by Mike Stout on 090215 011700 pm 2 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. Intro Note These articles go up a few weeks early at httpwww.chaoticstupid.com. Like most things when it comes to video game design I think of enemies in terms of These questions exist on multiple levels and in various contexts. In previous articles we explored enemies in the contexts of Setups or Ramps. Within those large contexts I abstracted what the enemies actually do to an almost comical level. For example ldquoSwarmers run at you in groupsrdquo or ldquoNear enemies come close but have lots of healthrdquo or ldquoHeavies do tons of damage and have lots of health.rdquo Because I was describing things at that larger scale within the context of a setup containing different enemy archetypes or a Path containing different setups what the enemies actually did moment-to-moment was not that important to that article. For this article I want to ldquozoom inrdquo and focus on the Questions enemies ask in the moment-to-moment gameplay. In a future article wersquoll examine the Tools we need to design for players to defeat the enemies. Previous Article Damage Mitigation There are a lot of ways to decide what questions your enemy should ask the player ndash but there is one in specific I find very useful. In general the specific questions an enemy can ask are based heavily though not exclusively on how the player is supposed to deal with incoming damage from the enemy itself or in other words ldquohow do players avoid losing in combatrdquo There are many ways games can handle this but for this article Irsquom going to focus on one in particular Avoidance Avoidance Avoidance n The act of avoiding or keeping away from something. Basically the enemy tries to attack and the player tries to avoid the damage somehow ndash this is an Avoidance-based system. At this scale I donrsquot care how the player is supposed to avoid damage ndash whether by dodging or using an actively defensive power like blocking. Enemies in this kind of system ask at least two questions Example games that use Avoidance systems God of War Ratchet and Clank Skylanders Super Mario Bros franchise Zelda franchise Note Irsquom using ldquoAvoidancerdquo here in contrast to other damage mitigation systems like for example ldquoAttritionrdquo which assumes the player is taking damage over time and has ways other than avoiding the attack of mitigating damage. For example ldquoTanksrdquo in World of Warcraft tend to come from player classes the designers assume will be taking damage fairly consistently. Tanks have abilities that minimize this like damage reduction and are also assumed to get help from their teammates with healing abilities. ldquoCan You Avoid My Damagerdquo Telegraphing the Attack As you can hopefully see in Avoidance-based systems at least it is crucially important that players understand the questions they are being asked in the moment of attack. If the player needs to dodge block or otherwise avoid damage ndash the player must first know the damage is coming. If players donrsquot know how to play your game they canrsquot actually play your game. This is where the technique of ldquoTelegraphingrdquo comes in Telegraph v - To convey a message intentionally or not especially with facial expression or body language. The term comes from sports like martial arts where subtle shifts in the way fighters move reveal to the other fighter what kind of attack will come next. Itrsquos also a metaphor present in strategy games like chess and poker ndash players want to reduce the amount of unintentional communication they are having with other players. In the case of a video game enemy though we want to do the exact opposite. We want to communicate exactly what the enemy is going to do so the player knows exactly what to do to avoid it. If players donrsquot understand the questions they are being asked they actually can not play your game. The challenge for players is not about confusion over knowing what they have to do ndash it comes as wersquove seen in my post about setups and the one about choice fields from the overlapping of many tiny overlapping well-communicated questions. Premdashattack Animations Before the attack we need a small delay . The purpose of this delay is to tell the player ldquoOkay here I come. Irsquom gonna attack nowhellip Can you avoid my damagerdquo Then if the sword comes down and the player takes damage itrsquos not because they didnrsquot know what they were being asked to do. It becomes fair. The player needs to know whatrsquos going on and so the enemy needs some kind of Theatrics to deliver that. The most common way I see this done is via animation. Every gamer is familiar with for example the ldquolong wind-uprdquo before a sword attack Telegraphing Effects In games with enemies that have projectile attacks the telegraphs are not usually animation-based when they are itrsquos usually some kind of elaborate aiming animation. More often though the telegraph is delivered to the player via a combination of animation sound effects voice-over visual effects and sometimes even force-feedback. Life for example every single attack in this 30 minute Dragon Ball Z video It doesnrsquot have to take 3 minutes to do a single attackbut man ndash itrsquos sort of satisfying. The most common example of this is that I see is a kind of ldquocharge-uprdquo effect A ball of particles accumulates around the barrel of the weapon you hear a kind of ldquovacuum-cleaner-in-reverserdquo sound and then therersquos a bright flash. Only after all that does the projectile let fly. I was thinking of drawing an example of that effect but decided this Mega Man X spoof video explains it better Note The effects don39t have to be over the top and

