Page:40 - News Archived: 3437

Title Date
Review of Small Soldiers PlayStation - Link

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

Why we built our own tech for our indie game - Link Wed, 2 Sep 2015 12:15:00

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

Platforming with paint Making a splash with INK - Link Wed, 2 Sep 2015 11:20:00

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 Postmortem ZackBellGames INK by Alejandro Hitti on 082115 014700 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. Zack I stumbled upon the independent games industry some time in 2009. The number of AAA games that I was interested in seemed to be diminishing. In search of more to play I found games like Braid Spelunky and Super Meat Boy through various media outlets. These games were not only fresh and imaginative but they were crafted by small teams on even smaller budgets. With these projects in mind and a recently realized interest in programming I set out to replicate these developersrsquo results. By the time that my friends and I had established any form of presence among the growing number of indie developers it was becoming obvious that none of us had the artistic know-how to create our vision without the help of contracted pixel artists. Irsquom going to refer to the next few years as The Dark Ages. There were three of us at the time and we all had distinct ideas about what we should be doing. Couple that with artists who required and thoroughly deserved a professional pay grade we were wasting a ton of money and had too many creative minds for the somewhat small task at hand. We essentially just burnt out over the course of the next two or three years our minds our friendships and our wallets. Previous Games Zack and Ale Worked On Together Fast-forward a few more years and the team has dwindled down tohellipme. I was making ends meet by taking on programming contract jobs here and there. I had formed quite a few more relationships within the community and had attended a few more conferences. The other people who had once worked with me were now back in school or working on other projects. As another source of income I had decided that I was going to test the alternatives to big Steam releases. I was going to create a game as quickly as possible using only programmer art and upload that to smaller distribution portals like itch.io. Out of this came INK. INK was a game that I could make by myself. I could complete it in a few weeks and that is what I did. Within three weeks I had prototyped INK using Game Maker Studio contacted a composer Benjamin Burnes and released a stable build on Itch.io. Greenlight Data A positive response followed and people began sharing streaming and writing articles about INK. It was very exciting for me and I decided to reach out to one of my original partners Alejandro Hitti. We met at DigiPen Institute of Technology a few years prior and I knew that his main interest was filling producer and PR roles for small teams. Alejandro and I quickly decided that we would submit INK on Steam Greenlight while simultaneously doubling the content of the game as well as implementing the Steam API achievements and other bells and whistles. When all was said and done the INK expansion was released on Steam a few weeks after being Greenlit. The entire process from concept to Steam lasted three months. What Went Right 1 Game Maker Zack I feel like there is still this weird unnecessary stigma when it comes to using game engines that are accessible to new developers and even young kids. Game Maker specifically seems to take quite a beating when it comes to programming circles and talking about toolstech. To me Game Maker was and will continue to be a blessing. Game Makerrsquos codebase is fairly manageable to the point where I feel that I know it inside and out. It is also powerful enough to get the job done but isnrsquot so crammed full of features that I continue to tinker and play for hours. Restriction can be a good thing. Given Unreal Unity or a custom-made engine I would probably still be tinkering with the way that the paint works rather than writing a postmortem. I am not a control freak when it comes to my code. I donrsquot mind working around the lack of a feature. I know that at this time I am the only one who will need to see read and understand the webs that I weave. Until one or all of these things change Game Maker will continue to be my tool of choice. Alejandro I come from a school where we are required to write our own game engines from scratch instead of using existing ones since the second semester. At my school DigiPen Institute of Technology I am constantly asked why I choose to use GameMaker to develop my professional games instead of making my own engine or using a ldquomore powerfulrdquo engine such as Unity or Unreal. I have had some experience with both of these engines and while they are amazing for 3D I feel like they are still lacking functionality and ease of use when it comes to 2D game development. Though it is true that one of the main reasons why I use GameMaker is that Zack is a wizard at it we are working on getting him a robe and a staff I very much enjoy developing in it. I took upon the task to set up the Steam API integration for INK as well as code in all stats and achievements that can be found in the game. I also went ahead and fixed bugs as they showed up to help lighten Zackrsquos load and let him focus on designing the remaining levels and boss fights. What I found is that GameMaker is a very intuitive engine that is often overlooked because of its ldquodrag-and-droprdquo features that are targeted towards people who are learning game development. Often people dismiss it because of this fact ignoring that you can develop using code blocks and write in GML which is a language similar to Java and C and write code without any extra help from the engine. This is how all the code in INK works. Lastly I believe that GameMakerrsquos level editor is the best out there especially for tile-based design and it has a ton of other powerful features for 2D such as a robust Sprite editor making it the engine of choice for us until we decide to delve into 3D

Thoughts on finding your place in the industry - Link Wed, 2 Sep 2015 08:53:00

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_you_place_in_the_industry.php 951400 33872873 Loading Comments

The game design scrapheap - Link Wed, 2 Sep 2015 04:06:00

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 The game design scrapheap by John Healy on 083115 010700 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. So Irsquove stopped working on my previous game and added it to the game design scrapheap which grows bigger by the year. The reasons are multiple and Irsquoll try to be frank about them below. Of those reasons the real killer for me is the un-ambitious design thatrsquos probably the main factor causing the lack of motivation. As a game designer there is a sweet spot of challenge that I try to work within too broad and the possibilities are endless too narrow and the decisions become rote. Essentially it was a game with narrative as opposed to mechanical design challenges and while it may be worth revisiting as an educational game for now itrsquos being moved to the dead projects folder or scrapheap as I like to call it. The funny thing is that my game design scrapheap has more in it than the finished projects folder does. This worries me why canrsquot I finish more gameshellip Irsquove been thinking about this lately and I think Irsquove gained some insight into whatrsquos going on. You see I grew up on a farm and my dad used to collect bits of scrap metal and old machinery in case it might be useful. He would take things apart because ldquoyoursquod never know when they might come in handyrdquo. The funny thing is that most of the parts were never used our shed was filled with old bits and pieces. When I was growing up everything seemed like junk stuff that would never be used but now I understand the method to this madness and it was madness. Whenever something did break on the farm or in the house my dad would go to the shed find the parts he needed and fashion together a solution. He wasnrsquot a trained mechanic plumber or electrician but he could fix these problems because of his experience taking things apart. I now realise that Irsquom at a similar place in terms of game design. All along Irsquove been viewing these projects as failures things I tried to do but didnrsquot work out. Instead Irsquom going to focus on these as insights into my own game design process. These are game systems programming concepts and narrative experiments that I can reference in future when Irsquom stuck on a tough design challenge. They are a repository of ideas that didnrsquot work and best of all I know why they didnrsquot work. I think they keep me honest. The bigger the scrapheap the more design knowledge I can draw on and Irsquoll always need more of that. So herersquos to the scrapheap my collection of game design junk that may come in handy one day 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 252616 blog blogsJohnHealy20150831252616The_game_design_scrapheap.php 890166 33300503 Loading Comments

Bringing a 2D puzzler to VR in Fantastic Contraption for Vive - Link Tue, 1 Sep 2015 15:47:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Bringing a 2D puzzler to VR in Fantastic Contraption for Vive September 1 2015 By Bryant Francis September 1 2015 By Bryant Francis Post A Comment More Indie Programming Design Production BusinessMarketing Video Last week Northway Games announced that its 2008 game Fantastic Contraption was getting relaunched for the HTC Vive. The popular 2D free-to-play puzzle game is to be rebuiltfrom the ground up with the help of VR developer Radial Games converted into a 3D VR workshop that puts one in mind of a toddlerrsquos playroom version of Tony Starkrsquos lab from the Iron Man films. Going hands-on with the game at Valversquos HTC Vive demo at PAX Prime and speaking with Colin Northway and his team of developers it was clearthat the construction puzzler could make the transition from 2D to 3D. They also sharedsome background on the challenges they faced the lessons they learned that laid the groundworkfor their philosophy of VR development and the things they believe will be necessary as VR becomes a bigger part of the industry. Fantastic Reinvention Fantastic Contraptionrsquos HTC Vive demo makes use of the machinersquos two controllers to let the player reach out and touch an entire toolkit. You use it to build machines inside a 15 x 15 foot space. The basic elements are similar to their 2D cousins from the first Fantastic Contraption but now players stretch manipulate and position these rods and wheels using the Vive controllerrsquos triggers. The tracking capabilities provided by the Vive allow for fine manipulation making the experience more akin to linking together physical objects than to dragging and dropping 2D images on a monitor. This demo is the result of a process that began three months ago whenColin and Sarah Northway visited Valve and tried the HTC Vive. Itwasnrsquot just born from their desire to make a VR project but also their years-old vision to make a 3D version of Fantastic Contraption. ldquoThe idea of a 3D Fantastic Contraption has always been an exciting one but it39s was like lsquohow do you do it How do you actually build a contraption in 3D How do you tell the game where to put stuffrsquordquo says Colin Northway. ldquoI had a no idea how to do that until a mere three months or so ago we tried a Vive for the first time and went 39Oh This is how Fantastic Contraption in 3D works39quot Andy Moore who39s withpartner developer Radial Games hadbeen one of the people who brought Colin and Sarah to the HTC Vive demo. Hehad been spitballing with business partner Kimberley Voll for years on what kind of VR game they wanted to make. Says Moore ldquoWe were able to use a whole bunch of tech from our previous demos... going from absolutely nothing to aworking demo of the game was incredibly quick. We had all this previous experience and Fantastic Contraption the original game was fleshed out as an idea so extrapolating that out to 3D space wasn39t that complicated.rdquo Sarah Northway pointed out that their biggest challenge was reinventing themechanics of the 2D version of the game and figuring out how to realize the assets in a 3D space. ldquoThe wheels -- the wheels are pretty weird right You don39t want to have one-plane wheels so we ended up with Flintstones car super-wide wheels that stay on one plane most of the time.rdquo From there the design process for the VR conversion of Fantastic Contraption has largely been about capturing natural human behavior. Kimberley Vollrsquos big suggestion for VR devs in general is to examine exactly which toolsmechanics and choices let players use natural and instinctive behavior for sensory input in a 3D space. ldquoReally we were just observing and capturing the things we thought people wanted to do in that spacequot she says.quotWe just tried to pay attention to natural movement.rdquo Hands-On Entertainment During a conversation about observing player movements in these 3D spaces most of the Fantastic Contraption team made a very firm declaration In order to VR to succeed players need to have some way to bring their hands into the space. Colin argued that the hand controllers are fully 50 percent of what makes the VR experience work and Moore leaned in even further and said itrsquos more like 80 percent. For Sarah the fact that other virtual reality devices like the Oculus Rift are shipping without any packed-in tailor-made hand tools is concerning. ldquoI39m worried that Oculus launching with no hand controls means that games are going to have to support Xbox Controllers and hand controls. For development we have this dual stick system where you drive a hand around in this 3D space and it39s the ugliest thing.rdquo Moore agreed. ldquoI39m terrified that a bunch of people are gonna go out andbuy their first VR kits it won39t have hand support it39ll be missing a key component and they39ll be soured on VR forever And that will ruin the whole upswing of VR again. It doesn39t matter how good your display is -- if you don39t have the rest of the environment you could ruin it for everyone.rdquo Challenges with Reinvention With SteamVR and the HTC Vive recently delayed to 2016 the team laughs half-heartedly and says that its launch date has effectively been pushed back as well. The devs have also been toying with the very real fact that bringing Fantastic Contraption to SteamVR means the audience who enjoyed the original version wonrsquot have anywhere near the same ability to access it. And right now theyrsquore just learning to deal with that reality. Colin in particular was still thinking about existing fans of the game. ldquoItrsquos definitely a big question mark for me. Fantastic Contraption the original game still has players. But that is free-to-play and you don39t need an expensive machine to do it. This new one -- I don39t know how many of those people are going to get to play it. I think that39s a result of being way out here on the edge now.rdquo

