Page:45 - News Archived: 3437

Title Date
Review of BattleTanx Global Assault PlayStation - Link Thu, 20 Aug 2015 11:50:17

BattleTanx Global Assault PlayStationDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

Review of Army Men 3D PlayStation - Link Thu, 20 Aug 2015 11:49:35

Army Men 3D PlayStationDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGet over herequot

Review of Rambo III Genesis - Link Thu, 20 Aug 2015 11:49:14

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

Review of The Legend of Zelda NES - Link Thu, 20 Aug 2015 11:48:29

The Legend of Zelda NESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotJobs done.quot

Review of Small Soldiers PlayStation - Link

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

Video Concocting The Witcher 3s dynamic crafting-based economy - Link Fri, 28 Aug 2015 15:57:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Video Concocting The Witcher 3s dynamic crafting-based economy August 28 2015 By Staff August 28 2015 By Staff Post A Comment More ConsolePC Indie Programming Design Video Vault CD Projekt Red39s recently-released open-world game TheWitcher 3Wild Hunthas been praisedforits complex in-game crafting system anditsdynamic economy and manydevelopers can learn much from studying how the Polish studio made the two systems work together without breaking the game. At GDC Europe 2015CD Projekt Red senior gameplay designer Matthew Steinke said his dream in designing the economy ofWild Huntwas to create ldquoa gameplay mechanism to bind the world togetherrdquo but the reality of doing so proved difficult. During his hour-long talk he outlined some of the challenges he faced and explained how they were surmounted through canny use of among other things economic theory durability mechanics and spreadsheets. Lots and lots of spreadsheets. Steinke39s presentation was highly informativeandyou can nowwatch the whole thingfor free over on the GDC Vault. It39s well worth your time especially if you love designing economic and crafting systems in games. About the GDC Vault In addition to this presentation theGDC Vaultand its newYouTube channeloffers numerous other free videos audio recordings and slides from many of the recentGame Developers Conference events and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC GDC Europe and GDC Next already have full access to GDC Vault and interested parties can apply for the individual subscription viaa GDC Vault subscription page. Group subscriptions are also available game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via theGDC Vault group subscription page. Finally current subscribers with access issues cancontact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech Related Jobs 08.28.15 DevOps Engineer 08.28.15 Database Engineer 08.28.15 Web Applications Engineer 08.28.15 Mobile Platform Developer View All Jobs Top Stories Next News Story View All 252533 newswire viewnews252533Video_Concocting_The_Witcher_3s_dynamic_craftingbased_economy.php Loading Comments

How our game about the migrant crisis Passengers took shape - Link Fri, 28 Aug 2015 14:53:00

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

How Heat Signature has shifted focus away from...heat signatures - Link Fri, 28 Aug 2015 13:55:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 How Heat Signature has shifted focus away from...heat signatures August 28 2015 By Phill Cameron August 28 2015 By Phill Cameron Post A Comment More ConsolePC Indie Design BusinessMarketing Exclusive Tom Francis has been chronicling the development of his game Heat Signaturein great detail ona frequently updated blog. Thegame has seen a major shift in focus over the course of developmentit started out being about sneaking aorund in the vacuum of space but gradually became more about sneaking around and engaging in combat inside of spaceships. Initially the focus was on the titular heat-based stealth asplayers wouldmanage the Heat Signature of theirvessel through thruster use slipping under enemy sensors to dock and board them. Because thedevelopment process onHeat Signatureis so transparent there was an impetus to give the mechanic and the game a name at an early stage. Butas time wenton less and less emphasis has been put on this mechanic. Francis says that this isnot necessarily because itrsquos weak but because development has lead him in other directions. Now managing your heat signature as you travel through space is just one element of many mechanics and one that hersquos actually having some difficulty communicating to the player. quotIrsquom always very conscious of this threshold that wersquore quickly approaching where the amount of work Irsquom putting into making this system understandable to people is not proportional to how much fun it adds to the game. quot ldquoI wrestle on a regular basis about whether itrsquos even needed any morerdquo he tells me. ldquoBecause people just donrsquot seem to understand it. Itrsquos very intuitive to me and to my artist Jon but whenever new players play it they think heat is the same thing as speed or they just get very confused about whatrsquos generating it.quot quotTo me itrsquos very obvious that when yoursquore thrusting thatrsquos heating you up and when yoursquore not yoursquore cooling down and we do explicitly tell you that. Now wersquove added a heat bar but Irsquom always very conscious of this threshold that wersquore quickly approaching where the amount of work Irsquom putting into making this system understandable to people is not proportional to how much fun it adds to the game. Probably if I could go back in time I would scrap it entirely but Irsquom a bit too invested at this point.rdquo Since the focus has shifted indoorsFrancis tells me that he has toyed changing the name of the game to quotGo Inside Spaceships.quotHe concedes that that might bea bit too literal. ldquoIt used to be that every ship in the galaxy had a heat sensor so all of them required lsquoheat stealthrsquo to approachrdquo he continues. ldquoNow only some of them have these sensors because we found itrsquos a much better first experience for the player if they donrsquot immediately hit a heat sensor because theyrsquore something that take a long time to understand.rsquo quotEveryonersquos first experience was to go full pelt full heat slam into the hull of a ship right past its heat sensor get detected immediately and then blown up. Almost every single person did that and none of them understood why they died and it was just too much too soon. Wersquove nowlimited them to just some ships so people have a chance to get used to the basics before theyrsquove introduced to that. Itrsquos a weird thing because it was in there from the start and Heat Signature was always going to be about going inside ships and the lsquoheatrsquo thing was just a vague theme and title.rdquo Appropriately this problem is one that Francis ran into with his previous game Gunpoint.That one was also named before hersquod settled on a final core mechanic. He initiallybelieved the game would focus onholding guards up rather than rewiring buildings. I ask him if he worries that hersquos going to run into a similar problem here where the name doesnrsquot really match the game that hersquos ended up making. ldquoIrsquom not too worried about the name becoming irrelevantquot he says. quotThe look of the game is all these brightly colored vapor clouds of random colors. The setting is a massive massof those clouds and the reason that yoursquore there and the reason that everyone is there is that those clouds mask your heat signaturesfrom the outside galaxy.quot But he says that he39s still committed tokeeping the heat stealth as a secondary element in the game. Removing it entirely--wellat this point that might look a bit sneaky. 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 Top Stories Next News Story View All 251494 newswire viewnews251494How_Heat_Signature_has_shifted_focus_away_fromheat_signatures.php Loading Comments

Funding for smaller developers Tips from the Game Career Guide - Link Fri, 28 Aug 2015 12:25:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Funding for smaller developers Tips from the Game Career Guide August 28 2015 By Brandon Sheffield August 28 2015 By Brandon Sheffield Post A Comment More Indie Production BusinessMarketing This article appears in the 2015 annual Game Career Guide.You can read or download the whole thing HERE GETTING FUNDING IS ONE OF THE MOST DIFFICULT THINGS FOR ANY DEVELOPER LARGE OR SMALL. Unless you39re making games purely as a hobby you39ll need money to live for software tools and for licensesndashand so will the people you work with. While there39s definitely no sure-fire way of getting money I propose a relatively new model that gets publishers and platform holders to pay for you to make the games you want while you keep your IP ndash you just may not get to finish your dream project in one fell swoop. It39ll take time and incremental steps as you work gradually toward a final product. BUT FIRST SOME BACKSTORY The game industry is always changing. Once consoles were king in the U.S. and Japan and PC ruled Europe. Now mobile is crown prince of Asia and Steam makes up a lion39s share of most independent game developers39 revenues in the West. One of the bigger recent changes as far as I39m concerned is the rise of the independent developer. The ldquobedroom programmerrdquo was common in the Amiga days but small studios were deemed unsustainable for quite some time as console games got bigger and teams needed to grow to match. This meant the large teams making games like your Call of Dutys or Assassin39s Creeds kept getting bigger. The mid-sized developers most of whom were working on licensed or budget titles wound up finding they had no business. After the Wii ceased to dominate there was no more room for a mid-tier game. But at the same time indies rose up as digital platforms increased in popularity. Suddenly it was possible to be a team of around 5 and make a game like Braid Castle Crashers or Minecraft and do very well for yourself. That was around the early days of the Xbox 360 and PlayStation 3 in the mid-late 2000s. Now indies seem to be everywhere and we hear as many stories of abject failure as we do of smashing success. But there39s a good side effect of all thismdashright now indies are a bit of a buzzword. That39s gross I acknowledge that But it can be used to your advantage. For one thing platform holders especially new ones see the appeal of indie games and want to capitalize on that. Think about the PlayStation 4 announcement at E3 a couple years back. They were considered to have ldquowonrdquo E3 in that particular year in large part because they seemed so human and reasonable. Part of that was because they brought a lot of indies for whom consumers have some sympathy up on stage. Platform holders also know that indies are relatively affordable in terms of budgets so they may be more interested in getting into funding with the potential of a larger payout later. While you39re not as likely to get big money out of Sony or Microsoft as you might have three years ago newer smaller platforms show up all the time hoping to get their slice of the pie. And then on the other hand you have thelarger indies like The Behemoth indiefund orMojang who now sometimes fund other indiesusing the spoils of their earlier success. Likewisesmaller publishers like Devolver Digital have risento publish and promote smaller indie games togreat success. It39s these types of folks to whomyou have to appeal if you want to get funding inthis day and age as a smaller developer. Read or download the full 2015 Game Career GuideHERE A CASE STUDY I39ll explain the model by way of example using a game that we at Necrosoft Games managed to get funded twice so far. Our first gameGunhouse was funded from its inception by Sonyfor its fledgling now defunct PlayStation Mobile platform. We had prototyped Gunhouse as a game jam game and Sony needed games quickly for its new platform so it was a good fit. We didn39t exactly finish Gunhouse quickly but that39s another storymdashwhat matters is Sony funded the project and we kept the IP and were able to self-publish. While we didn39t make revenue from the project we now had a complete game that we could do whatever we wanted with. So after the exclusivity period of two months ended we brought the game to Windows Phone through a grant program that Microsoft had at the time called AppCampus. Personally I think we should get some sort of achievement for getting both Sony and Microsoft to fund the same game but there39s nobody to award it. Too bad. Maybe we should make ourselves one. Anyway we pitched Gunhouse to Microsoft as essentially Gunhouse 1.5. It would be called the same thing but it would have a lot of improvements. We improved the store and the weapon selection feature. We added enemies stages and feedback such as screenshake. We improved the way the game plays in a bunch of ways but not enough to call it a sequel. Essentially it was like Microsoft paid for a version up patch. In the process we also brought the project from Sony39s PSM Studio SDK to Unity meaning the game was now much more portable. We still got to keep the IP and self-publish. Why would Microsoft do this Well at the time Windows Phone also needed more games and PlayStation Mobile wasn39t a huge market so they weren39t concerned that the market for the game had already been exhausted. Now we39re trying to get the ldquofinalrdquo version of the game funded by a third party in which case we39ll release the game on iOS Android and PC. But while we wait for that final round of funding we39ve ported the existing version of the game to Amazon39s phone and tablets. It39s another small market that doesn39t cannibalize potential future sales because it39s a relatively isolated platform but one where the platform-holder can promise deck placement or marketing if you pitch them properly. Since the game is now in Unity it only takes a couple