We Should Patch Our Games - by Keith Burgun - Link Wed, 02 Sep 2015 01:17:00

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 We Should Patch Our Games by Keith Burgun on 090215 011700 pm 11 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. I39ve been hearing more and more voices crying out against patching recently and I wanted to unpack some of what people have said. I think this is one of the many designer-to-player communication issues that crops up in the games conversation and so here is a designer trying to improve onpatch that aspect so that hopefully we can have better conversations in the future. I should make clear that I am talking only about patches to a game39s rules in this article. Probably few if any people would complain about the fact that some game-breaking bug was fixed in a patch. The interesting question is with regards to things like patching game balance adding or removing features and so on. Firstly I do understand the costs that patching a game has. It39s frustrating to have to learn new rules and incorporate them into your strategies. It39s annoying to have mastery be a moving target. Sometimes in the case of physical games a patch comes with a monetary cost and wastes materials. I agree with all of these concerns and I have other concerns too which I39ll delve into in this article. But despite those costs it is absolutely in players39 best interest for developers to patch their games as much as is necessary. While frequent or large-scale patches to a beloved game can certainly be annoying it beats the alternative. What Is Patching In games patching is simply the process of improving on an existing design. It is indistinguishable from all of the hundreds or thousands of patches built before a game39s release. Once people get a hold of the game however changes are then considered to be patches because from a player39s perspective something external is coming in to their game and patching it. What many players don39t understand is that a game39s release is triggered at a somewhat arbitrary point. Let39s describe the phase the game is finished to mean the developer ceases working on the project believing that it is just about as good as they can make it. Let us also assume that we as game designers want to make the best games we possibly can. Then again we are also operating in a world of real life constraints. Because of those constraints we have only two options for producing the best game we possibly can Quality-minded developers such as Riot Valve Blizzard Sirlin Games and I39m happy to say Dinofarm Games take option 2. Very few developers have the capability or desire to do option 1 the only studio I know of that might qualify for this would be Jonathan Blow39s studio in working on The Witness. However there is a third way that is often confused with option 1. We39re Paying You To Beta Test Your Game Here is a third option that developers could take if 1 is impossible and 2 seems problematic to you 3. Somewhat-Finished-NoPatch Develop internally until the game is solid after a reasonable amount of development time and then never patch the game again. I39m sure you39ve probably heard the argument before that says that developers are using us players as free QA departments to test their unfinished game. This argument is totally flawed because it fails to understand the actual constraints of game development. You getting a totally finished game on release day was never ever an option because almost no arguably zero studios have the resources to do that. The only thing that anyone ever released was a mostly finished thing that we will patch up and make finished or a mostly finished thing that will stay as it is forever. If what you want is developers to use option 3 then you39re in luck because that39s exactly what 99 of most developers already do Most developers launch their game and just never patch it with a possible exception of when an OS update breaks their game and sometimes not even then. Would anyone really prefer to have a bunch of somewhat finished games floating around It seems to me that it39s much better to have a developer produce one Totally Finished game than several somewhat-finished ones. Before I move on I need to point out that it probably really is exactly zero developers who have the ability to do option 1 Totally-Finished-NoPatch. This is because only once you expose your game to the hundreds thousands or hopefully even millions of players that will make up its player base is your game really getting tested in a way that can give you serious data on how it39s functioning. Even if you39re one of the fortunate bigger teams that can afford to hire a QA firm that kind of testing just doesn39t come close to what you get when the game goes public. If option 1 were possible developers would be doing it. But we have essentially zero examples of this. Worth the Annoying-ness I think there are three primary reasons why people get frustrated when the game they love changes. I will start this section off by noting that as a game designer I have to admit that I am a little bit biased here as patches for me are always a source of excitement. I love to look through changes and see what solutions other designers come up with for problems that crop up. With that said I think everything I39m about to say stands for everyone. Complaint 1 - Their dominant strategy or thing that they were attached to personally is being taken away from them. This is a straight-up bad argument that I will dismiss pretty quickly. It39s simply short-sighted. Sure maybe you love your over-powered dominant strategy but do you love that it makes the game a less positive experience for everyone else Do you love that it might be a significant part of the game you love and its community dying off and being forgotten A healthy game is a balanced game and so you shouldn39t love any imbalance even those you personally take advantage of. The

Music Has The Right to Children - by Paul Kilduff-Taylor - Link Tue, 01 Sep 2015 01:35:00

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 Music Has The Right to Children by Paul Kilduff-Taylor on 090215 011700 pm 3 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I got into games largely because of music. My Mode 7 co-founder Ian Hardingham asked me to write the soundtrack for his sword-fighting opus Determinance that process brought me into the world of game development and Irsquove never left. I made my very first album 20 years ago. Admittedly it contained a MIDI version of ldquoEverything I Dordquo by Bryan Adams where Irsquod purposefully reversed all of the pitch-bend data to mangle the awful pan pipe sound which had been drafted in as a vocal substitutehellip.but thatrsquos by the by. In that time Irsquove formed some quite strong opinions and internalised a fair few creative ideas which I feel can be relevant to both games and music. Brains on Games The somewhat controversial cognitive psychologist Stephen Pinker famously characterised music as ldquoauditory cheesecakerdquo. More recently Daniel J Levitinrsquos ldquoThis is Your Brain on Musicrdquo has attempted to synthesise in popular form the mechanisms behind our appreciation of sonic beauty. To him music is ldquoa type of perceptual illusion in which our brain imposes structure and order on a sequence of soundsrdquo. I believe that both music and games are composed of structures which cause our brains to sit up and take notice. They carefully play with systems that the mind uses to keep us alive. The pleasure we get from learning and controlling a game can be similar to the fun we derive from mentally decoding a musical phrase both play on the modular interoperability of the brain. A Song Without Words Much of the music that has influenced me contains melodies which seem lyrical but arenrsquot comprised of literal vocal phrases. Herersquos one of my all-time favourite dance records by the producer Ben Gold. Irsquove timestamped where the main melody occurs To me that melody evokes speech it has the cadence and meter of a person describing an important or emotive experience. It sounds a bit like a leader addressing a huge audience and trying to stir them up. ldquoAnaphorardquo is a literary term which effectively means ldquorepetitionrdquo. Herersquos some Walt Whitman From the memories of the bird that chanted to me From your memories sad brother from the fitful risings and fallings I heard From under that yellow half-moon late-risen and swollen as if with tears From those beginning notes of yearning and love there in the mist The 7th drop at the start of the Ben Goldrsquos phrase reminds me of the ldquofromrdquo here itrsquos the signal that the next important thing is coming and we recognise its reiteration almost instantly. Although itrsquos not a completely classic example I think therersquos an element of call-and-response to this phrase as well. Asking and answering questions is a key component of speech writing and rhetoric this compounds the overall effect of the melody. When the filter opens up at 322 and you can hear the lead sound in all its glory this phrase becomes more insistent it builds from a low whisper to almost a scream a harmonically rich sound that fills your perception. The crowd is roaring and the speaker raises his voice above them riding the wave. Then it repeats faster and faster getting more and more intense until the build happens the tension is released and it joins up with the simple grammar of the chord sequence from the trackrsquos introduction. I really recommend going back and listening to the intro to see how Gold develops the theme if you have time therersquos so many little tiny details like the ldquodum dum dum dada-dada-dum CHArdquo drum fill which precedes each major section which all serve to bolster this sense of narrative significance. One true master of the non-verbal melody is the great BB King who sadly passed away this year. King famously called his guitar Lucille he personified it so that he could make it sing and duet with it. His playing in the introduction tells you all you need to know about the story of the song before he opens his mouth. When it gets to the chorus he politely shares the stage with the guitar rather than the other way around. I first saw him live at quite a young age and what struck me most about the performance was that you could tell it was him on the stage from the very first note he hit that attack and singing sustained vibrato were truly electrifying. Mechanical Orchestra Since John Carmackrsquos original utterance in the 9039s legions of sexually challenged dribbling young men have been keen to describe game narrative as ldquolike the story in a porn movierdquo. So can a game talk to us in another way The real ldquocontentrdquo that a game is conveying is often non-verbal and hard to articulate. Irsquoll never tire of quoting pro Smash player PPMDrsquos assertion that a good game is like ldquoa high-level conversationrdquo. The KLF famously said that you should be able to whistle the tune of any pop song in the shower the next day without difficulty. Whether itrsquos Mariorsquos jump the way it feels to move units around in Heroes of the Storm or the fireball control motion in Street Fighter individual game mechanics have a way of burning their apparent significance into our brain. We feel them after the effect. Perhaps in game design the ideal is to create a mechanic that tricks the playerrsquos mind into believing it is undertaking a fundamentally significant or useful process something which has the emotional intensity of a great melody. I always think that in a game where you move a character it should just be fun to move around. The core mechanic of the game is what players will return to what theyrsquoll think about the next day the trick is to make it seem profound even when it isnrsquot. Some of this is

