Page:44 - News Archived: 3437

Title Date
Video Medieval History Dragon Age and The Witcher - by Bob Whitaker - Link Wed, 26 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 August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 Video Medieval History Dragon Age and The Witcher by Bob Whitaker on 082615 010900 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. Related Jobs 08.28.15 Quality Assurance Manager 08.28.15 Animator 08.28.15 Level Artist 08.28.15 Character Artist View All Jobs 252284 blog blogsBobWhitaker20150826252284Video_Medieval_History_Dragon_Age_and_The_Witcher.php 951710 33875863 Loading Comments

Top 6 Ways App Developers Use Cohort Analysis - by Peter Dille - Link Tue, 25 Aug 2015 01:22:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 Top 6 Ways App Developers Use Cohort Analysis by Peter Dille on 082615 010700 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. Cohort analysis is one of the most effective ways for mobile app developers to analyze user behaviors and improve their apprsquos engagement retention and monetization metrics. It lets developers strip away most of the background noise that comes with aggregate reports and capture actionable insights on individual pockets of high-value customers. But for those developers that donrsquot have teams of data scientists to help implement best practice techniques the idea of cohort analysis can seem a bit intimidating. It shouldnrsquot. The whole point of cohort analysis is to make it quick and easy to understand whatrsquos really going on within an app and to draw conclusions about the ldquowhordquo ldquowhyrdquo and ldquohowrdquo of user behaviors. With cohort analysis developers have the tools that proactively surface data and insights to enable immediate performance improvements. Some definitions of cohort analysis limit it to the study of those groups of users that completed a particular actionmdashusually an app installmdashwithin a specific time frame. Others take a broader approach defining a cohort as any group of users that share specific metrics such as an activity characteristic or feature. Under this latter definition which happens to be the definition used by Tapjoy a cohort could include everyone who downloaded an app last month all of the users in a specific country or region or everyone who completed the apprsquos tutorial. Below we will explore some of the more basic yet powerful ways of using cohort analysis to better understand and take action based on in-app activity. Track the impact of app updates Suppose you recently made changes to your First Time User Experience FTUE in order to streamline the introduction and get players into your app faster. Yoursquod want to know what impact this change had on your engagement and retention. The only way to measure such an impact is to conduct cohort analysis to compare the users who downloaded the app after the change to cohorts who went through the FTUE beforehand. That way you can easily compare say the 1-week re-open rate for one cohort versus the other and see whether the change had a positive or negative impact on retention. Identify your highest value users Which countries are your biggest spenders and most engaged users coming from How do iOS users compare to Android users Smartphone owners vs. tablet owners You can use cohort analysis to easily compare various segments and identify your highest value users. You can then dig deeper into each of those cohorts to understand how theyrsquore interacting with your app and how their behaviors differ from other users. This information is invaluable as you build out engagement and monetization campaigns catering to these high-value users. Understand the spending habits of whales vs. dolphins and minnows When devising campaigns to promote currency sales or IAP offers to paying customers itrsquos important to understand the spending habits of your biggest spenders or ldquowhalesrdquo as it relates to that of your smaller spenders aka your ldquodolphinsrdquo or ldquominnows.rdquo With cohort analysis you can easily gain insights into which items are most popular amongst your various segments of paying customers at which price points on which levels through which channels and so on and you can adjust your promotional campaigns accordingly. Optimize user acquisition campaigns By comparing a cohort that came from one advertising or referral source to cohorts that came from somewhere else you can easily see which source drove higher quality users. Yoursquoll be able to analyze how engaged users from one source are versus the other what their retention rates and frequency rates are and what their overall lifetime value is. This information is absolutely vital in optimizing your ad spend and marketing mix to make sure yoursquore getting a proper return on your user acquisition investment. Monitor the effect of external factors Cohort analysis is the best way to understand how external factors affect your apprsquos retention engagement or monetization metrics. What happens when a major new competitor enters your space or the platform makes an important change to its operating system or the market dynamics shift Cohort analysis can be used to compare the metrics of users who installed your app before one of these external changes to those who installed it afterwards to give you a clear sense of its potential impact on your app. Compare beginners to advanced users Someone who has used your app extensively for months will undoubtedly use it differently than someone who just downloaded it yesterday. Yoursquoll want to understand these differences so that you can treat these types of users appropriately. How can you engage beginners more deeply and get them to spend money sooner When is the right time to start monetizing through IAP Do advanced users open the app as frequently as beginners Are their sessions longer or shorter Cohort analysis can help you formulate answers to all of these questions and more. Conclusion Donrsquot be intimidated Not only do cohort reports make it easy to understand whatrsquos going on in your app and why users behave the way they do but they provide an incredibly useful way to study user segments and spot important trends in app usage. There are many good ways to use cohort analysis and though the list above is by no means exhaustive it represents some of the more common and effective methods to help get you started. Use these tactics to guide your cohort analysis strategy and yoursquoll find it easy to optimize the overall health of your appmdasheven if you donrsquot

When the Pay to Win Button Backfires - by Jamie Madigan - Link Tue, 25 Aug 2015 09:45:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 When the Pay to Win Button Backfires by Jamie Madigan on 082515 012200 pm 19 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. What do you think of people who pay real money for advantages in multiplayer games Things like more powerful weapons higher level avatars damage boosters or experience point doublers Do you curl your lip and look at them down your nose Do you hate them Do you hate them SO MUCH If so you39re like many of the subjects in research conducted by Ellen Evers Niels Van de Ven and Dorus Weeda. The team presents its findings in a new article titled The Hidden Cost of Microtransactions Buying In-Game Advantages in Online Games Decreases a Player39s Status. The authors use social comparison theory and research on envy as a starting point for exploring how other players react to people who cough up cash to jam on the pay to win buttons. In short social comparison theory says that in the absence of meaningful data on how well off we are or how well we39re doing we habitually turn to comparisons with other people to form some kind of judgment. Am I hungry or too warm I can answer those kinds of questions based on internal evaluations. But for questions about whether I make a lot of money or how good I am at Rocket League I need information about other people to place myself along a continuum. Having to make an upwards social comparison where I come out looking bad relative to someone can make me see myself as inferior. That39s unpleasant for me but hey that39s how it is. It seems pretty natural for more powerful or capable players to have higher status. But Evers van de Ven and Weeda argue that these social comparisons in video games are complicated by in-game purchases that give players advantages. By the way we39re not talking about purely cosmetic items like hats skins paint jobs and the like. The authors are specifically talking about purchases that confer advantages relative to other players. When someone buys an advantage it elevates their well being which makes me feel worse. And what39s more the psychological effects of envy and perceptions of injustice can enter the picture if I don39t feel that they earned that advantage fairly. This is the kind of potential reaction that the researchers were interested in. Each of the three studies discussed in their paper looked at a different game. One looked at people buying in-game boosters for Maple Story a free to play massively multiplayer role-playing game. One looked at the use of the gold versus real money auction houses that were at the time part of the action-RPG game Diablo III. And one considered people who paid real money to buy more powerful tanks in World of Tanks a free to play massively multiplayer action game instead of earning them through in-game grinding. The procedures for each study differed a bit but the gist is that the researchers recruited players then asked them to imagine other players in their game who bought an item or boost that gave them an in-game advantage. They then asked players a series of questions designed to measure their attitudes towards that person and likely interactions with him. Did they respect the player Did they envy him Did they want him on their team Would they stop to revive him or just walk past like a stone cold motherf39er By the way I absolutely love that this study which appeared in a refereed scientific journal contained the survey item How skilled did you assume the wizard is. I never get to ask this kind of questions in my job. The primary finding is that players who pay to win are indeed respected less by their fellow players. Players also viewed them as less inherently skilled. Conversely players said they were more likely to respect others who earned what they had. Second players indeed felt some amount of ill will towards those who paid for advantages. They said they would be amused by the other person39s failure. They were less likely to say they wanted the person on their team. But despite all this one of the more interesting findings was that when confronted with another person who paid for advantages players reported more temptation to spend real money themselves in order to even the odds. Though perhaps this isn39t too surprising given what we know about envy. This paper is preliminary relying as it does on self-reported survey data instead of actual player behaviors. But as far as I know it39s the first to directly examine people39s attitudes towards in-game purchases using an established psychological theory. There39s LOTS of ways to expand on the research here. Does envy cause increases in actual spending Do players drop out of matches more if they get paired with or against those who pay for advantage Could you do a content analysis of text or voice chat in games with these people to see if players try to lower their social status in response to perceived unfairness Do those who pay for advantage have fewer people on their friends lists or get fewer friend invites Do these effects extend outside of the game session itself to social comparisons facilitated by leaderboards rankings or achievement trackers Here39s to hoping for many follow-up studies. Jamie Madigan writes about psychology and video games atwww.psychologyofgames.com. Consider supporting him onPatreon. REFERENCES Evers E. van de Ven N. Weeda D. 2015. The Hidden Cost of Microtransactions Buying In-Game Advantages in Online Games Decreases a Player rsquo s Status. International Journal of Internet Science 101. Related Jobs 08.28.15 Senior Level Designer 08.28.15 Quality Assurance Manager 08.28.15 DevOps Engineer 08.28.15 Animator View All Jobs 252071 blog blogsJamieMadigan20150825252071When_the_Pay_to_Win_Button_Backfires.php 877747 33192293 Loading Comments