Game Design Deep Dive Rocking the Wii U GamePad with Runbow - Link Fri, 28 Aug 2015 04:00:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Game Design Deep Dive Rocking the Wii U GamePad with Runbow August 28 2015 By Alex Rushdy Thomas McCall August 28 2015 By Alex Rushdy Thomas McCall Post A Comment More ConsolePC Indie Design Exclusive Deep Dive Game Design Deep Dive is an ongoing Gamasutra series with the goal of shedding light on specific design features or mechanics within a video game in order to show how seemingly simple fundamental design decisions aren39t really that simple at all. Check out earlier installmentson rocket jumping in Rocket League theheredity systemof Hero Generations and the traffic systemsofCities Skylines. Also dig into ourever-growingDeep Dive archivefordeveloper-minded features on everything fromAlien Isolation39s save system to the digging mechanic in SteamWorld Dig. We39re from 13AM Games an upstart studio from Toronto working on our first game Runbow a nine-player platforming party game exclusive to Wii U. Runbow trailer began as a jam game at the Toronto Global Game Jam back in January 2014 and has since grown and evolved into its final colorful and action-packed form. Today we want to talk to you about our Wii U GamePad-specific party mode ColourMaster and offer some insights on GamePad and asymmetrical game design. What Designing a meaningful asymmetrical play experience with the Wii U GamePad The Wii U GamePad is a tempting piece of hardware but it is criminally overunderused in many games. So many games simply use the GamePad for its second screen mirroring the image between the screens. This isn39t a bad thing -- after all we do it for 75 percent of Runbow -- but what separates those developers that manage to use the GamePad well How do you add more game without shoehorning in features As a small team we didn39t have the resources to add tons of new content to Runbow mid-production but we wanted to use the hardware in a way that complimented how people already enjoyed the game. We came up with a game mode that modifies our core quotRunquot mode which usually features as many as nine players in a foot race. In ColourMaster mode the player holding the GamePad becomes an incredibly powerful being capable of dropping obstacles making platforms disappear and messing around with the remaining eight runners. It is one of our most requested modes at playtests because of how it builds on the core game. Why we did what we did At the office we get a lot of mileage out of our Wii U. We enjoy the local party games it offers but as designers we also like analyzing examples of asymmetrical gameplay good or bad. We realized that games that use the GamePad well use it to create a meaningful play experience for players. Our goal was to design an experience that Games like NintendoLand received a bevy of press for being the archetype of GamePad design but for us the brilliant yet underappreciated Game amp Wario offers a lot of elegant uses of the hardware. At a party with four strangers you can get Islands Fruit or Sketch going with only the most basic of explanations. Another shining example of elegant GamePad use is Tank Tank Tank39s quotMy Kongquot mode where the person with the GamePad is a giant gorilla terrorizing three little tanks played by everyone else in the room. Designing an experience that builds on core gameplay rather than one that adds a whole new type of game enhances the round-by-round experience of the game. The physical passing of the GamePad turn-by-turn actually improves the strategies of both the GamePad player and the other players. For example when you get to play as the menacing Kong in My Kong you not only learn a whole new set of abilities but also gain insights into how to better play as a tank based on what your friends usually the more successful ones are doing. For Runbow the design team sat in a room with pencils and paper and started drawing ideas that fit these themes. There were some wacky ideas thrown around including a concept featuring Pinball and one called quotSlippery Man Strong Man.quot Trust us. It was hilarious. In the end the simplest idea came from noticing how the background color swipes looked suspiciously similar to someone swiping an object across a touch screen. ColourMaster was born. 82328232 Simple intuitive control scheme The quotasymmetricalquot part came quite naturally. We would modify our standard quotRunquot mode and let the ColourMaster swipe colors in to stop the players from reaching their goal. This ended up creating seizure-worthy visuals and game-breaking play stoppages. In the end the only background control the ColourMaster has is in the ability to change the direction of the swipes but the simplicity of the touch screen swiping and dragging felt like something worth building on. Builds on core gameplay We sifted through the power-ups we had already programmed such as Lightning stuns all players Control Swap scrambles player controls and Black amp White makes everything monochrome and gave the ColourMaster direct control over when they occurred. Now instead of having these occur randomly when players grab power-up boxes they are attacks that players have to counterplay and survive. Building on this we looked into creating powers that would combine with these to really give the ColourMaster a wide array of attacks. This is where we added Paint Blobs to erase colored platforms Bombs to explode runners and the Grey Man a runner you can control for a short time. Next we took a cue from other touch screen games and how they offer their mechanics to new players big icons touch interface. Apart from some arrows to communicate the need to drag icons on to the screen we39ve never had to explain much to players about what to do. The touch screen language has translated really well thanks to the last decade of phones and tablets. We also learned a lot from MOBAs and MMORPGs about how to communicate spell cool downs when the player uses an attack from their tool bar it greys

Blog Kickstarters changed and its a problem for small devs like us - Link Fri, 28 Aug 2015 04:00:00

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

A week into a successful Greenlight and Kickstarter one-two punch - Link Thu, 27 Aug 2015 14:12:00

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 Launching Steam Greenlight KickStarter One week in top 25 and 50 funded by Dustin Hendricks 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. An Introduction I hate marketing.I hate talking about itand I hate doing it.I do howeverlike to be helpful to others in the indie developer community ifin some small wayI can.So here I am talking about mymarketing experiences.There is already so much advice out there on how to create successful Steam Greenlight and KickStarter campaigns.I want to just plainly tell you what I have done my thought process along the way and the results I have seen in the form of actual analytics. I am a solo developer that hasrun a failed KickStarter and a successful Greenlight campaign in the past. Both had zero marketing effort put into them aside from the campaign pagesthemselves. Both of these experiences have taught me a good amount about each platform39s processes which has helped a lot when developing my currently running campaigns for my newest gameTrial by Viking.One thing thatI have learned for instance is that a KickStarter campaignrequires a huge amount of effort in order to reach your goal and that Steam Greenlight depends almost entirely on your Greenlight page. Aside from the obvious reason that one is soliciting money and theother is only soliciting votes another main reason for thisis where your campaign39s traffic comes from which I will get into more detail about later inthis post. I have been planning Steam Greenlight and KickStarter campaigns forTrial by Vikingfor close to a year now. I had planned to run the campaigns back in late 2014 but there has always been a reason to hold off for just one more month.I firmly believe if I had launched back when I had originally planned to I would not have found the level of success I have had so far. The game was not far enough along and I don39t yet have thereputation that let39s people knowthis game will eventually look better. I thinkthe less history you have the farther along in your project you will have to be in order to prove to your backers that this game will be good. They need to see it. You need to show it to them. Preparation If you are planning campaigns hopefully you have been building some support for the gamelong before your launch date. I have been trying to get the word out about Trial by Vikingsince I started development in December of 2013 by sharing images and clips on social media updating forum devlogs and even going to tradeshows like GDC and E3. I39ve joined social media groups like Indie Game Developers on Facebook and made sure to keep my friends and family in the loop about what I have been working on as well.It39s a slow process usually but even a small initial blast of support can help snowball your project into a slightly bigger spotlight. I and probably most of youtend to believe the most important part of preparation is putting together a really great looking video. I am lucky to be good friends with a really talented video producer Joey Fameli joeyfameliof tested.com who helped me put together Trial by Viking39s campaign videos. Everything from the music pacing to how to draw audiences in to the game39s world were carefully considered. I probably captured game footagefor this video 5 or 6 times because I kept adding new things to the game that I thought looked cool or were otherwiseimportant to show. Luckily I had invested in anElgato Game Capture HD device which allows me to record HDMI video from one computeronto a second computer somewhat painlessly. We used Adobe Premier to edit the footage and music into a pretty cool looking video of the game. Another incredibly important but sometimes neglectedpiece of preparation is your branding images. This is the cover art of your project. It39s the small image that people will have to click on in the KickStarter listsor Steam Greenlight queue in orderto find out more about the project. Believe it or not some people onlyclick on the ones that catch their eye so this can be very important. If you are receiving less than stellar organic traffic for your projects it may be due to your cover artwork not connecting with viewers. The cover artwork for Trial by Viking was created by the talented Nerijus Civilis FrontNC and I feel very lucky about that. I reached out to press and game casters YouTubers Twitch Streamersbefore launch. You should probably be building a press contact list all of the time. Very few press emails get opened and even fewer get a response. The more people you send your game39s news out to the better. Just be sure the people you send emails to cover the type of news you are trying to spread. For instance don39t send emails about a KickStarter project to editors at sites that don39t do KickStarter coverage. Be succinct but include everything they will need especiallya link to a presskit for press emails. While this could be a fluke I find that plain text emails have better open rates than HTML formatted emails. I used to send emails one by one all individually written and personalized. I later realized that only 10 of my emails were even getting opened and I am a one person studio with only a small amount of time. I finally gave in and loaded everything I had into MailChimp39s free version a web application for managing mailing lists. It has a lot of helpful tools that allow you to categorize sections of your list for instance marking contacts that would be interested in a crowdfunding campaign or separating game broadcasters from press. It allows you to target your emails better and even gives you some analytics about open and click rates.I also made sure to have all of my launch day emails drafted before hand. Launch day isa hectic day and you won39t want to waste any time. One of the people I had reached out to Vinny Parisi