My Guiding Art Principles - Retrospective on work from Far Cry 4 amp - Link Tue, 01 Sep 2015 01:35:00

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 My Guiding Art Principles - Retrospective on work from Far Cry 4 Splinter Cell Blacklist by Jobye Karmaker on 090115 013500 pm 2 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 was originally posted on my newly minted blog Creating Triangle Soup this past weekend. See the original post herehttpjobyek.blogspot.ca201508welcome.html ---------------------------------------------------------------------------------------------------------------------- My Guiding Art Principles I recently got asked by a friend how is it I approached creating props and environments when I was talking about what I do for a living. I actually really enjoyed thinking about my approach and breaking it down for said friend and thought it would be worth sharing. I39d love to hear about how different or how similar people39s approaches are in the comments Throughout the post I39ll focus on these two images that you can find on my portfolio From Modeler to Level Artist I started out at Ubisoft Toronto as a Modeler nearly 4 years ago and worked my way up to my current position of SeniorTechnical Level Artist. Boy am I glad I started out as Modeler and not as a Level Artist. After finally breaking into the industry and seeing just how much a Level Artist is responsible for there was no way in hell I could have done that straight out of school like I thought. As a Modeler at Ubisoft you39re typically responsible for modeling and texturing all your own environmental props under the guidance of a Level Artist if it39s a more linear Singleplayer game or a Lead Artist managing a pool of artists if it39s more of an Open World game. To start out in the industry that39s great. It let39s you really focus on the details the nitty gritty arttech details and start to have you worry about gameplay constraints cover vaulting etc. and really start developing your eye for all of that. And from there if you so choose you can grow into doing level art given the chance. It39s something I slightly miss but what I realized transitioning from Modeler to Level Artist is that a lot of the same principles apply just on a different scale. Some of the core principles that I subscribed to whenever I start a prop in no particular order How I applied this practically on the scooter model I made for our Benghazi map in Splinter Cell The Big Picture As much as I miss doing that hyper-detailed work of a Modeler where I get the most joy out of my work is building up full environments as a Level Artist. At the end of the day players won39t notice your little super detailed prop in the corner exception Weapon and Vehicle Artists what they39ll notice is the Big Picture the whole environment. That39s what gives chills and creates emotions for players when exploring a game39s world. Not sure about everyone else but whenever I come across a beautifully realized expansive vista in a game level even better when you get to play in it I usually without fail get those 39good39 spine-tingling chills. Halo 4comes to mind with their beautifully-pacedvistas and reveals in their Singleplayer levels looking forward to Halo 539s. A playable vista reveal that I was particularly proud of in my Shangri-La map in Far Cry 4. As I mentioned earlier a lot of those principles I applied to my props they can be applied to full environments and locations just on a much more bigger scale. For the principles they stay the same but the questions you ask yourself change as all other departments39 work converges in the level How I applied this practically in this shot from the Shangri-La level in Far Cry 4 which happened to be the intro shot of our hands-on Gamescom 2014 demo And on that note that pretty much concludes my very first blog post. Hopefully the first of many. Sorry for the overly 39wordiness39 of it all there39s some pictures I tend to write too much. Will need to learn how to be more succinct in my writing I39d love to hear from other artists in the comments on Twitterjobyek whatever How similar or different is your approach to making a prop or an environment Always good to get different perspectives. If you have any questions too feel free Related Jobs 09.04.15 Associate Product Manager 09.04.15 Executive Producer New Product Development 09.03.15 Level Designer 09.03.15 Producer View All Jobs 252663 blog blogsJobyeKarmaker20150901252663My_Guiding_Art_Principles__Retrospective_on_work_from_Far_Cry_4__Splinter_Cell_Blacklist.php 887569 33277493 Loading Comments

How a shark attack defined product positioning - by Aidan Minter - Link Tue, 01 Sep 2015 01:35:00