Unreal Engine 4.9 update improves DX12 and VR motion controller - Link Tue, 1 Sep 2015 14:14:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Unreal Engine 4.9 update improves DX12 and VR motion controller support September 1 2015 By Alex Wawro September 1 2015 By Alex Wawro Post A Comment More ConsolePC SmartphoneTablet Indie Programming Epic Games rolled out the latest version of its engine this week and the full Unreal Engine 4.9 update spans everything fromexpanded VR headset and mobile platform features toexperimental DirectX12 support. Unreal developers who use Windows 10 can enable DirectX12 support in Unreal Engine 4 bylaunching the engine with quot-DX12quot appended to thecommand line. In a post on the company blog Epic39s Alexander Paschall noted that quotthe feature is still new and is considered experimentalquot but that quotwe39ll continue to improve support for DirectX 12 and look for ways to leverage the new API in upcoming versions of the engine.quot The 4.9 update also adds a slew of new VR-related upgrades including The 4.9update also includes a significant number of upgrades to the way Unreal Engine 4 supports features of iOS Android and HTML 5. Mobile UE4 developers may appreciate that Unreal Engine 4.9 now comes with a Flurry analytics plugin for iOS and improves support for iOS in-app purchase functionality. For more information and full rundown of changes check outEpic39sofficial blog postabout the 4.9 update. 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 Top Stories Next News Story View All 252733 newswire viewnews252733Unreal_Engine_49_update_improves_DX12_and_VR_motion_controller_support.php Loading Comments

Creating the cosmic soundscape of Nova-111 - Link Tue, 1 Sep 2015 07:05:00

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 The Cosmic Soundscape of Nova-111 by Jack Menhorn on 083115 010700 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Nova-111is a sci-fi turn-based adventure game with an innovative twist of real-time action. I did the music and sound effects for it over the course of roughly three years and I am super proud of what has been accomplished during that time. The game started as a side project for everyone involved and slowly morphed into an award winning title that is out for almost every current console as well as PCMac. The soundtrack album is now available on streaming services as well as iTunesAmazonGoogleSteamandLoudr. So I thought I39d chat about the sound of Nova-111 Cross posted from my own website. Before Nova-111 was started I had already worked on a few small projects with Funktronic Lab39s founder Eddie Lee. We met through TIGForums when he was looking for a go to audio guy for a small side project he was working on. I didnt pay much attention to his credentials when I fired off a sure ill help you out email. Little did I know he was working at Q-Games on Pixeljunk 4AM at the timeWe madefunktronic 3000together and then went on to makeKyotowhich certainly opened up a lot of doors for me. So a little while later or before hard to remember specifics we started on Nova-111 as just a fun little rogue-like. Eddie showed me some sketches and screenshots with some cool art from Michael Hussinger and with some reference tunes in mindI started working on Nova-111 which I would then continue working on and off for the next 3 years. MUSIC Making music for Nova-111 has been the easiest project I have ever composed for. The feedback I typically have gotten from Eddie and Kalin has been oh that would sound cool for this world or I dont know about that but lets try it. It has been an incredibly frictionless process which is a real treat. Tools - Music Given the long process of working on this project my tools and in fact my entire career-focus has changed since when I began. When I started I was exclusively using Logic X for both music and sound design. At the time I had only made sound effects for a few projects and was transitioning as a composer to more of a composersound designer whereas now I see myself as 95 sound designer who does 5 composing when it fits my limited interests and capabilities. I have been making sound for games for almost 9 years now and in the beginning Logic 89X was a wonderful and stable tool. But as I progressed in my career I found myself gravitating to Ableton Live for music creation not just because of the great toolset but also how my own taste in music composing shifted from rockorchestral to interactive ambient electronic. A big reason for the transition to Live is because of my need to compose interactive music.The clip view in Ableton when paired with a grid controller like a Push or Launchpad allows for quick and easy auditioning of different clips in real-time as though the music is being controlled by gameplay. If you want to have a bed of drums and bass with piano coming in sporadically based on game events you can test that in Live very quickly by triggering these cellsclips as one-off events synced to the beat. Whereas in a traditional linear DAW you have to copypaste regions in for a less than ideal faking of the situation.This approach in Live of setting up small clips and playing back how they could sound in the game led to how they eventually would. Clip View ina Nova-111 track in Ableton Live Design - Music Nova-111 uses a simple 3-layer dynamic music system based on how many enemies on are close by. If there are 0 enemies close then only the Base Layer 0 plays. This is usually some bass and pads with possibly some melodies played every once and a while. If there is 1 enemy close by then the Tension Layer 1 fades in over top of Base Layer 0 with some light percussion and maybe another harmony element. If things are getting real and there are 2 enemies on the screen then Tension Layer 2 fades in over top of the other two layers with some heavier percussion usually Euclidean based and more harmony elements. In some cases the Tension Layer 2 will fade out Layers 0 and parts of 1 but that is on a per track basis and can be heard more in World 3 where the music is a bit stranger and there is bigger contrast between Layers 0 and 2. All in all the music for Nova-111 is made of of small simple loops that gain movement and interest from the dynamics of gameplay. If the player sitting around not moving or near enemies the music will stay pretty chill and hopefully unobtrusive. If the player is moving around a lot the music should have nice ups and downs like any normal track while at the same time hinting and influencing the players behaviour by letting them know enemies are near. It may be a little bit video game-y to have the music fade in and out based on enemies being close but I really really don39t care because thisisavideo game. I intentionally wanted Nova-111 to sound like a video game which is something I will discuss more when we get to sound effects. The music was also made in short simple loops for pragmatic reasons. As an indie game that was potentially going to be and is going to be on a handheld console performance and memory was an issue. So instead of writing 5 minute long looping tracks that would take up precious memory I felt we could take advantage of our audio engineFMOD Studioand have the engine take these fragments and turn them into the song much like Ableton Live had when I first composed the tracks. Additionally given the relative inexperience of all of us devs involved I did not want to make a complex music system that would bite the project down the road due to design memory size or performance reasons. I feel like we made the right choice although now I

Looking back at Disastr_Blastrs dev Two years as a solo indie - Link Tue, 1 Sep 2015 04:01:00

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 Disastr_Blastr Postmortem Analysis Reflection by Joel Christiansen on 083115 010700 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. Disastr_Blastr is a solo indie project I started in January 2013 and released on XBLIG in February 2015. Disastr_Blastr PC Edition released on itch.io in June 2015 and I also launched a Greenlight campaign around this time which as of this writing has been live for 70 days. If you aren39t familiar with the game which I assume you are not this article will probably make more sense to you after checking out the Greenlight video httpsteamcommunity.comsharedfilesfiledetailsid465665756 I have read a lot of postmortem analyses of different game projects over the years and it seems to me that every game has an interesting and often enlightening story behind it. I was always grateful that the developers took the time to share what they learned and experienced in bringing their creations to life and I promised myself that if I ever succeeded in releasing a game of my own I would do the same. So here you have itmdashall the best thoughts and observations I could scrape together from 2 years of solo indie development. I hope some of you out there find this useful or if not at least enjoyable. Thanks for reading. Game Concept and Design Goals The high-level concept for Disastr_Blastr was essentially an experimental arcade shooter based on randomness with an abstract minimalist visual style. The minimalist visual approach I chose was a simple block-with-outline presentation for all game objectsmdasheverything from bullets and boss enemies to powerups UI and even text is represented as one or more simple boxes. From there I proceeded to flesh out the game according to a few basic rules of design common-sense things like objects that look different should behave differently and the more visually detailed something is the more complex its behavior should be. The end result of this approach could be described as a radical new dimension of abstract minimalist chaos with 100 levels of cortex-shattering cubic mayhem or in the spirit of simplicity a cube that shoots other cubes in a world of cubes. Enemies with more visual detail like the purple one shown herehave more intricate behaviorsmdashin this case transforming the small yellow Breakr fragments intorotating triangular bullet streams My desire to create a game combining ultra-simplistic visuals with uncompromising action was born of a rebellious impulse against the all-too-familiar formula of maximum visual polish on top of tame substanceless gameplay. Most of the games that have made the biggest impression on me over the last 30 or so years have been of the insanely difficult variety affectionately known as NES hard and I wanted to forge Disastr_Blastr in the spirit of the all time greatsmdashgames like Contra Mega Man Battletoads Ninja Gaiden and others that really pushed the limits of my playing skills. I always admired the visual simplicity and challenging gameplay in classic arcade shooters like Centipede Asteroids and Galaga and I wanted to create something that would evoke the spirit of these iconic games but with fasterless predictable action and a more modern minimalist as opposed to retro aesthetic. The big idea was to place maximum focus on the action by embracing ultimate visual simplicity and total abstraction. And so the journey of Disastr_Blastr began. Some of the legendary arcadegames that inspired me to create Disastr_Blastr Asteroids Centipede and Galaga Design Philosophy and Approach From the start I determined never to be lazy in my design work and never to compromise my creative vision in any way unless there was absolutely no other choice. Many times I repeated the words in my dev journal stay patient listen keep the discipline... and looking back on the project I still feel this was the right call. I probably could have finished faster had I been willing to cut a few corners and leave a few proverbial stones unturnedmdashbut many ideas that came along late in the design process turned out to be some of the most fun and interesting aspects of Disastr_Blastr and brought a lot of character and variety to the gameplay that wouldn39t be there if I had tried to rush the process or failed to explore new creative directions as they occurred to me. The slow and careful approach was effective in the long run but that doesn39t mean I was always productive. There were plenty of design dead-ends I spent days or weeks playing around with before ultimately deciding they didn39t work. This is just the way it goes with game designmdashit is a process of exploration and experimentation. Not everything you try is going to work and that is ok. The most important thing is to stay patient and open to the possibility of exploring new ideas and when necessary changing up some of the old ones. Concerning productivity in game design I find there is really no way to force it or to predict which design tactic will end up being most productive. A lot of the enemies objects and levels I created in just a few minutes turned out to be some of the best in the game and others that I spent days or weeks working on ended up being considerably less awesome. Unfortunately there is no sure path to productivity except to just keep creating. Sometimes the magic works other times it doesn39tmdashthat39s all. Feel free to tell your husband or wife this when they ask so when are you going to finish your game My experience has been that there are no shortcuts. You will have to keep pouring blood sweat and tears into your project long after the point where you find yourself wishing it was done. Randomness and Difficulty If you have ever watched a really good Galaga player you have probably noticed that she can destroy many of the enemies immediately as they are

Oculus Rift SDK gets performance boost Direct Driver Mode unlocked - Link Mon, 31 Aug 2015 17:44:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Oculus Rift SDK gets performance boost Direct Driver Mode unlocked August 31 2015 By Christian Nutt August 31 2015 By Christian Nutt Post A Comment More ConsolePC Indie Programming VR Oculus VR has said time and time again that latency is the enemy of high-quality VR experiences and the company39s new 0.7 SDK for the Oculus Rift headset offers a new quotDirect Driver Modequot that should help. Developed in collaboration with GPU providers Nvidia and AMD it allows the headset to address compatible graphics cards directly -- rather than at the OS level. Beyond boosting performance it should also reduce conflicts with other software Oculus reports. There39s a big risk in the upgrade however quotas a result of these underlying changes the 0.7 runtime wonrsquot support applications built with SDK 0.5 or earlier including all current content built with Unity 4.xquot the company warns. You can read more details over at the official Oculus VR developer 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 Top Stories Next News Story View All 252651 newswire viewnews252651Oculus_Rift_SDK_gets_performance_boost_Direct_Driver_Mode_unlocked.php Loading Comments

