Page:39 - News Archived: 3437

Title Date
GettingMaking Game Music that Fits - Comparative Music Series - Small - Link Tue, 01 Sep 2015 01:36:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 GettingMaking Game Music that Fits - Comparative Music Series - Small vs Big by Harry Mack on 082715 010000 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. You have one notification. Pending composition fit for Facebook mobile iPad or web-downloadable Delete notification In this entry I will be talking about the art and techniques of composing songs appropriate for the smallspace casual and low-resourcemarket. Iconic Casual Compositions Casual and indie games have really made a name for themselves in the last decade taking more and more of the market share from typical big budget titles. Once upon a time Zynga was king and knewtheir business. Theyturned small easy to digest things into very very large and lucrative things people couldn39t put down and constantly harassed their friends. Instead of giant teams working many years on giant titles games have a new market of quality games made by small groups and released on platforms that fit in our pockets. So what happens to audio Small really means small When working on a smaller title everything is indeed smaller.Unless yoursquore very lucky yoursquore likely working on an extremely tight budget. Not just financially but system resources file sizes milestonesshipping datesand certainly in the way of assets. In order to load-up or download quickly all assets from art to audio are likely going to be squished to pancakes. Compose with this in mind. You may not have the opportunity to create multiple tracks creating a soundtrack that nurtures and grows over time. You may have to tell the whole story in a two-minute track on repeat.Definitely talk to engineering to find out exactly what yoursquore working with but it likely wonrsquot be as much as you hope. Quick and Dirty There may be restrictions to the type of audio you can create. It39s possible the platform engine can only use mp3 for your audio. That means it39s tricky to compose on a tight loop so plan ahead.Even more frustrating you may not be able to get a seamless loop if yoursquore forced to use mp3. Compose with this in mind as well by crafting just a hairrsquos pause purposefully into the end of your song. End on beat 3 but make it meaningful. When you compose your loop that tiny pause shouldnrsquot rub your nerves raw.to compose a breath or a pause into the score directly so it sounds natural to the listener. Nothing irritates like a loop with an accidental break at the end as the mp3 has inserted its own silence data. Compositions need to be quick and to the point as well as they will likely be on a tight loop 30sec-1min. Try to make sure therersquos not one moment that ldquojumps outrdquo because on repeat that will grow exhausting. If you39re really in a bind with the length and size of the audio consider less melody in your music. If there39s something someone will hum because it39s catchy but they are humming it for 15 seconds every 30 seconds that will upset even the most distracted of gamers. Something fun and catchy now turns irritating and annoying. Instruments casually laid out Find out if you39re stuck composing mono due to engine constraints or for maximum compression. Your beautiful stereo track will sound very squished and ugly converted to mono but if you compose with it in mind from the get go things will be much better.Composing in mono means you need fewer competing instruments in their own frequency ranges so have one high range instrument e.g. flute one bass and one rhythm kit instead of trying to layer complex winds and polyphonic strings into your songs. Look to use instruments that sound decent even at very low quality. Guitars and plucked instruments retain a fair amount of their quality and drums hold up well. Instruments with long releases should be used carefully and refuse to use anything with very high frequencies such as tambourines and cymbals. Check with your art team it39s possible 8-bit sounds are just what the game needs. Parting thoughtshellip before you logout Remember to be creative and original in your scores to only draw inspiration from sources. As much as it may sound like a good idea to look at the million-dollar Facebook games and copy off them take a careful listen instead. Are they making an impressive sounding song that only lasts 20 seconds meant only to excite the user the first-time on listen with the expectation that they39ll turn off the audio on future playing Is that the goal of your audio as well I would hope the end goal is to create music and sound that doesnrsquot get turned off and muted. Instead try to treat players to a rewarding listening experience even if it39s bite-sized Harry Mack is an audio designer with more than 10 years industry experience composing video game music and sound effects for over thirty titles. For examples of his latest work and samples visit www.harrymack.com. Related Jobs 09.01.15 Senior Audio Platform Engineer View All Jobs 252315 blog blogsHarryMack20150827252315GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Small_vs_Big.php 902708 33414493 Loading Comments

Hearthstone a Case Study in Faux Multiplayer - by Eric Mickols - Link Tue, 01 Sep 2015 01:36:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 Hearthstone a Case Study in Faux Multiplayer by Eric Mickols on 090115 013600 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Your Multiplayer Game Really Isnrsquot There has been a disturbing trend in gaming over the last 10 years. Many games have been adding ldquomultiplayerrdquo modes into single player games. These games donrsquot need it and donrsquot benefit from it. However multiplayer has become a ldquocheckboxrdquo style feature that is viewed as an instant metacritic booster. It is another tag that you can add to your store page another market to open yourself up to. But a lot of multiplayer games donrsquot really require multiple players to play. This is often seen as a good business decision because it doesnrsquot tie your gamersquos experience to its currently online population. It also gives players the option to play their games in their own timeframe when their regular play group may be asleep or otherwise unavailable. I think it is a dangerous trend to support. For the purposes of this article I am going to define a multiplayer game as a game that gets better with more than one player. In particular it gets better because another player performs a role which a computer entity cannot easily fill by todayrsquos industry standard technologies. I will focus on a Hearthstone as a case study here because it is a relatively recent release that is widely viewed as a great success. Wersquoll discuss why Hearthstone is a great success but not truly a multiplayer game. Hearthstone Multiplayer in Name Only Hearthstone is the latest multiplayer game released by Blizzard. It is a head-to-head collectible card game where every game is played against another player once you complete the tutorial. Trading Card Games are a notably social game type in the physical board game world with people meeting up to trade cards talk about deck builds and useful card combinations and playing against each other in tournaments on a regular basis. Modeled after this game type hearthstone emulates many aspects of the TCG scene but removes all truly social elements from it. Notably Hearthstone is a Collectible Card Game and not a Trading Card Game. A person can work to collect all of the cards in each set but they cannot do it with the help of anyone else. There is no system to trade buy or sell cards with other players at all. There is a buyingselling mechanic with the game itself at fixed prices but all of the social elements of finding a person who has your desired card and working out a fair deal for it have been removed. Hearthstone has also removed all chat between players except for the friend chat through Battle.Net itself. No longer can a player discuss builds with their opponents or talk about strange card combos. No longer can a person ask for clarification when using unusual or ill-written cards like all of those cards that grant spare parts. The first time I came up against The Clockwork Gnome I had no idea what a spare part could be much less how I should expect to respond. I couldnrsquot ask my opponent because there was no chat and I only had 30 seconds on my turn to figure out what it would do through an out of game internet browser. One of the most important aspects of a TCG in the physical world is the tournament scene. Playing against a group of people competitively climbing the ranks and winning prizes. The arena in Hearthstone provides a similar experience but has removed all social aspects from it. You do not get organized into groups of players able to see how you stand against the rest. You are simply dropped into a series of games and given a rating at the end. There is no ldquostandingsrdquo to be 1 in there are no brackets to predict your opponents. There are only 3 to 13 disjoint individual games against completely random opponents to qualify for a prize pack. Other than seeing their usernames each game may as well be against a computer opponent with randomized decks and move timings. Now please do not get me wrong. Hearthstone is a marvelous game that it a blast to play. It is intuitive responsive and has a huge amount of strategic depth. However it also may as well be single player. You cannot talk to trade with with or compare yourself against other players effectively. You can rest easy knowing that you are playing against other players. In actuality knowing that there is not a computer on the other side of that screen may make people more comfortable with a computer based card game. But by no stretch of the imagination is it truly multiplayer. The Point of Multiplayer I think that this distinction is very important to point out because not being multiplayer represents a shift in how players view each other in a game. Rather than having a community of equals who are all playing and progressing together removing these critical aspects of Hearthstonersquos multiplayer have changed the dynamics of player relationships. In Hearthstone another player can be nothing except an obstacle to overcome. You can never work cooperatively with a friend never rely on them to help you finish your collection nor can you ever sit down to meet a new member of the community through the game. Any other account on the Hearthstone servers can only ever be something to conquer rather than something to work with. If the point of any multiplayer game is to play a game with multiple players I think Hearthstone has grandly failed. In no way can playing with another player affect your game aside from being a possibly more entertaining AI. While AI for card games is a tough problem to solve many games have made entertaining AI personalities to face off against. The tutorial section of Hearthstone even adds in opponent emotes showing that the whole experience can be mimiced. A Multiplayer game must add