gamescom 2015 - media coverage analysis - by Thomas Bidaux - Link Mon, 24 Aug 2015 02:51:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 gamescom 2015 - media coverage analysis by Thomas Bidaux on 082515 094500 am Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The dust has settled and it is time to have an in-depth look at the media coverage that gamescom received this year. I think you would all benefit checking out my article from last year. I will compare a lot this year and last year but a proper refresher can be found in that post. gamescom 2015 This yearrsquos gamescom was particularly interesting due to a number of differences from the previous years. New dates gamescom 2015 was 2 weeks earlier than the previous editions. It took place from the 5th of August to the 9th of August. I have heard multiple theories as to why the dates were changed but couldnrsquot confirm any of them. What is certain is that on the industry side I havenrsquot met anyone who liked those dates. They are in the sacrosanct first half of August during which most of continental Europe is on holidays. While it might have been a motivation in order to make it easier for consumers to attend the B2C side of the event the business side hated it. Another point was the proximity with E3 which is further explained below. This said it didnrsquot seem to affect much my own meetings anecdotal evidence there or the attendance numbers. But it probably impacted the second change from previous years No Sony conference While Sony was present at gamescom and had a massive booth there was no media briefing the day before the event started. Microsoft was basically on its own this time around with no other comparable media briefing to face it. The reason for this is more than likely due the proximity between gamescom and E3 this year. With an extra early gamescom there were only 6 weeks between the two events and Sony decided to skip gamescom and to have a media briefing ahead of the Paris Games Week this year instead late October in Paris as the name suggests. Expanded halls This was the first time in a while that the exhibition halls were moved at gamescom. It meant some extra space for the B2B area with Hall 2 and 3 for the first time used at gamescom. The B2C section was also expanded with the usually only partially used Halls 10.1 and 10.2 better populated and Hall 5 taken from the B2B for the first time. Hall 1 was also secured for a one night event around German Youtubers. Riot Games wasnrsquot present this year after having occupied half a hall in 2014 but the space they left vacant was filled in with more exhibitors this year. Numbers Here are the numbers as announced by the gamescomrsquos organisers There is a growth for the event even if it is not a massive one were are talking about 3 for visitors and 5 for trade visitors. Considering the size the event has already reached this is not necessarily surprising. I wonder though if the change in dates helped or made it harder for the growth. Hallendurchblick Halle 7 - Photo Koelnmesse In short this year gamescom was again massive. But enough of this letrsquos look at our numbers. gamescom in the media All numbers here are taken as usual from our media monitor. They cover the whole week of gamescom like last year. With only one media briefing taking place on the Tuesday the peak of the media coverage didnrsquot happen on that day like last year. Wednesday is an important day at gamescom as this is the one day where the show floor is open to professionals-only. A lot of media meetings happen during that day and somehow this year saw a lot more output than last year. So despite no press conference from Sony this year there were more articles published on the Tuesday and way way more articles on the Wednesday. Overall this yearrsquos media output was significantly bigger than last year. More than 25 articles published in the week mentioned gamescom. Thatrsquos a very significant increase especially when Sony didnrsquot have a media brief to announce something major. Looking only at the 5 top languages there was some growth across the board but the largest part of this yearrsquos growth came from German and Italian media outlets. Looking purely at the number of unique websites covering the event it is interesting to see that there is almost no growth ndash the increase in the number of articles is coming from a generally bigger output by the media attending rather than more media attending the event. This is particularly striking when considering the Italian media where fewer sites covered gamescom but still had close to 67 more articles than last year. Platforms With no Sony media brief this year the results for the platform with the largest media coverage shouldnrsquot be very surprising. What is quite striking is how the Playstation 4 performance is still strong in regards to its main competitor. A lot was happening for Sony at gamescom their booth was large and busy but it also speaks for the strength of the brand especially in Europe to keep such a strong media presence. Compared to last year where they were holding a press conference Sony didnrsquot seem to lose much media presence. It is good to bear in mind that this year was a very strong year in terms of the media output though. Less media coverage during a year that saw a significant growth could well hide a much bigger missed opportunity for Sony. In the case of Microsoft the net gain is incontestable with almost 50 articles on Xbox One from last yearrsquos event. Also notable for them is the very strong showing of Windows 10 in the media even though this is across kind of articles and a number of them might just be related to the release of the OS and not be connected to gamescom. By our metrics it is still a very strong week in terms of media presence. Nintendorsquos consoles performed better than last year as well following the general growth of the event in term of media

Hooray for Hollywood - by Warren Spector - 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 August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 Hooray for Hollywood by Warren Spector on 082415 025100 pm 12 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Back before my last studio Junction Point was acquired by Disney I had a grand plan ndash a mission really that I wanted to explore. Irsquom going to talk more about mission in a future blog post but just go with me here. My mission had two parts First I wanted to take inspiration from television rather than movies. That meant episodic content digitally delivered with each episode standing alone but also being part of a larger overarching ldquoseasonrdquo narrative. You know what I mean ndash think about pretty much any police procedural yoursquove ever seen on television. A crime gets solved in each episode but the relationships among the recurring characters carry over from episode to episode until by the end of the season those character relationships have changed in ways that keep us watching season after season. In other words therersquos both completion and open-endedness built into each episode. I call that approach ldquolimited serial narrativerdquo but thatrsquos so grad school Irsquoll just leave it at that. This approach seemed ndash and still seems ndash like a great model for games. Frankly I donrsquot understand why games havenrsquot adopted it. And Irsquom pretty sure Irsquom going to give it a shot some day and see how it works ldquoin the wildrdquo rather than just in my head. But limited serial narrative isnrsquot what I want to talk about today. I want to talk about the second part of the original Junction Point mission. That second part was all about partnering with folks in Hollywood ndash film-makers and television producers ndash to create what I guess yoursquod have to call transmedia productions. Man do I hate that term but I canrsquot think of one that applies better here sadly. The relationship between Hollywood types and game developers is typically one where the Hollywood folks are in control. The game types are reduced to being an ldquoemployee of game company 27 making a game based on someonersquoslast flick.rdquo I had very little interest in a licensorlicensee relationship. Though there was one IP I would have loved to work with. And no I canrsquot say what that was. Bottom line I wanted to collaborate with folks in LA to create new IP that were designed from the start to work in a variety of media. Theyrsquod make the movies and TV shows my studio wouldmake the games and the property would be co-owned by them and by Junction Point sharing in the profits both ways. In working to make that happen my agents at the time Seamus Blackley and Ophir Lupu among others hooked me up with some Really Big Name guys. Pretty cool I must say. Ihad the privilege of meeting and working with them not in a subservient rolebut as a peer and collaborator. I wish I could talk about this in more detail but the only announced project was a collaboration with John Woo on an IP called ldquoNinja Gold.rdquo On that one we actually had game deals and movie deals and we built a bunch of prototypes but In That Way deals have a tendency to fall apart and so did that project. Anyway what I discovered working with movieTV creators was that by and large theyrsquoreJust Like Us mdash smart creative out of do great stuff mdash and theyrsquore held back by a lot of the same forces that affect many mainstream game developers mdash rising budgets shrinking audiences execs who donrsquot get it etc. I also discovered that some of them totally got that movies and games are different some didnrsquot. Some were seduced by the superficial similarities mdash pictures on a screen sound camera lighting dialogue etc. mdash and thought they ldquogot itrdquo while some were intrigued by the differences and what they didnrsquot understand about our medium. The latter were a lot more fun to work with needless to say. In talking to these people I discovered something interesting myself something I hadnrsquot thought about before something that really brought home for me at leastoneof many important differences between moviesTV and games. Many of those differences are obvious enough that I donrsquot need to go into them here I hope. If I do let me know and Irsquoll come back to this in a comment or future blog post. Almost ALL movieTV makers in my experience thoughtin terms ofmoments. Cool specific unique moments. And they were really really good at coming up with those moments let me tell you even acting them out to show what they meant. But what do I mean by ldquomomentsrdquo Movie guys have to fill just a couple of hours of screen time. We have to fill a lot more even in a short game. And at least in part because of that we have to be about the repeated action not necessarily the uniquelymemorable one. In a movie if your hero does the same thing mdash even twice mdash yoursquore probably in territory where the audience is thinking about what a bad movie theyrsquore watching not about how cool the hero is. In games we have a completely different set of constraints. Designers talk about the ldquocore looprdquo ndash the sequence of base level actions players repeat over and over during a game with variations to keep things interesting as the game goes on. But all we do ndashallwe do ndash is offer variations on the core not radical changes. I mean therersquos a reason why itrsquos called a ldquolooprdquo right Players run through the stepsthengo back to the beginning over and over again. Even the most astute Hollywood folks tend not to get this. I remember sitting in a room listening to one director say ldquothe hero should leap off a building glide down using his coat as a glider thing land in a superhero pose and in one smooth motion come up flinging knives.rdquo And yes he acted it out. Sadly though many games actually do take