Games as art and the time-waster A look at Machinalism - Link Thu, 27 Aug 2015 13:10:00

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 Art movements in video games Machinalism by Oscar Barda on 082615 010900 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. In the last instalment of this series a whiiiile back because Irsquove been up to a lot of other very exciting things sorry x we talked about Justwalkingism an art movement in video games whose founding principle was stripping games of action mechanics to let the player be manifested into the game world as-is with little to no agency over their surroundings creating a range of emotions and feelings singular to situations. I took the easy road. People already think of these objects as art-games because distance is often considereda key aspect of art as we know it. And those Justwalkingist gameswhich you canrsquot act upon touch or approach are made mechanically distant from us much like in a museum or gallery. This sacralised distance helps us consider art from afar as objects worthy of our regard. Another factor in explaining that perception is probably the generally slower pace of those experiences freeing up the mind from thinking about objectives and goals and ways to game the game one could assume that more space is created for the playerrsquos mind to wander or ponder the poetry of the path of thy feet. And now we take the road less traveled by Machinalism in video-game art and talk about Free to Plays Match 3s and other games that one mostly ignores in a debate about art and games. Victory screen of the Windows 95 Solitaire As a foreword I wouldn39t sayldquoCandy Crush is artrdquo but Machinalism as an art movement can be explored and defined by objects that are not oeliguvres but rather objects with similarities.So maybe this one article should skip the ldquoartrdquo in ldquoart movementrdquo but hey itrsquos a series of articles and a relatively new medium so letrsquos skip the niceties andanalyse the qualities of these Machinalist mechanics. Machinalism in action Letrsquos start with an experiment Play a little bit of the ones we39ll come to callMachinalist games Bejeweld or the Windows Solitaire or Farm Hero Saga or any of the thousand similar games basically search for either ldquocandyrdquo or ldquomaniardquo or ldquosagardquo on your favourite app store and play some of the first thing that comes up. And when I say ldquosimilar gamesrdquo I think that we both know what kind of games Irsquom talking about. Not match-three or card games in particular but you knowhellipldquothoserdquo games. Some of us refer to them dismissively as ldquotime wastersrdquo others as ldquopuzzle gamesrdquo clinging to the outdated 90s classification but we can probably agree on one thing those games have something in common even though itrsquos hard to pinpoint what exactly. Go ahead I39ll wait for you to come backhellip hellipSo now that you played some of it letrsquos talk what can you say about your experience with this game Probably not muchhellip Maybe nothing right Thatrsquos the incredible power of those games despite giving us control and agency despite allowing us to talk to them we remain mute hushed in their unfolding. Games that arenrsquot without event but virtually without result or trace. Is that not strange What then are the characteristics of such an experience so enclosed in the game or so abstract that we can play and go through it but it remains impermeable to words. While overall we could make a broad statement it was ok the minute to minute gameplay cannot be told the way one would recount their last Starcraft game or that level you went through in an FPS. They appear eventful but each instance of the game feelsdeeply unmemorable. But why It seems to me that these game make us change gear. We enter a state of half meditation where conscious thought is switched off where we are but actions fingers dancing on the screen. I is absent and bystanders will say the player is lost in thought as if per the classical image of ourselves as spirits trapped within a flesh vessel identity or consciousness could escape that envelope and be at one with the game while our body merely serves as passive gestural links between the two. Breathe in and out in Forest by Mark Ivey The quality of emptiness A minute ago I was somewhere in between my past worries of yesterday and my anxieties about the future in a rattling subway wagon. But now that I have taken my phone Now I am in the present whole lost in the contextless resolution of level 32 of Gummy Drop or Yummy Mania. I am naught but the solver of this game deeply immersed in it. It must be terribly frustrating for the people wrestling with the creation of a deep immersion in the latest FPScampaign to see Frozen Free Fall create such a strong albeit less memorable feeling of engagement. And yes a lot of the game industry spits on those games yes a lot of people think they are less deserving of our respect but should we not consider them At least to wonder for awhile how and why they can create such deep bonds with the player What seems to make those games so successful istheir flow this moment of suspension where things are never too hard nor too easy where every parameter and metric needed to solve the puzzles are under my nose where every move is without sense or meaning. No words no need to verbalise or ponder just stay here ensconced in this deep lethargy of a playstate. Here take those light-shows and cute sounds thatrsquoll please your reptilian brain. It is funny to think how they seem to be the polar opposite of point and click games whith their solutions hidden in very verbal contextual and meaningful combinations their clues scattered so the solution is always hidden and their actionless unfoldinghellip A peaceful state of play People often believe that meditation is just sitting on your ass thinking about white for a while until your brain blanks

Designing a jump in Unity - Link Thu, 27 Aug 2015 12:45:00

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 Designing a Jump in Unity by Daniel Fineberg on 082515 012200 pm 6 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Cloud Critters is all about jumping. Our goal was to combine the one-touch simplicity of Flappy Bird and Donrsquot Touch the Spikes with the nuance and high-score potential of arcade games such as Geometry Wars. The jump in Flappy Bird is a fixed size sending the player a certain distance every time. We decided early in the development of Cloud Critters that we wanted a jump with variable height and power - something closer to Super Mario or Metroid. This would give the player more control over their positioning. Here is a breakdown of the process we went through to get a jump that felt just right with some simplified code examples in C for Unity. NOTE For the sake of demonstration each of these JumpRoutine coroutines are called by this Update void Update ifjumpButtonDown jumping jumping true StartCoroutineJumpRoutine In a real project you would ideally handle all physics-related behaviour in FixedUpdate. The Constant Force IEnumerator JumpRoutine rigidbody.velocity Vector2.zero float timer 0 whilejumpButtonPressed timer jumpTime Add a constant force every frame of the jump rigidbody.AddForcejumpVector timer Time.deltaTime yield return null jumping false Pros A big difference between the largest and smallest jump gives the player a lot of control over the jump heightdistance. Cons Adding the same force every frame causes the character to accelerate over time giving the jump a heavy jetpack feel. The ZeroGravity IEnumerator JumpRoutine Set the gravity to zero and apply the force once float startGravity rigidbody.gravityScale rigidbody.gravityScale 0 rigidbody.velocity jumpVector float timer 0f whilejumpButtonPressed timer jumpTime timer Time.deltaTime yield return null Set gravity back to normal at the end of the jump rigidbody.gravityScale startGravity jumping false Pros No acceleration over time - the character reaches maximum jump speed on the first frame. This is closer to the jump in the old Super Mario games. Cons The character keeps going for several frames after the player lets go of the jump button. This means the minimum jump is quite large. The Velocity Cut IEnumerator JumpRoutine Add force on the first frame of the jump rigidbody.velocity Vector2.zero rigidbody.AddForcejumpVector ForceMode2D.Impulse Wait while the character39s y-velocity is positive the character is going up whilejumpButtonPressed rigidbody.velocity.y 0 yield return null If the jumpButton is released but the character39s y-velocity is still positive... ifrigidbody.velocity.y 0 ...set the character39s y-velocity to 0 rigidbody.velocity new Vector2rigidbody.velocity.x 0 jumping false Pros Very precise control over the peak of the jump. The character starts falling as soon as the button is released. Cons While the maximum jump arc is smooth smaller jump arcs have a sharp peak that doesnrsquot feel so nice. The Just Right IEnumerator JumpRoutine rigidbody.velocity Vector2.zero float timer 0 whilejumpButtonPressed timer jumpTime Calculate how far through the jump we are as a percentage apply the full jump force on the first frame then apply less force each consecutive frame float proportionCompleted timer jumpTime Vector2 thisFrameJumpVector Vector2.LerpjumpVector Vector2.zero proportionCompleted rigidbody.AddForcethisFrameJumpVector timer Time.deltaTime yield return null jumping false Pros The player has a lot of control over the height of the jump and the arc of the jump is always perfectly smooth. No floaty jetpack feel either. Cons NONE ITrsquoS PERFECT . And that39s how we chose our jump Obviously which jump model suits your game is entirely up to you. Download Cloud Critters on android or iOS to see how it turned out. Related Jobs 08.28.15 DevOps Engineer 08.28.15 Database Engineer 08.28.15 Web Applications Engineer 08.28.15 Mobile Platform Developer View All Jobs 244650 blog blogsDanielFineberg20150825244650Designing_a_Jump_in_Unity.php 999821 35496163 Loading Comments