Why we built our own tech for our indie game Future Unfolding - by - 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 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 Why we built our own tech for our indie game Future Unfolding by Andreas Zecher on 090115 013600 pm 4 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. We often hear two things from people who see Future Unfolding for the first time 1 They are surprised that wersquore not using Unity. 2 They canrsquot figure out how we created the look of the game. These two things are directly related to each other. Unity has become so popular among indie developers it is often the default choice. However when yoursquore using Unity itrsquos easy to make a game that looks like it was made in Unity. The tools shape the things we make with them. For Future Unfolding we decided to custom-build exactly the tech we need to match our creative vision. Our code is written in CC. We use OpenGL and SDL2 but everything is setup in a way that we can swap out these libraries with something else e.g. DirectX without too much effort. This leaves the door open for us to do ports inhouse. We reused a few parts here and there from our previous game Spirits so we didnrsquot have to start completely from scratch. With our own tech we can work more efficiently with fewer creative limits since we donrsquot have to spend countless hours trying to make an existing engine work the way we want to. Most other game engines are built around the idea of static level geometry and skinned 3D character animations. Everything in Future Unfolding is based on 2D animations. Our code is highly specialized and optimised to render all of the gamersquos world as dynamic objects in 2.5D. Even the ground is made up of dynamic particles. This is profoundly important for the painted art style of Future Unfolding which does not rely on 3D geometry for shapes. As a bonus we get to have soft edges everywhere. The world of Future Unfolding is composed out of thousands of dynamic objects We sometimes call it a framework instead of an engine because itrsquos really not something you could give to someone else unless they want to do exactly the same thing Draw quads in the XY-plane. If something crashes we can always debug at the source-code level because itrsquos our own code. We know from other developers that working around bug and problems in an third-party engine can take up a lot of time and be very frustrating. Lastly we donrsquot need to pay license fees for a game engine. So wherersquos the catch The hardest part for us is to figuring out how to get the performance out of OpenGL we need. Because of our unusual art style we have a huge amount of alpha resulting in expensive overdraw. However since we only use as little functionality as possible from OpenGL its makes it easier to finetune and optimize our code. If you want to roll your own tech focus on functionality that is specific to the game yoursquore making. If you end up creating a general-purpose engine you might have been better off using an existing engine instead. Only add features that you need for your game right now. Donrsquot implement things that you think you might need in the future. The design of your game and its tech requirements are likely going to change over time. This is a repost from the Spaces of Play blog. Related Jobs 09.02.15 Senior Test Automation Developer mf - Berlin - 3841 09.02.15 Senior Technical Artist 09.02.15 Engine Software Engineer - Infinity Ward 09.01.15 VP of Engineering View All Jobs 252729 blog blogsAndreasZecher20150901252729Why_we_built_our_own_tech_for_our_indie_game_Future_Unfolding.php 937565 33741503 Loading Comments

Clown House039s first week on Steam - by Ahmet Kamil Keles - 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 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 Clown Houses first week on Steam by Ahmet Kamil Keles 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. First week experiences of a freeware horror game on Steam. Some mistakes were made don39t repeat them What is Clown House Clown House is a horror FPS in which you are searching for a key in a house with lunatic clowns. Some of them are evil they want to murder you when you turn your back. Some of them are innocent. You carry a pistol to defend yourself. But you can39t shoot any clown you see because if you kill an innocent clown you lose the game. So you need to wait till they attack you. It is a completely freeware game no ads or IAP. It has been available for computers and mobile devices since May 2015 it reached more than 100K downloads so far. It received generally good reactions in platforms excluding Steam. It was a good freeware game but it was still too short. It wasn39t interesting anymore after 15 minutes. But the idea is liked very much. It has been on Steam since a week ago we made more than 20K downloads there. Here this article is about our Steam experience. Greenlight process We have been in Greenlight for two weeks. We got 793 yes votes 46 of voters said yes. We have been on some Turkish gaming websites that must have helped us a lot. I know some other games passed Greenlight only after much more votes but in a similar duration of time. That makes me think that there is no a strict algorithm that lets game pass but Valve reviews the games manually and let them pass if the game is not too bad. I believe there will be readers here who can shed light on us with more information by commenting this article. Steam process and my mistakes And here comes the stressul times of Clown House. When you upload your game at the first time Steam reviews your game before it39s published. I made my first mistake at this part it39s about the multiplatform depots. Clown House is a multiplatform game it also supports Mac and Linux. Let me upload Windows first then I can upload Mac and Linux depots later after the review I said. So did I Valve reviewed the Windows depot. It was without problem game was ready to be released. So I released it then uploaded the Mac and Linux packages. The problem is nothing was getting downloaded in my Mac even after I released the Mac packages. I struggled hard to make the game downloadable in Mac but somehow the Mac depot was seen as empty by Steam client. And the game was already released people on Mac and Linux wouldn39t be able to play the game they downloaded. Such a bad impression As an imperfect solution I created a single depot that contains all the executables of all platforms. This means that a Windows user gets the Linux .x86 .x86_x64 and Mac ClownHouse.app with the Windows files. I will resolve this problem at a time the game gets lower downloads. But anyway if I had uploaded the multiplatform packages before Valve39s approval the game would be released only after the package problem is resolved. But that wasn39t the most serious mistake. Do you see the red circled area I HAD set it as English. Because well the primary language was English. And I didn39t create any other depot. It looks okay doesn39t it When I advertised the game on Turkish Facebook pages so many people said that they were getting no files when they tried to download the game on Steam client. I started a topic in a dev group in Steam. Shortly I learned what I did wrong The depot39s language was set that only English Steam clients would download the depot Turkish and other non-English speaking people would download an emptiness because no depot was assigned for them. I should had left it as No language. I don39t want to know how many people I losed for that mistake. What else went wrong Many people complaint that game crashed on Windows it was a Unity game by the way. I was unprepared for this because nobody in Gamejolt had such a complaint. I39m not such a tech-savvy guy for these stuff I couldn39t also find anything useful on Google it was mostly about Unity editor crashes not game. I opened a thread on Unity forums to find a solution Those gamers needed to set launch options as -force-d3d9. It was bad that I couldn39t help those players at the first day of release but thankfully I didn39t get any other crash report that I couldn39t resolve. But if it was a paid game many people gamers from the first day of release could refund before I solved their problem. I learned that 64-bit Linux wouldn39t run x86 executables. x86_64 was necessary. Again nobody in Gamejolt had complaint about this. They didn39t like the game in Steam. Only 47 of 162 reviews are positive. Their complaint was on the short length of the game even the positive reviews said This game is good but short. It seems like that Steam players tend to compare your game with other Steam games commercial or not. But almost every commenter in Gamejolt had liked the game as they compared it with other freeware games. Game being short was something forgivable in Gamejolt because it was a free one. Not in Steam. They would probably refund it if it wasn39t freeware. Not many people in Turkey discovered the game. Only 2.5 Because of our nationalist vision Clown House has a full Turkish support. Even the game39s name contained the Turkish name of the game Clown House Palyao Evi. When it was released on Steam we didn39t get a significant press or marketing coverage. These 20K people are mostly the ones who discovered the game on Steam by themselves. So this makes me think that if you localize your game you shouldn39t just expect local people to discover your game by themselves. But be seen on their local gaming press and do your marketing. Otherwise localization won39t have its effect. I wonder what is the experience of more