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 How a shark attack defined product positioning by Aidan Minter on 090115 013500 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. In my previous blog post I talked about the 5 mistakes that developers were still making in their efforts to self publish and by the looks of the number of retweets and messages I got it seems to have really struck a chord. The blog post was written on the basis of one of my Chapters from my new book Front Towards Gamer Videogame Marketing PR for Indie Startups and Kickstarters. One of the points highlighted was product positioning how to find that sweet spot in the marketplace is an important aspect of your communications plan. Sometimes the head down approach to getting a product ready to launch you can easily miss whatrsquos going on around you. This includes what your competitors are doing. If you look at the amount of product clones cluttering up the Play Store and Apple app store most of these are titles that are just chasing a quick buck based on a successful master product. However there are also products on next gen console PC and other formats that are releasing into the marketplace that get lost because they are not defining the genre they become a lsquome toorsquo product because their feature set is too similar to their closest competitor. Ideally you want the shortest most direct positioning for your product you can create a longer more drawn out positioning can be harder to remember and harder to define. A good example of positioning is to look at the TV listings for movies listing the entire movie story line as described on the back of the DVD case isnrsquot possible so the TV stations find the crux of the films story character and theme to position the content for the audience. For example Steven Spielberg in the summer of 1973 was signed up to direct Jaws the horror film that did for beach holidays what Fatal Attraction did for having an affair. Positioning this film is fairly simple and direct ndash ldquoWhen a gigantic great white shark begins to menace the small island community of Amity a police chief a marine scientist and grizzled fisherman set out to stop it.rdquo You have the characters the location and the dilemma all rolled into a short description. The same thing is what yoursquore trying to achieve when positioning your own product the hook and the premise or feature need to stand out. When you list your games features rated from most important to least important you then need to figure out what benefits or lsquopositional advantagesrsquo as they are known provide your potential customer pre-emptive ndash cannot easily be countered or emulated by a competitor therefore making it unique important ndash means what it says it highlights its importance to the consumer Distinctive ndash itrsquos a standout feature that sets it apart sometimes to the point that it is unique. Checklist If yoursquore still having trouble trying to figure out your products positioning it could mean that your feature set isnrsquot strong enough on the other hand it could mean that you just canrsquot dial in to the strongest feature because there are lots of good product features. If this is the case then brainstorm with the rest of your team get feedback and input from everyone in the development team and whiteboard the ideas over a meeting but for the sake of time try to limit the meeting to thirty minutes. Enforcing a time limit means yoursquoll be far more likely to reach a decision than kicking around too many ideas that inevitably lead to indecision the absolute opposite of what you are trying to achieve. Good Luck Sources Front Towards Gamer Amazon 9.99. Marketing Management by Philip Kotler Amazon 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 252676 blog blogsAidanMinter20150901252676How_a_shark_attack_defined_product_positioning.php 1002022 35863403 Loading Comments

This We Believe - a design tool for creating different games - by Alex - Link Mon, 31 Aug 2015 01:07:00

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 This We Believe - a design tool for creating different games by Alex Fleetwood on 090115 013500 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Last week Flurry exec Simon Khalaf posted news of a 36 per cent drop in the amount of time Americans spend playing mobile games. The Gamasutra roundup of his post summarised three reasons hegave for the shift ...not enough exciting new mobile games a growing preponderanceof games with in-app purchases players can make to avoid spending time grinding in-game and a broader trend of people movingaway from playing games in favor of watching other people play games. I think that this is great news for independent developers. It suggests thatdistinctivegames have the potential to reach decently-sized audiences. I would argue that the editorial direction that Apple are taking with Editor39s Choice reinforces that opportunity. Originalitybecomes a keyasset for discoverability. With my new studio Sensible Object we39re pushing into a fairly unexplored category for independent developers. We39re making a game called Fabulous Beasts that combines physical and digital play. We hope to entice players awayfrom the likes of Activision and Hasbro with something original and fun. We made the prototype - a combination of custom electronics 40 3D printed pieces and a connected iPad game - with a team of five people working over three months. At the start of that process we used a design tool invented by Margaret Robertson ranarama that we used a lot at HideSeekcalled This We Believe. Here39s an excerpt from the final version for Fabulous Beasts We will makehellip - a balancing game where the placement of every block has meaning. - a game where the material systemic properties of the pieces interact in delightful and unexpected ways - a game where players both co-operate and compete. - a game that is affordable to buy and add to. Each of these statements I aim for 7 - 10ismeant to be an aspiration - a goal that feels a bit out of reach to the design team. They tend to emerge from a set of playtests and discussions of existing games. For example something that frustrated us about most analogue balancing games is that there is no reward for skilful play during the game only a penalty for the person who knocks the tower down at the end. Nobody wins Jenga. Over the first weeks of a project these statement arediscussed anddrafted down into their pithiest and loftiest form. If they feel a bit pretentious to you it39s because they areThey are kind of the opposite of Agile 39epic stories39 - this is about reaching into uncharted territory not declaring the exact thing you want your user to be able to do. They are useful because they describe a possibility space that your team is going to try to chip away during a prototyping phase. They offerenough clarity to be able to refer to in the inevitable disputes that arise in the process of making something new while being vague enough to allow you to move in unexpected and interesting directions. They are especially handyin the context of diverse teams. The prototyping team consisted of a couple ofmechanical engineers a product designer a game developer an art director and me. That meantthere wasno easy shared language or prior history torely on when discussing the thing we were making. Agreeing on a This We Believe up front creates a shared language that39s specific to your project co-owned by the design team. Related Jobs 09.04.15 Associate Product Manager 09.04.15 Executive Producer New Product Development 09.03.15 Level Designer 09.03.15 Producer View All Jobs 252721 blog blogsAlexFleetwood20150901252721This_We_Believe__a_design_tool_for_creating_different_games.php 929931 33668223 Loading Comments

Walking in Someone Else039s Shoes - by Warren Spector - Link Mon, 31 Aug 2015 01:07:00