Google Analytics in a PC game A tutorial - Link Thu, 27 Aug 2015 04:01:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS 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 Google Analytics in games by Nemanja Bondzulic on 082515 012200 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. During the development ofSUPERVERSEgame we needed a way to track how the players interact with the game what kind of hardware are they playing onscreen resolutions operating system and similar informations. This kind of datawill be handy for debugging purposes but also for examining behaviours and patterns in player interactions. Of course we needed a solution for this and the choice was between these three options First two options seemed more costly in terms of time or money needed to have them running so instead we decided to try using Google Analytics to track and report game events. Using Google Analytics has been quite popular for the web sites and mobile apps lately but this is not the case with the desktop PC software. The reason for this is most probably the lack of easy-to-usepre-packaged solution in the form of SDK that you could just plug in to your project such is the case for iOS and Android apps. Basic setup In order to start tracking events from your game you need to That39s it. Or if that wasnot enough detailed for you read on for step by step tutorial how to add Google Analytics tracking into your PC game. Communication Sending data to Google Analyticscan be achieved using either GET or POST requests. Google Analytics allows secure data transfers by relying on HTTPS protocol but also plain HTTP can be used. For the matter of simplicity we39ll be using unsecured HTTP POSTrequests in this text. For our game we39ve utilizedlibCURLas it handles communication well and we39ll be eventually using it for some other tasks. Opening a TCP socket on port 80 and sending an HTTPPOSTrequest shall do the job equallywell. void Send2GoogleAnalyticschar postdata char useragent CURL curl_handle curl_easy_init if curl_handle curl_easy_setoptcurl_handle CURLOPT_URL h t t p w w w . g o o g l e - a n a l y t i c s . c o m c o l l e c t PLEASE REMOVE THE SPACES FROM URL ABOVE - THOSE WERE ADDED AS WORKAROUND TO GAMASUTRA39S EDITOR THAT MESSES UP THE REST OF TEXT AFTER URL curl_easy_setoptcurl_handle CURLOPT_USERAGENT useragent curl_easy_setoptcurl_handle CURLOPT_POSTFIELDS postdata curl_easy_performcurl_handle curl_easy_cleanupcurl_handle Post data postdata postdatavariable should point to the string that contains all the information you want to send to Google Analytics. Required information for every Measurement Protocol request are Name Parameter Example Description Protocol Version v v1 The protocol version. The value should be1. Tracking ID tid tidUA-123456-1 The ID that distinguishes to which Google Analytics property to send data. Client ID cid cidxxxxx An ID unique to a particular user. Hit Type t tpageview The type of interaction collected for a particular user. API may change in the future please consultMeasurement Protocol reference documentation So the exemplar postdata may look like postdatav1tidUA-123456-1cidUUIDtpageviewdp2FStart20screen User identification UUID In order for Google Analytics to figure out that the data is coming from the single user you need to sendclient ID parameter with each HTTP request. This parameter expects theuniversally unique identifieruuid and you can generate one using code likethis. Once you generate a random uuid you should store it and use that uuid next time the game is started. This will make Google Analytics know that the player currently playing is the same one that played the game last week - even if he quit the game in the meantime. Game version and operating system useragent Google Analytics tracks the browsers and their version numbers as well as the operating system the browser is working on. We can use this to track our game39s version number and the system it39s running on by providing this information in the form the user agent string e.g Superverse0.3 Windows NT 6.2 Windows system version number can be obtained by callingGetVersionEx. Windows NT 6.2 inthe example actually marks Windows 8.0. Tracking data Once you have those basics in place you can start sending Google Analytics information of interest for your measurements and tracking. Two most basic types of hits arepageviewandevent but there are others such astransactiontimingsocialexceptionanditem. Each of those iswell documented in the reference guide. Session In order to see when the player started the game and how long her played it you should start a session and end it before she leaves the game. This is achieved by appending following commands topostdatastring scstart scend Sessions could also be used to mark beginning and end of player playing the match or the level within the game. Reporting frequency Googledefineshow oftendata can be transmitted to them. The gameshould not be sending data more often than once in two seconds.In addition to that the number of events is limited to 500 hits per session. However those limitations should be more than enough for tracking happenings in your game. Putting it all together Tracking events should be seamless and asynchronous task that has no impact on other components of the game. Suggested solution would be to have a buffer of requests that39s being filled from the main thread of the game whenever you like to track some information. On the other hand there should be a background thread that processes the buffered requests and sends them to Google Analytics making sure the sending rate is acceptable to Google and doesn39t break the limits and quotas they have in place. Related Jobs 08.28.15 DevOps Engineer 08.28.15 Database Engineer 08.28.15 Web Applications Engineer 08.28.15 Mobile Platform Developer View All Jobs 252136 blog blogsNemanjaBondzulic20150825252136Google_Analytics_in_games.php 531815 20621293 Loading Comments

Senior Level Designer Ready At Dawn Studios - Link 2015-08-29

Responsibilities Development of design documentation for level progression flow level layouts and 3D block-outs for in-engine playtesting. Bring new ideas to the table in regards to every facet of the game mechanics story missions and more Work closely with the artists and programmers to take ideas from conception to implementation Skills Required Minimum 3 years design experience Good oral and written communication skills Able to focus and work without micro-management Ability to take direction and accept critical review of your work Clear understanding and appreciation of schedules and milestones 3D game level building experience Ability to create fun and exciting gameplay using a complex array of mechanics. Strong understanding of aesthetics as it relates to level layout and presentation Passion for and broad knowledge of console games with an ability to critically analyze them Additional Skills Pluses Understanding of basic programming or scripting languages LUA Perl JavaScript etc a plus Maya experienceltimg srchttpfeeds.feedburner.comrGamasutraJobs4WH_g2oke7Os

Quality Assurance Manager Respawn Entertainment - Link 2015-08-28

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

DevOps Engineer PLAYSTUDIOS - Link 2015-08-28

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

Animator Sanzaru Games Inc. - Link 2015-08-28

Responsibilities Creates jaw-dropping animation for characters props and cinematics Thoroughly understands and applies classic animation principles Great aesthetic eye to ensure top-notch natural looking in-game animation Construct stage and frame compelling cinematic sequences Works directly with leads designers and engineers to integrate maintain and progress animation assets Thoroughly understands and operates within a complex asset development structure Collaborates in the continual development and refinement of animation tools and production pipeline Maintains awareness of the latest animation technologies tools and techniques Consistently meets project milestones on time without compromising artistic quality amp ExperienceSkills 2 years industry experience with one shipped title Very strong understanding of 2D3D animation fundamentals Experience with both mo-cap and key animation Strong aesthetic eye for form color composition mechanics and physics Strong working knowledge of Maya andor other 3D software Familiar with Photoshop BodyPaint Mudbox ZBrush andor other similar software packages Ability to manage and maintain large amounts of assets Ability to multi-task and adapt easily to change Ability to work well under pressure and meet deadlines Excellent verbal and written communication skills and ability to interact effectivelyltimg srchttpfeeds.feedburner.comrGamasutraJobs4svKqODP5AII

Level Artist Sanzaru Games Inc. - Link 2015-08-28

Responsibilities Constructs 3d environments to include modeling mapping materials lighting effects atmospherics collision and tagging Develops experiments and advances the environments by innovating new techniques Manages all the assets and data associated with the environments Thoroughly understands the art pipeline and integrates assets into the game Thoroughly understands the hardware limitations and common techniques Works directly with other artists designersamp and engineers to complete ampenvironments amp ExperienceSkills 2 years of industry experience working on different platforms Working knowledge of Photoshop Maya andor other 3D software Strong sense for architecture and natural scenery including form color and composition Ability to manage and maintain entire environments Architectural background andor related field a big plus Working knowledge of Unreal ampamp Unity a big plus Ability to multi-task and adapt easily to change Excellent verbal and written communication skills and ability to interact effectivelyltimg srchttpfeeds.feedburner.comrGamasutraJobs4C31l6k-UsOA

Database Engineer PLAYSTUDIOS - Link 2015-08-28

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

Character Artist Sanzaru Games Inc. - Link 2015-08-28

Sanzaru Games Inc. has an immediate Character Artist position working on console and handheld games. Only developers who want to craft immersive experiences and breathtaking worlds need apply. amp Responsibilities Creates characters vehicles and props to include modeling mapping collision and tagging Paints textures and builds shaders to corresponding assets Builds maintains and advances rigs skinning and weighting Develops experiments and advances characters using the lasting techniques ampamp software Maintains improves and advances the assets Understands the art pipeline and integrates assets into the game Understands the hardware limitations and common techniques Works directly with leads ampamp other artists designersamp and engineers amp ExperienceSkills 2 years of industry experience Very strong understanding of form color composition mechanics and physics Working knowledge of Maya andor other 3D software Working knowledge of Photoshop BodyPaint Mudbox ZBrush andor other similar software packages Working knowledge of Unreal technology a plus Ability to multi-task and adapt easily to change Excellent verbal and written communication skills and ability to interact effectivelyltimg srchttpfeeds.feedburner.comrGamasutraJobs4nv1x3qgvAV4

Web Applications Engineer PLAYSTUDIOS - Link 2015-08-28

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

Associate Product Manager Vrse - Link 2015-08-28

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

Lead Level Designer Ready At Dawn Studios - Link 2015-08-28

Responsibilities Development of design documentation for level progression flow level layouts and 3D block-outs for in-engine playtesting. Bring new ideas to the table in regards to every facet of the game mechanics story missions and more Work closely with the artists and programmers to take ideas from conception to implementation Skills Required Minimum 6 years design experience Good oral and written communication skills Able to focus and work without micro-management Ability to take direction and accept critical review of your work Clear understanding and appreciation of schedules and milestones 3D game level building experience Ability to create fun and exciting gameplay using a complex array of mechanics. Strong understanding of aesthetics as it relates to level layout and presentation Passion for and broad knowledge of console games with an ability to critically analyze them Additional Skills Pluses Understanding of basic programming or scripting languages LUA Perl JavaScript etc a plus Maya experienceltimg srchttpfeeds.feedburner.comrGamasutraJobs4IukN81kxNR8