Video Crafting procedurally-generated levels for Shattered Planet - Link Mon, 31 Aug 2015 16:05:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Video Crafting procedurally-generated levels for Shattered Planet August 31 2015 By Staff August 31 2015 By Staff Post A Comment More ConsolePC Indie Design Video Vault More and more developers are learningto love procedural generation techniquesand integrate them into their production pipelines which often entails solving a whole new set of problems. Thankfully Tanya Short of Kitfox Games shared some advice on procedurally generating levels as part of herGDC 2015Game Design Case Study on Kitfox39s spacefaring survival roguelikeShattered Planet. As part of that talk she spoke at length aboutthe trials and tribulations Kitfox facedin procedurally generating tile-based levels offering some unique insight and advice for pulling it off without driving your team crazy. Short also offered suggestions on how you might design a procedural level generation system that doesn39t do frustrating things like place rooms with no doors or keys with no matching locks or design layoutsthat look more like M.C. Escher paintings than levels. If you missed it in person you can now watch her succinct info-rich talkfor freeover on the official GDC YouTube channel. About the GDC Vault In addition to this presentation theGDC Vaultand its newYouTube channeloffers numerous other free videos audio recordings and slides from many of the recentGame Developers Conference events and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC GDC Europe and GDC Next already have full access to GDC Vault and interested parties can apply for the individual subscription viaa GDC Vault subscription page. Group subscriptions are also available game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via theGDC Vault group subscription page. Finally current subscribers with access issues cancontact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech 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 Top Stories Next News Story View All 252642 newswire viewnews252642Video_Crafting_procedurallygenerated_levels_for_Shattered_Planet.php Loading Comments

Environment Artist Insomniac Games - Link 2015-09-02

If youd like to create buildings and structures but your more adapt at using software than you are at using heavy equipment this role may be for you If textured environments and 3D models are your thing Insomniac wants to talk to you - no building permits required We are looking for an artist to be responsible for creating the environment or world where the game takes place. This includes modeling texturing set dressing environments and placing geometry into a gameplay environment or level. Essential Duties and Responsibilities include the following ampbull Models natural and architectural geometry from concept art and photo reference ampbull Creates uv layoutsampbull Generates normal mapsampbull Textures environment objectsampbull Authors surfacesampbull Flags materials for sound and effectsampbull Creates collision for environment objectsampbull Optimize textures and geometry creates LODamprsquosampbull Composes models in the game environmentampbull Works closely with level designers to lay out levels that work for design and gameplay and follow the aesthetic technical and performance guidelines set by the Lead ampbull Scopes levels for on-time milestone deliveryampbull Maintains consistent style under the direction of the Art Director and Lead Environment Artistampbull Other duties may be assigned Qualifications needed for this spot ampbull Bachelors degree B.A. from a four-year college or university or two to four years related experience andor training or equivalent combination of education and experience.ampbull Excellent foundations skills including composition design and color theory. ampbull Strong traditional painting skills in both stylized and photorealistic styles. ampbull Ability to meet deadlines under tight schedules. ampbull Willingness to receive direction and work closely with a team. ampbull Must play games or understand the goal of a level design.ampbull Advanced understanding of Maya Photoshop Z-brush Mudbox or equivalent. ampbull Advanced understanding of generating normal maps from high poly models. ampbull Understanding of node based shader networks a plus.ampbull Advanced understanding of level editorampbull Understanding of Perforce. If you are up for the task ampndash then we look forward to hearing from you Please use the link below and apply directly to us. Thanksampltimg srchttpfeeds.feedburner.comrGamasutraJobs4p8tMtl-V4Pk

Game Engineer Nuclear Division - Link 2015-09-02

In this position you will develop and implement various game systems and tools for core mobile titles and contribute to pushing the boundaries of mobile gaming in a positive direction. Together with a team of exceptional designers artists and engineers you will be evolving a high-profile franchise into the next big thing in mobile gaming. RESPONSIBILITIES Implement and maintain robust flexible systems for all aspects of game development Client and server programming Profile and optimize game systems Collaborate with designers artists and other engineers to implement and fine-tune features Contribute innovative ideas toward all aspects of game production and development SKILLS AND ABILITIES 3 years of recent game programming experience having shipped at least one game Strong programming skills and knowledge of algorithms and data structures Strong knowledge of C Java or C Strong 3D math abilities Familiarity with Unity3D Performed multi-disciplinary client engineering within multiplayer games At ease working within the grain of existing code paradigms Rapid learner able to absorb and understand complex systems quickly HIGHLY DESIRED EXTRAS Shipped at least one mobile title Familiarity with cloud-based game server engineering and databases AI programming experience Agile development experience Scrum Kanban etc.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4pum8DTVBNBA

Engine Software Engineer - Infinity Ward Activision - Link 2015-09-02

Infinity Ward is looking for a skilled EngineSoftware Engineerto work on core systems and pipelines in our proprietary engine. You should be comfortable and competent working in both low level and mid-level code. And you should have a good sense for overall software architecture. Responsibilities You will be responsible for the technical success of critical software components drawing assistance from other programmers when necessary. You must be able to anticipate and overcome the technical hurdles and maximize the strengths specific to IWs development tools technologies and techniques. You must take pride in a high standard of work but be willing to prioritize and deliver in the necessary timeframe. The ideal candidate will have experience with both systems and rendering code. Possible tasks would include Performance and memory optimizations to engine subsystems. Improving and optimizing geometry and texture processing pipelines Continued improvements to the material authoring and material factory systems Assisting with andor directing the porting of miscellaneous platform-specific code as necessary Working with occlusion culling and procedural animation systems. You must be a team player Be able to break down and design code features Exchange feedback and suggestions with others Be flexible and responsive to the needs of the team Contribute ideas for features and improvements as the engine evolves Be able to make and stick to a realistic schedule Regularly communicate progress Report problems as soon as they become apparent Requirements Must be fluent in CC 4 years of programming experience Good understanding of multi-threaded programming Strong 3D skills and low-level engine experience are essential. Know when not to use object oriented programming. About Us Founded in 2002 Infinity Ward is the studio that created the Call of Duty franchise. The titles developed by Infinity Ward have won over 200 Game of the Year awards and 100 Editors Choice awards among many other industry accolades. In 2007 the studio released Call of Duty 4 Modern Warfare a revolutionary title that set the bar for the modern first-person shooter. Our latest releases Call of Duty Modern Warfare 2 and Call of Duty Modern Warfare 3 broke records with the fastest revenue generating launches of any entertainment product. Infinity Ward is located in Woodland Hills California just outside of Los Angeles. A critically-acclaimed studio Infinity Ward is proud to have one of the most passionate and accomplished development teams in the industry. We love to have as much fun as the games we create and it shows in our relaxed yet diligent workplace environment. Looking towards the future Infinity Ward strives to continue creating improving and advancing the possibilities of the first-person shooter genre. Join us. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4Mplw04bCZTs

Character TD - NBA 2K16 Visual Concepts Entertainment - Link 2015-09-02

Who we are Critically acclaimed year after year NBA 2K continues to evolve not just basketball but redefines what a sports videogame can be. Visual Concepts VC has not only been ranked the worlds most consistent developer in terms of shipping top-rated titles but also is one of the coolest and least corporate places you can imagine. What we needVisual Concepts is looking to hire a Character TD to join their NBA2K team. We are looking for a bright and talented candidate who is ready for a new challenge and has a proven track record working on AAA titles. As a service department the TechArt group helps artists by developing production tools and pipeline. Job responsibilities include Assist and Contribute to the evolution of the art pipeline by bringing technical solutions Design and maintain artist-friendly Tools and GUIs Simple and Complex Rigging math nodes procedural systems scripted rigs etc... Body and prop rigging Requirements At least 3 years in the game industry or TVfilm Ability to design author and maintain tools used in a production pipeline Understand and work with game engine constraints Fluent in Python andor PyMel Proficiency with industry software tools and pipelines Maya Photoshop etc. Strong knowledge of Maya deformers skinning blendshapes wrap deformers and human anatomy Solid understanding of joint placement and topology edge flow Excellent work ethic self-motivated and proactive willing to learn new skills Not afraid to wear multiple hats and be hands on with art tasks when necessary Must be an effective communicator both verbally and written Ability to take directions well and to thrive in a fast-paced environment Ability to anticipate prioritize and organize work to meet objectives Passion and enthusiasm for video games Desired skills Maya API scripting Face Rigging Knowledge of PyQT PySide Photoshop Scripting Sculpting skills in Zbrush or Mudbox Experience with muscle hair and cloth systems Experience debugging art for game engines Other programming languages like C Javascriptltimg srchttpfeeds.feedburner.comrGamasutraJobs4kGp36V1KCbQ

VP of Engineering Vrse - Link 2015-09-02

Were looking for people to join our growing team who Seek out challenges and are comfortable with the unknown Thrive in fast-paced innovative creative environments Are expert communicators and collaborate well with others Take initiative to solve tough problems Are passionate about revolutionizing storytelling through virtual reality Most importantly have got grit Responsibilities Build and lead the highest caliber engineering team Oversee full stack engineering driving the full development process Manage engineering support across multiple platforms Android iOS Oculus HTC Vive Sony Morpheus GearVR Etc. Work with CEO CTO product managers and engineers to define product functionality prioritize features and launch goals Direct and define system architecture Ensure system reliability redundancy and robustness Qualifications Experience creating a vision and leading teams to achieve it Full stack engineering background Have grown and scaled products for millions of users A history of building teams that routinely ship products Excellent written and verbal communications Experience with media delivery Deep understanding of UIUX and product Willingness to roll up your sleeves and commit code when necessary Optional but a major plus Significant experience with media deliveryltimg srchttpfeeds.feedburner.comrGamasutraJobs45ZnFWSNCqmk

Unity Developer- Madision Sega Networks Inc. - Link 2015-09-02

Three Rings one of SEGAs premiere online games studios is growing our Madison WI team. Were looking for game developers with strong mobile and server-side backgrounds who want to join a fun team of bright engineers who get stuff done. Ideal candidates will be equally comfortable discussing scene graphs matchmaking algorithms scaling high-traffic server applications and optimizing database queries with a team of passionate peers. Candidates should enjoy a self-directed fast-paced environment that gives you room to apply your expertise and make an impact. What You Would Do Build amazing games. Get stuff done quickly. Be passionate take pride in your work and have a sense of ownership. Contribute in game design and architectural discussions - and be responsible for implementing all or parts of a project. Work in a collaborative and open setting with experts in marketing publishing and the live operation of online games. What You Need To Have Experience shipping games on iOS and Android. A broad understanding of major game systems graphics clientserver physics etc. A minimum of 3 years experience working with object-oriented languages. C and Java preferred but not required. Familiarity with Unix environments and SQL MySQL Postgres. Knowledge of good software engineering practices and a willingness to learn. The ability to work in a high-energy environment. About Us Our expertise is in MMO development and mobile games. We work in small teams of 5-8 engineers to make amazing things. We encourage autonomy and personal ownership. We believe that good work gets done as part of a balanced life. We encourage new ideas and creativity. Our office is a fun friendly place complete with a fully stocked kitchen a steampunk submarine and other geeky goodies. We live for games and are looking for people who share our passion. We Offer Competitive Salaries and Bonus plans Complete Medical Dental Vision FSA Free snacks and drinks and in office bar Company trips and parties we like fun Applicants are encouraged to submit their cover letter and resume in plain text or pdf format to jobssega.net with Unity Developer included in the subject line. No recruiters please candidates only. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4nWxJODYvnms