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 Walking in Someone Elses Shoes by Warren Spector on 083115 010700 pm 5 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. August 25 2015. David Brooks posts a column called The Big Decisions on The New York Times website. It39s an interesting column to say the least and surprisingly relevant to game design. Go read it and then come on back here. httpwww.nytimes.com20150825opiniondavid-brooks-the-big-decisions.htmlmwrsmEmail_r0 Back Good. If you were too lazy or busy or just didn39t feel like reading the column here39s a pithy quote that39ll give you the basic idea Letrsquos say you had the chance to become a vampire. With one magical bite you would gain immortality superhuman strength and a life of glamorous intensity. Your friends who have undergone the transformation say the experience is incredible. They drink animal blood not human blood and say everything about their new existence provides them with fun companionship and meaning. Would you do it Would you consent to receive the life-altering bite even knowing that once changed you could never go back The difficulty of the choice is that yoursquod have to use your human self and preferences to try to guess whether yoursquod enjoy having a vampire self and preferences. Becoming a vampire is transformational. You would literally become a different self. How can you possibly know what it would feel like to be this different version of you or whether you would like it As that quote implies the column is about the unknowability of feelings related to consequential choices. Brooks has no answer for this buthe speaks in laudatory tones about a new book -Transformative Experience- that he claims gives us tools to make better choices and to anticipate our reaction to what he calls big decisions. Now I don39t know if Brooks plays games though for some reason I assume he doesn39t. If he did play games though he39d know that they offer far more than speculation or advice for the choice-averse. Games offer the opportunity to make decisions and try out behaviors in a virtual world that we wouldn39t evenwantpeople trying in the real one. In other words games can let you walk in someone else39s shoes. Not watch someone else unlike you or read about someone not like you but tobecomesomeone not like you at least for a little while. In this we are unique among media. Books can39t do it. Movies can39t do it. Theatre can39t do it. Painting dance opera... Nothing can let you experience for yourself life choices and unknowable unpredictable situations. Nothing other than games. You can call thishyperbole - I know I39m prone to that. But I truly believe we39re unique in this way. And to my mind we have a moral obligation or at least an artistic one to exploit what makes us unique. Clearly there39s room for games that don39t even try to deliver a walk in someone else39s shoes experience. I like puzzle games and word games as much as the next guy. And the experience of walking in the shoes of a fat little plumber with a funny moustache isn39t exactly going to convince folks like Brooks of our potential. But wecanlet you become the otherand many games strive to do it. And I love them for it. How else am I ever going to experience life as a World War I fighter pilot How else can I become a knight and see what it was like to live in a medieval castle How will I know to use Brooks39 example what life as a vampire might be like If we were really trying we might even be able to give a taste of trouble to those of us who by virtue of luck genetics or upbringing have never experienced hardship. Through games you could feel for yourself the sting of racism or religious persecution or gender bias. You could even know what it39s like to be the last space marine standing between the Earth and alien invaders. Oh wait we do that last one all the time... As I said some games take advantage of this unique quality of our medium. Sadly even games thatdolet you become someone else usually do it badly or inaccurately or in a puerile manner. They don39t do their research or they don39t do it with intention. But they do it. And it amazes me that the mainstream doesn39t realize it. Maybe that39s because most game developers don39t understand what they39re capable of. Maybe it39s because we don39t think about our medium39s capabilities enough as we deliver profitable power fantasies and easy adrenaline rushes. Or maybe it39s just that we don39t crow enough about it. I don39t know why people don39t know how wonderful games can be. I just know by and large they don39t. Hey David Brooks take a look over here. You don39t need books to speculate about how to predict the consequences of choices. There39s a medium of expression over here that can let you live your choices and see what happens as a result. Maybe you should give it a try. Play some games. You might like it. And you might learn something about yourself. 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 252548 blog blogsWarrenSpector20150831252548Walking_in_Someone_Elses_Shoes.php 950635 33725913 Loading Comments

Ninjas Are Helping Me Do My Job - by Geoff Ellenor - Link Mon, 31 Aug 2015 01:07:00

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 Ninjas Are Helping Me Do My Job by Geoff Ellenor on 083115 010700 pm 2 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. Irsquom sure every lead in game development has a busy calendar. My schedule is 99 full most days. Irsquom constantly in meetings to approve features or game content and itrsquos becoming clear thatIrsquom not spending enough time withmy own team.You know the talented people that I picked to help me make our part of the video gamehellip the people without whom my work will not get done. My biggest battle in the near future will be for time and making sure that my designers get the support they need not only to ldquodo what I want them to dordquo but to become better designers. I want to be able to dump all of the lsquocurrent problems to solversquo to my team and let them help me rock it out and I want to spend enough time with them to ensure that peoplersquos skills are evolving. Irsquom too busy to do this alone. In todayrsquos post Irsquom going to talk about how I plan to solve my time problemhellip. I guess in a year Irsquoll write about whether or not my plan worked. Authorrsquos Note Somebody hold me accountable to follow this up in a year. Problem Irsquom unavailable to my team because Irsquom always running to a meeting. I know that I should be spending more time coaching and helping ldquomyrdquo designers solve problems and yet that calendar.The problem is that everything in my outlook calendar actually is important. I care about game mode and story design and I have to participate in that process. Upcoming tests with real players I need to be involved. Regular meetings with our superstar art department Canrsquot skip. Feedback from other directors and producers Also top priority. I need more time to sit with my designers and give feedback but Irsquom very very busy. Solution Ninjas ldquoNinjardquo isnrsquot an official job description in my studio but on my teamI have elected and empowered ninjas to follow up for me on key subjects.I have a mission design ninja a multiplayer map ninja and a stats and player analysis ninja. All of those roles are being filled by senior Level Designers whose commitment and talent allows them to be especially good at certain tasks and help others to improve in those areas. I donrsquot have as much time as Irsquod like to teach multiplayer layout design so I have a high-functioning ninja helping me in that role. I donrsquot have enough time to bug the stats tracking team about oddities in our stats so I have a proactive experienced ninja who I can trust to do that for me. Each ninja can be deployed to lsquohot topicsrsquo within their expertise they can attend meetings on my behalf and I can trust them to speak for my team. By sending ninjas to status-update type meetings I free up some of my time. Furthermore the ninjas can be relied on to answer questions when Irsquom not around.Of course this means I need to reserve plenty of timeforthe ninjas so that Irsquom in touch with what theyrsquore doing. Downside This is opt-in for the ninjas. If they are overwhelmed or perform badly I have to revert to doing things myself. The additional workload of the ninja is not in their official job description and it wouldnrsquot be fair to hold them accountable. Problem Designers need coaching and mentoring. Irsquove written in the past about howdesignersrsquo growth can be stunted in large teams and lack of access to coaches and mentors is surely a part of that problem. I can always have somebody redesign a level lsquothe way I would do itrsquo but if I donrsquot take the time to share my criteria and process with junior designers how can I expect them to improve Without good feedback and encouragement game and level designers will only do the tasks assigned to them and wonrsquot find and fix their own problems. I need to spend time with my designers so that I can help them grow professionally and so that they understand what I want from them. The best way to embed lsquomy philosophy of space designrsquo into my team is to spend time with themactually doing design together. They learn I learn and everybody gets better at their job. The most fun parts of my job are working with my team and designing stuff together and ultimately it should be a very high priority. Solution Giant Immutable Blocks of Time This fix is obvious I suppose.I just havenrsquot been reserving enough time blocks with my individual designers.I know that there will come a day when my team is so large that I have to rely 100 on others to give coaching but for now Irsquom going to book more 1v1 time with mission and level designers. I39ve shared my calendar to a few of the PMs on our team so they can tell what meetings I have and whether or not it39s 39ok39 to move a meeting. One of the most rewarding aspects of my job is spending time with my team looking at levels and missions and solving problems talking not only about the content but how to figure out the solutions and what kinds of rules are useful. By re-arranging my schedule to focus more on my team Irsquom ultimately making my job more fun. 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 252560 blog blogsGeoffEllenor20150831252560Ninjas_Are_Helping_Me_Do_My_Job.php 875151 33167253 Loading Comments