Mobile Platform Developer Vrse - Link 2015-08-28

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

Game Server Engineer PLAYSTUDIOS - Link 2015-08-28

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

Level Designer STEAM Engine - Link 2015-08-28

STEAM Engine a DC-based tech startup is changing how Earth and Life Science are taught in K-12 education. Students interest and motivation to learn about science and our planet will be maximized in the learning ecosystem where state-of-the-art game-based missions simulations animations and real-world storytelling are seamlessly woven together. We are seeking a collaborative knowledgeable Level Designer to collaborate with Game Designers Curriculum Experts and Game Programmers to create educational gameplay. This candidate should be a passionately creative idea machine with experience from paper level design to rapid prototype to final game level production. Additionally communicating with several teams from different disciplines is a core aspect of the job so the candidate should enjoy collaboration in general. Responsibilities Include Use educational curriculum to brainstorm game level ideas with game designers. Work with Unity scripters to prototype and iterate on game mechanics. Receive high-level creative plans from Creative Director and interpret these into fun balanced game levels. Effectively communicate with an interdisciplinary team to make fun game level designs. Iterate on level production with game scripters and game designers. We work in an open entrepreneurial environment in which new ideas are always welcome. We seek to foster a continuous improvement culture where everyone on the team collaborates and contributes. Working with STEAM Engine is a chance to build something great. Ideal candidate will possess At least 3 years professional game design experience. Ability to create fun level scenarios from high-level design concepts. A strong interest in the creativeidea side of game design with a passion for envisioning and creating a great game. Extremely high skill in a collaborative work environment including explaining game concepts to non-gaming departments. High motivation for making a positive difference in the education space Bachelors degree required Optional Preferred Skills Photoshop skills for rough mockups. Unity C scripting ability. Broad outside interests. We are offering full-time staff employment opportunities with a competitive salary based on candidates skills and experiences. Additionally depending on the employment agreement we offer a great range of benefits including health care 401k matching metro transit benefits flexible leave and vacation policy flexible work schedules cell phone reimbursement and more.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4MgDRpja3uhg

Unreal Developer Pure Imagination Studios - Link 2015-08-28

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

Engine Programmer Insomniac Games - Link 2015-08-28

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

Senior UX Designer Insomniac Games - Link 2015-08-27

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

Technical Artist Zindagi Games - Link 2015-08-27

RESPONSIBILITIES Create advanced rigs for a range of characters and skeletal types for Maya Maintain and advance rigging and animation tool pipeline Good eye for poses and deformation to create comprehensive animation rigs Work with animators to refine and troubleshoot rigs for smooth workflows Work with clothhair and fur as technical rigging needs arise Assist with tools for character art and pipelines as needed amp REQUIREMENTS Online portfolio showcasing your work Expert level knowledge of Maya and Python scripting Experience and passion for creating animator friendly rigs Excellent technical and problem solving abilities mandatory amp EXPERIENCE Advanced knowledge of Maya rigging 3 years of game industry experience in a technical artist position with at least one published game In-depth experience with graphics skeletons and human and animal deformation amp ABOUT ZINDAGI GAMES Zindagi means life. At Zindagi Games we strive to provide an excellent working environment and the best quality of life for our employees.amp Come work at a company where your life is part of the equation as you produce AAA quality games. We offer a 980 work week - we work 9 hours Monday -Thursday 8 hours on one Friday and the next Friday we are off. ampWe also offer 3 weeks a year of Personal Time Off and a holiday shutdown from Christmas Eve through New Years Day. Please check out our website for further information www.zindagigames.com LOCATION We are located in Camarillo California just 9 miles from the ocean- midway between Los Angeles and Santa Barbara. amp ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4MWENRnOTSpw

Director of Marketing Robot Entertainment - Link 2015-08-27

Robot Entertainment Inc. was founded in 2009 and has gone on to release critically and commercially successful games across multiple platforms. In 2010 we released the AIAS Strategy Game of the Year in Orcs Must Die In 2011 we followed up with its sequel Orcs Must Die 2. Also in 2011 we released the AIAS Mobile Game of the Year in Hero Academy. Today we are developing Orcs Must Die Unchained for PC and PS4. Robot seeks a Director of Marketing to deliver its games to audiences around the world. You love games. You know how to build valuable brands. You understand how to build community. You have experience working with PC console and mobile games. You understand free-to-play models. You are comfortable at the center of the action. You will be part of the Robot leadership team and work closely with the development team a roster of agencies and our global publishing and distribution partners. You can plan and execute must see game demo booths at shows like PAX and Gamescom. You give a game studios Community Manager as much respect as its best engineer. The individual that fills this role will have full responsibility for creating and executing marketing strategy and tactical plans to grow Robot Entertainments games globally. Big Stuff To Do Develop manage execute and analyze global marketing strategies and go-to-market plans for all of Robots games Coordinate marketing strategies and plans with publishing and distribution partners globally Own the look and feel of the Robot and game-specific websites Lead all social media efforts including game streaming and working with influencers Own the budget for all marketing Create customer acquisition and retention campaigns and manage the life cycle of players Analyze customer behavior data generated from our games understand it and respond to it Play our games. A lot. Work closely with product development teams to both understand our games and provide a voice for the customer Plan memorable booths events and game demos at industry shows Manage a team of community managers web designers marketing artists and customer service reps Grow a Marketing department with the scaling success of our game franchises Develop and manage brand strategies and product positioning Manage the production of breakthrough creative for video advertising and other visual communications Lead all PR and corporate communications for Robot and its products Big Stuff You Have BSBA degree at a minimum Minimum of 7 years of marketing experience with at least 5 years of meaningful experience in game marketing and demonstrated leadership on at least one released game Demonstrable quantitative experience comfort and fluency with analytics Experience managing and leading others Passion for and love of games Excellent compensation to include salary bonuses stock options and top-of-industry health benefits. This is a full-time professional exempt position located in Plano Texas. Open to United States citizens or those individuals who are legally residing and working in the USA. Robot will not facilitate or sponsor candidates for US work visas or US residency Green Cards for this position. Qualified responses should be directed to recruitingrobotentertainment.com. Please indicate positionMARKETINGltimg srchttpfeeds.feedburner.comrGamasutraJobs4ezZCeFchTNA

C Programmer Unity Arconyx Games - Link 2015-08-27

Seeking a highly skilled C Programmer for our First Person Adventure Game being developed in Unity. Experience with - UIUXBackend - Logins integration and posting using clients REST services layer hosted on intranet. - Totally familiarityexperience in first person 3D adventure games or similar. - Working with Mecanim -Different game state detection -Adventure game goalsmissions -Saving and loading games -Inventoryltimg srchttpfeeds.feedburner.comrGamasutraJobs41BdUwL4xOh4

UIUX Artist Boss Fight Entertainment Inc. - Link 2015-08-27

Boss Fight Entertainment seeks a UIUX artist with a 2D illustration background. Responsibilities would include the design and implementation of interactive experiences and the creation of quality UI assets. Candidates need a strong demonstrated background in illustration graphic design and a well-rounded understanding of game UX. Experience in Motion Graphics FlashUI Game implementation and general 3D knowledge are also welcome. Passion for games is a must. Responsibilities Work with our user experience group to create UI layouts and assets that define the UX flow for our player. Create graphic designs for menus UIs and screens. Ensure quality control in UI assets created for our games documenting UX flow guidelines and best practices. Maintain communication with peers in all departments. Work with our user experience group to create UI layouts and assets that define the UX flow for our player. Create graphic designs for menus UIs and screens. Ensure quality control in UI assets created for our games documenting UX flow guidelines and best practices. Maintain communication with peers in all departments. Required Skills Experience as a vector artist in graphic design or user interface design. Strong illustration skills with an ability to work in multiple styles. Proficient in Adobe Suite. Strong understanding of UIUX flow and functional design. Ability to visualize and present UX in an interactive format. Enjoys working in a highly collaborative quickly evolving team environment. Excellent communication skills. Able to manage multiple tasks and be self-directed. Positive attitude and ability to receive and provide objective and constructive feedback. Desired but not required 1-2 years experience with Unity. Experience creating UIUX animation and FX. Proficiency in AfterEffects or toolsets that reinforce pre-vis. Solid background in traditional arts sketching andor illustration. BA in Graphic Design. Please apply on our website httpbossfightentertainment.comcareersltimg srchttpfeeds.feedburner.comrGamasutraJobs4VaudbAz9gC0

NOC Technician Lead Six Foot - Link 2015-08-27

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. We are looking for humble but ambitious razor-sharp professionals to join Six Foot to help shape the future of a number of new and exciting brands including Dreadnought and Grey Goo. And thats only the beginning. We require a seasonedNOC TechnicianLeadwho understands many the facets of operating a world class live gaming service backend for AAA games. The successful candidate is highly creative motivated collaborative consumer-focused and has a passion for all things gaming. Job DetailsLocation Houston TXPlatforms PC andor ConsoleExperience Senior LevelEmployment Type Full-timeIndustry Computer Games As a Six Foot NOC Technician youll work closely with the Live Operations team to establish and maintain a high-performing and highly available game service for players around the world. Youll monitor document and support all aspects of production environments development environments and general system needs. Your tech savvy networking and gaming experience will help you diagnose and communicate potential issues to our internal and external partners. You Are You are a problem solver that turns challenges into opportunities even without extensive planning. You are human and actually enjoy working with other humans. When changes are made you keep a cool head even if you dont have all the details. Youre comfortable moving between incidents to rapidly resolve issues as they occur. If and when it hit the fan you enthusiastically and calmly leap into action. No capes though capes are bad. Job Responsibilities Coordinate essential team members and external partners for day-to-day operations and triage situations as needed. You will be Six Foots 247 first responder for our online game servers networks and infrastructure related problems as well as any in-game connectivity issues internal incidents and more. You are empowered to make improvements to processes and infrastructure. You will be working in a fast paced environment multitasking to both reactively and proactively address issues impacting players and service. Must be able to communicate emergent issues quickly and effectively to our Technical Platform and Production teams. As we grow assist in recruiting and mentoring a team of NOC Technicians of all levels to deliver and continually improve the quality of service provided to our players while promoting a collaborative work environment and sharing of technology with other architects. Desired Skills and Experience Experience with build processes and build architecture a plus AWS administration a plus Perforce andor Git source control SaltStack Puppet or Chef Exerience SQLite basic configurations such as storage engines memory usage and security practices CCNP or JNCIP you understand the Life of a Packet and you have knowledge and experience on network management systems. With good exposure to Windows Server and Linux systems implementations you have worked as an all-rounder who understands core concepts of operating systems and networking and you have worked on programming projects not limited to scripting or writing tools. Adept at diagnostic tools Familiar with monitoring solutions Experience with ticketing systems With at least a year in NOC or Live Operations youve worked as a Junior SysAdmin Junior Network Engineer or Junior DBAltimg srchttpfeeds.feedburner.comrGamasutraJobs4z00MS0cdh1s