Plants - the Supporting Actors - by Dave Beck - 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 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 Plants - the Supporting Actors by Dave Beck 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. Various plants filling in as groundcover inTombeaux Last monthI posted about the importance of treesnamely the White Pine in my game Tombeaux tombeauxgame.wordpress.com. The trees are essentially characters in my game with a focus on their historic environmental and commercial value. I39d like to follow-up with a sister post about some of the smaller foliage elements - the supporting actors - that arescattered around the river scenes ofTombeaux. A scientist from the St. Croix Watershed Research Station playtesting Tombeaux photo courtesyGreg Seitz I once again returned to thesource - the river -to get the evidenceI would need. Through consultation with scientists at theScience Museum of Minnesota39sSt. Croix Watershed Research Stationand a trip out on to the St. Croix I spent a mid-August day doing some field research that would help me refine my focus I was also able to get some valuableplaytesting time in to the trip. Foliage inTombeaux There are a myriad of common plants one might find in a variety of natural settings around the world whether they be prairies forests or rivers. As examples daisies queen anne39s lace cattails ferns knapweed various grasses and mushroomsarefound and easily recognized by people around the country and sometimes world. Plants like these arealso native to the St. Croix region and thus necessary elements to my game providing the filler that I amlooking for regarding ground cover around the river. Just as with the trees I used a fantastic program calledSpeedtreeto create all of my plants. In a few cases I was able to employand modify thetemplate of a plant they had already created. But in most cases I found that it was necessary to strip down the structure of aplant to create a new unique looking species that would fit my specific needs. Photo of Wild Celery In addition to the common plants mentioned abovethere were a few unique plants that I knew I would need to create and represent well in the game due to either their history or their prolific-ness on the river. Regarding the latterwild celeryVallisneria americanais in fact a frequentlyfound piece of vegetation around the country and world but also very unique to the St. Croix.It39s a type of tape grass found in freshwater environs andis commonly sought after by waterfowl ithas a beautiful movement as it flows with the underwater currents. When one is on the St. Croix the plant seems to be everywhere - serving as both the bane of the fisherman39s motor and alsodinner for a duck. Wild Celery and fish in a shallow river area ofTombeaux I wanted to be sure to represent this plant - even if in a subtle way - inTombeaux. Making it in Speedtree was somewhat easy - I first created a simple grass cluster and applied a subtle amount of force to the mesh which resulted in a wavy feature that seemed to fit well with the natural flow of wild celery. When a slow weak wind force was applied it gave the look of a grass moving underwater. UsingSpeedtree- Wild Rice Top Wild Celery Bottom Left Queen Anne39s Lace Bottom Right The second unique plant was a bit trickier.Northern Wild RiceZizania palustrisis a well-known upper-Midwest staple especially in its final form on the dinner table it is not actually a form of rice but a grass with grains growing from it. This plant isparticularly important toTombeaux due to its historical significance in theOjibweculture both in the past and still today. Theharvesting and preparation of wild rice is an art in itself implementing a series of tools and extremely involved processes including the use of canoes knockers large wooden sticks thatremove the grainwithout damaging the plant and winnowing baskets that are made from birch bark. Photo of Wild Rice Whenthe St. Croix and surrounding tributaries were completely flooded due to logging with both high water and the presence of logs the wild rice began to dwindle. With aspiritual cultural and economic way of life for such a large population disappearing it foretold of what was to come with land and rights also going by the wayside. My use of the plant inTombeauxthus hasboth historical and environmental intentions hoping that it catches the eye and interest of a player to learn more. Drawing of Wild Rice Harvest byS. Eastman Due to it growing so thick in a natural environment I wanted to make the wall of wild rice exactly that - a thick collection that swayed in the wind not allowing the player to navigate beyond its edge. In the game I39ll have various tools and canoes nearby to provide the story of this important part in Ojibwe culture to the player to observe and consider. Using photos from wild rice plants I applied textures and wind properties to the plants in Speedtree to give them as real a representation of the actual plant as possible. A thick wall of wild rice inTombeaux I hope this brief glimpse into some of the supporting actors ofTombeaux39senvironment has helped you gain a better understanding for both the process and the meaning behind their creation. Looking past the cattails at a beaver dam inTombeaux The full post as well as others can be found athttpstombeauxgame.wordpress.com Follow this game on itch.io Steam Concept Page Related Jobs 09.02.15 Lead Game Designer 09.01.15 Character TD - NBA 2K16 09.01.15 Designer 09.01.15 Senior 3D Artist View All Jobs 252630 blog blogsDaveBeck20150901252630Plants__the_Supporting_Actors.php 963425 33992653 Loading Comments