GameStop039s precipitous new software decline - by Matt Matthews - Link Fri, 04 Sep 2015 01:13:00

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 GameStops precipitous new software decline by Matt Matthews on 083115 010700 pm 11 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. I39ll admit watching GameStop is a spectator sport for me. Despite all the negativity directed their way consumers continue to buy at GameStop39s stores and partake of the pre-owned product pipeline that fills the company39s coffers. Pure digital consumers like myself have become a significant part of the video game industry and yet thebrick-and-mortar bruiser continues to flourish. I39m reminded of Ash39s words about the creature in Alien1979 I admire its purity. A survivor -- unclouded by conscience remorse or delusions of morality. With some trepidation then I39ll step out of my usual role of pointing out how GameStop continues to survive. Rather I39ve noticed a troubling trend which I suspect will begin to put pressure on the company39s core video game business in the next few years. This may not come to head this year or even the next year but it will begin to constrain GameStop39s business model. Years ago showed a graph in which I showed what I estimated were GameStop39s unit sales of both new and pre-owned used software. In that work I was leveraging an interesting bit of data that GameStop publishes each year in its 10-K filing with the SEC. You see the company has a habit of publishing the average prices for both new and used software for its business. For example for the company39s last fiscal year which ended in January 2015 it reported that it sold new software for an average price of 45 and used software for an average price of 23. The graphic below shows the history of the data reported by the company. Since GameStop also reports new software sales we can use these average prices to estimate the company39s new software unit sales. Take the last fiscal year in which they reported 3.09 billion in new software sales. If that software was sold at an average price of 45 then we can estimate that the company actually sold around 68.6 million units of software during the last fiscal year. Doing this for used software is more tricky. Here I39ve used a very crude estimation -- that 80 of the company39s Pre-owned and value product segment revenue comes from used software. I don39t know of any external way to verify this but I think it is reasonable. As you39ll see momentarily the fraction I use is somewhat irrelevant to the trend we will observe. Putting all these pieces together here is an updated version of my estimates for GameStop39s new and used software unit sales. Keep in mind that the new software data above is probably pretty solid. And without trying to make any special adjustments to how I previously estimated used software revenue the used software units estimates are tracking in line with the new software units estimates. That leads me to believe that if this picture is not perfect it at least captures the underlying dynamics. This is the big takeaway New software sales -- the fuel for GameStop39s core used software business -- are already declining and have been doing so for the past three years. While other reports might focus on the revenue or gross profit margins that GameStop reports I think the unit sales are actually a more salient characteristic of the company39s business. For example since GameStop39s new software revenue peaked in 2012 that segment has declined in value by 24 in three years. That39s a significant decline mind you but by taking the software pricing into account we see that the unit sales decline is a much more serious 34 in the same 3-year period. Because software revenues have been buoyed by higher unit prices the failing health of new unit sales has largely gone under the radar. GameStopcan39t afford for that to happen for very long without doing something to mitigate the damage it will sustain to the high-margin used game business. Over the same time that new software unit sales have been declining the company has diversified. It used to tout its digital sales business as a new segment but that business is quickly taking a back seat to pre-ownedmobile hardware sales and digital culture tchotchke sales like T-shirts figurines and keychains from the newly acquired ThinkGeek. Which brings me back to my rumination about GameStop as a survivor. They39ve shown themselves to be absolutely determined to survive grab new markets as they arise and turn a profit in the process. In spite of the shrinking market for brick-and-mortal sales of new physicalsoftware they will continue to thrive. For all of you betting on GameStop39s eventual collapse let me quote Ash more last time I can39t lie to you about your chances but... you have my sympathies. 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 252578 blog blogsMattMatthews20150831252578GameStops_precipitous_new_software_decline.php 847300 32902993 Loading Comments

InCell VRamp8202 - amp8202Pipeline and optimisation technics - by Oleg - Link Fri, 04 Sep 2015 01:13:00

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 InCell VR8202 - 8202Pipeline and optimisation technics by Oleg Chumakov on 090415 011300 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. Fake blending avoiding expensive alpha testalpha blend on mobile GPU Blending object with Cubemap sky Pros float3 color LightUp float3 fog texCUBE_SkyBox eye.rgb color lerpcolor fog linz Geomentry generation via Houdini Unity Initial geometry from where modelling starts Geometry is deformed to give first basic appearance Details and light added Additional details and UV mapping Simplified ingame geometry 1.5K tris vs 35K tris Normalmap baking from high-poly version Color baking as point color of high-poly version Final result ingame httpwww.youtube.comwatchvP05DJAZkvEM More step by step RIBOSOME PART ADENOVIRUS Result InCell VR available on Steam is an explorational game with strategy and racing elements designed for VR devices. Itrsquos also playable without VR device on Windows Mac and Linux. Here how it39s looks like Feel free to ask any questions and write to oleg.chumakovnivalvr.com 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 252924 blog blogsOlegChumakov20150904252924InCell_VR8202__8202Pipeline_and_optimisation_technics.php 999033 35388723 Loading Comments

Unity Trick 1 Make an inspector for any ScriptableObject - by Mark - Link Fri, 04 Sep 2015 01:13:00