Community Manager Six Foot - Link 2015-08-27

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. Six Foot is actively seeking an experienced creative and talentedNorth American Community Managerto help our partner Grey Box execute daily community live operations for the upcoming team-based spaceship combat gameDreadnought. The NA Community Manager will work to execute high level initiatives to ensure players feel informed and engaged. With a focus on retaining and growing the products customer base the NA Community Manager will be responsible for crafting public messaging creating and implementing community focused content interacting with and fostering player engagement at events and sharing the games social media presence. This will be an influential role and will require close collaboration with the development team as well as Marketing PR Customer Support and Web partners in order to ensure success. The methods adopted by the NA Community Manager to convey player sentiment to all key parties will be essential to improving the product and influencing future game development. Job Responsibilities Help deliver upon combined high level EuropeanNorth American website and social media content plans Engage and convey information to gamers via multiple communication channels email message boards chat website social networks Reddit etc. Compile objective weekly community reports Track and report on key community metrics Share management of social media channels Coordinate and throw web and in-game events competitions and tournaments contestspromotions in accordance with U.S. contest laws Engagesupport influencers and fan site operators. Promote the creation of Dreadnought fan sites. Manage volunteer programs Devise community outreach initiatives Help schedule developer participation in community chats events and interviews Always look to devise new methods of developer interaction with community Devise best strategies to acquire player feedback during all phases of game development beta testing and launch Coach developers in message board etiquettetechnique if warranted Advise developers on tactics and strategies that will retain and build loyalty with the North American community Desired Skills and Experience Prior experience on Free To Play titles is preferred Video or movie making experience is a big plus HTML proficient Strong MS Office skills Strong time-management and organization skills for coordinating multiple initiatives and priorities Good problem solving skills Experience writing legal Rules and Conditions for contestspromotions Highly creative resourceful and positive in nature Experience with crisis management Capable of handling change in a rapidly changing environment without losing focus Must be a self-starter and have the ability to work with minimal supervision Strong customer service ethic and demonstrated initiative Strong understanding of popular social networking trends Technical knowledge of online community platforms systems and software Experience running beta tests Prior experience with or at minimum a strong passion for PC flight action gamescommunities Strong interpersonal and writtenverbal communication skills Extensive knowledge of the game industry 3-5 yrs. of established online community management experience preferably in the video game industryltimg srchttpfeeds.feedburner.comrGamasutraJobs4tXuRoAulHjM

Systems Designer Six Foot - Link 2015-08-27

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. We are looking for an experienced creative powerhouse to join Six Foot to help shape the future of a number of new and exciting gaming brands including Dreadnought and Grey Goo. And thats only the beginning. We require a seasonedSystems Designerwho understands the nuance and math behind exceptional consumer experiences and game design and that has shipped successful AAA games on PC andor console. The perfect candidate should understand NextGen techniques and best practices and can apply them to current Six Foot projects. The successful candidate is highly creative motivated collaborative and has a passion for all things gaming. Qualifications Strong understanding of text based scripting. Expert game design sensibilities including a superior grasp of timing and instincts of what feels right. Demonstrates a deep understanding of gameplay systems and mechanics able to procon design decisions and the ramifications they will have on the overall experience. Understands how the importance of orchestrating gameplay systems in harmony across the entire game and is able to communicate the importance of this to other departments such as level design to ensure these mechanics are used frequently and appropriately. Has the sensibility to know when the conceptprototype stage is complete and the time has come to bring other departments into the mix. Ability to pitch design concepts in a clear detailed manner through strong written and verbal skills. A team-player who understands the importance of collaboration and can communicate effectively with all disciplines and departments. Positive solution-oriented individual passionate about the play experience with a wealth of knowledge across a wide range of games. Ability to learn and master new tools and techniques. Shipped at least one AAA game. CS degree is a plus. Job Responsibilites The position works with the creative director external development partner design teams artists code audio and animation to deliver design systems that epitomize the creative vision of the game. Ability to research subject matter relating to the design objective in an effort to ensure the authenticity of the experience. You will be expected to own design systems from conception to the final stages of polish facilitating communication and coordinating departments to ensure the vision is clearly understood. You should be a positive influence on the entire team and as a designer evangelize the ultimate promise to deliver fun. You should be able to proactively seek out opportunities to identify and deal with issues before they arise. Must have ability to self-critique and accept outside critique. The more feedback you receive the more you can tailor your work towards what is best for the game. Demonstrate a willingness to keep an open mind to coworkers ideas incorporating suggestions when applicable. Participate in the research and development of new tools and design systems. Contribute to establishing and enforcing consistent design practices constraints and metrics throughout projects. Mentor other designers and lead by example. Desired Skills and Experience Passion for interactive entertainment is a must have for our company culture. Experience working with multiple teams across multiple locations. Self Starter who is able to identify and solve problems Able to effectively and quickly build relationships and establish trust respect competence and confidence Passion for great consumer experiences with proven ability to deliver. Experience in rapid prototyping to test feasibility of concepts ideally in Unreal. Extensive understanding of the systems design process including motion models weapons tuning and feel enemy concept and design toolsupgrades economy balance testing etc. Experience working with a game engine and using scripting tools to assemble heroes enemies AI and interactive objects by collecting and implementing animations models audio and effects into one complete system. Experience working on 3rd person actionadventure games demonstrating major contributions in the areas of hero control schemes enemy design navigation mechanics and combat. At least 5 years experience in the games industry working as a systems designer shipping at least one title.ltimg srchttpfeeds.feedburner.comrGamasutraJobs40uGkUVKneiY

Senior Game Engineer Six Foot - Link 2015-08-27

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. We are looking for an experienced programming powerhouse to join Six Foot to help shape the future of a number of new and exciting brands including Dreadnought and Grey Goo. And thats only the beginning. We require a seasonedSenior Game Engineerwho understands many facets of game programming and has shipped successful AAA games on PC andor conssole. The successful candidate is highly creative motivated collaborative consumer-focused and has a passion for all things gaming. Job DetailsLocation Houston TXPlatforms PC andor ConsoleExperience Senior LevelEmployment Type Full-timeIndustry Computer Games Qualifications Excellent C and object-oriented programming skills Significant experience with Visual Studio Strong debugging and optimization skills Unreal experience ideally UE4 is required Significant experience with common game engines andor tools Deep understanding of modern game graphics techniques Solid 3D math skills Ability to self-critique and accept outside critique. The more feedback you receive the more you can tailor your work towards what is best for the game. Must be a team player. Job Responsibilities Develop well-designed software within project schedule to team standards Write documentation and tutorials as needed Collaborate with designers to review proposed design features and define and develop those features as needed Collaborate with artists to build art guidelines develop improve and debug the art toolchain and integrate art assets as needed Assist in the design and development of software tools as needed Participate in regular code reviews and help other team members improve their engineering skills and general game development skills Work to regularly debug profile and optimize the code Participate in regular risk assessment evaluations to help the team and the project better evaluate and manage risks Desired Skills and Experience 5 years minimum game programming experience having shipped at least one game on PC or console Must understand optimization and performance requirements and be able to help guide best practices Passion for great consumer experiences with proven ability to deliver Able to effectively and quickly build relationships and establish trust respect competence and confidence Self Starter who is able to identify and solve problems Experience working with multiple teams across multiple locations Passion for interactive entertainment a must have for our company culture ltimg srchttpfeeds.feedburner.comrGamasutraJobs4NJJVxi9FdxU

Social Robot UI Programmer Jibo Inc - Link 2015-08-27

This is a unique opportunity to join a small team of highly motivated engineers to help define a new category of robot applications aka Robot Skills. These skills will enable the robot to act in a socially adept manner as a companion an assistant a member of a family etc. The Social Robot UI Programmer is a key role on the the Robot Skills Engineering Team The Social Robot UI Programmer is responsible for creating both a designer-friendly workflow and an optimized 2D-CanvasWebGl rendering pipeline Required 3 years of experience programming high-frame-rate responsive UI A Computer Science degree or related degree Experience working with 2D and 3D animation workflows Candidates must provide a cover letter The ideal candidate will also have Expertise creating UI experiences that delight users Game programming experience Console iOS Android Browser Unity AS3AIR Expertise with Adobe CC design tools Expertise with 3D design tools i.e. Maya Expertise with JavaScript rendering engines i.e. Pixi.js CocoonJS CreateJS FlWebgl etc. Expertise developing tools to improve workflow A shareable GitHub or other repo with examples of their own previous work Candidates will have the option to complete a JavaScript-based UI programming project to be discussed during an interview. Alternatively candidates may opt for a traditional whiteboard interview. We value strong individual contributors who are also enthusiastic about the contributions of their teammates. Candidates should be able to articulate their philosophy and experience regarding collaboration. Extra consideration will be given to candidates who have contributed to andor managed open source JavaScript projects ltimg srchttpfeeds.feedburner.comrGamasutraJobs4zlIfTXQviAc