Thoughts on finding your place in the industry - by Jord Farrell - 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 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 Thoughts on finding your place in the industry by Jord Farrell 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. SUPER SUBJECTIVE STUFF AHEAD. READ AT YOUR OWN RISK TO INDIVIDUALITY I donrsquot know my place in the game world. Things are changing so fast that itrsquos hard to tell if Irsquom on a good path or doing nothing at all. There are a few people who talk about their journey towards making better games as an indie dev. Theres a few tid-bits scattered around but its hard to find good information From both a design and artistic standpoint Irsquom kinda tired of technical stuff. So thats what Irsquom here to try to do. Again Irsquom still new to this whole writing deal so bear with me while I figure out how to communicate to people. People The most important thing Irsquove found when it comes to just making games for the love of making games is to find people who will take your games seriously. Irsquove found that to be the most important thing to my growth as a developer. People who no matter howterriblethe game is will judge the game knowing Irsquom only going to get better with their help. This doesnrsquot even have to be a local game community. It can be friends or family who you can enjoy talking games with. If you canrsquot find anyone irl then you can always try online communities. I findgamejoltor newgrounds to be the best for people looking for feedback. But Irsquom being seriously serious find people. Talk to people. Reach out to people to try your stuff. Ask them to let you know what they thought of it. Over time years mind you its not an overnight thing you will see improvements with your games as you internalize the stuff people tell you and apply it without even thinking about it. Selling Inhellip.its like selling out but not selling outhellip.Get it Its funny right No Fuck you guys. For those of you who are lucky enough to have a job a place to stay without needing to worrying about money or are still in school donrsquot feel as though you HAVE to sell your games. You donrsquot Seriously I hate the fact that games in public thought are viewed as things you make in order to make money. Donrsquot think like that please. Make games because you want people to enjoy what you made. Make games because you have this super cool idea and you want to surprise people with it. I feel like when money comes into the equation at least when someone starts in the skill of game development it takes something important away from the games that person makes. Itrsquos hard to explain but it has to do with the nature of games. When you make a game you know that someone will be playing it. When you make it with the intention to sell it especially if you are just starting out I feel like I see more developers relying on trends or what other games have done rather than experience or personal taste. Mostly because you want people to like your game but you have less experience knowing what people like in your own games so you rely on what people liked in other games. With free games this problem is gone because fuck it its a free game. Make whatever you want the person on the other end isnrsquot losing much besides maybe a few minutes of time.Them hatingThem not enjoying the game isnrsquot as much of a loss because you donrsquot lose money just a few hoursdays of time. Take your time make games learn from those experiences before you try something bigger. Uniqueness is undetected plagiarism - Me 2015 One of the goals of any game designer is to make a truly unique game that everyone loves. Thats what your favourite developers have done isnrsquot it Well chances are not really. Donrsquot beat yourself up if you cant come up with truly unique ideas because no one in the world has a unique idea any more. Really. If there is a game you think is unique look into it more. Chances are the developer was taking elements from stuff all over the place. And thats the trick. Just by making something you have made something quote-unquote unique. No one else will have been able to come up with the idea you did because no one has had the experiences that lead up to you coming up with that idea. No one else knows where you got the ideas for that one game because they didnrsquot watch the combinations of moviesshows you watched alongside that one song you listened to that sparked the idea. Just enjoy making games I can assure you that you will start to learn that the word lsquouniquersquo loses all meaning the more lsquouniquersquo games you make. Ending Seriously if you are starting to make games or feel lost in your place in the overall game community. DONT WORRY. Enjoy what you are doing. Try getting better at it work at it love it for what it is. If you are worried that people arenrsquot taking notice of your stuff and you want them too. DONT WORRY. I truly believe that people will take notice once something becomes good enough for people to take notice. Maybe its not as many people as you hope but people will appreciate your work. Just keep making games. Finally the most important thing Irsquove learned in the past year and a half making 100 prototypesgames is if you can make one person smilelaughcryfeel smartfeel angryfeel unsettled then you have done good work. At the end of the day our craft is not complete until the player enters the equation. If you can have one person walk away having not regretting their time with the game you are doing good work. Related Jobs 09.02.15 Associate Producer 09.01.15 Game Engine Software Engineer 09.01.15 Product Manager - Games mf 09.01.15 Art Director mf View All Jobs 252643 blog blogsJordFarrell20150901252643Thoughts_on_finding_your_place_in_the_industry.php 951400 33872873 Loading Comments

Kanye President Bro Speech for Notch - by Nick Stavrou - 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 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 Kanye President Bro Speech for Notch by Nick Stavrou 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. indiedev Related Jobs 09.01.15 Systems and Tools Engineer 09.01.15 Software Engineer 09.01.15 Senior 3D Artist 09.01.15 Senior UI UX Artist mf - Berlin - 0002 View All Jobs 252662 blog blogsNickStavrou20150901252662Kanye_President_Bro_Speech_for_Notch.php 995463 34551553 Loading Comments

YouTube Gaming is stripping out video descriptions - by Lena LeRay - 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 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 YouTube Gaming is stripping out video descriptions by Lena LeRay on 090115 013500 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. Advertorials. Advertisements diguised as editorial content. Reviews that are paid for. Where YouTube and games are concerned this is paying for one or more videos to be made about a game. Sometimes these agreements limit what the person making and publishing the video can say. If you know that39s what you39re watching you can take it with a grain of salt. If you don39t know that39s what you39re watching though it39s a problem. Regulatory agencies in the US and elsewhere have been trying to get YouTubers to make it more obvious when a video about a game has been paid for by a developer or publisher but as it stands a lot of times the only warning viewers get is in the description below the video. If they get any warning at all. And choose to look for it. As such the lack of video descriptions on YouTube Gaming is extremely troubling. Will this force video creators to be more up front about paid content in videos in the future Maybe but I suspect not. Not unless the current guidelines start being legally enforced. At best I expect we39ll start seeing notices added to the end of videos where no one will see them. And what about videos that already exist and are being algorithmically added to the mix Future changes don39t affect two year-old videos to which the creators no longer devote their attention. One could argue that those videos are less likely to get traffic now but they39ll still get some. The question is still valid. I39m super tired right now and can39t think of an eloquent way to end this so I39ll just say this is bad. Related Jobs 09.02.15 Environment Artist 09.02.15 Senior Project Manager mf ndash Berlin ndash 3509 09.02.15 Senior Game Designer mf ndash Berlin ndash3770 09.02.15 Senior DevOps Developer mf ndash Berlin ndash 3671 View All Jobs 252666 blog blogsLenaLeRay20150901252666YouTube_Gaming_is_stripping_out_video_descriptions.php 934260 33709763 Loading Comments