CRPG History Abridged III - The revenge of more RPGs that brought - 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 August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 CRPG History Abridged III - The revenge of more RPGs that brought something new to the table by Felipe Pepe on 082815 015900 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 month I made a brief pause to talk about the impact of local cultures in games but today I39m back to rant about obscure CRPGs Check part I and part II here if you missed and let39s dive into it. The Phantasie series 1985-1991 One of the things I most enjoy about RPGs from the 7039s and 8039s is that frontier feeling as no one had a blueprint on how to things people just kept trying different things. Douglas Wood39s Phantasie is one of those frontier series with a very unique approach. Instead of first-person graphics like Wizardy or top-down like Ultima it used various distinct views. Towns were animated side-view screens the world map was Ultima-like and dungeons had a fascinating mini-map-like view. You didn39t need graph paper or even a basic sense of direction - it was all there filled with various traps encounters and text-based interactions. Simple yet elegant. Besides the unique map system death was also memorable. Upon defeat your party was judged by Hades who would resurrect some kill others permanently and bring a few back as undead Combat had a unique look with character laid side-by-side in the bottom and enemies displayed in various rows on top. But also because of the multitude of races players could play from traditional elves and dwarves to fairies minotaurs trolls gnolls lizardmen and the aforementioned undead. Phantasie III The Wrath of Nikademus released in 1987 upgraded the visuals and added a new feature locational damage. Now you could injure break or remove specific body parts in battle including the chance to decapitate an enemy with a luck blow. Sadly the Phantasie series failed to endure as much as the Ultima games. It did have more of an impact in Japan where the first game received an remake by StarCraft Inc with side-view battles The whole series made so much success in Japan that in 1991 Douglas Wood and StarCraft developed Phantasie IV Birth of Heroes which remains to this day a Japan-exclusive. A few years ago Douglas Wood also mentioned in a RPG Codex interview that he was working on Phantasie V but sadly the project was canceled since. Hillsfar 1989 Back in the late 8039s SSI was a giant publisher that dominated the Strategy and RPG markets. Its hen layed not golden eggs but the fabled Gold Box ADD RPGs. Like a lot. From 1988 to 1992 SSI released no less than ELEVEN of those plus some spin-offs. Suck on that Assassin39s Creed. Somehow someone thought that wasn39t enough and so SSI reached to Westwood Studios to produce Hillsfar a game best described as a stand-alone pack of side-quests. Basically you import a character from the Pool of Radiance orCurse of the Azure Bonds Gold Box games and take him to the city of Hillsfar where he can engage in a series of mini-games like fighting in an arena robbing houses competing in an archery contest riding a horse and visiting the most amusing depiction of a fantasy tavern to ever be programmed. After finishing a brief quest for one of the guilds in town which depends on yout character class you can then export your hero back to the main Gold Box games along with some bonus XP and hit points. I wonder how many power gamers played this just to buff their characters. By itself the game isn39t a bad idea but while the mini games are interesting for the first time they are extremely limited and get boring fast. The sole exception is the lock picking mini game. Released 26 years ago Hillsfar still has the best lock picking mini game I39ve seen. Basically you have a set of picks and must use the correct one to open each of the lock39s tumblers under a harsh time limit. It39s tense requires speed good eyes scales very well and even - shock - makes sense BTW a big shout out to the unsung heroes at GOG.com who managed to scavenge the Gold Box games from legal hell and just re-released them Hillsfar included. Snatcher SD 1990 Since the talk of the week and likely month is Metal Gear Solid V let39s talk about a Hideo Kojima game Snatcher. Released in 1988 it39s a bizarre adventure gamevisual novel hybrid where robots are taking the bodies of people and only JUNKER agent Gillian Seed can stop them Snatcher is a great game full of ideas Kojima would later use in MGS but it39s an adventure game so I have little to say about it here. If you39re curious try this extensive Hardcore Gaming 101 article. What interests me is that two years after releasing Snatcher Kojima decided to make a reboot of it. With cute super-deformed graphics and first-person turn-based RPG combat. Yes you read that rightcombat is first-person AND turn-based. Each turn you pick a gun and use the reticule to aim at a point on the screen - you can fire at the robot39s body to deal damage or at specific points to decrease its stats eventually cripple it. For example attacking its eyessensors will reduce its accuracy and if you deal enough damage the eyes will be destroyed and he won39t be able to hit you anymore and will likely self-destruct. The twist is that before you fire the enemy will likely move meaning aiming for small areas is tricky - you39ll have to anticipate his move or stop him from moving by destroying its legs. Different guns also have different speeds and damage area so choosing your equipment is important. It39s an extremely original system that suits the game perfectly. It even throws some curveballs like enemies using hostages. Unfortunately the game is very grindy and some battles take a long time to beat requiring you to first weaken the enemy and then slowly damage it... Still I would love to see some modern iteration of this concept. Shadowlands 1992 I39ll open this one with a cautionary

Blizzard Branding Exploring Cross Game Marketing - by Josh Bycer - 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 August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 Blizzard Branding Exploring Cross Game Marketing by Josh Bycer on 082815 015900 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. When it comes to successes Blizzard easily has one of the best track records for their games with each series becoming a brand unto itself. This kind of notoriety and brand recognition is something that most companies dream about for their products and Blizzard has been taking things further. With five different brands being supported Blizzard has been using a very smart strategy to grow their fan base from just Diablo fansrdquo or Starcraft fans to being Blizzard fans. Multi Game Marketing Blizzard39s overall brand is split between five different series at the moment with a sixth on the way but more importantly these are five different genres ARPG MMO MOBA Strategy and CCG. This allows each game to effectively serve a different consumer base without having to worry about one game taking the fan base from another. What Blizzard has been doing very slowly is integrating their different games together in order to attract consumers to Blizzard as a brand instead of each individual game. Their first try at this has been promotions in collector39s editions of games each collector39s edition features unique bonuses for Blizzard39s other titles. For example buying Diablo 339s collector39s edition gave you a rare pet for World of Warcraft and rare portraits for Starcraft 2. What originally started as a promotion for the collector39s editions now Blizzard is offering bonuses through gameplay as well This kind of synergy is a great marketing strategy as it does two things. First it rewards consumers who play more of Blizzard39s titles the more titles they have the more rewards they get between them. Second it incentivizes people who were only playing one or two Blizzard games to try the other games in the lineup they might try out the rewards they got and stop or they will find a new game they like and will play that as well. Either way Blizzard comes out as the winner as they get more people looking at their game and the entire brand as a whole becomes stronger. But Blizzard has been slowly taking this further in recent months between their five hits and has created an amazing marketing strategy. Cross Gameplay Blizzard39s use of multi game branding has grown beyond just the collector39s editions and is now about playing their games to unlock cross game promotions. Recently Blizzard has been running promotions involving playing one gameto get rewards or bonuses for another. With Hearthstone for example players who got to rank 20 during the beta would receive a free exclusive WoW mount I don39t know if this is still a promotion that39s going on. Lately with Heroes of the Storm Blizzard announced that anyone who owns Diablo 3 would get Diablo unlocked in Heroes of the Storm for free. There have also been special promotions to unlock rare pets in World of Warcraft and exclusive Heroes of the Storm mounts for playing each game. This kind of cross game marketing takes the points mentioned above and makes them more tantalizing for consumers. It no longer just pays off to buy different games from Blizzard but playing them will give you more content as well. They have already announced that with the latest season of Diablo 3 people can unlock special mounts for Heroes of the Storm and there will be exclusive banners for Diablo 3 coming from playing Heroes of the Storm. The next season play of Diablo 3 will have cross game content with Heroes of the Storm and vice versa What39s interesting is that Blizzard is the only company I can think of that can do this. No other game developer has both a unified distribution platform and games of completely different genres to link everything to. And this takes us back to what I said at the very start this kind of cross game marketing gives Blizzard a very effective way to grow their brands. Five Games at Once The goal of cross game marketing and what Blizzard is doing is attempting to take their separate fan bases and combine them into one Someone who doesn39t just play World of Warcraft or Hearthstone but someone who plays everything Blizzard. The implications of cross game marketing could be huge if Blizzard takes this further. Imagine if getting a character to level 70 in Diablo 3 could unlock booster packs or arena plays in Hearthstone or a successful ranked match in Heroes of the Storm gives you temporary experience boosts or magic find in World of Warcraft in other words playing one Blizzard title would be like making progress in all of them. One of the biggest killers of any video game built around long term progression is getting burnt out trying to get to the good stuff but if you could make progress and be rewarded in a game by playing a different game it becomes a lot harder to burn out on one game when you can switch on and off at will. Free to play games like Heroes of the Storm or Blizzard39s next game Overwatch will do well with cross game promotions to get people to try out their new game concepts With that said however there is a risk to this kind of marketing plan. The balance has to be just right The rewards have to be distinct and great enough to motivate someone to play but not so game changing that single game players would be punished. That39s why in game bonuses to the mechanics and aesthetic rewards work the best the former is simply enhancing the base game experience without changing it and the latter has no impact on playing. A Warm Future Blizzard39s effort to combine their brands and fan bases is an effective way to market their titles to their entire fan base instead of one at a time. Given how this has worked with Hearthstone and Heroes of the Storm I would bet money that they are planning something similar with Overwatch to bring it into