Unity Developer- Philadephia Sega Networks Inc. - Link 2015-09-01

Three Rings one of SEGAs premiere online games studios is growing our Philadephia PA team. Were looking for game developers with strong mobile and server-side backgrounds who want to join a fun team of bright engineers who get stuff done. Ideal candidates will be equally comfortable discussing scene graphs matchmaking algorithms scaling high-traffic server applications and optimizing database queries with a team of passionate peers. Candidates should enjoy a self-directed fast-paced environment that gives you room to apply your expertise and make an impact. What You Would Do Build amazing games. Get stuff done quickly. Be passionate take pride in your work and have a sense of ownership. Contribute in game design and architectural discussions - and be responsible for implementing all or parts of a project. Work in a collaborative and open setting with experts in marketing publishing and the live operation of online games. What You Need To Have Experience shipping games on iOS and Android. A broad understanding of major game systems graphics clientserver physics etc. A minimum of 3 years experience working with object-oriented languages. C and Java preferred but not required. Familiarity with Unix environments and SQL MySQL Postgres. Knowledge of good software engineering practices and a willingness to learn. The ability to work in a high-energy environment. About Us Our expertise is in MMO development and mobile games. We work in small teams of 5-8 engineers to make amazing things. We encourage autonomy and personal ownership. We believe that good work gets done as part of a balanced life. We encourage new ideas and creativity. Our office is a fun friendly place complete with a fully stocked kitchen a steampunk submarine and other geeky goodies. We live for games and are looking for people who share our passion. We Offer Competitive Salaries and Bonus plans Complete Medical Dental Vision FSA Free snacks and drinks and in office bar Company trips and parties we like fun Applicants are encouraged to submit their cover letter and resume in plain text or pdf format to jobssega.net with Unity Developer-Philadelphia included in the subject line. No recruiters please candidates only. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4fxTaVvYpC10

Associate Producer Sanzaru Games Inc. - Link 2015-09-01

Sanzaru Games Inc. has an immediate Associate Producer position working on next generation console ampamp PC games. Responsibilities Manage project schedules while highlighting task priorities departmental interdependencies and resource risks. Plan for project deliverables including internal and external needs. Understand marketingPR needs and incorporate into project deliverables. Liaison with the Publishers to ensure hardware needs are met account dependencies are resolved systems are integrated and approvals are met. Demonstrate sufficient technical knowledge to successfully create region and platform specific builds. Create build notes for delivery to the Publishing and QA teams. Collaborate with the Localization team to ensure a system is in place for translating testing and iterating. Communicate expectations with external contractors such as Writers Audio and Cinematic teams assisting them where needed while aligning their goals to that of the project goals. ExperienceSkills 2 years of industry experience working on different platforms. Project Management skills including schedule resource planning and risk analysis. Working knowledge of the game development cycle. Technically inclined with the ability to quickly comprehend system setups is a big plus Strong problem solving skills above and beyond project management is a big plus Self-motivated organized and detail oriented. Ability to multi-task and adapt quickly to a dynamic environment. Excellent verbal and written communication skills and ability to interact effectively.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4DfeE2GXh7as

Game Designer Six Foot - Link 2015-09-01

Six Foot is actively seeking an experiencedGame Designerto join our growing Games Team. As a member of our cross-functional product teams you will provide oversight and feedback to our external development partners. As a member of the creative team you will report directly to the Head of Creative and work closely with art narrative and other team members to ever expand our capacity to bring fun immersive gaming experiences to those who love to play games. Six Foots Games Division is currently producing projects in the AAA space while exploring new applications for play in entertainment education and marketing in smaller spaces. Six Foot serves as the production company for all Grey Box video game properties providing executive production and creative services. We have one released game Grey Goo with one announced project in development Dreadnought and have plans to make more. Passionate in support of Grey Boxs goal to create games that offer depth of play and rich immersive experiences we are looking for an experienced Game Designer to help us accomplish these goals. Job Responsibilities Provide oversight and feedback on Game Design Documents GDDs Review milestone deliveries from developers Contribute to vision documentation Write design briefs Regularly update the Head of Creative on the design health of our games Review game data for insights on player behavior Desired Skills and Experience 7 years working in the video game industry as a game designer Experience in Level Design Experience in AI Design Economy and Systems Design Game Balance ampamp Pacing Information Design Understanding of free-to-play monetization Understanding of the Publisher working environment Understanding of user-centered-design and HCI Ability to glean insights from player data Scripting Skills Unreal and Unity experience a plusltimg srchttpfeeds.feedburner.comrGamasutraJobs4yyAakNqr0cQ

Character TD Rigger Insomniac Games - Link 2015-09-01

Ready to build Are you ready to be in on the foundation of some amazing characters and weapons If you are then Insomniac Games is looking for you. We are searching for a Character TD Rigger who would be responsible for creating character setups including the rigging of various characters weapons vehicles and props and for support of the Animators and others with scripts and tools. This role contributes to the design implementation and maintenance of the animation and rigging pipeline. You would be responsible for developing scripts in support of the art pipeline too. Read on Essential Duties and Responsibilities include the following Create high quality animation rigs systems setups and workflows Write and maintain scripts using Python Assist the animation character and programming teams in troubleshooting setup and animation problems as they arise Develop and maintain a 3D asset pipeline with fellow production teams Complete the work assigned at the highest quality possible while staying on schedule Other duties may be assigned EducationExperience Bachelors degree B.A. from a four-year college or university or two to four years related experience andor training or equivalent combination of education and experience. One to four years of experience in character setup Python scripting and a comprehensive understanding of all technical aspects of Maya animation. One to two years of animation training covering all basic animation principals. Must possess an understanding of skeletons facial animation methodologies constraints deformers and other Maya tools and systems used for character animation Good understanding of skin weight painting and skin deformation Good understanding of Game Engine requirements and rig parameters for Game Engines Experience using traditional key framed animation and motion capture. Experience in Motionbuilder a plus If this sounds like the opportunity for you then we look forward to hearing from you Please use the link below to apply for the role. We look forward to hearing from you Please note that we also have this opening in our NC studio Thanksltimg srchttpfeeds.feedburner.comrGamasutraJobs4rrKJtXsfCdw

Systems and Tools Engineer WB Games - Link 2015-09-01

This position requires close collaboration with all the Studio Technical Director as well as the game teams to define and implement the systems features and tools that will be shared across our titles. You will also be a leader in establishing best practices workflows and identifying problem areas opportunities for improvement in the codebase.JOB RESPONSIBILITIES System Feature Tool design ampamp implementation Library ampamp Service integration. Establishing refining standards ampamp best practices. Performance optimization. Assess middleware and 3rd party solutions. Documentation. JOB REQUIREMENTS Undergraduate degree or equivalent industry experience and success. At least 7 years of game industry experience. Shipped at least 3 mobilesocial title preferably on multiple platforms. Unity development experience required. Expert C programming skills. Deep knowledge of Unity including custom tool creation. Experience with P4 advanced features. Proficient with 3D math including linear algebra vector math matrices. Knowledge of shaders and 3D animation systems in Unity. Experience in tools development and content pipeline development. Deep knowledge of common data structures and algorithmic solutions. Deep knowledge of software design practices including modular architecture event-driven architecture and software design patterns. Strong practical knowledge of mobile platforms middleware technologies strengths and weaknesses. Extensive experience working with internal and externally developed code. Extensive experience with self-testing to minimize and fix issues. Experience with network game design and development required. Documentation Presentation skills. Strong performance optimization experience. Strong problem solving debugging skills. Ability to work unsupervised. Ability to assist others in their work. Ability to assess the quality of other engineers work. Passion for making games. WB is an equal opportunity employer and will consider for employment qualified applicants consistent with the requirements of Article 49 Sections 4904-4905 and 4908-4910 of the San Francisco Police Code and all candidates for employment regardless of race color religion sex national origin citizenship age disability marital status military or veterans status including protected veterans as may be required by federal law sexual orientation or any other category protected by law.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4c5euD7jLLmw

Designer Telltale Games - Link 2015-09-01

Telltale Games is in search for Senior Level Designers to join our interactive story team. We want experienced level designers to help create interactive action and exploration beats compelling choices and narrative branches that reward player investment. Use your skills in traditional design principles like pacing mood riskreward and action to entertain and surprise players within a strong story and character-based context. You wont be placing enemies or building levels but you WILL be leveraging those hard-earned skills in exciting and challenging new ways. Youll work in close partnership with our world-class writing and cinematic teams to craft compelling interactive narrative in the vein of Telltales award-winning The Walking Dead and The Wolf Among Us series. Candidates with a serious passion for creating interactive stories and player agency grounded in narrative will be rewarded with creative ownership highly-skilled collaborators and opportunity for rapid advancement. Responsibilities Develop fresh innovative storytelling games consistent with company game philosophy and vision. Collaborate with lead writer on story creation and interactive dialog design. Represent and evangelize the player-side of an interactive narrative. Work with artists and engineers to design and implement other interactive gameplay features. Essential Skills 5 years of game design experience. Proven experience with crafting and editing intertwined narrative and design. Fantastic communication and interpersonal skills. At least 1 shipped game preferably more. Candidates must be legally authorized to work and accept new employment in the U.S. Telltale Games is an Equal Opportunity Employer and ADA compliant. ltimg srchttpfeeds.feedburner.comrGamasutraJobs461D2IEpMQmA

Lead UI Programmer Red 5 Studios - Link 2015-09-01

The Discipline The Programming team at Red 5 Studios is comprised of some of the brightest minds in the games industry. Our team challenges conventional practices and follows a variety of approaches in producing creative solutions to build an online game played by millions. Whether its working on large scale deployment virtual cloud environments computer graphics gameplay programming tools development in-game UI web-enabled technologies artificial intelligence distributed computing or databases there is always a thought-provoking challenge for our engineers covering the full spectrum of computer science. We take pride in our development process and encourage ownership of projects - if you build it you own it. At Red 5 we are building a programming team that fosters creativity and autonomy in a large-scale development environment. Responsibilities Work in a collaborative creative environment have an impact on user facing features that will enhance the overall player experience Gather feedback from the community team to improve the fun factor in the game and bring Firefall to the forefront of persistent world gaming Work directly with the designers to insure that their vision is shared with your ability to enhance existing features and add new systems extending an established code base Modernize existing systems and implement complete new game systems as required Qualifications 6 years of direct UI experience in a multiplayer AAA title MMO and FPS preferred Demonstrable experience successfully leading and mentoring an engineering team Solid engineeringprogramming background in C as well as OO design principles Previous LUA experience Familiarity with GUI engines and their functionality Strong organizational skills with a good sense of design with outstanding communication skills Pluses Unrelenting passion for games Experience working in XML Agile and 3D development environments The Studio Red 5 Studios creator of the free-to-play MMO shooter Firefall www.firefall.com is a video game developer dedicated to bringing together millions of gamers from across the planet by creating immersive worlds intriguing stories and compelling characters. Right now at this very moment Firefall is being played around the world. In the past month weve had players login from such distant lands such as Uruguay Morocco and yes even Kazakhstan. It is already a global community with a virtual store that is generating revenue today. Red 5 Studios has roughly 150 employees--large enough to find the resources or talent that you need to bring your vision to life but small enough where you have the opportunity to make a massive difference. Every employee leaves their indelible mark on the identity of Firefall.Everyone. THIS is the place to come if you seek mastery of your chosen vocation. These are the fertile grounds where you can learn from like-minded individuals that come from a cornucopia of industry-renown studios such as Naughty Dog Bungie Insomniac Blizzard and Microsoft. Every employee brings a significant knowledge base and we solicit best business practices from previous experiences. THIS is the studio to join if you want a chance to contribute to a fundamental shift in the way games are crafted. Firefall encompasses an original art style a proprietary in-house engine and a determination to make the free-to-play model work without being pay-to-win. We believe the free-to-play experience can be a win-win scenario for both the consumer and us alike. With no barrier to trying the game we believe it welcomes the greatest number of gamers possible. By having to work for gamers micro-transactions it forces us to be ever vigilant on quality forging a tight relationship with the community that will give the world of Firefalls New Eden a very long lifespan with years of continued development. THIS is the place for you if you value autonomy. If you want a chance to stretch your skills and excel in your chosen vocation without the constant Orwellian presence of a publisher or middle management questioning your every move this is for you. We trust our employees. We empower one another to make the game that we want to play. Were on a mission to create a living breathing world unlike any other for players to explore. We arent constrained by a specific title or role and individuals are often asked to tackle many challenges. We understand the challenges of bringing a AAA online game to life and we invite you to join us on this exciting adventure.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4vaqfaqWYA6c