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 Unity Trick 1 Make an inspector for any ScriptableObject by Mark Wahnish on 090415 011300 pm 2 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 was originally posted on our blog here. Over the course of development I39m constantly finding cool features of Unity and c that I never new existed. I39ve found some that are really useful so I39m going to start sharing them regularly here. This week39s requires some prior knowledge. Definitely read up on ScriptableObjects and custom editors if you are unfamiliar. Without further ado Making a inspector for any ScriptableObject Did you know any class deriving from ScriptableObject can be serialized and rendered in a custom Editor with a just a few lines of code As it turns out it is really easy Creating an instance of a ScriptableObject MyScriptableObject so ScriptableObject.CreateInstance Setting up the editor Editor myEditor Editor.CreateEditorso Drawing the editor myEditor.OnInspectorGUI And that39s pretty much almost it Some stuff you should know Below is a full code example. In it we39ll instance a ScriptableObject in a Monobehaviour. We39ll then write a custom inspector that will display the variables in the Monobehaviour including those in the ScriptableObject ExampleScriptableObject.cs using UnityEngine using System.Collections System.Serializable public class ExampleScriptableObject ScriptableObject Some variables we also want displayed in the inspector public float scriptableObjectFloat 42f public int scriptableObjectInt 42 This will be the ScriptableObject we want to display in the inspector. It has two variables scriptableObjectFloat and scriptableObjectInt that will display in the inspector once we get the rest of our code working. ExampleMonobehaviour.cs using UnityEngine using System.Collections public class ExampleMonobehaviour MonoBehaviour Example variable that will display in the inspector public string exampleMonobehaviourString foo The scriptable object we want to display in the inspector. Note the HideInInspector tag we don39t actually need Unity to display the ScriptableObject our code will handle that. HideInInspector public ExampleScriptableObject exampleScriptableObject ScriptableObject.CreateInstance This is the Monobehaviourthat we will build a custom inspector for. It has a variable called exampleMonobehaviourString that will be displayed in the inspector alongside the variables contained in the ScriptableObject we made which is instanced in this class as exampleScriptableObject. ExampleMonobehaviourEditor.cs using UnityEngine using UnityEditor using System.Collections CustomEditortypeofExampleMonobehaviour public class ExampleMonobehaviourEditor Editor We39ll cache the editor here private Editor cachedEditor using this boolean to keep track if whether cachedEditor has already been assigned too. We39re required to call Editor.CreateEditor from OnInspectorGUI which is called often but we only really need to call Editor.CreateEditor once. private bool cachedEditorNeedsRefresh true public void OnEnable Resetting cachedEditor and marking it to be reassigned cachedEditor null cachedEditorNeedsRefresh true public override void OnInspectorGUI Grabbing the object this inspector is editing. ExampleMonobehaviour editedMonobehaviour ExampleMonobehaviourtarget Checking if we need to get our Editor. Calling Editor.CreateEditor if needed if cachedEditorNeedsRefresh cachedEditor Editor.CreateEditoreditedMonobehaviour.exampleScriptableObject Ensuring this is only run once. cachedEditorNeedsRefresh false We want to show the other variables in our Monobehaviour as well so we39ll call the superclasses39 OnInspectorGUI. Note this could also be accomplished by a call to DrawDefaultInspector base.OnInspectorGUI Drawing our ScriptableObjects inspector cachedEditor.DrawDefaultInspector Finally the class that does the work This displays our ScriptableObject39s variables alongside those of ExampleMonobehaviour. It39s surprisingly useful Here39s what it looks like in practice Very nice isnrsquot it Monobehaviour variables and ScriptableObject variables all displayed neatly in the inspector. And thatrsquos it Leave your questions and comments down below Cheers -Mark mark_at_abxy 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 252962 blog blogsMarkWahnish20150904252962Unity_Trick_1__Make_an_inspector_for_any_ScriptableObject.php 990729 34255553 Loading Comments

Kickstarter Launch in 72 Hours or How to Stress Yourself Out - by - Link Fri, 04 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 Kickstarter Launch in 72 Hours or How to Stress Yourself Out by James Bennett on 090415 011300 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 week saw final preparations for the Kickstarter launch on September 7th. This included last minute updates to the campaign page and submission for review it was accepted. I will probably bewordsmithingthe page up until the last minutebefore clicking the button to launch. On the page we have a video a live action demonstration of the game plus an interview with me a Unity prototype for Android a reference client for Windows and many screenshots. Here is the latest prototype for travel We are attempting to raise 11000 to complete development and fund the remaining graphic design. It39s nerve-wracking and exciting at the same time On the server side I made some adjustments to the random kingdomship name generators removed some of the felines from the latter somehow it didn39t seem right to have Angry Cat as a ship name. In Conquest battles were typically over in 1-2 days rounds. I wanted to extend them a bit so I adjusted most attack values for troops down by 50. This will require further adjustments but they are now about where I think they should be. Additionally cavalry and certain large units such as Fire Drakes take 2 housing now versus 1 for infantry. Instead of loading up on 1-2 units players will have to balance cost in food or gold versus how much housing space they have available. Units which require food still only need 1 but adjusting this is another option to explore. I also added a new espionage command Raid. This allows players to raid another player39s vault and steal 1-3 magical items. Success changes are the same for Forgery which allows you to steal a small amount of land. There are quite a few espionage options now and I39m excited to see these explored within the game. Finally I made some minor adjustments to the output of certain commands for the clients such as adding whether a unit can be trained and when spying you can see the total number of magical items another player has etc.. These don39t add functionality but will make things a bit easier when the client goes to implement these features. On the Unity client front Steffon continues to make great strides. We have 4 working screens now Loading Login Overview and Kingdom. There are a few minor defects but nothing major. The Android APK file will be available for download once the Kickstarter campaign launches so folks can see what we have been up to and the vision for Conquest. I39ll be posting regular updates on the progress of our campaign. To get involved spread the word on social networks or donate to the Kickstarter campaign. As little as 1 helps bring Conquest to life. And if you decide to donate more you might be able to name a hero or even a continent within the game. Follow our journey onFacebookorTwitter. Until next week I hope to see you in the game. 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 252974 blog blogsJamesBennett20150904252974Kickstarter_Launch_in_72_Hours_or_How_to_Stress_Yourself_Out.php 1001257 35734903 Loading Comments

Brianna Wu Talks Game Dev Trends Industry Challenges and GSX - by - Link Fri, 04 Sep 2015 01:10:00