YouTube Gamers are Taking Game Promotion to the Next Level - by Oren - 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 August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs YouTube Gamers are Taking Game Promotion to the Next Level by Oren Todoros on 082815 015900 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. Anyone who has invested significant time in the games industry over the past year or so has witnessed the major impact that video content has had on game launches. This explosive trend specifically through YouTube and Twitch has been massive to say the least. To deconstruct this recent shift in power when it comes to game promotion and distribution I reached out to some of the most widely recognized game reviewers on YouTube who work with the biggest game studios in the industry. The goal was to find out how they choose the games they play what their video creation process is how they review game titles and what it takes to build up a significant fan base for video games on YouTube especially today when the market has become increasingly saturated and hyper-competitive. Before diving into insights itrsquos important to understand who gamers are today. After all knowing your audience is key to development and success. Whorsquos Playing Games According to the 2015 lsquoEssential Facts about the Computer and Video Game Industryrsquo report there are roughly 155 million Americans playing video games today. Thatrsquos an average of 2 gamers per game-playing household in the US. In terms of demographics the average gamer is a 35 year old male but women age 18 or older represent a significantly greater portion of the game playing population 33 than boys age 18 or younger 15. In other words gamers are everywhere and they are consuming content about their favorite games at an incredible pace. Minecraft is probably the best example of this viral trend. The game title generated over 47B views resulting in 2.5B in value at the cost of 0 marketing budget. In other words Minecraft understood that that the community really does have the keys to the kingdom. Fans have a huge stake in the gamersquos success and instead of trying to control their customers and push the game forward the way they want the company has rejoiced in their influence. Getting Games Discovered on YouTube As part of my research into succeeding through YouTube I reached out to three prominent YouTube content creators to get their thoughts and insights as to what makes a killer game channel. Ciji Thornton known to her YouTube fans as Starslay3r is not only an online TV Personality but also a competitive gamer casual cosplayer and a marketing consultant which helps her understand the industry from both a consumer and developerrsquos point of view. How do you decide what games you choose to play and review CT Sometimes it39s because it39s a game that I39m really interested in and I just want to review it and sometimes it39s because I am asked to review it by someone who is interested in my personal opinion on it. Ilsquom always very honest with my reviews and have no bias so people tend to enjoy watching or reading my reviews and I am happy that people value my opinion and look for these from me. What do game studios need to know before they pitch you about their game CT I will never lie about my opinion on a game for any reason so game studios have to be ok with hearing a very honest opinion from me. That being said I am someone who has spent my entire life gaming so I know a lot about them. I have been involved in every aspect of the video game process including concept creation quality assurance game unveiling and demonstration tournament organization and game promotion. I am very passionate about the video game world and enjoy not just sharing my passion with my viewers but also giving the studio constructive criticism that can help to improve the game and the user experience with the game. Most companies who have watched or read my reviews have made most of the changes I recommend. This is not something most reviewers can say and something I pride myself on. What have been some of your biggest challenges in growing your YouTube channel CT My biggest challenge has been time management and getting new content up. I am an independent contractor so I work with many companies daily and oftentimes my YouTube channel takes a backseat to everything else I have to do in a day. The past 2 years I was working so much both as a marketing consultant and a full time twitch streamer that I found it hard to do much more than one video a month. My second biggest challenge has been dealing with copyright issues due to my extensive rhythm game content. Being a professional rhythm game player many people turn to my channel for tips and to watch my play style. Due to YouTubersquos strict copyright policy about 10 percent of my videos have been muted regionally or globally blocked or removed completely. While this number may not seem very high it has targeted some of my most popular videos with over 50000 views on my channel which hurts the channel pretty badly every time it happens. Our next YouTuber is Molt from GAMINGwithMOLT who has accumulated over 430K subscribers. To say that Molt has made gaming a lsquoserious businessrsquo is an understatement. How do you decide what games you choose to play and review GM When it comes to choosing and reviewinggamesthere are a number of factors I take into consideration. Seeing that this is how we make our living money is one of those but if I find a game that I enjoy playing and I think my fans will enjoy as well then oftentimes I will do areviewjust because I enjoy it without even reaching out to the game company. Then if the game company reaches out we can make a deal for more content. Paying attention to how well the game is made and how it plays is huge as well. If the art style just isn39t there or the playability needs work then I wonrsquot promote the game because it would make me look bad

Interactive Storyline The Decision - by Donte039 Hawkins - 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 August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 Interactive Storyline The Decision by Donte Hawkins on 082815 015900 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. Evil versus Good decision making We see this alot in video games. It is interesting to see how these different paths will determine the entire story. For many players these options do not matter because they would want to follow one path in the story. Personally for me though I enjoy having these decisions to make in some games. I get a kick out of being evil for some reason. In DC Universe Online I chose to join the evil side. I enjoyed the character customization and how The Joker is your mentor in the game. I did happen to create a character on the good side as well just to see what it would be like. Of course evil was what I enjoyed the most Another great example of this scenario takes place in all the inFamous games. In these games Cole McGrath InFamous 1 and 2 and Delsin Rowe InFamous Second Son the player has the option to commit both evil deeds and good deeds in the games. The playerrsquos actions reflect on how the story will play out and if the people can trust you or not. When a game heavily relies on the ldquoevil versus goodrdquo decision making it is very important that the player does not get lost in these options. These options should enhance the storyline in great ways whether the player chooses the good path or the evil path. Choosing an answer In these games evil versus good does not necessarily matter as much. In fact most games will not include this because the game is based solely on one story. Many times games will have the player go through many of the answers and then get to the final answer. This strategy is commonly used in platformer games. For example in Sly Cooper Thieves in Time you have a pirate conversation with one of the bosses. You have to do your best at talking pirate slang because he will not give you an answer if you select the wrong one. The Good and Bad of giving playerrsquos decisions Good May give the player some control over decision making. Bad May interfere with the story. Good May add alternate options of storytelling. Bad May give the player too many options. Related Jobs 08.28.15 Associate Product Manager 08.26.15 Senior Producer New Product Development 08.26.15 Content Associate Producer 08.26.15 Senior Game Designer View All Jobs 252457 blog blogsDonteHawkins20150828252457Interactive_Storyline_The_Decision.php 948823 33849883 Loading Comments