Sr. Game Developer Galxyz Studios - Link 2015-09-01

GALXYZ INC.An exciting mobile game startup is looking for a highly talentedampUnity 3D game programmerampto work out of ourampMountain View office--located in the cool Castro Street district. The successful candidate will be working on an exciting narrative-themed next gen learning product--with the goal to revolutionize the gamification of education. We are looking for an experienced talentedampmobile game Unity 3D programmerampto help develop our initiative across multiple platforms.ampKEY RESPONSIBILITIES With strong Unity 3D programming skills you will work closely with other engineers to implement core gameplay features in a 3D mobile gameplay experience. You will implement debug andamprefine core gameplay features. Collaborate effectively with a small high energy team of artists designers and executives. Exhibit strong grasp of Unity development for cross-platform deployment iOS Android browser--including UI soundampphysics and graphics. You will contribute to a high quality unique visual experience--a world of magical space adventure for kids. QUALIFICATIONS Ability to rapidly prototype and iterate in an leanagile dev environment. At least 3 years experience with Unity3D programming.amp Strong proactive problem-solving and troubleshooting skills. Computer sciencegame programmer degree or equivalent work experience--plus be a continuous proactive learner. Passion for video games animation and the future of education. Added big plus if you have an eye or skills in designart.amp WHY JOIN GALXYZ INC Be a key part of building a narrative-themed next gen learning product pioneering gamification in education. Be able to bring your own ideas into projects. Competitive compensation good benefits and catered lunches. Get in on the ground floor of an ambitious mobile game startup locatedampon Castro Street in the heart of Mountain View--and work with a kickass collaborative teamltimg srchttpfeeds.feedburner.comrGamasutraJobs4-wPKjdtSisI

Senior Audio Platform Engineer Dolby Laboratories - Link 2015-09-01

Responsibilities You will need to develop high-quality code and complementary deliverables in a fast-paced technical environment You will need to be a technical leader who understands audio architecture design and can provide innovative solutions to challenging problems You will need to possess and maintain a strong sense of industry trends You will need to serve as a technical resource for other Dolby engineers and as a technical liaison to customers Qualifications BABS degree in Electrical Engineering Computer Engineering Computer Science or equivalent experience 5 years experience in CC coding with demonstrated understanding of design practices APIs optimization memory management and processor-specific considerations 3 years experience programming for game engines game audio middleware PC or game console media pipelines or virtual reality frameworks Proficiency in functional and object-oriented programming Excellent test development and debugging skills in CC A strong understanding of game audio architecture and audio APIs Strong technical leadership communication and team collaboration skills Proactive productive contribution to individual assignments on schedule The ability to discern and champion improvement within your organization Desirable experience Deep-seated passion for audio Audio or video DSP experience Experience with game level creation Experience with scripting languages such as Python or Lua Experience with test-driven development Experience with agile development practices ltimg srchttpfeeds.feedburner.comrGamasutraJobs4olSQiykbzx4

Lighting Artist Insomniac Games - Link 2015-09-01

Do you understand how to manipulate lighting to create different moods Do you tend to pay attention to the source of light or the directional aspect of light In this role Let there be light could pretty much be your new motto Insomniac Games is searching for a lighter who is looking to come in and light game levels- just what the title says. This spot will render physically based lighting data design the lighting for cinematic sequences using real time lighting tools and work with other departments to test develop and prototype new lighting tools as needed. This person will also be called upon to prepare game levels and sequences for demos and trailers. Lots of cool stuff- but we think the right person is definitely out there. Read on Essential Duties and Responsibilities include the following Light video game levels and cinematic sequences Solid understanding of lighting aesthetics Solid understanding of how lighting affects gameplay and guides the player Solid understanding of real-time lighting and frame memory optimization Solid or understanding of how lighting affects physically based materials Works closely with the artists to make sure assets are properly set up for lighting Works closely with designers to ensure that the correct areas are emphasized for gameplay with a clear player path Optimizes lighting data for memory and frame Understands node-based shaders and how they relate to lighting Sets up scene lights to match color keys and concept art with an excellent understanding of lighting aesthetics Stays informed about new developments in rendering particularly with regard to realistic lighting and surfaces Troubleshoots large scene files and rendering issues Other duties may be assigned Education andor Experience Bachelors of Fine Arts B.F.A. in computer graphics illustration or fine art preferred from a four-year college or university or two to four years related experience andor training or equivalent combination of education and experience. Advanced Maya and Photoshop. Extensive knowledge of modern lighting techniques. Understands source control with Perforce or the equivalent. Other Skills Should possess a strong artistic foundation and have firm understandings of form color value and texture and the ability to give and take constructive criticism well. Working knowledge of the qualities of light including color brightness softness throw pattern and angle. If this sounds like the opportunity for you then we look forward to hearing from you. Please use the link below to apply directly to the position. Please be sure to include your reel. Thanksltimg srchttpfeeds.feedburner.comrGamasutraJobs4EImgyOsIi-U

Senior Software Engineer Client Gameplay Programmer C Limbic - Link 2015-09-01

The creators of the worldwide mobile hitZombie Gunshiparelooking for an experienced game developer to work onthe next big sequel calledZombie Gunship Inc.aPvP server-based 3D mobile game.This role will work closely with our other supertalented engineers artists and game designers. Your mission Contribute to the design and implement game featuresfor our upcoming mobile game. Your qualifications Expert level inC Experience with mobile game development and shipping games on iOS and Android. Passion for playing and making games. Our Perks The opportunity to be part of building an amazing game from the ground up. Medical dental and vision insurance. We pay 100 of premiums. Work in our awesome snackdrink-equipped officelocated in the best part of San Francisco. Flexible work hours ampamp vacation policy. Work witha highly skilled and committed team of 8-10 people. Team Events Weeklymonthly online Gaming Nights where we play popular multiplayer games. Refer a Friend We rely on your referrals to help us build a successful team.If you refer someone to us for a full-time position and we hire them you will receive a 1000 referral bonus after 180days of successful employment. Certain rules restrictions and eligibility requirements apply. To make a referral or to learn more about the Referral Bonus Program please contact us at jobslimbic.com About LimbicLimbic is an established mobile game developer with a track record of making hit mobile games. Our games have been downloaded over 36 million times to date on iOS and Android. Apply today and join us in making our next hit TO APPLYEmail us your Cover Letter and Resume to jobslimbic.com or visit httpwww.limbic.comcareers.html andinclude a list of your 5 favorite mobile games.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4LzNpzc2irTg

Software Engineer Zindagi Games - Link 2015-09-01

Zindagi Games is looking for Software Engineers to join our Programming Team Weamprsquore located in Camarillo California... just minutes from the ocean- midway between Los Angeles and Santa Barbara. We offer excellent benefits medical dental vision life 401k 980 work week etc. Please visit our website for further details. www.zindagigames.com Weamprsquore looking for experienced programmers with one or more successful titles under their belt. Key Qualifications Minimum of bachelor degree in Computer Science Professional experience from iOS and Android development Fluent in CCCObjC Enjoy working on mobile games Strong background in data structures algorithms and problem solving skills including analytical decision making. Great communication skills verbal and written Excellent 3D math skills Self motivated but also a great team player Bonus Skills Unity experience Java Script NoSQL Databases graphic programming knowledge Responsibilities Create clean efficient and well tested code Work on game and system code involving real-time 3D graphics Meet deadlines Flesh out expand implement and iterate on game designs Analyze organize and optimize code Must possess legal authorization to work in the USltimg srchttpfeeds.feedburner.comrGamasutraJobs4mhEJbb3GouM

Gameplay Engineer Sanzaru Games Inc. - Link 2015-09-01

Sanzaru Games Inc. has an immediate Gameplay Engineer position working on next generation console ampamp PC games. Only developers who want to craft immersive experiences and bring gameplay to life should apply. Responsibilities Constructing gameplay systems from the ground up Quickly iterating over gameplay systems based on team input Debugging and optimizing gameplay systems Working closely with other engineers to contribute on game architecture and technical design ExperienceSkills 1-2 years of industry experience 1 shipped game title Proficient in C Strong 2D3D math skills Competent physics knowledge Ability to blend into and extend an existing codebase Avid gamer Working knowledge of Unreal Unity3d a big plus Ability to collaborate with team members to bring gameplay to life Bachelors in Computer Scienceltimg srchttpfeeds.feedburner.comrGamasutraJobs4Azu0IjBDQ4M

Unity Developer - San Francisco Sega Networks Inc. - Link 2015-08-31

Three Rings one of SEGAs premiere online games studios is growing our San Francisco CA team. Were looking for game developers with strong mobile and server-side backgrounds who want to join a fun team of bright engineers who get stuff done. Ideal candidates will be equally comfortable discussing scene graphs matchmaking algorithms scaling high-traffic server applications and optimizing database queries with a team of passionate peers. Candidates should enjoy a self-directed fast-paced environment that gives you room to apply your expertise and make an impact. What You Would Do Build amazing games. Get stuff done quickly. Be passionate take pride in your work and have a sense of ownership. Contribute in game design and architectural discussions - and be responsible for implementing all or parts of a project. Work in a collaborative and open setting with experts in marketing publishing and the live operation of online games. What You Need To Have Experience shipping games on iOS and Android. A broad understanding of major game systems graphics clientserver physics etc. A minimum of 3 years experience working with object-oriented languages. C and Java preferred but not required. Familiarity with Unix environments and SQL MySQL Postgres. Knowledge of good software engineering practices and a willingness to learn. The ability to work in a high-energy environment. About Us Our expertise is in MMO development and mobile games. We work in small teams of 5-8 engineers to make amazing things. We encourage autonomy and personal ownership. We believe that good work gets done as part of a balanced life. We encourage new ideas and creativity. Our office is a fun friendly place complete with a fully stocked kitchen a steampunk submarine and other geeky goodies. We live for games and are looking for people who share our passion. We Offer Competitive Salaries and Bonus plans Complete Medical Dental Vision FSA Free snacks and drinks and in office bar Company trips and parties we like fun Applicants are encouraged to submit their cover letter and resume in plain text or pdf format to jobssega.net with Unity Developer included in the subject line. No recruiters please candidates only. ltimg srchttpfeeds.feedburner.comrGamasutraJobs456ACPNzZA8g