3D Artist Six Foot - Link 2015-08-27

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. We are looking for an experienced creative powerhouse to join Six Foot to help shape the futureof a number of new and exciting gaming brands including Dreadnought and Grey Goo. Andthats only the beginning. We require a seasoned3D Artistwho understands all facets of game art creation and hasshipped successful AAA games on PC andor console. The perfect candidate shouldunderstand NextGen techniques and best practices and can apply them to current Six Footprojects. The successful candidate is highly creative motivated collaborative consumer-focused andhas a passion for all things gaming. Qualifications Expert knowledge of NextGen techniques such as normal mapping high and low polymodeling. Portfolio should demonstrate mastery of these techniques. Strong knowledge of lighting texturing and CG shaders and the relationship betweenthem. Thorough understanding of 3D editors such as Unity Unreal or similar game engines Proven experience working from existing concepts as well as developing your ownconcepts for asset creation. Must exhibit strong traditional art skills including illustration color theory compositionanatomy and design. Must be able to quickly match existing styles to create a cohesive look as well as helpdevelop ideas to further existing styles. Ability to self-critique and accept outside critique. The more feedback you receive themore you can tailor your work towards what is best for the game. Must be a team player. Job Responsibilities Create beautiful and stunning 3D production ready assets for use in Unreal 4.0 or Unity 5.0 for game andor marketing use. Work closely with the creative director art director art lead and creative team to develop concepts prototypes and production ready content. Work closely with engineers and designers to implement art assets efficiently to allow for rapid iteration of game design and aesthetics. Work closely with satellite offices external development partners and collaborate with cross functional teams. Create a wide variety of art ranging from environments to characters to props and some visual effects. Provide guidance and direction to external vendors developers and contractors as required. Desired Skills and Experience 4 years of 3D game art creation using Maya Max Modo Zbrush or equivalent. Must have Unity and Unreal 4 experience. Must be able to demonstrate a broad range of talent and skill in terms of 3D modeling and asset creation. Must understand optimization and performance requirements and be able to help guide best practices. Passion for great consumer experiences with proven ability to deliver. Able to effectively and quickly build relationships and establish trust respect competence and confidence. Self Starter who is able to identify and solve problems. Experience working with multiple teams across multiple locations. Passion for interactive entertainment a must have for our company culture.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4TL9rDgcN2NI

Concept Artist Six Foot - Link 2015-08-27

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. We are looking for an experienced creative powerhouse to join Six Foot to help shape the future of a number of new and exciting gaming brands including Dreadnought and Grey Goo. Andthats only the beginning. We require a seasonedConcept Artistwho has shipped successful AAA games on PC andor console. The perfect candidate should be eager to to push visual quality to the new heights while working closely with an Art Director Creative Director and other members of the creative team to establish and enhance the visual direction for future unannounced game projects. The successful candidate is highly creative motivated collaborative consumer-focused andhas a passion for all things gaming. Qualifications Deep understanding of lighting composition and mood Strong sense of industrial design anatomy and shape language Basic understanding of cinematic techniques for storyboarding purposes Ability to create stunning imagery that translates well into game play Effective collaboration skills Able to turn high-level feedback into positive results Highly proficient with Photoshop or similar image editing software Basic 3D software Max Maya Unreal Unity knowledge Ability to self-critique and accept outside critique. The more feedback you receive themore you can tailor your work towards what is best for the game. Job Responsibilities Create visual target images together with the Art Director to convey or establish visual direction Create awe inspiring imagery that defines the mood and tone of all games in development at the studio Create readable designs for environments characters props weapons and vehicles that can be translated into 3D assets Paint overs of existing level geometry Matte paintings and plates for backdrops in levels and cut scenes Help craft style guides and creative briefs for external developers Storyboard creation Desired Skills and Experience Experience working with multiple teams across multiple locations Self Starter who is able to identify and solve problems Able to effectively and quickly build relationships and establish trust respect competence and confidence Passion for great consumer experiences with proven ability to deliver 4 years of concept work within the games industry ideally having worked on AAA PC andor console titlesltimg srchttpfeeds.feedburner.comrGamasutraJobs4WBqrUxbtwo0

Art Director Six Foot - Link 2015-08-27

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it.We are looking for an experienced creative powerhouse to join Six Foot to help shape the futureof a number of new and exciting gaming brands including Dreadnought and Grey Goo. Andthats only the beginning. We require a seasonedArt Directorwho understands all facets of game art creation and hasshipped successful AAA games on PC andor console. The perfect candidate shouldunderstand NextGen techniques and best practices and can apply them to current Six Footprojects. The successful candidate is highly creative motivated collaborative consumer-focused andhas a passion for all things gaming. Qualifications Able to manage a large art staff of varying skills and specialties Strong illustration andor concept art skills Demonstrated proficiency with popular 2D and 3D applications such as Maya 3DSMax Adobe Photoshop Painter etc. Solid knowledge of current and next-gen art techniques as well as fundamental artprinciples Able to motivate artists and collaborate well with other developers in a team environment Incredible communications and interpersonal skills Ability to self-critique and accept outside critique. The more feedback you receive themore you can tailor your work towards what is best for the game. Job Responsibilities Lead inspire and mentor artists and external development partner art leads. Direct multiple art disciplines to achieve incredible results. Create concept paintings models textures and other benchmark assets that inspire others. Work closely with game design to ensure art supports a gameplay-first player experience. Foster and maintain effective relationships inside and outside the art department. Own articulate and evangelize visual direction for unannounced projects being incubated at Six Foot. Desired Skills and Experience Passion for interactive entertainment a must have for our company culture Experience working with multiple teams across multiple locations Self Starter who is able to identify and solve problems Able to effectively and quickly build relationships and establish trust respect competence and confidence Passion for great consumer experiences with proven ability to deliver Must have Unity and Unreal 4 experience A minimum of 5 years experience as a lead artist or art director A minimum of 10 years experience in crafting video game artltimg srchttpfeeds.feedburner.comrGamasutraJobs4YpEKMlSuZdo

Game Engineer Six Foot - Link 2015-08-27

Six Foot was established in Houston in 2000 by a small band of dreamers with a shared love for art and digital technology. For more than a decade Six Foot has worked to make interaction between people brands and technology more human and meaningful. Since 2012 we have been applying that same passion towards Grey Boxs vision of building extraordinary video games. Grey Goo and Dreadnought are the first two and we are just getting started. Approaching 100 people our team is a mix of game industry veterans and adventurers with backgrounds in video game development video game publishing and creative agencies. We are fierce with our work but not with each other. Family-minded and team focused we are learners and teachers who understand creativity thrives on taking risks and not being afraid of criticism. Our city is flat hot and full of marvelous people from all over the world. The fourth largest city in the nation we believe Houston has a spectacular future in games but we need your help to create it. We are looking for an experienced programming powerhouse to join Six Foot to help shape the future of a number of new and exciting brands including Dreadnought and Grey Goo. And thats only the beginning. We require a seasonedGame Engineerwho understands many facets of game programming and has shipped successful AAA games on PC andor conssole. The successful candidate is highly creative motivated collaborative consumer-focused and has a passion for all things gaming. Qualifications Excellent C and object-oriented programming skills Significant experience with Visual Studio Strong debugging and optimization skills Unreal experience ideally UE4 is required Significant experience with common game engines andor tools Deep understanding of modern game graphics techniques Solid 3D math skills Ability to self-critique and accept outside critique. The more feedback you receive the more you can tailor your work towards what is best for the game. Must be a team player Job Responsibilities Develop well-designed software within project schedule to team standards Write documentation and tutorials as needed Collaborate with designers to review proposed design features and define and develop those features as needed Collaborate with artists to build art guidelines develop improve and debug the art toolchain and integrate art assets as needed Assist in the design and development of software tools as needed Participate in regular code reviews and help other team members improve their engineering skills and general game development skills Work to regularly debug profile and optimize the code Participate in regular risk assessment evaluations to help the team and the project better evaluate and manage risks Assist the studio in continuously refining and evolving our development standards Desired Skills and Experience Must understand optimization and performance requirements and be able to help guide best practices Passion for great consumer experiences with proven ability to deliver Able to effectively and quickly build relationships and establish trust respect competence and confidence Self Starter who is able to identify and solve problems Experience working with multiple teams across multiple locations Passion for interactive entertainment a must have for our company culture 2 years minimum game programming experience having shipped at least one game on PC or consoleltimg srchttpfeeds.feedburner.comrGamasutraJobs4HJj68K6kZ7g

Content Artist Organic Gearbox Software - Link 2015-08-27

The content artist will be responsible for crafting 3D high poly models textures UV maps and materials for current gen ampamp next gen titles. They might be props environment pieces weapons or vehicles The content artist is our general artist position at Gearbox so its a great place to be a part of every aspect of our art culture and team You must demonstrate the ability to not only model hard surfaces but organic meshes as well. Responsibilities Create exciting and attractive assets that are detailed and interesting Contribute and interact with level designers Art Director concept artists and other art leads to achieve visual goals that match gameplay aesthetic and performance objectives Work from concept art style sheets or reference to achieve these goals Provide feedback to other artists or external partners to ensure were working together to meet projects artistic expectations Work alongside environment artists to craft new or additional content to meet necessary aesthetic goals Constantly playing GBX projects making sure our art is looking exciting and with quality Skills Required Have excellent hard surface and organic modeling skills Be able to model UV map and create textures Be proficient in 3D Studio Max or Modo Photoshop and Zbrush or Mudbox Understand what it means to implement and import art into a game editor engine Excellent communicator and team player -- here at Gearbox we thrive on collaboration and working together to meet our project artistic goals Be passionate about making games Experience At least 1 2 years professional experience or published mod work UDK Unreal3 engine experience a plus Technical material creation a plusltimg srchttpfeeds.feedburner.comrGamasutraJobs4KIqwSIJsBb4