Why now is the time to localize your mobile game for Southeast Asia - - 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 August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 now is the time to localize your mobile game for Southeast Asia by Jacob Stempniewicz on 082815 015900 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. Why Southeast Asia Southeast Asia is an area of approximately 4.5 million square kilometers roughly half the size of the United States. Countries that make up the region are In the 20th century the countries have seen mixed fortunes in terms of economy and political upheavals but overall the story has been one of rapid growth. Over the past decade the region has averaged a growth rate of more than five percent per year. If Southeast Asia were one country it would be the world39s ninth-largest economy. State Capital Area km2 Population 2014 GDP nominal USD million 2014 GDP nominal per capita USD 2014 Brunei Bandar Seri Begawan 5765 453000 17105 37759 Cambodia Phnom Penh 181035 15561000 17291 1111 East Timor Dili 14874 1172000 4382 3739 Indonesia Jakarta 1904569 251490000 1187962 4723 Laos Vientiane 236800 6557000 11206 1709 Malaysia Kuala Lumpur 329847 30034000 367712 12243 Myanmar Nay Pyi Daw 676000 51419000 63881 964 Philippines Manila 342353 101649000 278260 2737 Singapore Singapore 724 5554000 289086 52049 Thailand Bangkok 513120 65236000 437344 6703 Vietnam Hanoi 331210 92571000 187848 2072 Until recently the region was seen as playing catch-up with the developed world but itrsquos now achieving a status of a significant market including for mobile gaming. Southeast Asiarsquos economic growth prospects huge population and fast-rising internet connectivity especially mobile all point towards solid growth in terms of game spending for many years to come. In addition for a foreign company Southeast Asia is a region that could be easier to access than for instance China or Russia. Southeast Asia is interesting for one other reason. Many Japanese Korean and Chinese game companies have had mixed success in trying to conquer the West and have since shifted their attention to Southeast Asia which is closer in terms of geography and game culture. At the same time Western companies have spotted the potential and set up local offices and localized content. Southeast Asia is gearing up to be a key battleground for mobile games especially since the local market has not been divided up between homegrown players yet. Why mobile gaming According to Newzoo the global mobile market reached 24.5Bn in 2014 following impressive growth rates of 33 and 57 for smartphones and tablets respectively. Growth is expected to continue in the coming years with the mobile market generating more than 40Bn by 2017. Despite a widely reported slump in new tablet unit sales game revenues on tablets are growing faster than smartphones cementing their position as a key gaming device. The high mobile growth rate is driven by both organic growth lifting the overall market and cannibalistic growth at the expense of other segments. In addition to the initial casualties of mobile growth handheld console and online casual and social gaming Newzoo notes signs of slower growth in online PC games and MMOs as spending is diverted to mobile devices. Mobile is now expected to become the largest game segment by revenues in 2015. Mobile games continues to grow in terms of players and revenues across regions. An increase in the number of paying gamers and time spent gaming is fueling the Western markets while rising online connectivity smartphone penetration and the availability of 3G and 4G connectivity drives rapid growth in emerging markets such as Southeast Asia. Mobile gaming in SEA Mobile games dominate in Southeast Asia. In 2015 mobile revenues already account for nearly half the 1.4Bn Southeast Asian games market. By 2017 mobile revenues alone will approach 1.3Bn growing at an impressive CAGR 2013-2017 of 56. Underlying this growth is the fast-rising mobile internet connectivity across the region. Six countries in Southeast Asia are responsible for the lionrsquos share of the regionrsquos mobile gaming market. The ldquoBig 6rdquo are Indonesia Malaysia the Philippines Singapore Thailand and Vietnam. The Big 6 countries account for nearly 90 of the population of Southeast Asia. Much of the regionrsquos population is young with the majority in or about to enter the working age demographic. This plays a key role in the regionrsquos current and forecast competitive advantage in the world economy. Revenues of the Southeast Asian games market are expected to double to 2.2Bn by 2017. Thailand will remain the largest market in terms of gaming revenues in Southeast Asia closely followed by Indonesia and Malaysia. Singapore will continue to grow but will lose market share to faster growing countries. Vietnam and Thailand will grow in line with the overall market maintaining their market share. Gaming is one of the most popular uses for mobile devices in the region. A Google survey indicated that over 13 of smartphone owners in each of the Big 6 Southeast Asian markets played mobile games at least once in the last seven days. The popularity of mobile gaming in the region is reflected in the iOS App Store and Google Play especially when compared to South Korea one the worldrsquos largest and most influential app markets. In December 2014 the download volume for games in Indonesia was approximately 90 of South Korearsquos. Vietnam with the smallest download volume in the region amounted to half of South Korearsquos. While download numbers are high app store revenues are still in the very early stages of growth as shown in the second chart. It is also worth noting that app store revenue is just a part of the overall mobile game opportunity in these countries. Publishers commonly use advertising and other indirect or subsidy-based monetization strategies to supplement the direct revenue that games generate from in

Passengers post mortem - by Franois Alliot - Link Fri, 28 Aug 2015 01:53:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 Passengers post mortem by Franois Alliot on 082815 015900 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. Arnaud and myself are French indie gamedesigner based in London. We worked together on a couple of projects and wanted to do something for Ludum Dare. I created my first game for a LD two years ago Singular and we always loved the jam people are crazily talented around here. So Arnaud called me at 7 am on Saturday morning to say he had this idea of a game around migrant smugglers reading about the game theme and listening to the radio. They where talking about the migration crisis in Spain and Italy and how this was starting to be a big problem. He was really surprised on how migrants stay unnamed unknown. They die each day but they continue to be the migrants the untouchables. This idea resonated with some things I wanted to explore in games. The idea of frontier of migration which today means these desperate exodus. How migrants are considered as a threatening tide of poverty not as people with different stories different characters different goals. The figure of the smuggler is also interesting and how his passengers are basically giving him their money their hopes and their freedom for a journey. What is interesting in games is that they39re probably the only cultural medium able to take advantage of people39s amazing ability to put themselves into someone else39s shoes. Games are efficient at that because the player is always in charge of what39s happening we39re only bringing the rules and the role to be played. Here we simply used that ability to raise an awareness or at least to raise some questions. The game will not answer them but at least they are here. The game is not a documentary after all in most actual cases the smuggler is not even on the boat with the migrants but it puts you in a position to make your own perspective on the theme. We created Passengers as a way to ignite interest certainly not as a way to say this is how it39s happening. It39s still a game. We39re quite amazed at the way people react. They really have no idea that Migrant crisis could mean this sort of situations. Passengers is just enough to make people look into the subject beyond the general noise. This was possible also because we are using Pico-8 a very constrained little game engine made by Lexaloffle httpwww.lexaloffle.compico-8.php. It has a single resolution forcing you to work with a little screen and very large pixels. The less you show the more you suggest the more people will fill the gap with their own vision and understanding. Talk about a drug dealer singing lullabies to a child and show a 5 pixel-height character with a 1 pixel-height beard and 3 pixel-height red shirt people will create his story draw his picture imagine his future. We built the game as a set of open rules around this the generated migrants characters and bio you see in the second screen. We wanted simple factual stories. Some are sad some are hopeful. We didn39t want to bring any judgment or moral justification in the game. We just let you decide what you will do as the smuggler with this terrible power over these people. That is the main point of the game. Everything else is a combination of rules around these stories the boat the bribe the difficulty of the journey its length the number of people on the boat... it all affects the odds of the outcomes in various ways. Some players will refuse the passage of people with children because it39s too dangerous but then what happens to them some will try to squeeze as much money as possible from bad jobs or sullen attitudes some will even only bring drug dealers so that if the ship sink well... Yes you can succeed as a smuggler. It generally implies a cold optimization of the system have a decent boat pay some bribe maximize the price of each passenger not overcrowd the boat choose a longer but less monitored route. No scenario is definitive though. There too we let the player build his own understanding of the outcome. Note that we made the game in around 36 hours. As much as we tried to avoid bugs and imbalance it can happen -. In this game we were very much inspired by Lucas Pope39s Paper Please... Jason Rohrer39s work the title Passengers is a reference to his game Passage Chris Crowford39s and Paolo Pedercini39s Molle Industria. Also Joe Saccoe and Mike Davis Planet of slums. Arnaud did the art and the music I wrote the stories and developed the game. We shared the game design. Franois Alliot Passengers page Twitter Related Jobs 08.28.15 Senior Level Designer 08.28.15 Animator 08.28.15 Level Artist 08.28.15 Character Artist View All Jobs 252520 blog blogsFranoisAlliot20150828252520Passengers_post_mortem.php 877619 33191053 Loading Comments