Developing a QuizUp like Online Trivia Game - by Daljeet Mehta - Link Tue, 01 Sep 2015 01:27:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 Developing a QuizUp like Online Trivia Game by Daljeet Mehta 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. Since the phenomenal success of QuizUp there seems to be a scramble for making similar trivia based games across different App Stores. In this post I39ll introduce the key aspects that make QuizUp popular and how developers can build such a game using AppWarp S2. There are a couple of key aspects that have made QuizUp successful. First is the wide range and genre of topics that were available from day 1. This is a key reason to the widespread appeal of the game as this offers something to everyone and doesn39t target a specific demographic. Topics and sub-topics cover everything such as TV shows Movies Music Sports History Science etc. QuizUp launched with about 200 topics and today it has grown to over 500 categories of topics in which players can compete. Having both quality and quantity of content has been vitally important. The second key to their success is the social aspect of the game. In QuizUp players don39t just play the game by themselves and then have a leaderboard to check how they stand among others players and their friends. This style of social engagement has been used by a lot of other games as well. The unique social aspect with QuizUp is that there is no single-player mode. Players always play against real people and beating real people is of course more fun. Deep Facebook integration too has helped the App grow. It doesn39t simply rely on getting visibility by posting user scores and achievements on their facebook wall something which is a common nuisance in other Apps. Instead it uses the Facebook graph to find relevant opponents for players to play against. So users can play against their friends and can see which categories they are competing in. This helps in the discovery of new categories as well as keeps the user engaged. Now to develop such a game one obviously needs to have a database for the questions. While there is a challenge in generating the content storing it in a database is not technically very challenging. The technical challenge lies in the real-time communication mechanism between the server and clients through which the server keeps the players updated of each others score and status as the game39s ticker progresses. This communication aspect can be done using AppWarp S2. To illustrate we have developed a sample trivia game which achieves this by extending the server side components of AppWarp S2. We have also developed the corresponding client application Windows Phone using the AppWarp S2 WP client SDK. The server side component takes care of things such as reading from the database of questions and categories as well as monitoring the users score as they submit their answers. It also keeps the players informed about how far ahead or behind they are compared to their opponent. On the client-side the app uses the AppWarp S2 WP SDK. It connects to the server and relay to it the user selection of topic and opponent random and friend. It then joins the relevant game room on the server. Once the game play begins both users are connected and have joined the same game room it exchanges the Q A as well as result data with the server. Complete details of the sample game along with source code and an explanation of the AppWarp S2 API usage are explained on Here. Reach out to us on our forum with your feedback and questions. Related Jobs 09.02.15 Senior Test Automation Developer mf - Berlin - 3841 09.02.15 Senior Technical Artist 09.02.15 Engine Software Engineer - Infinity Ward 09.01.15 VP of Engineering View All Jobs 252701 blog blogsDaljeetMehta20150901252701Developing_a_QuizUp_like_Online_Trivia_Game.php 1001916 35848383 Loading Comments

Memorable Main Menu Sound Design - by Kyle Johnson - Link Tue, 01 Sep 2015 01:27:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 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 Memorable Main Menu Sound Design by Kyle Johnson on 090115 012700 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. Everyone has their favourite title screensandmain menusin video games. Those precious first moments with a new gamethe first point of contact for the playersometimes after years ofwaitingDuring these brief but crucial moments thedeveloperhas the oppurtunity to enhance the motifs and themesof the game and givethe player the first vital glimpse of the world they are about to enter. These screenscome in many forms static images animated artwork cryptic messages corridors computer screens rolling demos trees vehiclesall manner of crazy designsmuchtoo long to list But they all have one thing in common whencare is taken theyall exist to give the player a taste of the games tone and aesthetic as theygo about setting up control schemes and fiddling with various gameplay options. Aside from the establishment of the games visual aestheticmuch more is going on at this point thanks to the audio design.Both the music and sound design are working to create a sense of identity and instantly begin the delicate process of coding your brain emotionally. Some of the most memorable opening menu screens have been the most subtle each innovative and specific in their own rightbutalways superbly designed and carefully implemented to achieve a form of initialimmersion in thisfirst point of contact. The first 39Mass Effect39 is a great example of a gamesepic scope being brilliantly reflected via its titlemain menuscreen. And it39s all down to a very specific musical decision.. Mass Effect Main Menu By not going with a conventional percussive-led orchestral scoreinstead relying on a low-key serene Vangelis-esque synth piecea beautiful 39calm before the storm39 quality is conveyed. Itservesto invoke images of classic science fictionlike the kind found donning covers of Asimov and Clarke novels andreinforcesthe ideas and themes of the narrative rather than giveimpressions of upbeat combat and fast-paced action. It39s unlikely that a dramatic orchestral score would have achieved the samecerebral and reflective tone and it39s very clear that the approach taken by Bioware here shows that they are keen to emphasisethe beauty and mystery of the worlds ahead rather than the idea of fighting wars and shooting at things.It39s also interesting to note that thissame composition is the last one the player will hear at the very end of the third game in the trilogy a very cool and appropriate audible call back to these first moments. The presentation of a game can often begin before the title screen developer and publisher logos andindents are oftenredesigned to fit with the motif of agame. Sometimes a simple bit of sound design is put into place over the logosa spooky wind fire cracklinga funny noise etc other times whole logos arealtered to fit more appropriately with agames audio and visual aesthetic and begin the process of immersion-building even earlier than the title or menu screen. Anotherfavourite title screen of mine one that also hasa good example of logo redesign prior to itis39Bioshock39. In addition to a great piece of music the main menuhas an excellent bit ofinteractive sound design.. Bioshock Main Menu The 392K39 ident prior to this screen has been smartly designed into agramophone of the period on it spinsa crackling vinyl record that sings hauntingly beforeechoing off on a longfade out. On the menu screen a moody discordant score begins to play complete with period vinyl crackling aneerie piano and stringarrangement thatinstantly sets the tone and maintainsthe creepy and uneasy atmosphere that began with the 392K39 ident.The clever part though is drawing the players focus directly towardstheaudio feedback that comes directly from interactingwith the menu selections themselves. When the player cyclesthrough each selection a singlepiano note rings out.Unlike more generic menu selection sound effects this method has an unusual emotional anchor that is much more noticeable and effecting. The lone piano notes although in the the samekey asthe background score are themselves verydiscordant conjuring up that familiar uncomfortable feeling that is so frequently used to scare in horror film soundtracks. Echoing out into the darkness the secluded notes are a clear indication to the player that there is something amiss about this worldsomething isolated and creepy that theyshould probably begin to prepare themselves for. This simple and brilliant audio touch isaccompanied by adark ghostly vision of a lighthouse atop a black ocean which if you39ve played Bioshock you know sets up the world absolutely perfectly With thesetwo examples alone it is clear to see how impactful this first point of contact with a video game can be. That withsome realthought and attentionput into the audio the overall experiencecan be truly enhanced time andtime again. When a player returns to agame a secondthird fourth fifthtime etc the sounds that greet them should always be representative ofthe things they now know lie ahead.Whetherscary action-packed adrenaline-pumping adventuroussilly or just plain cool.It should always be memorable. - Kyle Johnson Website httpwww.kylejohnson.co.uk Twitter httpstwitter.comKyle_1138 Related Jobs 09.02.15 Associate Producer 09.01.15 Game Engine Software Engineer 09.01.15 Product Manager - Games mf 09.01.15 Art Director mf View All Jobs 252650 blog blogsKyleJohnson20150901252650Memorable_Main_Menu_Sound_Design.php 998063 35195973 Loading Comments