Executive Producer Boss Fight Entertainment Inc. - Link 2015-08-31

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

Senior Server ArchitectEngineer Nuclear Division - Link 2015-08-31

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

Mobile Game Designer immediate opening Zindagi Games - Link 2015-08-31

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

Unity Developer - Tools Jaunt - Link 2015-08-31

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

Mobile GameBuild Engineer Bandai Namco Entertainment America - Link 2015-08-31

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

Lead Artist- Madison Sega Networks Inc. - Link 2015-08-31

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

Full Stack Engineer Bandai Namco Entertainment America - Link 2015-08-31

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

Senior Programmer Double Fine Productions - Link 2015-08-31

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

3D Visualization Artist Tesla Motors Inc. - Link 2015-08-31

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

Software Engineer Developer Relations - San Francisco Havok.com - Link 2015-08-31

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

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 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 My Guiding Art Principles - Retrospective on work from Far Cry 4 Splinter Cell Blacklist by Jobye Karmaker 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. This was originally posted on my newly minted blog Creating Triangle Soup this past weekend. See the original post herehttpjobyek.blogspot.ca201508welcome.html ---------------------------------------------------------------------------------------------------------------------- My Guiding Art Principles I recently got asked by a friend how is it I approached creating props and environments when I was talking about what I do for a living. I actually really enjoyed thinking about my approach and breaking it down for said friend and thought it would be worth sharing. I39d love to hear about how different or how similar people39s approaches are in the comments Throughout the post I39ll focus on these two images that you can find on my portfolio From Modeler to Level Artist I started out at Ubisoft Toronto as a Modeler nearly 4 years ago and worked my way up to my current position of SeniorTechnical Level Artist. Boy am I glad I started out as Modeler and not as a Level Artist. After finally breaking into the industry and seeing just how much a Level Artist is responsible for there was no way in hell I could have done that straight out of school like I thought. As a Modeler at Ubisoft you39re typically responsible for modeling and texturing all your own environmental props under the guidance of a Level Artist if it39s a more linear Singleplayer game or a Lead Artist managing a pool of artists if it39s more of an Open World game. To start out in the industry that39s great. It let39s you really focus on the details the nitty gritty arttech details and start to have you worry about gameplay constraints cover vaulting etc. and really start developing your eye for all of that. And from there if you so choose you can grow into doing level art given the chance. It39s something I slightly miss but what I realized transitioning from Modeler to Level Artist is that a lot of the same principles apply just on a different scale. Some of the core principles that I subscribed to whenever I start a prop in no particular order How I applied this practically on the scooter model I made for our Benghazi map in Splinter Cell The Big Picture As much as I miss doing that hyper-detailed work of a Modeler where I get the most joy out of my work is building up full environments as a Level Artist. At the end of the day players won39t notice your little super detailed prop in the corner exception Weapon and Vehicle Artists what they39ll notice is the Big Picture the whole environment. That39s what gives chills and creates emotions for players when exploring a game39s world. Not sure about everyone else but whenever I come across a beautifully realized expansive vista in a game level even better when you get to play in it I usually without fail get those 39good39 spine-tingling chills. Halo 4comes to mind with their beautifully-pacedvistas and reveals in their Singleplayer levels looking forward to Halo 539s. A playable vista reveal that I was particularly proud of in my Shangri-La map in Far Cry 4. As I mentioned earlier a lot of those principles I applied to my props they can be applied to full environments and locations just on a much more bigger scale. For the principles they stay the same but the questions you ask yourself change as all other departments39 work converges in the level How I applied this practically in this shot from the Shangri-La level in Far Cry 4 which happened to be the intro shot of our hands-on Gamescom 2014 demo And on that note that pretty much concludes my very first blog post. Hopefully the first of many. Sorry for the overly 39wordiness39 of it all there39s some pictures I tend to write too much. Will need to learn how to be more succinct in my writing I39d love to hear from other artists in the comments on Twitterjobyek whatever How similar or different is your approach to making a prop or an environment Always good to get different perspectives. If you have any questions too feel free Related Jobs 09.02.15 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 252663 blog blogsJobyeKarmaker20150901252663My_Guiding_Art_Principles__Retrospective_on_work_from_Far_Cry_4__Splinter_Cell_Blacklist.php 887569 33277493 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 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 How a shark attack defined product positioning by Aidan Minter on 090115 013500 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. In my previous blog post I talked about the 5 mistakes that developers were still making in their efforts to self publish and by the looks of the number of retweets and messages I got it seems to have really struck a chord. The blog post was written on the basis of one of my Chapters from my new book Front Towards Gamer Videogame Marketing PR for Indie Startups and Kickstarters. One of the points highlighted was product positioning how to find that sweet spot in the marketplace is an important aspect of your communications plan. Sometimes the head down approach to getting a product ready to launch you can easily miss whatrsquos going on around you. This includes what your competitors are doing. If you look at the amount of product clones cluttering up the Play Store and Apple app store most of these are titles that are just chasing a quick buck based on a successful master product. However there are also products on next gen console PC and other formats that are releasing into the marketplace that get lost because they are not defining the genre they become a lsquome toorsquo product because their feature set is too similar to their closest competitor. Ideally you want the shortest most direct positioning for your product you can create a longer more drawn out positioning can be harder to remember and harder to define. A good example of positioning is to look at the TV listings for movies listing the entire movie story line as described on the back of the DVD case isnrsquot possible so the TV stations find the crux of the films story character and theme to position the content for the audience. For example Steven Spielberg in the summer of 1973 was signed up to direct Jaws the horror film that did for beach holidays what Fatal Attraction did for having an affair. Positioning this film is fairly simple and direct ndash ldquoWhen a gigantic great white shark begins to menace the small island community of Amity a police chief a marine scientist and grizzled fisherman set out to stop it.rdquo You have the characters the location and the dilemma all rolled into a short description. The same thing is what yoursquore trying to achieve when positioning your own product the hook and the premise or feature need to stand out. When you list your games features rated from most important to least important you then need to figure out what benefits or lsquopositional advantagesrsquo as they are known provide your potential customer pre-emptive ndash cannot easily be countered or emulated by a competitor therefore making it unique important ndash means what it says it highlights its importance to the consumer Distinctive ndash itrsquos a standout feature that sets it apart sometimes to the point that it is unique. Checklist If yoursquore still having trouble trying to figure out your products positioning it could mean that your feature set isnrsquot strong enough on the other hand it could mean that you just canrsquot dial in to the strongest feature because there are lots of good product features. If this is the case then brainstorm with the rest of your team get feedback and input from everyone in the development team and whiteboard the ideas over a meeting but for the sake of time try to limit the meeting to thirty minutes. Enforcing a time limit means yoursquoll be far more likely to reach a decision than kicking around too many ideas that inevitably lead to indecision the absolute opposite of what you are trying to achieve. Good Luck Sources Front Towards Gamer Amazon 9.99. Marketing Management by Philip Kotler Amazon Related Jobs 09.02.15 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 252676 blog blogsAidanMinter20150901252676How_a_shark_attack_defined_product_positioning.php 1002022 35863403 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 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 This We Believe - a design tool for creating different games by Alex Fleetwood on 090115 013500 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Last week Flurry exec Simon Khalaf posted news of a 36 per cent drop in the amount of time Americans spend playing mobile games. The Gamasutra roundup of his post summarised three reasons hegave for the shift ...not enough exciting new mobile games a growing preponderanceof games with in-app purchases players can make to avoid spending time grinding in-game and a broader trend of people movingaway from playing games in favor of watching other people play games. I think that this is great news for independent developers. It suggests thatdistinctivegames have the potential to reach decently-sized audiences. I would argue that the editorial direction that Apple are taking with Editor39s Choice reinforces that opportunity. Originalitybecomes a keyasset for discoverability. With my new studio Sensible Object we39re pushing into a fairly unexplored category for independent developers. We39re making a game called Fabulous Beasts that combines physical and digital play. We hope to entice players awayfrom the likes of Activision and Hasbro with something original and fun. We made the prototype - a combination of custom electronics 40 3D printed pieces and a connected iPad game - with a team of five people working over three months. At the start of that process we used a design tooldeveloped at HideSeekcalled This We Believe. Here39s an excerpt from the final version for Fabulous Beasts We will makehellip - a balancing game where the placement of every block has meaning. - a game where the material systemic properties of the pieces interact in delightful and unexpected ways - a game where players both co-operate and compete. - a game that is affordable to buy and add to. Each of these statements I aim for 7 - 10ismeant to be an aspiration - a goal that feels a bit out of reach to the design team. They tend to emerge from a set of playtests and discussions of existing games. For example something that frustrated us about most analogue balancing games is that there is no reward for skilful play during the game only a penalty for the person who knocks the tower down at the end. Nobody wins Jenga. Over the first weeks of a project these statement arediscussed anddrafted down into their pithiest and loftiest form. If they feel a bit pretentious to you it39s because they areThey are kind of the opposite of Agile 39epic stories39 - this is about reaching into uncharted territory not declaring the exact thing you want your user to be able to do. They are useful because they describe a possibility space that your team is going to try to chip away during a prototyping phase. They offerenough clarity to be able to refer to in the inevitable disputes that arise in the process of making something new while being vague enough to allow you to move in unexpected and interesting directions. They are especially handyin the context of diverse teams. The prototyping team consisted of a couple ofmechanical engineers a product designer a game developer an art director and me. That meantthere wasno easy shared language or prior history torely on when discussing the thing we were making. Agreeing on a This We Believe up front creates a shared language that39s specific to your project co-owned by the design team. Related Jobs 09.02.15 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 252721 blog blogsAlexFleetwood20150901252721This_We_Believe__a_design_tool_for_creating_different_games.php 929931 33668223 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 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 Walking in Someone Elses Shoes by Warren Spector on 083115 010700 pm 5 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. August 25 2015. David Brooks posts a column called The Big Decisions on The New York Times website. It39s an interesting column to say the least and surprisingly relevant to game design. Go read it and then come on back here. httpwww.nytimes.com20150825opiniondavid-brooks-the-big-decisions.htmlmwrsmEmail_r0 Back Good. If you were too lazy or busy or just didn39t feel like reading the column here39s a pithy quote that39ll give you the basic idea Letrsquos say you had the chance to become a vampire. With one magical bite you would gain immortality superhuman strength and a life of glamorous intensity. Your friends who have undergone the transformation say the experience is incredible. They drink animal blood not human blood and say everything about their new existence provides them with fun companionship and meaning. Would you do it Would you consent to receive the life-altering bite even knowing that once changed you could never go back The difficulty of the choice is that yoursquod have to use your human self and preferences to try to guess whether yoursquod enjoy having a vampire self and preferences. Becoming a vampire is transformational. You would literally become a different self. How can you possibly know what it would feel like to be this different version of you or whether you would like it As that quote implies the column is about the unknowability of feelings related to consequential choices. Brooks has no answer for this buthe speaks in laudatory tones about a new book -Transformative Experience- that he claims gives us tools to make better choices and to anticipate our reaction to what he calls big decisions. Now I don39t know if Brooks plays games though for some reason I assume he doesn39t. If he did play games though he39d know that they offer far more than speculation or advice for the choice-averse. Games offer the opportunity to make decisions and try out behaviors in a virtual world that we wouldn39t evenwantpeople trying in the real one. In other words games can let you walk in someone else39s shoes. Not watch someone else unlike you or read about someone not like you but tobecomesomeone not like you at least for a little while. In this we are unique among media. Books can39t do it. Movies can39t do it. Theatre can39t do it. Painting dance opera... Nothing can let you experience for yourself life choices and unknowable unpredictable situations. Nothing other than games. You can call thishyperbole - I know I39m prone to that. But I truly believe we39re unique in this way. And to my mind we have a moral obligation or at least an artistic one to exploit what makes us unique. Clearly there39s room for games that don39t even try to deliver a walk in someone else39s shoes experience. I like puzzle games and word games as much as the next guy. And the experience of walking in the shoes of a fat little plumber with a funny moustache isn39t exactly going to convince folks like Brooks of our potential. But wecanlet you become the otherand many games strive to do it. And I love them for it. How else am I ever going to experience life as a World War I fighter pilot How else can I become a knight and see what it was like to live in a medieval castle How will I know to use Brooks39 example what life as a vampire might be like If we were really trying we might even be able to give a taste of trouble to those of us who by virtue of luck genetics or upbringing have never experienced hardship. Through games you could feel for yourself the sting of racism or religious persecution or gender bias. You could even know what it39s like to be the last space marine standing between the Earth and alien invaders. Oh wait we do that last one all the time... As I said some games take advantage of this unique quality of our medium. Sadly even games thatdolet you become someone else usually do it badly or inaccurately or in a puerile manner. They don39t do their research or they don39t do it with intention. But they do it. And it amazes me that the mainstream doesn39t realize it. Maybe that39s because most game developers don39t understand what they39re capable of. Maybe it39s because we don39t think about our medium39s capabilities enough as we deliver profitable power fantasies and easy adrenaline rushes. Or maybe it39s just that we don39t crow enough about it. I don39t know why people don39t know how wonderful games can be. I just know by and large they don39t. Hey David Brooks take a look over here. You don39t need books to speculate about how to predict the consequences of choices. There39s a medium of expression over here that can let you live your choices and see what happens as a result. Maybe you should give it a try. Play some games. You might like it. And you might learn something about yourself. Related Jobs 09.02.15 Lead Game Designer 09.01.15 Character TD - NBA 2K16 09.01.15 Designer 09.01.15 Senior 3D Artist View All Jobs 252548 blog blogsWarrenSpector20150831252548Walking_in_Someone_Elses_Shoes.php 950635 33725913 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 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 Ninjas Are Helping Me Do My Job by Geoff Ellenor on 083115 010700 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Irsquom sure every lead in game development has a busy calendar. My schedule is 99 full most days. Irsquom constantly in meetings to approve features or game content and itrsquos becoming clear thatIrsquom not spending enough time withmy own team.You know the talented people that I picked to help me make our part of the video gamehellip the people without whom my work will not get done. My biggest battle in the near future will be for time and making sure that my designers get the support they need not only to ldquodo what I want them to dordquo but to become better designers. I want to be able to dump all of the lsquocurrent problems to solversquo to my team and let them help me rock it out and I want to spend enough time with them to ensure that peoplersquos skills are evolving. Irsquom too busy to do this alone. In todayrsquos post Irsquom going to talk about how I plan to solve my time problemhellip. I guess in a year Irsquoll write about whether or not my plan worked. Authorrsquos Note Somebody hold me accountable to follow this up in a year. Problem Irsquom unavailable to my team because Irsquom always running to a meeting. I know that I should be spending more time coaching and helping ldquomyrdquo designers solve problems and yet that calendar.The problem is that everything in my outlook calendar actually is important. I care about game mode and story design and I have to participate in that process. Upcoming tests with real players I need to be involved. Regular meetings with our superstar art department Canrsquot skip. Feedback from other directors and producers Also top priority. I need more time to sit with my designers and give feedback but Irsquom very very busy. Solution Ninjas ldquoNinjardquo isnrsquot an official job description in my studio but on my teamI have elected and empowered ninjas to follow up for me on key subjects.I have a mission design ninja a multiplayer map ninja and a stats and player analysis ninja. All of those roles are being filled by senior Level Designers whose commitment and talent allows them to be especially good at certain tasks and help others to improve in those areas. I donrsquot have as much time as Irsquod like to teach multiplayer layout design so I have a high-functioning ninja helping me in that role. I donrsquot have enough time to bug the stats tracking team about oddities in our stats so I have a proactive experienced ninja who I can trust to do that for me. Each ninja can be deployed to lsquohot topicsrsquo within their expertise they can attend meetings on my behalf and I can trust them to speak for my team. By sending ninjas to status-update type meetings I free up some of my time. Furthermore the ninjas can be relied on to answer questions when Irsquom not around.Of course this means I need to reserve plenty of timeforthe ninjas so that Irsquom in touch with what theyrsquore doing. Downside This is opt-in for the ninjas. If they are overwhelmed or perform badly I have to revert to doing things myself. The additional workload of the ninja is not in their official job description and it wouldnrsquot be fair to hold them accountable. Problem Designers need coaching and mentoring. Irsquove written in the past about howdesignersrsquo growth can be stunted in large teams and lack of access to coaches and mentors is surely a part of that problem. I can always have somebody redesign a level lsquothe way I would do itrsquo but if I donrsquot take the time to share my criteria and process with junior designers how can I expect them to improve Without good feedback and encouragement game and level designers will only do the tasks assigned to them and wonrsquot find and fix their own problems. I need to spend time with my designers so that I can help them grow professionally and so that they understand what I want from them. The best way to embed lsquomy philosophy of space designrsquo into my team is to spend time with themactually doing design together. They learn I learn and everybody gets better at their job. The most fun parts of my job are working with my team and designing stuff together and ultimately it should be a very high priority. Solution Giant Immutable Blocks of Time This fix is obvious I suppose.I just havenrsquot been reserving enough time blocks with my individual designers.I know that there will come a day when my team is so large that I have to rely 100 on others to give coaching but for now Irsquom going to book more 1v1 time with mission and level designers. I39ve shared my calendar to a few of the PMs on our team so they can tell what meetings I have and whether or not it39s 39ok39 to move a meeting. One of the most rewarding aspects of my job is spending time with my team looking at levels and missions and solving problems talking not only about the content but how to figure out the solutions and what kinds of rules are useful. By re-arranging my schedule to focus more on my team Irsquom ultimately making my job more fun. Related Jobs 09.02.15 Lead Game Designer 09.01.15 Character TD - NBA 2K16 09.01.15 Designer 09.01.15 Senior 3D Artist View All Jobs 252560 blog blogsGeoffEllenor20150831252560Ninjas_Are_Helping_Me_Do_My_Job.php 875151 33167253 Loading Comments