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS 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 A Recap of ChinaJoy 2015 by Lisa Hanson 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. Now in its 13th year ChinaJoy is one of the worldrsquos biggest tradeshows. Niko Partners sent two analysts to China Joy this year here is a summary of their observations of the show. ChinaJoy was held at the China New International Expo Center and was bigger than ever with a total of 272900 entries into the show. This does not mean there were 272900 people however because every time a person went through a gate they were counted again and they could enter multiple times per day. Many of them were consumers too including 56942 on August 1st and 33626 on August 2nd. Unlike most professional trade shows in the West ChinaJoy allows for the general public to wait in very long lines and visit the booths of the exhibitors. There are halls reserved only for B2B though and most of the meetings took place either in those halls or at the nearby Kerry Centre Hotel and adjacent mall. There was a report that the number of media journalists was down by 19 this year to 7333 from 9050. Mr. Sun Shoushan Deputy Chief of the State Administration of Radio Film Television Press Publications SARFTPP reported the official government data for China39s games market is as follows for the 1st six months of 2015 Total market RMB 60.5 billion 9.8 bil 21.9 YOY PC client-based games RMB 26.7 billion 4.3 bil up 4.5 YOY Mobile games RMB 20.9 billion 3.4 bil up 67.2 YOY Webgames RMB 20.3 billion 3.3 bil up 12 YOY Social networking service games RMB 2.6 billion 400 million At this pace the total market as calculated by the government could approach 20 billion for 2015 this is in line with Niko39s estimates. He also reported that mobile games will soon be regulated more strictly as console and PC games already are. It is important to note that all Chinese game companies aspiring to obtain a government permit for a game to be launched in China are required to pay for a booth at ChinaJoy and the fee is very high compared with other exhibitions. There were 10 halls to accommodate all 700 of them with their 3500 products covering 120000 square meters. The prime real estate of the first hall N2 was taken by Shanda GamesBianfeng and the other companies in hall N2 were Yinhan Games Tencent Perfect World Kongzhong and Giant. Some of the halls only had 6 booths in each which implied that there were fewer exhibitors though there was a big increase in the number of B2B booths. Mobile games were the hot item more than 80 of the products shown. Other than mobile games and some of the traditional PC online games there were big displays by the newly legal console companies Microsoft and Sony and virtual reality devices also had a big presence. Some VR companies were Sony39s Morpheus Baofeng39s Magic Glass III Razer39s Sensics Oculus Rift 3 Glasses Nibiru and more. Nearly all exhibitors were domestic companies yet Microsoft and Sony were in hall N5 together and Microsoft had the larger booth. Nintendo was not exhibiting at the show. Microsoft demonstrated HALO in anticipation for the August 13 release of Halo The Master Chief Collection. The prices will be RMB 249 or RMB 399 for the deluxe edition. Also Phil Spencer made a speech and said that they know that the market is slow but that is okay with them and that they hope to also help Chinese developers expand internationally with Xbox One. Sony exhibited the PS4 and PS Vita and its new virtual reality Morpheus equipment. Sony announced Street Fighter V PAL 6 Journey Just Dance and Toukiden Kiwami. Blizzard was the other that our team noticed in the consumer exhibition but many many more foreign companies were present in the B2B zone. Outside of the Expo center there were four other conferences associated with ChinaJoy mostly for lectures and education. Related Jobs 08.28.15 Senior Level Designer 08.28.15 Quality Assurance Manager 08.28.15 DevOps Engineer 08.28.15 Animator View All Jobs 252461 blog blogsLisaHanson20150828252461A_Recap_of_ChinaJoy_2015.php 937252 33738483 Loading Comments

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

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

GettingMaking Game Music that Fits - Comparative Music Series - Small - 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 GettingMaking Game Music that Fits - Comparative Music Series - Small vs Big by Harry Mack on 082715 010000 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. You have one notification. Pending composition fit for Facebook mobile iPad or web-downloadable Delete notification In this entry I will be talking about the art and techniques of composing songs appropriate for the smallspace casual and low-resourcemarket. Iconic Casual Compositions Casual and indie games have really made a name for themselves in the last decade taking more and more of the market share from typical big budget titles. Once upon a time Zynga was king and knewtheir business. Theyturned small easy to digest things into very very large and lucrative things people couldn39t put down and constantly harassed their friends. Instead of giant teams working many years on giant titles games have a new market of quality games made by small groups and released on platforms that fit in our pockets. So what happens to audio Small really means small When working on a smaller title everything is indeed smaller.Unless yoursquore very lucky yoursquore likely working on an extremely tight budget. Not just financially but system resources file sizes milestonesshipping datesand certainly in the way of assets. In order to load-up or download quickly all assets from art to audio are likely going to be squished to pancakes. Compose with this in mind. You may not have the opportunity to create multiple tracks creating a soundtrack that nurtures and grows over time. You may have to tell the whole story in a two-minute track on repeat.Definitely talk to engineering to find out exactly what yoursquore working with but it likely wonrsquot be as much as you hope. Quick and Dirty There may be restrictions to the type of audio you can create. It39s possible the platform engine can only use mp3 for your audio. That means it39s tricky to compose on a tight loop so plan ahead.Even more frustrating you may not be able to get a seamless loop if yoursquore forced to use mp3. Compose with this in mind as well by crafting just a hairrsquos pause purposefully into the end of your song. End on beat 3 but make it meaningful. When you compose your loop that tiny pause shouldnrsquot rub your nerves raw.to compose a breath or a pause into the score directly so it sounds natural to the listener. Nothing irritates like a loop with an accidental break at the end as the mp3 has inserted its own silence data. Compositions need to be quick and to the point as well as they will likely be on a tight loop 30sec-1min. Try to make sure therersquos not one moment that ldquojumps outrdquo because on repeat that will grow exhausting. If you39re really in a bind with the length and size of the audio consider less melody in your music. If there39s something someone will hum because it39s catchy but they are humming it for 15 seconds every 30 seconds that will upset even the most distracted of gamers. Something fun and catchy now turns irritating and annoying. Instruments casually laid out Find out if you39re stuck composing mono due to engine constraints or for maximum compression. Your beautiful stereo track will sound very squished and ugly converted to mono but if you compose with it in mind from the get go things will be much better.Composing in mono means you need fewer competing instruments in their own frequency ranges so have one high range instrument e.g. flute one bass and one rhythm kit instead of trying to layer complex winds and polyphonic strings into your songs. Look to use instruments that sound decent even at very low quality. Guitars and plucked instruments retain a fair amount of their quality and drums hold up well. Instruments with long releases should be used carefully and refuse to use anything with very high frequencies such as tambourines and cymbals. Check with your art team it39s possible 8-bit sounds are just what the game needs. Parting thoughtshellip before you logout Remember to be creative and original in your scores to only draw inspiration from sources. As much as it may sound like a good idea to look at the million-dollar Facebook games and copy off them take a careful listen instead. Are they making an impressive sounding song that only lasts 20 seconds meant only to excite the user the first-time on listen with the expectation that they39ll turn off the audio on future playing Is that the goal of your audio as well I would hope the end goal is to create music and sound that doesnrsquot get turned off and muted. Instead try to treat players to a rewarding listening experience even if it39s bite-sized Harry Mack is an audio designer with more than 10 years industry experience composing video game music and sound effects for over thirty titles. For examples of his latest work and samples visit www.harrymack.com. Related Jobs 08.28.15 Senior Level Designer 08.28.15 Quality Assurance Manager 08.28.15 DevOps Engineer 08.28.15 Animator View All Jobs 252315 blog blogsHarryMack20150827252315GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Small_vs_Big.php 902708 33414493 Loading Comments

Video UX without UI Creating User Experiences in Action Games - by - 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 Video UX without UI Creating User Experiences in Action Games by Thomas Grove 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. Hey everyone I wanted to share a short presentation that I gave on Monday about creating good user experiences in action games. It39s kind of a 30 minute crash course in some obscure aspects of systems design namely the importance of making controls ergonomic responsive and intuitive. The presentation was given at a meetup for UX designers mdashI though there were maybe some things from game design that they39d find helpful. If you39re a game design student or a junior designer it might be helpful for you too. I hope so 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 252321 blog blogsThomasGrove20150827252321Video_UX_without_UI__Creating_User_Experiences_in_Action_Games.php 452547 30470113 Loading Comments

The World039s Greatest Why Activision Needs to Acquire Glu and Ember - Link Wed, 26 Aug 2015 01:09:00

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 The Worlds Greatest Why Activision Needs to Acquire Glu and Ember Entertainment by Joseph Kim 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. I initially published this post on my personal blog Quarterview.com. Check it out to learn more about mobile game development gameanalysis and industry opinion. Context Huge pent-up demand exists for Blizzard IP based mobile games e.g.WarcraftStarcraft andDiablo. We see strong market evidence of this demand in the countless number and success of infringing mobile games that operate without formal licensing with Activision Blizzard. Especially for fantasy gamers the ultimate IP in mobile gaming is from Blizzard39s Warcraft universe. Overall this IP is likely second or third only to Nintendo and ShueishaShogakukan who own most of the Japanese anime IP as underutilized IP assets for mobile games. Activision Blizzard could easily become the largest mobile gaming company in the world by applying Blizzards old strategy of perfecting proven game models with high polish and launching new mobile games leveraging the company39s elite roster of IP. Hearthstoneis a great initial success but what does it need to do to get to the next level Strategy To get to the next level Activision Blizzard should Although internal organic growth of new mobile teams is possible why take the risk So who should Activision acquire To me there are only a few viable candidates and the best of these may be Glu Mobile and Ember Entertainment. The one other company to consider is Com2Us the developers of the gameSummoners Warwhich may quite possibly be the best designed mobile game ever created. However GluEmber from a high level outsider39s view seems to be a closer fit culturally and with ready to go product fit for IP. Why Glu and Ember Glu Ember Activision BlizzardIP Let39s imagine a scenario where we take the game engines of Glu Emberand apply ActivisionBlizzard IP Right off the bat we could have 3-4 easy wins that could all be developed on existing engines. Hence unlikeHearthstonewhich took6 yearsto release these wins could conceivably all launch in less than 1 year. A comparison of the companies market capitalization These acquisitions likely wouldn39t be easy there are certainly some changes and areas of weakness to shore up to make this vision a reality. Glu has some particular weaknesses as does Ember. HoweverI see great potential for these acquisitions to lead to the creation of the world39s biggest mobile gaming company. Activision could with 1B in acquisitions cost potentially generate 3-5 Top 10 grossing hitsover time. Hence an acquisition that maybe able to create as much as 5B-10B in future market capitalization. Conclusion The combination I describe could result in essentially the world39s greatest mobile gaming company to date. Activision Blizzard... what are you waiting for 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 252342 blog blogsJosephKim20150827252342The_Worlds_Greatest_Why_Activision_Needs_to_Acquire_Glu_and_Ember_Entertainment.php 939491 33760073 Loading Comments

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

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