The Magic of Ambient Music in Games - by Kyle Johnson - Link

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 2 2015 Latest Blogs View All Post RSS September 2 2015 Features View All RSS September 2 2015 Special Reports Press Releases September 2 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs The Magic of Ambient Music in Games by Kyle Johnson on 090115 012700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The power of a finely crafted piece of music combinedwith a finely crafted game world can make for a fairly persuasive escapist illusion. Countlesstimes in games Irsquove been given pause to take in a vista or an emotional moment that breathed to life through the music.I find ambient music in games to be different in many ways from other creative elements in other forms of media. It serves a unique purpose and has a subtle but powerful ability to transport player investment and sense of place in the game world the results of which can often be truly transportive and engrossing in a way thatrsquos totally unique to the interactivity of gaming. The Year 2003. The Game Star Wars Knights of the Old Republic. Exploring a city on an ocean planet I remember experiencing a cool subjective reaction to the score this came after being diverted away from the area with the music and returning to it a little later after some plot developments. Entering the area I found the same soft arrangement begin to play again a gentle looped ambience track featuring a lyrical harp and tranquil strings very lsquoocean planet-yrsquo. But it sounded different the recent developments in the narrative meant that character-morale was at a low point our heroes had been through an ordeal and for some reason the music now seemed to me to acknowledge this. No longer solely performing the role of a background theme it now sounded tailor-made to convey a reflective quality on the characters and story on where they had been up to now and where they might go from here. This was all happening in my head of course but as a result of great design choices. The feeling the music gave me was specifically sentimental and poignant in the moment but also still epic enough in its general composition to remind me that the game was also still a big olrsquo operatic sci-fifantasy adventure. Very lsquoStar Wars-yrsquo. Star Wars Knights of the Old Republic - Ahto City Theme Itrsquos moments like this that one can really appreciate the attention to theme and motif that goes into the composition of ambient music. And how far the role that it plays can go towards telling a story of its own if the the player interprets it so. Not long after experiencing the cerebral batch of story-speculation rumination and introspective character-analysis brought on by the music I disengaged myself from the game and looked around my bedroom. So heavily involved had I been with participating in the games world and story that my sense of the actual world had been numbed right into the after-hours. Itrsquos often a strange feeling to stop after being immersed for so long a moment ago I had been part of an adventure in another time and place with people that arenrsquot real fighting for a cause that means nothing. All this accompanied by a sweeping and emotive orchestral score that belts out the themes and motifs of said adventure as if they do mean something. Itrsquos like waking up from a dream and having that moment where you realise how crazy all that stuff yoursquod just seen was So sure enough back on went the headphones where I found the music welcoming me back as if Irsquod never been away. Bring on sunrise. Mindful Composition Now we all know Star Wars is extremely easy to get sucked into at the best of times But in this case itrsquos aided so heavily by the excellence of Jeremy Soulersquos score that it truly works to enhance the ever-changing tones of the games story and locations.When a composer understands the narrative and journey-beats as well as this it clearly shows in the level of how dramatically the player feels about the characters and events at any given moment. The music not only has an authentic sense of place in the world it also helps guide the playerrsquos awareness on their journey. When the score gives the world and events within it more weight and infuses them with meaning then the player is more easily invested and participating with the world. When this happens a media-to-human entertainment experience like no other has been created movies and books canrsquot do it comics and radio-plays canrsquot do it and ironically the thing that can come closest to putting you back in the world is the music on itrsquos own and even this without the game to accompany it is a different feeling entirely. Although the creation of audio for games is similar in a manyregardsto the creation ofaudio for linear-media like film ultimately the goals for design and implementation are very different.Sound experienced in nonlinear-media like games offers an extra level of complexity that comes via player interaction. A much more direct quality is inherent in the sound one that contains various feedback properties that aid the player in navigating the mechanics of the game. Only games have this. lsquoThose silly video games Pac-Man Mario and all that shitrsquo Yup the very same. Bring on the future. Brief History Of Game Music Background music from decades past served mostly of the same purpose as today obviously not as diversely due to the technological limitations. Despite this many games from the 16-bit era especially RPGrsquos like Chrono Trigger the Zelda and Final Fantasy series greatly succeeded in creating great themes that will remain some of the best examples of musical atmosphere that worked to enhance the world and deepen narrative. I only use RPGs as examples due their story-driven nature and reliance on music to convey feeling these early games often had complex and lengthy exposition and conversations that truly needed the score more than other genres in order to populate their illusory tales with oxygen and life through musical themes. The

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Problem

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Coverage Buffer as main Occlusion Culling technique - Link Wed, 24 Jun 2015 16:23:41

IntroductionRecently I came across a awesome presentation from Crytek named Secrets of CryEGNINE 3 Graphics Technology authored by Nickolay Kasyan Nicolas Schulz and Tiago Sousa. In this paper Ive found a brief description of a technique called Coverage Buffer.You can find whole presentation HERE.This technology was presented as main occlusion culling method actively used since Crysis 2. And since there was no detailed paper about this technology I decided to dig into this matter myself.Coverage Buffer - Occlusion Culling techniqueOverviewMain idea of method was clearly stated by Crytek presentation I mentioned beforeGet depth buffer from previous frameMake reprojection to current frameSoftwarely rasterize BBoxes of objects to check whether they can be seen from camera perspective or not - and based on this test make a decision to draw or not to draw.Theres of course nothing revolutionary about this concept. Theres another very similar method called Software Occlusion Culling. But there are few differences between these methods and a crucial one is that in SOC we must separate objects into two different categories - occluders and occludee which is not always can be done.Lets see some examples.If we have FPS game level like Doom 3 we have corridors which are perfect occluders and objects - barrels ammo characters which are in turn perfect occludees. In this case we have a clear approach - to test objects BBoxes agains corridors.But what if we have lets say massive forest. Every tree can be both occluder - imagine large tree right in front of camera which occludes all other world behind it - and occludee - when some other tree occludes it. In case of forest we cannot use SOC in its pure form itd be counterproductive

Looking for Programmers 3D Artists - Link Mon, 07 Sep 2015 11:43:07

Unpaid PositionStealth game with custom Engine.Free

3D modeller animator texture artist wanted - Link Sun, 06 Sep 2015 12:02:23

Unpaid PositionHello friendsI just started a game project called Conscious.It is a sci-fi role-playing game based on Portal 2 and a film called Oblivion.I would do the coding and you would do some of the things listed below.I do this just for fun keep that in mind please.For more information contact me at imilanspinkagmail.com.Thanks imilanspinkaFree

Innovative Turn-Based RPG with a wounderful story - Link Fri, 04 Sep 2015 12:22:22

Unpaid PositionI have a dream to create a modern turn-based RPG with modern I mean that itll have beautiful high-res graphics not fully 3D that is impossible for a hobby project but rather isometric a high quality story with wounderful characters and a lot of secrets and itemsweaponsgear to find. I have been working forever on this game but suprisingly enough it is almost impossible to find people who want to build a game like that however I am not a person to give up So I keep looking for people everywhere I can. Please contact me if you are interested in helping me make such a game. But please if you are not dead serious and passionate dont contact me Ive had so many people who quit when they realise the amount of work required.Free