GameStop039s precipitous new software decline - by Matt Matthews - Link Mon, 31 Aug 2015 02:48:00

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 GameStops precipitous new software decline by Matt Matthews on 083115 010700 pm 9 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I39ll admit watching GameStop is a spectator sport for me. Despite all the negativity directed their way consumers continue to buy at GameStop39s stores and partake of the pre-owned product pipeline that fills the company39s coffers. Pure digital consumers like myself have become a significant part of the video game industry and yet thebrick-and-mortar bruiser continues to flourish. I39m reminded of Ash39s words about the creature in Alien1979 I admire its purity. A survivor -- unclouded by conscience remorse or delusions of morality. With some trepidation then I39ll step out of my usual role of pointing out how GameStop continues to survive. Rather I39ve noticed a troubling trend which I suspect will begin to put pressure on the company39s core video game business in the next few years. This may not come to head this year or even the next year but it will begin to constrain GameStop39s business model. Years ago showed a graph in which I showed what I estimated were GameStop39s unit sales of both new and pre-owned used software. In that work I was leveraging an interesting bit of data that GameStop publishes each year in its 10-K filing with the SEC. You see the company has a habit of publishing the average prices for both new and used software for its business. For example for the company39s last fiscal year which ended in January 2015 it reported that it sold new software for an average price of 45 and used software for an average price of 23. The graphic below shows the history of the data reported by the company. Since GameStop also reports new software sales we can use these average prices to estimate the company39s new software unit sales. Take the last fiscal year in which they reported 3.09 billion in new software sales. If that software was sold at an average price of 45 then we can estimate that the company actually sold around 68.6 million units of software during the last fiscal year. Doing this for used software is more tricky. Here I39ve used a very crude estimation -- that 80 of the company39s Pre-owned and value product segment revenue comes from used software. I don39t know of any external way to verify this but I think it is reasonable. As you39ll see momentarily the fraction I use is somewhat irrelevant to the trend we will observe. Putting all these pieces together here is an updated version of my estimates for GameStop39s new and used software unit sales. Keep in mind that the new software data above is probably pretty solid. And without trying to make any special adjustments to how I previously estimated used software revenue the used software units estimates are tracking in line with the new software units estimates. That leads me to believe that if this picture is not perfect it at least captures the underlying dynamics. This is the big takeaway New software sales -- the fuel for GameStop39s core used software business -- are already declining and have been doing so for the past three years. While other reports might focus on the revenue or gross profit margins that GameStop reports I think the unit sales are actually a more salient characteristic of the company39s business. For example since GameStop39s new software revenue peaked in 2012 that segment has declined in value by 24 in three years. That39s a significant decline mind you but by taking the software pricing into account we see that the unit sales decline is a much more serious 34 in the same 3-year period. Because software revenues have been buoyed by higher unit prices the failing health of new unit sales has largely gone under the radar. GameStopcan39t afford for that to happen for very long without doing something to mitigate the damage it will sustain to the high-margin used game business. Over the same time that new software unit sales have been declining the company has diversified. It used to tout its digital sales business as a new segment but that business is quickly taking a back seat to pre-ownedmobile hardware sales and digital culture tchotchke sales like T-shirts figurines and keychains from the newly acquired ThinkGeek. Which brings me back to my rumination about GameStop as a survivor. They39ve shown themselves to be absolutely determined to survive grab new markets as they arise and turn a profit in the process. In spite of the shrinking market for brick-and-mortal sales of new physicalsoftware they will continue to thrive. For all of you betting on GameStop39s eventual collapse let me quote Ash more last time I can39t lie to you about your chances but... you have my sympathies. Related Jobs 09.02.15 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 252578 blog blogsMattMatthews20150831252578GameStops_precipitous_new_software_decline.php 847300 32902993 Loading Comments

Shovel Knight Plague of Shadows Mobility Design - by David D039Angelo - Link Fri, 28 Aug 2015 01:59:00

