Page:49 - News Archived: 3437

Title Date
I039m Offended. Is It You Me or the Character - by Sande Chen - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Im Offended. Is It You Me or the Character by Sande Chen on 082115 014700 pm 14 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This article originally appeared on Game Design Aspect of the Month under the topic of Diversity. I39m offended because it39s so misogynistic said one of my classmates in a playwriting workshop years ago. I was stunned not only because she had dared to make an objection against the work of the Theatre Department39s current media darling but that she had given voice to the uneasy feelings I had about the play presented before me. The young white male protagonist in the play made bawdy jokes about women the kind that would usually be followed up in real life with Awwwww c39mon can39t you take a joke This led the professor to question Do you think it39s the character that39s misogynistic or the play that39s misogynistic At some point I came to the private conclusion that the play itself was misogynistic because of authorial tone which would suggest somewhat that the author himself was misogynistic. Image courtesy of fotographic1980 at FreeDigitalPhotos.net If a character in a fictional work is misogynistic then it39s seen as a character trait that isn39t reflective of the author. The character trait could be balanced or justified. It depends on the situations presented in the fictional work. There might even be other characters that offer a liberal viewpoint as in the 197039s popular sitcom All in the Family. The viewpoints of the lovable bigot Archie Bunker are constantly challenged and therefore the show and its authorial tone becomes more about promoting tolerance in society. Even when a fictional work can be considered to be misogynistic or racist and so forth because of the authorial tone presented or in the case of games because of art or game mechanics that can be interpreted in societal light it39s hard to say that there is one person at fault when it39s a group activity. An unproduced script has only the author but a play on the stage is subject to the interpretations of the director and the cast. The blame often goes to the person who is seen to have the most creative control. Filmmaker D.W. Griffith is considered a racist for A Birth of a Nation but it turns out that he might not have cared about racial politics. In game development there are so many moving parts. Who exactly is in control of authorial tone Is it the narrative designer the creative director or the artist who decided to add something extra Whether it39s due to lack of research lack of sensitivity or a lack of understanding how the content will be perceived there will be players who find offense. The offense doesn39t even have to be about gender politics. Maybe the player doesn39t like how a mythological creature looks because the creature has symbolic meaning in the player39s country. It39s known that Chinese and Korean players are offended by the Imperial Japanese rising sun flag. Are these players just too sensitive From a customer support viewpoint it really doesn39t matter. This doesn39t mean that a game needs to changed right away or at all just that an understanding reply can mean the difference between a player who feels his or her concerns are heard and a player who is mad enough to lead a campaign and rile people up. If players are so offended that they won39t buy the game or buy an in-game item then I39m sure the marketing department cares about that. The best approach of course is to carefully consider these issues before the launch of the game. How will the situations in the game be perceived by different populations Does the game have a particular message that could be considered offensive How are minorities and underrepresented subgroups treated in the game Are there stereotypical characters Ask others for their opinions. Learn and listen. Games are cultural artifacts and as such they do reflect the values of their makers. Thus game makers should be concerned about the game39s meaningfulness. If players are offended and no offense is intended then that39s a sign that something has gone awry. Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus 2007 PC RPG of the Year The Witcher and Wizard 101. She is one of the founding members of the IGDA Game Design SIG. Related Jobs 08.24.15 Software Engineer Developer Relations - San Francisco 08.24.15 HR Manager 08.24.15 Senior Server Programmer 08.24.15 Gameplay Engineer View All Jobs 251900 blog blogsSandeChen20150821251900Im_Offended_Is_It_You_Me_or_the_Character.php 43521 28924453 Loading Comments