We are a small team looking for people - Link Fri, 04 Sep 2015 00:51:31

Unpaid PositionHello GameDev communityWe are a small start up team currently unnamed working on our first title To The Last Breath. Check out our teamup page for more informationhttpwww.teamups.netteamup685The following positions are available3D ArtistsPosition available for you if you have substantial experience modeling ANY of the following Characters Environments Weapons ClothingArmor.2D ArtistPosition available for you if you have good experience doing User Interface artdesign for games or other applications.ProgrammerPosition available for you if you have experience with ANY of the following AI Networking Gameplay Systems Procedural Generation AnythingIf there is no spot available or if the position isnt advertised and you feel like you can fit in contact me at arnold.r.lopezhotmail.com Free

AI Programmer for Team Project - Link Fri, 04 Sep 2015 00:34:56

Unpaid PositionDo you have the talent to code AI agents that respond to their surroundings and can execute the right dialogue depending on their defined states The team behind To The Last Breath a post apocalyptic survival roguelike game is looking for an experienced and talented AI programmer that can design the systems required by the games design.The position requires Familiarity with Unity Engine Dedication Mid-to-Advanced knowledgeexperience of AI programmingTo reitirate differently the AI that is coded will have to be aware of the world state and its own act on the knowledge gathered and be able to execute complex planning behaviors with efficiency to achieve their goals.A big plus if you can implement pathfinding in a procedural game environment.This will be the game you will be developing for httpwww.teamups.netteamup685If you are interested apply on our page or contact me at arnold.r.lopezhotmail.com. show examples of your past work before applying or at least convince me that you will be fit The job is temporarily on a volunteer basis but payments will be made once the game gets funded. This is an exciting project and we hope your expertise will help bring the game to life. Free

2d artist. Ready to work - Link Thu, 03 Sep 2015 19:10:18

Paid PositionLadies and gentlemen welcome to youIm 2d artist and animator bit.I am lookinga new project for drawing graphics and animation for games. I love my job. I love to draw. My eyes burn from work 0_0 and I will put my your soul into your project. smile.pngIf someone wants to work with me please write me atSkype studio-pandamail yakovenko.mgmail.comMy worksArtIconsGui... and many many other works. I draw for a long time in gamedev.P.S. Sorry for my terrible english smile.pngP.P.S.nimation.httppenka.suflashAll_1.swf httppenka.suflashlightning.swf httppenka.suflashmeteor.swfPaid

2D Puzzle Platformer LF learning partner - Link Thu, 03 Sep 2015 06:11:45

Unpaid Positiontldr - I am a hobby dev that has been making games for a few years now and am looking for a partner to help with a 2D puzzle platformer currently named Wit. I consider myself to have an intermediate skill set meaning I understand the basics of everything I do but have much room to improve. Im looking for a partner with a beginner to intermediate skill set that does not get overwhelmed easily and is as eager to learn about the process of releasing a game as I am.Wit is a 2D physics based platforming game that aims to release on PC then port to mobile. Gameplay revolves around the player navigating a 2D environmentthink classic mario bros by interacting with physics objects to reach a goal area. For example a player can not jump high enough to reach a ledge and must move a box from somewhere else in the level to stand on so that he may jump high enough.Fast reaction times will also be a factor to the gameplay as some puzzles may also require fast fingers. For example the goal area is to far to reach in every direction and the player must ride a system of spinning platforms in the correct order which fling the character in a direction based on how he landed. To note this is not to be the highlight of the level design but should be used sparingly to compliment the brain teaser style puzzle mechanics.More info about the game is available on request as well as a compiled demo.Some background infoThis is my 3rd game to be made from start to finishit goes without saying there are many sub projects between these which either werent completed or were not game related and the first game I aim to release on steam. The first game was a simple rpg made is RPGMaker VX Ace which looking back on it wasnt much of an accomplishment considering the engine I used. Im not talking trash about RPGMaker games and I highly recommend it for beginners but I was ready to move to something from scratch and had picked up VB.net. My next game was a marijuana growing game which I would consider a sim game. It was a good medium for me to learn some basic client-server programming skills in the form of creating a bugtracker as some basic analytic systems that interacted with a MySQL server. All together has given me 3 years of programming experience with VB.net and I am familiar with some backend languages.In this game I have taken up the Unity engine and coding with C and they are so identical in syntax the learning curve is very smooth for me. I have a 3D horror game I started as a tutorial game allowing me to learn the workflow of unity and to adjust myself with the development process using this engine. Many elements I have designed were new to me but were all added near flawlessly to the prototype due to the problem solving skills I picked up while learning VB.I am also a musician and have been playing guitar for 6 years and piano for 9 years. This is advantageous for me as a solo dev and aside from my terrible art skills has made me content with working alone on past projects. But there is a saying A jack of all trades is a master of nothing. I would like to have a partner in this game although I think it is likely that I could finish this on my own. There are a lot of reasons as to why I am seeking a partner the most important being due to the nature of the gamepuzzle game puzzles could suffer quality over the coarse of development if made by the same person. Another creative mind to help design puzzles would benefit the quality of the finished product. I think this also applies to other elements of the game such as dialogue.If this sounds like a project you would like to be a part of I look forward to hearing from youFree

Click here if your need music or any sounds. - Link Wed, 02 Sep 2015 18:59:27

Paid PositionHiListen to my 1 minute portfolio herehttpssoundcloud.commusicandsoundforgameswhat-do-you-need-portfolioYou need something Contact me.Paid

LOOKING FOR GAME PROGRAMMERS - Link Wed, 02 Sep 2015 14:01:42

Unpaid PositionAll information to be found here httpwww.teamups.netteamup859The-Trading-GameFree