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 Shovel Knight Plague of Shadows Mobility Design by David DAngelo on 083115 024800 am 5 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Developing the Plague of Shadows expansion to Shovel Knight has been quite the tricky experience for us hereat Yacht Club Games. Wersquove never had the pleasure of continuously building newcontent fora completeexisting title before. When we pitchedan all newplayable boss campaign during the gamersquosKickstarter we were thinking of something small along the lines of Mega Man Powered Up a simple characterswap with a slight mobility change or a new abilitybetween the boss characters. Of course we wanted it to be fun and excitinghellipso we decided to gobigger One of the interesting challenges in this regard was creating a mobility set that really felt unique to thecharacter of Plague Knightndash a villainousalchemist with a lovefor explosives. We decided early on that the majority of the game would retain its initial level designand that the fun would instead come fromnewmobilitywhich wouldmake even the old levels feel entirely fresh. In order to achieve this goal and stay true to the gamersquos inspiration we knewwe needed to create a mobility that felt truly at home on the NES NES Style The character Shovel Knight of course already has an NES mobility set But his focus comesfromthe joy of simple NES controls. Whether it was dig-slashing or shovel dropping on enemiesShovel Knight had asmall number of action buttons which resulted inaset of solid clearattack statesWe thought we could bring Plague Knight in a different direction. Often in NES games players would boot it up and wonder how to even move the character Do you remember starting a new game like Castlevania only to discover hours later how to climb stairs or use a subweapon The concepts being exploredin gamesaround that time were sometimes so newthat there werenrsquot standards for how to jump how to attack etc. We hoped players would sit down with Plague Knight and be curious in the same wayhellipenjoying the discovery of each buttonrsquos actions. We hoped they would learn a new way a character could move in a 2D world. Maybe something theyrsquove never playedbefore ndash just like picking up a new game during the days of the NES. Something that was easy to learn but difficult to master over the course of the game. The fun would come in learning the characterrsquos strengths and weaknesses and using them to his or her advantage Castlevania39s manual even had clear instructions on how to hold the controller so players could be ready to both JUMP and ATTACK Laying down rules All that said we still were bound to the level design of Shovel Knight so we had a few rules we had follow in order for the levels to work Everything in Shovel Knight was built on a grid The levels were tuned to his mobility Those werenrsquot the only design restrictions we had though We also had to find a way to be true to Plague Knightrsquos character. Here are some features we felt were important to highlight Many players are still wary when dueling Plague Knight Building the Mobility Before we get into the thick of it make sure yoursquove seen Plague Knight in action. It might also help to take a glance at our instruction manual and learn all the gamersquos basic rules. The Core With all these rules in place the next step was capturing his essence while allowing the level design to work. We started with our core mobility move ndash the burst As you can see this combination attack from the explosion and jump allows Plague Knight to cover a great distance in a small amount of time but at the cost of some freedom ofcontrol. Once a horizontal burst is detonated the playerrsquos left and right input does very little to changeit This captures Plague Knightrsquos wild spirit the seemingly out of control jumping in his boss fight and gives the player the ability to cover many horizontal and vertical gaps that Shovel Knight could cover. It also can only be used by charging the attack button firsthellipthis means the player must really think ahead before committing to the action The Basics But the burst doesnrsquot cover everything we need. We donrsquot have a basic attack or jump What if the player needs to cross a smaller gap or hit something slightly farther awayhellipyou wouldnrsquot want to force a wild jump on them. And the player still canrsquot cover enough height to match what Shovel Knight could achieve by bouncing off an enemy or object. So we still need to retain the gamersquos universal actionsrunning jumping and attacking. Running For running we decided to stick with a speed slightly slower than Shovel Knight. This slower speed allowed for a better contrastbetween just running andbursting. Thishelps make the burst feelthat much more wild while still having it be understandable. Jumping Plague Knight has a double jump We wanted Plague Knight to have a shorter jump than the springy Shovel Knight and adding a double jump gave him more height so he could mount basic obstacles. It also allowed another layer of control. When combined with burst jumps players can more accurately adjust where and how to land. Or they can even take advantage of the burstrsquos momentum to keeptheir faster momentum Attacking The attack range sketched out Attacking had to focus on bomb throwing like the boss fight. However we had to find ways to limit the player so they couldnrsquot completely overwhelm enemies with bombs. On the ground we went with a standard ndash a series of three short projectile throws The main gameplay balancing act here is how it completely stops the playerrsquos momentum. While the ground throw trajectoryis dependablePlague is also slower on the ground. Stopping like thisisdangerous because it can be difficult to get out of the wayofan incoming enemy

A Recap of ChinaJoy 2015 - by Lisa Hanson - Link Fri, 28 Aug 2015 01:18:00

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 A Recap of ChinaJoy 2015 by Lisa Hanson on 082815 015900 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. Now in its 13th year ChinaJoy is one of the worldrsquos biggest tradeshows. Niko Partners sent two analysts to China Joy this year here is a summary of their observations of the show. ChinaJoy was held at the China New International Expo Center and was bigger than ever with a total of 272900 entries into the show. This does not mean there were 272900 people however because every time a person went through a gate they were counted again and they could enter multiple times per day. Many of them were consumers too including 56942 on August 1st and 33626 on August 2nd. Unlike most professional trade shows in the West ChinaJoy allows for the general public to wait in very long lines and visit the booths of the exhibitors. There are halls reserved only for B2B though and most of the meetings took place either in those halls or at the nearby Kerry Centre Hotel and adjacent mall. There was a report that the number of media journalists was down by 19 this year to 7333 from 9050. Mr. Sun Shoushan Deputy Chief of the State Administration of Radio Film Television Press Publications SARFTPP reported the official government data for China39s games market is as follows for the 1st six months of 2015 Total market RMB 60.5 billion 9.8 bil 21.9 YOY PC client-based games RMB 26.7 billion 4.3 bil up 4.5 YOY Mobile games RMB 20.9 billion 3.4 bil up 67.2 YOY Webgames RMB 20.3 billion 3.3 bil up 12 YOY Social networking service games RMB 2.6 billion 400 million At this pace the total market as calculated by the government could approach 20 billion for 2015 this is in line with Niko39s estimates. He also reported that mobile games will soon be regulated more strictly as console and PC games already are. It is important to note that all Chinese game companies aspiring to obtain a government permit for a game to be launched in China are required to pay for a booth at ChinaJoy and the fee is very high compared with other exhibitions. There were 10 halls to accommodate all 700 of them with their 3500 products covering 120000 square meters. The prime real estate of the first hall N2 was taken by Shanda GamesBianfeng and the other companies in hall N2 were Yinhan Games Tencent Perfect World Kongzhong and Giant. Some of the halls only had 6 booths in each which implied that there were fewer exhibitors though there was a big increase in the number of B2B booths. Mobile games were the hot item more than 80 of the products shown. Other than mobile games and some of the traditional PC online games there were big displays by the newly legal console companies Microsoft and Sony and virtual reality devices also had a big presence. Some VR companies were Sony39s Morpheus Baofeng39s Magic Glass III Razer39s Sensics Oculus Rift 3 Glasses Nibiru and more. Nearly all exhibitors were domestic companies yet Microsoft and Sony were in hall N5 together and Microsoft had the larger booth. Nintendo was not exhibiting at the show. Microsoft demonstrated HALO in anticipation for the August 13 release of Halo The Master Chief Collection. The prices will be RMB 249 or RMB 399 for the deluxe edition. Also Phil Spencer made a speech and said that they know that the market is slow but that is okay with them and that they hope to also help Chinese developers expand internationally with Xbox One. Sony exhibited the PS4 and PS Vita and its new virtual reality Morpheus equipment. Sony announced Street Fighter V PAL 6 Journey Just Dance and Toukiden Kiwami. Blizzard was the other that our team noticed in the consumer exhibition but many many more foreign companies were present in the B2B zone. Outside of the Expo center there were four other conferences associated with ChinaJoy mostly for lectures and education. 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 252461 blog blogsLisaHanson20150828252461A_Recap_of_ChinaJoy_2015.php 937252 33738483 Loading Comments

Hobby Horse Armour - by Paul Kilduff-Taylor - Link Thu, 27 Aug 2015 01:00:00

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 Hobby Horse Armour by Paul Kilduff-Taylor on 082815 011800 pm 6 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Two weeks ago Keith Stuart wrote a piece at Eurogamer about his distaste for the term ldquohobbyrdquo when applied to games as a whole So really I will never call games a hobby because I feel that intrinsic within that word in the context of this medium there is something reductive something controlling. Wersquore in a time of significant cultural tension this partially manifests itself as a tug-of-war between a progressive ldquogames-as-artrdquo movement and a conservative ldquogames-as-entertainmentrdquo group. For the purposes of brevity letrsquos call them ldquoaesthetesrdquo and ldquohobbyistsrdquo. In my last article I suggested some possible directions for and challenges to what I called ldquocreatively significant workrdquo. Irsquod now like to take a more general overview of whatrsquos happening in this debate to see if anything productive can be drawn from it. Parvis Equis I share many of Keithrsquos reservations about the term ldquohobbyrdquo specifically that itrsquos inherently diminutive. A hobby is a small thing it even derives from ldquohobynrdquo a word meaning ldquoa small horse or ponyrdquo. A hobby is engaged in for personal fulfillment it is entirely owned and controlled by the hobbyist. The word has parochial connotations model train sets crotchet building things out of matchsticks. These things can seem like Diet Art or Art Lite people who expend a lot of time on creative work rightly or wrongly generally dislike hobbies. The person doing the hobby gets to decide everything about it it is entirely subjective and has no external goals or relationships. Hobbies are comfortable you could say they were deontological theyrsquore all about the process and never the outcome. When you talk to a gaming hobbyist you are speaking to someone to whom games are a profound comfort. They are a distraction intended to alleviate boredom or suffering. A hobbyist wants to lose themselves in a world or a process which continually generates fun and enjoyment in a reliable manner. When they discuss their hobby with others they talk about the potential for more of this to happen they talk about the practical impediments to it happening and how to overcome them. They use their shared enjoyment to create a bond. When you attack the nature of a hobby you are attacking someonersquos private personal fulfillment. Essentially you are attacking them the hobby is core to their personality and it is an external expression of it. Yoursquore also attacking their sense of community it is no wonder that people take any attempt to change the way in which gaming is perceived as a personal affront. A Noble Pursuit Hobbies though are a good thing. The alleviation of suffering is inherently noble. ldquoEveryone needs a hobbyrdquo might be a hoary aphorism not to mention a weak punchline but it definitely has some truth. Stress-relief and ldquodowntimerdquo are a vital part of modern life. Using games for this is potentially beneficial and should be encouraged. Gaming hobbyists are also people who have a deep passion for the medium of gaming. Their conservativism comes from a place quite literally of love. I believe that hobbyists and aesthetes both have a lot in common and a certain amount to teach each other. Irsquoll address each in turn. Tilting at Windmills Irsquod like to offer one key suggestion to hobbyists Art will make your hobby better. For something to be truly entertaining and fun it has to have some creative input. A creative person be it a designer or artist has to produce this from a synthesis of influences it doesnrsquot just come out of nowhere. If you like the gameplay in Rocket League then it might be interesting to know that its genesis came from the addition of vehicles to Unreal Tournament 2003. Taking an influence and reinterpreting it is essentially the artistic process. Thatrsquos all that people mean when they say ldquogames are art.rdquo The most common pejorative term used by hobbyists is ldquopretentiousrdquo. Herersquos writer Kieron Gillenrsquos reaction to that word Ilsquom a working class kid. My dadrsquos a builder. Most of his brothers are in the trade. I probably should be. Itrsquos one of the reasons why I tend to bristle at the word ldquopretentiousrdquo. Me even trying to write is a pretentious act. The idea of ldquojust being who I amrdquo was never an option for me if I wanted to do this. I was going to put ldquoemphasis minerdquo there but then I thought that would come across as pretentious. You know the emphasis is mine even Kieron Gillen doesnrsquot speak in bold. Italics maybe. If pretension is ldquoaffecting greater importance or merit than is actually possessedrdquo then literally all creative people are pretentious. There is no good reason to believe that anything you are making has any merit at all statistically it doesnrsquot. Until itrsquos finished it certainly doesnrsquot and unless you believe in its importance throughout then nobody else will. If you think Proteus or Dear Esther or Keith Stuartrsquos article are pretentious then have a go with this A text is a ldquoweave of knowing and not-knowingrdquo Spivak 120 a heterogeneous signifying field that because it is constituted only in and through language is infected with all the investments of desire resistances unrepresentables and repression of language itself. Feminine Knots and the Other Sir Gawain and the Green Knight Geraldine Hang This is the most long-winded way of writing ldquowords can be confusing sometimesrdquo that Irsquove ever encountered. Itrsquos way worse than anything Irsquove seen in games. Modern literary criticism is full of this kind of silliness its ldquoheterogeneous signifying fieldrdquo could

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

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Welcome to FPSoft.eu

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

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