Does this technology make AA obsolete Is it new technology If so I - Link Fri, 28 Aug 2015 01:53:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 Does this technology make AA obsolete Is it new technology If so I want credit and would appreciate some assistance. by Mick Pearson on 082815 015300 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. I am an absolute outsider in the game industry. I want no part in it. Yet something happened a few days ago that I think must be shared. I think this changes everything for video game like media. First I39d approached Michael Samyn of Tale of Tales game about this. He is the only person I felt like confiding in. But he wasn39t as receptive and enthusiastic as I39d have liked. I work privately on private projects and think very little about the video game industry. I believe everyone within it is completely misleading each other and producing poor results with diminishing returns. So I am a nobody. And I am a grown man who has always worked on technology but who has no contacts or want to interface with contacts employer lawyers and bankers. So I have this tech and no real outlet. So I decided what probably makes the most sense based on what I39ve observed is to just publish this here. In some ways this is simpler than trying to make private arrangements. Now it39s possible I have egg on my face and this is nothing new. But it39s my educated guess that it39s absolutely new or otherwise it would be standard practice and a topic of study that is doggedly pursued by hardware vendors. I work with unorthodox techniques that sometimes appear anachronistic. I39m not an oddity this is just what gets results in my opinion. Creates the best images. Lately I was pressed to play someone39s game that was made with the software I am responsible for maintaining but it wouldn39t play on my workstation. So first I disabled anti-aliasing MSAA and that helped a lot but I began to long for the effect39s return. So I began developing alternative forms that are free in computational terms. And I got far until I arrived at very difficult cases. High contrast long run lines. I had a taste for no-cost AA I wanted to cross the finish line and that forced me to be creative. Now I have absolutely straight lines it looks like a movie and it isn39t AA per se. It39s a purely 3D effect. It works by using the refresh rate to superimpose the jagged staircases that AA tries to smudge. Instead of AA the eye does all of the work. The basic theory is different from AA since it cannot be captured in a single still image and it requires native resolution and the final more or less perfected technique works alright at 30fps on a 60fps refresh rate it would probably work better if the refresh rate was locked but I think personally dedicated fullscreen should39ve died 15 years ago but really requires a steady 60fps to create the perfect illusion. It39s very primitive at this stage but beats all forms of realtime 3D imagining hands down at the cost of a few instructions in the vertex shader. It comes in three or four basic varieties but I will identify the one that is probably most desirable for basic needs. This can bring television like 3D images to GPU-based integrated graphics chips. Basically it can make realtime-3D mainstream. The theory is to change the staircases that the rasterizer generates every frame ideally without moving the pixels themselves. The different versions have different trade-offs but the one that has best results right now for me doesn39t necessarily have to snap to pixels it snaps to half-pixels and can work without doing so because two frames are blended in the final image. Which can only be done if the effect is at full power since otherwise the blending causes knots to appear at the joints which can be a good thing in non-blendedblurred versions since it isolates the smoothing to the joints The shader code looks like this float4 hvp rcpViewportOut.pos.w NOTE this line is not strictly necessary when at full power with a motion blur Out.pos.xy-fmodOut.pos.xyhvp.xy sign may be unnecessary Out.pos.xyhvp.zwsignOut.pos.xy the Gamasutra form forces a linebreak in the code The fmod can be optional if you don39t mind some side effects. Not a big deal noted removing the line completely removes the pop. The vertex shader constants are setup like so half pixel version with minimal pop unsigned period 3 float staircase 0.5f-floatDDRAWnoFlipsperiodperiod-12 float c4 rcpwrcphrcpwrcpwstaircasercphrcphstaircase dx_d3d9c_vsconstantDDRAWvsPresentStatec again Gamasutra form forces the linebreak in the code Here rcpw is the reciprocal of the viewport width. noFlips is the current frame number a running count is kept. This is a simple arrangement. There are a few variables. The periodicity is one I haven39t had the urge to try to mess with after having something that basically just works. I39m not 100 positive that I39ve conceptualized the clip-space to pixel number in the HLSL shader correctly. There is virtually no documentation that I can find on the Internet that refers to this explicitly and I haven39t felt like formulating experiments. Ideally I39d like to patent this for myself and use proceeds that come from it being implemented as a hardware feature in both chips and displays to seed a foundation that will focus on a New Wave of video game like media that makes use of this techniquetechnology. I suggested making a new games initiative to Michael Samyn as an answer to his not games initiative which has run its course. This technique changes a lot of assumptions about how video games work and I foresee it splitting the history of video games into old games and new games and I think the future will look more like film and television if only because it will be a brave new world free from jagged edges and multi hundred dollar systems and expansion cards. Final note. The effect alone is quite convincing. But being primitive at this stage I combine it

Astral Spheres and Salty Tears The Journey to Liftoff for Astral - 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 August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 Astral Spheres and Salty Tears The Journey to Liftoff for Astral Breakers by Michael Migliacio on 082815 015300 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. Two people. Twelve Constellations. One Incredibly ldquoHyperdquo Star. My wife Lisa and I are both gamers. Wersquove been gamers for as long as we can remember. While she was building cities and civilizations as a kid in St. Paul I was navigating grotesque mazes packed with monsters and battling real-world opponents in arcades as a kid in Chicago. It was that love of gaming that drove us both into careers in technology. Before even meeting each other both of us dove into computer science in our college studies in order to get a peek behind the curtain of how theinteractive fantasy worlds that fascinated us since childhood werebrought to life. More importantly however it was that love of gaming that brought us together -- culminating in a small wedding ceremony kicked off by a violin rendition of Final Fantasy IXrsquos ldquoMelodies of Liferdquo seven years later. One thing that was always difficult for us however is that despite our shared love of gaming we never spent a lot of time playing games together as a couple. While I consider it a personal accomplishment as a fighting game aficionado that I successfully convinced Lisa to learn the basics of playing Rachel Alucard in BlazBlue including the infamous Hadoken and Shoryuken joystick motions we were not going to be spending a lot of time playing those games together the result was always the same. Despite my best attempts at evading detection she could always tell when I let her win. That result of certain victory was far from absolute however being completely turned on its head during gaming sessions featuring puzzle or strategy-centric titles. No matter how hard I tried no matter how hard I practiced I could never successfully overcome her strategy speed and accuracy in a game of Dr. Mariorsquos versus mode. We were at a complete stalemate. All of this led to a very interesting conversation I had with Lisa while we were both boarded up inside our home during a typical arctic Minneapolis blizzard last year how could we combine our knowledge to create something that resonates with casual and hardcore puzzle fans and fighting fans creators and destroyers alike It turns out that the answer to that question was not a simple one. After many heated discussions we decided to craft a new twist on the action puzzle genre -- one with solid familiar-but-unique gameplay coupled with a slew of unique features and modes that would be designed to resonate with gamers of all ages backgrounds and skill levels. For us this idea manifested itself in three distinct attributes Cute Having great gameplay is a start but being memorable is equally important. Tackling this problem provided a unique set of challenges how will people react to our game How can we relate to such a diverse userbase The answer was in the choice of theme the signs of the Zodiac. With individual personality traits supposedly determined by the sign under which a person is born the concept of the various Zodiac signs battling each other led to a lot of playful banter among early playtesters rooting for their own sign. Adding to this was the introduction of Kira the Star a cute-yet-fierce astral entity that would gently or not-so-gently remind players that the universe is at stake throughout the various modes of Astral Breakers. Casual Yes itrsquos a ldquodirty wordrdquo among hardcore gamers but when we talk about lsquocasualrsquo gameplay wersquore talking about something thatrsquos easy to learn but difficult to master. We wanted to create gameplay that could be explained to someone in 30 seconds or less but with enough complexity that keeps players coming back. We created an action puzzle engine focusing around the concept of the strategic deployment of special ldquobreakerrdquo spheres that could be used to simultaneously clear the playfield and make life a little more difficult for an opponent. We then tweaked this gameplay to enable support for both cooperative in the form of a survival mode where two players team up against a computer-controlled supernova and creative in the form of a mode where players can create and name their own zodiac signs complete with uniquely-generated attack patterns as well. Console While many people call mobile gaming a ldquobubblerdquo itrsquos clear that the movement itself isnrsquot going away anytime soon. Still with over 600 games launching per day on the app store many of which surviving on free-to-play mechanics itrsquos extremely difficult to get noticed. We found that a console focus was the answer for a couch-centric puzzle game like Astral Breakers that can be played with or against a friend. ldquoWithrdquo is an important distinction here -- most action puzzle games are focused on competition. There are very few cooperative modes and even fewer have creation elements. Because of this console release made the most sense beginning with the Nintendo Wii U eShop. For us feedback after creation was just as important as well. If you want to know just how resilient your gameplay designs are therersquos no group of people more helpful for testing purposes than the fighting game community. Dedicated and focused these players will rip apart and analyze engines completely poking and prodding them for weaknesses that could be exploited to gain competitive advantage. Exposing them to a preview version of Astral Breakers at Combo Breaker in Chicago gave us unique insight into how players could and would exploit the game in unique and interesting ways -- and the ability to remove any issues found before they could manifest in the final build of the game. All of this preparation hard work and analysis culminated in a