Fantasy RPG-themed Business Card designs - Link Wed, 02 Sep 2015 02:22:08

Paid PositionHi thereWhile its not strictly game design this seemed like the logical place to look for someone to create some awesome game-style designs.I design and sell 3D printed geek jewelry online as Peregrine Studios you can check some it out here on deviantART or find me on Etsy here httpswww.etsy.comcashopPeregrineStudiosUntil now my brand such as it is has ranged from amateur to non-existant. Im trying to change that. I have a new logo seen here httpswww.dropbox.coms63hqvfqodtvi9bxLogo_Peregrine_pixel_04.pngdl0 - ignore the blue background and thats just the start. Youve probably noticed the logo is very fantasy-themed and not only that its in pixel-art as well. I intend to redesign my whole brand around the concept of old fantasy RPGs - Ultima Revenant Baldurs Gate Diablo even RuneScape.I want to start with my business cards. Specifically I want to design two business cards.The first would have my logo on one side and my contact info mainly just websites on the other. I want this business card to have a fantasy RPG-ish style and theme - maybe the websites on the back could be on some sort of buttons or panels Im not sure. Whatever you think would look best.The second business card I want to design would also have my logo on one side but on the other it would have an empty eight-slot inventory. I already have pixel art of most of my pieces so the idea is that each order would come with a sticker of that piece which could be used to fill in an inventory slot. When they filled in their inventory they would get a prize or a discount. Something interesting like that.Now I did mention pixel-art earlier. I actually already have a pixel artist who does work for me so its not necessary that you be a pixel artist. Ideally I would get great-looking designs from you and my pixel artist could render them out as pixel-art for the final print.Long-term I do plan to have my own website. I want whoever designs my business cards to also be available to design that website so that the styles will be consistent. So Im hoping thats something youd be game for in the far future.Overall in terms of style colour etc. - Ive already said that Im looking for old fantasy RPG-style work. Colours would ideally match closely with the logo that already exists - gold text wooden backgrounds grey-silver borders. You can deviate from that if it makes sense to you but the designs should look like they belong to each other.With that enormous wall of text done Ill finally ask the obvious question are you interested I should tell you you arent the only person Ive sent this to Ive contacted several promising individuals on deviantART and elsewhere.If you ARE interested please let me know what you think of the project what your price would be and any other information you deem relevantThanks so much for your timePaid

Film and TV composer looking to create music for games - Link Tue, 01 Sep 2015 17:05:45

ContractorHiIm a composer and am currently studying at Berklee College of Music.Ive composed for film and TV including for a prime-time documentary series in the UK.But Im keen to break into games composition as Im a gamer too.In fact it was composing for games that got me interested in music in the first place about 20 cough years ago.So if youve got a project that youre working on that needs music or if youre looking for a composer please have a look at my portfolio and get in touch if you think I can help.Here are some of my soundshttpssoundcloud.comdickymoosetsorchestral-cinematichttpssoundcloud.comdickymoosetselectronichttpssoundcloud.comdickymoosetsrockThanksDickyhttpdickymoore.co.uk0.00

Island Troll Tribes looking for dedicated 3D modelers - Link Tue, 01 Sep 2015 10:50:46

Unpaid PositionHello and welcome to the official Recruitment post for the stand alone game of Island Troll Tribes You must be 18 to join our team. No exceptions.Free

Astria needs a writer - Link Tue, 01 Sep 2015 04:47:19

Unpaid PositionAstria is a text mmorpg httpsastriagame.wordpress.com . This is a hobby project under development.I recently released a serverclienteditor version thats available for download on that site.Though users can run their own worlds I want to run an official server and if that goes all well possibly not have a servereditor version at all.The tools on that version would give you an idea of what is editable though its very easy to add new stuff.Im looking for a writerworld builder.Thanks.Free

Looking for a team for a Naval Simulator - Link Tue, 01 Sep 2015 01:33:49

Hey everyone Im currently looking for a team to help me out with a naval simulator Ive just recently started. Its similar to the series Silent Hunter but on a USCG Cutter. Im looking for anyone with even a tad bit of skill anything helps If you are interested in this project please message me. Thanks0.00

Programming looking for team or partner - Link Tue, 01 Sep 2015 00:35:24

Unpaid PositionI am a programmer looking for a team to work in or just someone to program with. I am best in Java but I have messed with CC Unity and Unreal Engine. Im flexible so I can work in just about anything given enough time. I am far from the best though infact this will be a huge learning experience for me. Thank you Free

nvidia atmospheric scattering - Link Mon, 07 Sep 2015 21:43:30

I am trying to use the algorithm explained in this nvidia page In the vertex shader code there is a function scale I dont understand what it does. what does it do There is another part where there is this... scalefLightAngle scalefCameraAngle what does the mean

D3D12 Best Practices - Link Mon, 07 Sep 2015 20:11:14

Hi all Ive been playing around with D3D12 and while going through the samples Ive run into a couple of questions that Ive yet to find an answer for. The questions I have are the following 1 How many descriptor heaps should an application have Is it vital for an app to have one SRVRTDSV heap or is it fine to have several smaller heaps related to specific rendering tasks Im specifically wondering whether cmdList-gtSetDescriptorHeaps can cause any possible cache coherency issues I remember reading somewhere that an app should have only one heap of each type but I cant remember where I saw it so my memory might just be letting me down at this point. 2 How should constant buffers be handled Throughout the samples I found that often times the applications created several constant buffers based on the exact same structure for different draw calls e.g. instead of using map on application init and then memcpy to load per draw-call data into the constant buffer the apps seemed to create n amount of constant buffers instead and used descriptor tables to handle correct resource referencing. Is that the way it should be done or have I misunderstood something e.g. see the Bundles example 3 More generally how should frame resources be handled This follows from the fact that the apps seem to be creating n times the number of resources used per frame e.g. using double-buffered rendering constant buffer descriptor heap size is given as 2 numCBsPerFrame where numCBsPerFrame is an array of CBs for different draw calls number of command lists seem to be allocated in a similar manner. What is the reason for doing this I think this has something to do with GPU-CPU synchronization preventing readwrite clashes but Im not sure. 4 What would be the suggested synchronization method Im currently using the one provided in the HelloWorld samples i.e. Im waiting for the GPU to finish before continuing to the next frame. This clearly isnt the way to go as my fullscreen D3D11 app runs at 6k FPS whereas my D3D12 app runs at 3k FPS. Furthermore how would one achieve max framerate in windowed mode Ive seen thisvideo but I dont really follow the logic - taking the last option wouldnt rendering something for the sake of rendering cause possible stalls I dont really understand this. Is the swapchains GetFrameLatencyWaitableObject useful here Thanks in advance

Convincing AntiVirsus im not a virus - Link Mon, 07 Sep 2015 19:39:13

Hello I have recently wrote a tool which reads in .json files and merges them together then outputs the result. Unfortunately multiple antivirus do not like the program writing to a file Avast and Microsoft Security Essentials. If I disable the antivirus my program is free to create the output file. I thoughthoped that in release mode my program would be free of these restraints but even after installing the program it is still being flagged. Is there something I can do to allow my program to write to files

C11 lambda modifying copied value - Link Mon, 07 Sep 2015 13:23:55

int fooVar 10 stdfunctionltvoidgt fooFunction 91 fooVar 12 Trying to modify foorVar in that lambda results in an error because its not an lvaue. Why is the copied value made constant

How can I saveflush the offline data to disk and start it from there - Link Mon, 07 Sep 2015 12:54:13

I need to generate a large amount of map data from my game editor offline. But the generation takes more than 6 hours to complete. If the end of the day is reached you know you need to stop working and some sort. You need to flush the data to disk. But How can I start it next time from the check point What variables do I need to save for next time commencing I dont want to calculate everything from the start. What strategy is good for this kind of data dumping Thanks Jack

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Welcome to FPSoft.eu

Floating Point Softwares is an Indie company started in 2015
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