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 Brianna Wu Talks Game Dev Trends Industry Challenges and GSX by MitchellMoe Long on 090415 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 article originally appeared on DZone.com Brianna Wu is leading a revolution in gaming. Whether it39s groundbreaking design and mechanics or advocacy for individuals and diversity within the industry Wu constantly brings a fresh and much needed perspective. I recently had the great pleasure of chatting with Brianna about her work atGSX development challenges and the state of the industry. For more information on Brianna Wu visitBriannaWu.netor find her on TwitterSpacekatgal. Yoursquove been a real pioneer game development and game design and specifically with ldquoRevolution 60rdquo there were some really cool touchscreen controls and in-game mechanics. What inspired those novelties and how were you able to achieve those I think games are in a position similar to the way that music players were before the iPod came out - games are just far too complicated. If you hand a hardcore gamer a Playstation 4 controller wersquore very comfortable with that. But in my career I39ve met so many people that want to play games. Theyrsquore interested in games. With each generation of system a new layer of complexity was added and you and I as hardcore gamers layered it onto our base knowledge. Those people that now want to like games just donrsquot have access to that information. It can be intimidating. So the truth is casual gamers donrsquot want to just play ldquoBejeweledrdquo and ldquoCandy Crush.rdquo Theyrsquore very interested in stories particularly women gamers. The problem is as much as I love games like ldquoMass Effectrdquo it can be challenging to the point of discouragement for most people. What wersquore doing at GSX is taking a step back and wersquore trying to simplify things as much as we can. With ldquoRevolution 60rdquo the main mission of the game was to tell a story in a way that anyone could pick it up and enjoy it. The thing Irsquom proudest of is that you can hand ldquoRevolution 60rdquo to someone whorsquos never played a video game before in their entire life and they can play a story. Itrsquos good and itrsquos bad like in the midst of Gamergate Irsquove certainly had people yelling that itrsquos not a gamerdquo or ldquough this belongs on mobile. By the traditional tastes it is not a game for people that play ldquoModern Warfarerdquo or ldquoAssassinrsquos Creed.rdquo Itrsquos not that way because thatrsquos not the kind of game that Irsquom interested in making. And therersquos a planned PC port that I was particularly excited about. Reportedly it uses elements from ldquoTyping of the Dead.rdquo We do have the PC port comingit will be out in OctoberItrsquos something Irsquom completely excited about actually. We loaded it up on PC and we had our quick time events and you could drag it with a mouse but thatrsquos not fun. So we sat down to reassess. One of the core concepts we had with this was that it had to work with a trackpad laptop. For instance ldquoPortalrdquo is a brilliant game but when I try to play it with my Retina MacBook Pro it just doesnrsquot work very well with the trackpad. Since almost everyone nowadays uses a laptop as their main device we wanted to ensure our control scheme didnrsquot require an external mouse. We looked to a lot of PC adventure games such as ldquoThe Wolf Among Usrdquo trying to figure out the best implementation of this trying to pin down which titles had done this well. As it turned out ldquoTyping of the Deadrdquo was a fantastic experience. We prototyped changing some of these action events into different emotions that you would have to type during events. Therersquos a scene where Holiday is betrayed by someone so yoursquore typing words like ldquobetrayalrdquo and ldquosabotage.rdquo When you have those two things link typing these emotions with these action events itrsquos really a lot of fun. Irsquom proud of that. It goes into something we really prize at our studio which is accessible game design. You mentioned ldquoTyping of the Deadrdquo so how have you been influenced by past games and other media and seen their impact on current releases as well ldquoRevolution 60rdquo definitely brings to mind shows like ldquoSailor Moonrdquo or N64 era games. If you came over to my house I could show you entire notebooks filled with my drawings. I love ldquoSailor Moonrdquo and I was obsessed with her from a very young age. So while I love that kind of girly art style one of the things that I think makes ldquoRevolution 60rdquo very interesting is that itrsquos not a childrenrsquos game. In fact Irsquove had to tell a lot of parents ldquoNo your kid is too young to play this.rdquo Itrsquos a very nefarious plot and to be honest the tone of the game is closer to ldquo24rdquo than it is to ldquoSailor Moon.rdquo Yoursquore this team of special agents therersquos betrayal therersquos violence though itrsquos implied rather than shown. You have to make some really tough decisions. Therersquos a moment in the game where you have to choose to let people die or you can choose to save your friend. And either way thatrsquos not a good choice that you can make. So itrsquos a game that consistently gives you difficult choices and you have to actually live with them. Thatrsquos part of the design philosophy of the game. It really bothers me that for so many of these story-based choice-based games they give you a perfect ending. Like ldquoMass Effectrdquo I made sure I did every single one of those missions because I wanted to get the perfect ending. I donrsquot believe in perfect endings I believe in tradeoffs so thatrsquos kind of what we were going for. Growing up it was just a different era. When I first created the

Motivation is tough - by Adrian Aymont - Link Thu, 03 Sep 2015 07:15:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 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 Motivation is tough by Adrian Aymont on 090415 011000 pm 2 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. I39ve found lately that staying motivated while working on a project can be difficult especially when you have no one to give you feedback on what you39re doing well besides your family and close friends. I39ve been asking other developers how they stay motivated and one of them suggested having a developer diary so this is the start of my devblog I suppose. I39ve been hard at work on a project for about a month now and I have my basic gameplay systems in place and am working on my UI presentation. Perhaps my lack of motivation stems from what I am working on at the moment UI work is definitely not fun nor glamorous hell half the time it39s only noticeable if it39s done incorrectly. Another developer said to me well why don39t you start the marketing for your game. His suggestion didn39t make sense at first until he mentioned that seeing that there is interest in my game from other people beyond my family might be the motivation I need. I think he39s right. Now to figure out exactly who I should pitch my game to and how it should be done. I understand why people go to university to learn how to do this. Promotion is hard. Related Jobs 09.07.15 Senior Server ArchitectEngineer 09.07.15 Mobile Game Designer immediate opening 09.07.15 Unity Developer - Tools 09.07.15 Mobile GameBuild Engineer View All Jobs 253007 blog blogsAdrianAymont20150904253007Motivation_is_tough.php 1002523 35931203 Loading Comments

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

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

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