Kickstarter Problem - by Adrian Novell - 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 August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Kickstarter Problem by Adrian Novell on 082715 010000 pm 18 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. Hey there My name is Adrin Novell Creative Director of MagicGuiso a young argentinean videogame company formed by 4 people. Small but with experience as weve been working for years in the industry. . From left to right Roberto Andriuolo Musician Adrin Novell Game Designer Damin Fernndez Artist Federico Barra Programming Our first game and the only one as of right now is called SkyRider the Journey to the AirCitadel. Its important to talk about the game because the company was born and formed around it. . SkyRider in a game show I made a prototype showed it to some co-workers and they liked it. An artist a programmer and a musician said ldquoI wanna be part of thisrdquo. We didn39t want to make a company we just wanted to make a game. And we still want to. But it is a PC game it isn39t a mobile one. We can39t do it in three months. It39s a relatively ambitious game and we are really demanding about the quality of the games that we do. This is at the same time good and bad. For one side it allows us to generate really good stuff but also demands more time dedication and iteration. Also as any argentinean entrepreneurship we have to struggle with a lot of the political conditions of our country devaluation crisis instability. But something that we have in our favor regarding all that is that we now have the ability of resurging fighting and being creative. In November 2014 I quit my job in order to be available full time for SkyRider as we needed someone to take care of everything related to marketing planning level design documentation. Something like a producer executive producer game level designer. I was going to live off some savings till the game got funded. I used good part of those savings in order to travel to San Francisco and assist the GDC. I failed it doesn39t matter. It was a very different event than I imagined and I hadnrsquot properly prepared for it. . Some Japanese guys playing SkyRider at the GDC Again it doesn39t matter. The experience was great and the few people that saw the game reacted very positively to it. Only option was to keep moving forward. And where was that ldquoforwardrdquo heading to What was the next step We decided almost unanimously that it was going to be Kickstarter. Why Because we needed to find the most friendly way to get some initial funding that allow us to work full time and together. It became something necessary to have the game ready in a good and fast way. We also believed in our product and in the platform. After fighting with some huge barriers that Kickstarter have to non North-American citizens to publish we were on our way. The campaign was live but it wasn39t successful. Of 40k usd that we wanted to raise we only got 8k. And here is what I really want to talk about. Kickstarter as some good people told us helps small entrepreneurs get some funding in order to start their business. I remember some interesting projects of small companies that easily got funded while asking thousands of dollars. Without going any further in my country Agustn Cords got his project Asylum funded after asking for 100k usd. Websites like Kotaku IGN IndieGames Killscreen Polygon etc covered Kickstarter project after Kickstarter project. Press wasnt afraid of telling people how good a game looked and how much money they needed. Indie game scene was highly benefited from all of this. But a few things happened. First of all the games weren39t always finished. The promises weren39t always kept. Even more as this report says of 366 successful projects between 2009 and 2012 only a third of them had the game ready in 2014 httpevilasahobby.com20140118kickstander-only-around-a-third-of-kickstarted-video-game-projects-fully-deliver-to-their-backers. And at this sheet anyone can check how the projects are going in real time. Its groundbreaking how much of them don39t keep their promises some even don39t send their rewards httpsdocs.google.comspreadsheetsd1lFW2sjShHriYRsyuVZx4Se8Qxjw38VJk4g-7cls8cpghtmlviewuspsheets_homesletrue All of this reduces the credibility of small projects and those that want to do things right are the ones that end up dealing with the consequences. Another problem in my opinion is that some kind of ldquoGold Feverrdquo was generated at Kickstarter as people saw the money in it and then a lot of projects started coming. Some were good some were not that good and the vast majority was trash. This flood of projects scatters the publicrsquos attention and a few good projects donrsquot reach their funding goal because money is divided among all the good and the bad. The last problem I can see is that many projects and people are not having the same reach the press coverage was lesser or non-existent. The press stopped writing about Kickstarter projects. Without going any further our campaign amazed some of the press but the answer was the same ldquoWe love your game But we don39t cover Kickstarter projects anymorerdquo The start of our campaign was delayed several times for different reasons. The most recent was that we didnt want it to overlap with the E3. Curiously at the last edition of this event something really strange happened. Sony revealed a Kickstarter project Shenmue 3. It asked for 2 millions. Got more than 6. Did they need them No. But Sony wanted to know if people were still interested in a game like that. The Bloodstained project creator Koji Igarashi explicitly says in his campaign video that he is using Kickstarter to show some publishers that people is still interested in games of that genre. The press only gives coverage to these projects. Can we blame them No it makes sense from their point of view. Can we blame people of believing less and less in

Returnism The Opposite of Escapism - by Steve Bailey - Link

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 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 Returnism The Opposite of Escapism by Steve Bailey on 082715 010000 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. I39ve never liked the word 39escapism39. It39s always felt horribly loaded and somewhat complicit in perpetuating the inaccurate stereotypes that obscure gaming39s social nature. When we use it we generally understand its limitations but I think we use it for want of a better word. Over the years as I39ve come to better understand and reconcile my relationship with video games I can39t help but think in terms of a different concept I call it 39returnism39 the opposite of escapism. It39s the act of allowing yourself to be absorbed into an abstract activity because of the benefit it brings to you when you 39return39 from partaking in it. I suspect we all know this feeling very very well but we rarely codify it because no sooner do we relax and recharge ourselves than we39re suddenly off chasing after the next thing on our overflowing to-do lists. Reading a book watching a movie playing a video game I do these things because I am seeking engagement and involvement of various colours shapes and flavours. I am not desperately fleeing screaming and wailing from the unbearable horrors of my life and I39m exaggerating here for the sake of making a point of course. I am not necessarily looking to 39escape39 as a means to avoid ever having to face up the responsibilities of maturity and the challenging complexities of modernity but to better deal with them. I39m a person hence my brain is in love with abstraction and artefaction. I39m looking to let my mind and body tumble in a bunch of fresh directions for a certain while is all. To let my psyche and perceptions to become fully engrossed in something for catharsis variety novelty play the thrill of the unexpected or the lullaby or the predictable or whatever. I do this many times a day in many ways and video games are just one example of it. This isn39t to say that all relationships that people forge with games are necessarily healthy far from it. I39ll never be an evangelist for games and am glad of the fact. I know from my own bitter experiences that intimacy with abstraction is always ultimately an ambivalent thing and it39s exactly this tension that I find so compelling about the way that I relate to games. My own brushes with having to deal with various addictions and habits means that I know too well that labelling your indulgences and fixations as a way to 39run away from your problems39 is a dangerously incomplete notion. It39s a dismissive summary of the myriad processes that take place when you fall into the grip of a co-dependency. There are many facets to the allure of compulsion outside of the obvious preconceptions and a failure to understand this can make it extremely difficult for you to extract yourself from it all. Gaming should not be pathologised by default. I39m not suggesting that 39escapism39 be replaced with 39returnism39 but I that both should be considered in tandem. Returnism is certainly part of a stable relationship with games Breathe in deeply to breathe out deeply. The things you bring back with you are just as powerful and important as the things that drive you into that 39escape39 in the first place. But there never really seems to be much dialogue on this matter as with so much we focus on the objects rather than the relationships so that what becomes common perception is only a fraction of any actual story that develops between people and games. Related Jobs 08.28.15 Senior Level Designer 08.28.15 Quality Assurance Manager 08.28.15 DevOps Engineer 08.28.15 Animator View All Jobs 252312 blog blogsSteveBailey20150827252312Returnism_The_Opposite_of_Escapism.php 954911 33908973 Loading Comments

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Problem

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Designing for multi-age coop play - Link Sun, 21 Jun 2015 16:34:51

Over the course of my time developing disney infinity I ended up creating a list of player types that we regularly observed when conducting coop playtests

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Project CytrexTop-Down Horror - Link Mon, 31 Aug 2015 23:52:52

Unpaid PositionTop-Horror game with a Sci-Fi Story.Free

Black Helga searching for Producer - Link Mon, 31 Aug 2015 21:53:29

Unpaid PositionHelloMy name is Antonio Duarte Silva and Im the team lead and Game Designer at Black Helga - a collaborative and hobbyist group of people from all over the world. Were currently working on a demo for our first game Trickshot and were looking for a focussed Producer to join our team.Note this is a hobbyist project and an investment of sorts see more in The Obstacle section. For now thats all we can offer.The gameTrickshot is a sidescrolling atmospheric action-adventure game with a mixture of puzzle platforms stealth and even some point-and-click influences. Our main references are the Trine Deadlight Brothers and Never AloneIn it Addlein - a young girl gifted with magical powers - ventures off into the big scary world to find her in search for adventures. The game is heavily focussed on humor expression and non-sense but at the same time it embodies a strong and rich story with strong characters in a unique fantasy world entailing Addys growth and coming of age.The playIts a game about experimentation about trial and error and about ingenuity. The game is to empower each players style strengthening their experience by giving them a place to play and be challenged. Players are not handed weapons but tools tools that they can use to overcome the odds experiment and create impossible situations choosing how and in what way to use them.An Ice Spell freezes your enemiesbut it can also create a big structure of ice that you can climb on and escape unharmedor like Marvels Iceman create an ice trail to slide through and freeze water...The idea is to give players these suggestions and hints and see what they can come up with.The profileCapable of overseeing the development of the gameDevelops and maintains schedules and budgetsBalances ensuring that deliverables are achieved efficiently and a easy flexible developmentHighly communicative and empowers feedback and isnt afraid to discuss the games development based on thatPro-active dedicated organized and passionateA team-player looking to collaborate with others providing feedback and ideasLooking for a challenging team projectPlussesPrevious game development experienceExperience in other game related departmentsAble to double for Marketing Community ManagementNote these is just a candidate profile. Were open for all types of people and experience levels but please - when applying - forward us to some sort of page where we can check out your past workexperiences.The obstacleThis is a hobbyist project with no sort of funding. We work on Trickshot on our free times but all team members are required to give a median amount of time per week to the project. However we are quite flexible with each team member their work and personal life.We offer each team member a share of the games royalties and due credits.The goalOur goal is to develop a demo that demonstrates the games potential share it and with the publics feedback in mind run a crowdfunding campaign look for investors andor publishers etc so that we can finance the rest of the games development and have steady paychecks or at least some sum that can ease off this projects pressure.Sound like your type of thing Then contact usCheersAntnio Duarte SilvaFree

CreaByte Studios looking for a Dedicated Character Artist - Link Mon, 31 Aug 2015 13:50:05

Unpaid PositionA philosphical journey through the universes conundrums. 2D side-scroller platformer elements combo-based action combat and dynamic story events. Faded World Episode tells the story of Erospoth which in turn tells the story of the creation of the universe of Aeon Chronicles. An unexpected arrival to Erospoth creates a flaw in the universes very inner-working that sets in motion events that were never meant to be and thus you and the universe itself must take action to repair that flaw and restore balance to the natural order of things. Currently working on an Alpha to present in our Square Enix Pre-Campaign and later in the Crowdfunding Campaign.Free