Showcasing your game on the Twitch stage without looking like an idiot - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Showcasing your game on the Twitch stage without looking like an idiot by Alex Nichiporchik on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Your game39s been selected to showcase at a big livestream at a show. Congratulations This is your moment of glory. Now you should spend countless hours over-preparing a recorded video that you should talk through on stage in front of thousands of people. Don39t forget to practice the exact marketing pitches you39re going to say That is the worst advice you39ll read today and something I wish we knew a year ago. Pictured the Party Hard livestream from Gamescom 2015 Me Mike Rose have been on a dozen streams lately including featured spots on the twitch stage during conventions like PAX and Gamescom. It39s been an incredible learning experience and I want to share top tips of how to make the best of these streams or any kind of exposure you get on a livestream. Let39s start with preparation. It39s important for the audience to see exactly what the game is. If your segment is 15 minutes just dive straight into the game time flies when you39re on stage. Nobody wants to watch a pre-recorded gameplay video of something that39s built to be interactive. Yes things may go wrong and glitch out - and you can make a joke about that. What should never happen is the awkward moment when your build crashes or isn39t responsive. You39re wasting time trying to figure it out. If they say it39s a .MOV in h.264 for your trailer it39d better damn be that specific format. If it39s a PNG of a specific size make sure it is indeed a PNG of that size. I39m talking about intro and outro segments of your prime hour. Make their lives as easy as possible and don39t be the person that e-mails back and forth and then assets get lost in translation. You know what I hate most on any stage When someone is hogging my time by testing or making sure it works when my presentation or segment is on in a few minutes. This doesn39t fly at all on live programming when you have thousands of people watching. Test your shit beforehand and schedule a time with whoever is running the stage to do so. What I hate more whenever I host panels or do shows is when someone is running late and you39re not sure if they39ll turn up. It39s OK to be in much earlier you can mingle network chat about. It39s NOT OK to arrive 5 minutes before. If you also haven39t tested your equipmentbuild it39s even worse. Everyone39s on a schedule so be on time Everyone at tinyBuild constantly gets annoyed at me for being the guy that rushes everyone out the door but I won39t be late for an event. Punctuality is important if you want to grow relationships. If your team is disorganized with early mornings at a convention make sure that the people that are constantly running late aren39t the Faces of your group. What I found works very well is just saying that you39ll leave at XX am and actually leave. If you39re running late - take a cab at your own expense. At least the person who left early will arrive to the event and assure the organizers it39s all happening. Pictured testing our games the day before PAX South Ok congrats you made it to the event On the livestream itself.... This is probably the biggest mistake anyone can make on their livestream. Twitch is all about watching people play games. Nobody wants to hear you sitting there talking about how great the game is what its features are and why everyone should be excited about it. If you have super interesting talking points that39ll make people laugh - great use those otherwise just jump straight into the game. I think the best example of this was when we did the Party Hard stream at Gamescom It was genuine and fun. Most of the chat had no idea what was going on but it was just plain fun. I39m good at writing and when I39m drunk I can be a fun host. Sober me pales in comparison with Mike so it39s great when he takes the lead in our appearances. If you39re not sure what to talk about - just play the game and have fun. Viewers love watching the player have fun and that39s the best marketing for your game. If you39re sitting there looking bored and just hitting bulletpoints off your marketing list nobody will be excited about your game and viewers will drop off. Pictured Our E3 segment where we had 4 other people to make it feel lively D If you don39t have someone like that - just invite streamers or Youtubers to participate More than once we had Jesse Cox with us on stage. At PAX South I literally just ran around the showfloor trying to catch him said YOU TWTICH STAGE NOW LET39S GO and he went on stage with us. ok there was e-mail correspondence back and forth beforehand don39t just tackle people like that. tldr prepare for the livestreaming by making sure your build works and all the assets are in arrive on time and just have fun playing your game Related Jobs 08.24.15 Software Engineer Developer Relations - San Francisco 08.24.15 HR Manager 08.24.15 Senior Server Programmer 08.24.15 Gameplay Engineer View All Jobs 251935 blog blogsAlexNichiporchik20150821251935Showcasing_your_game_on_the_Twitch_stage_without_looking_like_an_idiot.php 901199 33399953 Loading Comments

The Soundtrack of Deep Space - by Matt Hammill - Link Fri, 21 Aug 2015 01:41:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs The Soundtrack of Deep Space by Matt Hammill on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The following is a guest post by Ryan Henwood who handled all the music and sound for the upcoming gameLovers in a Dangerous Spacetime. The soundtrack is available here. The Asteroid Base guys have talked about the inspirations and creation of Lovers at length but Irsquod like to talk about the beginnings of the game from the audio perspective. In 2012 I decided to take part in the Toronto Global Game Jam after being encouraged by a close audio friend. Audio people were in short supply so I was responsible for developing the music and sound effects for an entire room of teams. In the end I composed music and designed sound for 5 games within the 48 hours of the jam. Lovers was the last game that I worked on and I only had an hour or two to create and deliver. The first renditions of the opening and gameplay music were developed at this time along with 8 sound effects. Initially the gameplay music now called ldquoLaunch Into Deep Spacerdquo was just a one-minute loop. In the final game there are 19 pieces of music ranging from 4 to 6 minutes in length. The genre of the music was completely out of my comfort zonendashI had never composed happy spacey dance music before. Most of the time my compositions are kind of dark so this was new to me. I started experimenting with different synthesizers and fell in love with Arturialsquos CS80 and Arp2600 plugins. These plugins are modeled off of the 1970s classics which have been featured in some popular science fiction films and shows such as Blade Runner and Doctor Who. I wanted the music to sound and feel vintage and not ldquochiptunesrdquo because a lot of games have been composing music in that timbre. The use of the vintage synthesizer rather than chip sounds gives it a 1970s science fiction feeling which overall matches the design and inspiration of the game. After the jam Asteroid Base decided that they were going to continue to develop Lovers and I was excited to continue providing the sound design and music. The first thing I wanted to do was revise the music I had written at the jam. It was rushed at the time so now I could go back and really sink my teeth into it. A lot of time was spent adjusting the performances changing oscillator wave shapes and just generally messing around with settings until I found the sound I wanted. Before this project I didnrsquot have much experience in using synthesizers for music. I had used them mostly to create sound effects and ambiences in animation television shows. At first I was slow at being able to compose exactly what I heard in my head but thatrsquos the fun of experimenting and learning. Throughout the composing of Lovers there were many creative mistakes that paid off. There was one instance where I was using a chiptunes synthesizer and I was hoping to make it increasingly harsh so it would stick out of the mix more. I added a bit crusher to the process chain and instead of making the sound harsh it actually calmed and smoothed it out. This worked better in the song than what I was expecting. So it stayed. The original song from the game jam ldquoLaunch Into Deep Spacerdquo was extended to about two and half minutes before I moved on to composing the additional gameplay songs. During the development process we had decided that the music length didnrsquot need to be kept to a minimum and I had free reign to make the songs as long as I wanted. With ldquoLaunch Into Deep Spacerdquo being rather short I decided to try and extend it so that it wouldnrsquot be so repetitive and annoying to the player. I extended the song twice and it ended up being close to 6 minutes long. While I was lengthening it I wrote a great melody on the ARP2600 but I felt it didnrsquot particularly fit into that song. Ironically the melody line cut from the first song became the main theme and inspiration for ldquoForever Space Loverdquo which is now the gamersquos ending song. Follow Ryan Henwood on Twitter at DeepRootsSound. Related Jobs 08.24.15 Software Engineer Developer Relations - San Francisco 08.24.15 HR Manager 08.24.15 Senior Server Programmer 08.24.15 Gameplay Engineer View All Jobs 251944 blog blogsMattHammill20150821251944The_Soundtrack_of_Deep_Space.php 932376 33691663 Loading Comments