Team Needs Assistant Project Manager - Link Mon, 31 Aug 2015 05:02:26

Unpaid PositionHello forum membersMy name is Ty and I am the project manager at Creative Game Tech. We are looking for strong self-motivated and dedicated individuals to join our team. We are hard at work creating some amazing content. Join us as we approach our alpha release. We are hiring talented members for the following positions Sr. Lead Programmer Ability to communicate ideas and vision to the programming team creating a monthly roadmap Have advanced programming skills C C JS and Networking Advanced knowledge of mechanics such as game state management com model singletons inheritance and C interfaces A willingness to learn new apis and ability to build new ones Ability to work efficiently and respectfully with team members Ability to resolve conflicts and solve problems Excellent people management and communication skills including tact and diplomacyAssistant Project ManagerThe ideal candidate will be analytical detail oriented highly organized and passionate about the successful orchestration of complex plans. Exemplary communication skills Outstanding analytical skills Results oriented focused and composed under pressure Be able to act upon instructions or independently Passion enthusiasm and knowledge of the gaming industry Proficient in MS Office Suite and Project Management Software Ability to update the website and project management siteRequired Fluent in communication skills. Age above 18. Ability to talk and manage proper arguments. Ability to work as a team player. Skype Voice is required.What you will gain Experience Expand your knowledge and portfolio Be part of the creative process of game design Compensation when project becomes successful via Kickstarter Free unlimited email account on our domain for the time of developmentMembers who join us will complete the NDA and Profit Share Agreement.We are excited that our team members are spread across the globe and so we use Unreal4 Trac PM Skype VCS Bit source-tree and Dropbox to stay organizeconnected.Best to contact over Skype koeanilo1or Email infoshatteredrealmcgt.comThank you.Free

3rd Person Voxel Game - Space ShooterProgrammers Wanted - Link Mon, 31 Aug 2015 02:54:23

Unpaid PositionCode Void - The game The game is about survival. Landing on a randomly generated ship you look for items and supplies to scavenge and craft valuable weapons and armor to be the best on the space ship which has been overrun with countless mercenaries. You can explore craft fight loot and build in it. There will be shops that allow you to buy items without having to find them. Followers are gain able and are command-able by you. You can craft furniture to improve the design of any room if you want to live in it or place cover to prepare to ambush an enemy patrol. There will be enemy AI mercenaries that roam the ship to scavenge the place and kill any hostiles. There will also be a leveling up system to gain better stats. The player can also gain access to certain rooms by performing specific objectives. Youre main goal is simply to survive and find a way to access the bridge to gain control of the ship. I do hope to implement multiplayer as a later feature. It was also heavily inspired by Dead Space. Any more questions please feel free to message me As of now we are a team of 2 and only 1 programmer. I have do a fully organized game design document as well.Screenshot of the gameCurrent Progress-We have begun a prototype for the random generation of the spaceship.-We added shooting mechanics damage weapon type accuracy-Currently we are working on healthOne of the suit designs. This is what the animator needs to work withWhat we are looking for- Animators The models are rather simplistic and wont require too much time- Programmers Create core features- Sound Engineer Adding sounds ranging from weapon sound effects to ambient noises.I am in search of anyone willing to help and of all skill level. If interested please add me on Skype vultsmith7 or email me atvolksmithaol.comVisit us at our temporary site httpcodevoid.wix.comcodevoid to learn more.Free

Pirates18th-century-multiplayer-gameUnreal-engine - Link Mon, 31 Aug 2015 02:38:28

Paid PositionProject TitlePiratesDescriptionAn Unreal 4 Engine GamePirates is a multiplayer combat-sim themed in the 18th century Caribbean.You are placed in the role of a pirate and will find yourself battling other pactscompeting for precious bootyand working together to pillage and plunder ports and villages. Your arsenal options consist of melee ranged and explosives.FeaturesMultiplayer combat FPSTPSDedicated server support. Up to 64 players supported.2 teams pirate factions.Colour coded with separate themes flags and symbolsCustomisable pirate player. There are no static classes. You may create your own Decide the balance of abilities and the look of your pirate. 13 full presets 5 starting 7 unlockablesMelee combat 4 directional parry system Swords axes and more unlockable weapons. Ranged combat and Explosives Matchlock Flintlock Percussion Crossbow Bow Grenade launcher Grenades and more.3 Tier market w weapon mods. Upgrade to a higher tier musket add a bayonet or an axe to it. Mod a pistol into the hilt of your cutlass.Unlockables achievements9 gamemodes to accompany the combat system Sea battles Tomb raiding Pillaging Booty hunt etc Objective versus and cooperative. Sea battle campaign features RTS FPSTPS mixed. A player on each team commands the ship while the others man the cannons or snipe. Sink the enemy ship or board and fight.Large variety of maps with unique objectivesSteam IntegrationVoiceTaunt system variety to choose from. Each full preset has its own voice library 7 are unlockables.Humour and comedic goreCustom Map and Mod SupportMultiple OS Windows Mac and LinuxFull use of DX11 Maxwell architecture features and optimisations.Design Documenthttpwww.miriscus.compiratesdesign-documentTeam NameMiriscusTeam StructureChris myself - Project lead and artist.Benjamin Roach - ArtistDaniel - ProgrammerTalent RequiredAll skillstalents are welcome if you add me on Skype I will keep you in my contacts for the future when needed.What I mostly require right now is talented 3D artists. A character modeller and an environmental artist who can tackle detailed environments.This is a next-gen DX11 game. As an artist you have my support at any-time.A spare programmer isnt necessary but would speed things up no doubt so youre welcome to apply.PayCompensationHalf paid. My budget is really low so I cant hire typical freelancers but I do not want 100 free help either.So Im willing to pay half what a typical freelancer charges to people who arent necessarily looking for money so that it will be an extra incentive extra motivation. The other half I owe you for the assets will be paid either when I get paid for big projects I freelance and can make good money on contracts or at the latest kickstarter or any fund-raising campaign that allows me to pay the other half.Why join-Well besides offering some financial compensation unlike most indies this project has a solid design document which outlines a unique and original gameand not another rip-off or copycat of another. The design document was first published back in 2011 so were before AC3 Chivalry etc.-The programmer is paid help and very dedicated but hes not just in it for the money he loves the idea and thats ultimately why hes on-board.We have our combat system coded ranged explosives and melee w game-modes team structure player controller ship controller 3d ocean environment including underwater weatherskytime-of-day etc.-We estimate that by Jan 1st after obtaining only 2k followers piece of cake we will be able to raise at least 100000.Give the design document a good read this game has a lot of mechanics and features to offer.All we need to do is just show the public some of these fun mechanics and features in action.IndieDB Pagehttpwww.indiedb.comgamespiratesContactSkype DIFTOWPhone 954 470 6628Paid

Unreal Engine 4 game looking for programmer and designer. - Link Sun, 30 Aug 2015 16:26:18

Unpaid PositionEscape Machines is an AAA sci-fi tactical shooterstrategy with awesome story graphics music and gameplay. See more info on httpstore.steampowered.comapp363490Most of all we need a programmer on Unreal Engine but also we need designers.Thanks youAlexFree

Looking for Artists for mostly completed game. - Link Sun, 30 Aug 2015 04:11:36

Unpaid PositionIntroductionLooking to make a team for a game. I am a competent programmer but have the artistic skills of a 5 year old.The game itself has most of the parts finished except for the art. I still have to put it all together but other than that it is completed in terms of programming. Minus a little extra ideas I may be able to toss in there.Looking for2D sprite artist2D environment artistConcept ArtistExplaining the ConceptThe game is set in a Sci-Fi universe. The concept is basically upgrading your character with the enemies you kill. It is not going to be gruesome. I want it to be more cartoon like. Very android like.CompensationDepending on how good you are I may pay you just because I was that impressed. However this is not a paid position and it is mostly a hobby project. If we continue it together and build and polish the game. Then a percentage of any sales would go to my team. I am not one to be greedy so it would be 333333 or split across whoever the team consists of.ConclusionIf you are interested in this please message me. I have skype and email.Free

in-engine tool vs external tool - Link Wed, 02 Sep 2015 14:22:27

Im in the process of creating an RPG and recently discovered that I can extend unity3d editor to create tools inside it. Inmediatly I thought I could make my dialog editor inside unity but the lack of proper documentation and other considerations have cooled my entusiasm. Do you think it is a good idea My first approach was to code my dialog tool in CQt. The disadvantages are that I have to code the dialog parser again in C instead of reusing the game parser. Advantages it is engine independent. The Unity integrated tool has the disadvantage that documentation is scarce oriented to old style gui OnGUI based and the advantage is that it would be integrated in the engine if that is and advantage and reuse the dialog parser. What do you think about this

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Floating Point Softwares is an Indie company started in 2015
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Currently we also offer non-game related solutions, 
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