Eight tactics for engaging with players on social media - by Greg - Link Thu, 20 Aug 2015 12:57:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Eight tactics for engaging with players on social media by Greg Street on 082115 014100 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. I have always been passionate about communicating with players. Originally I did this through the Age of Empires forums and later the World of Warcraft and ultimately the League of Legends forums and then this whole social media thing happened. In fact this content originally came from my ask.fm account but I received a lot of positive feedback on it and thought it might be useful to a wider audience. As we all know communicating with players in a public space can be scary and is fraught with peril -- it39s an epic adventure in itself. I don39t pretend to be the grandmaster of social engagement but I do have a lot of experience so I thought I would share some of the tactics I have found successful. Ultimately this is one of those learn to swim by drowning deals. You just need to get out there make some mistakes and learn from them. You have to have thick skin absurdly epicthick skin. I always remind myself that players are only passionate because they care and even when their communication style is hyperbolic or hurtful they have the same goal that you do to make your game better. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08.21.15 Level Artist 08.21.15 Character Artist View All Jobs 251887 blog blogsGregStreet20150821251887Eight_tactics_for_engaging_with_players_on_social_media.php 1002140 35878883 Loading Comments

Compassion - by Robert Fearon - Link Thu, 20 Aug 2015 12:52:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Compassion by Robert Fearon on 082015 125700 pm 30 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. Whenever a developer finds themselves in the wake of a launch not going swimmingly discovers their sales numbers aren39t so hot finds themselves struggling in some capacity and mentions this in public shows disappointment in public or often any emotion at all in public that isn39t jubilation or celebration of videogames being brilliant the reactions of other fellow developers still surprises me. Considering we all know just how up in the air things can be how hard getting by in videogames often is how at the mercy and whims of a thousand external factors we are from success and knowing that comparatively few people keep their head above water comfortably. Considering we know how being in videogames and releasing videogames runs us through highs and through lows how the workloads involved can exhaust us when we39re taking the best care we can as often as we can how we are still humans with good days bad days and all things in-between. Considering we know the disappointments when things don39t do so well because we39ve been there at times if we39re lucky it39s slight if we39re not... Considering all that I39m still surprised our first reactions are often to try and explain away what someone did wrong that led them to feel this way to try and fit the reaction into a place where we have the answers and well clearly the developer should just do a thing or know a thing. Yet if we were sitting over a table with a cuppa or a pint the exact same story relayed to us in person we39d nod and empathise. We39d chat about possibilities reasons feelings. Yet the internet strips this away. Instead we explain not empathise. We often focus on tone how saying that in public on the internet like that is just not on without considering that maybe someone is just having a bad day. We don39t really allow for bad days. Not entirely a revelatory observation on my behalf here we39ve all been on the internet long enough to know the internet warps our reactions social media and the ability to go from gut reaction to posting a thing in seconds without a buffer doubly so. But perhaps before we explain why things are the way things are and if only a thing was done different or they must have known perhaps before then we could imagine that table that pint or cuppa is there before we go on. One of the things that holds us back so often that makes being in videogames more perilous than it needs to be is that it39s hard to talk about failure disappointment and pitfalls without a pile on of people to tell you how to fix a thing or how you did it wrong so what did you expect and so on. It keeps us in a place where compassion is hard to come by and if there39s one thing we all need to help us wade through this mess of videogames easier and safer if there39s one thing we39d all appreciate if it39s directed at us it39s just that. Compassion. Especially from people who can empathise all too well with our predicaments facing similar worries as we often do. And don39t worry I39ve got a lot of learning to do myself here too but maybe we can all give it a go. Maybe we can all remember there39s a human being there making games alongside us and we all feel things for better and for worse. We don39t need to explain everything y39know I know I need to be better at this. Let39s try together. Related Jobs 08.24.15 Software Engineer Developer Relations - San Francisco 08.24.15 HR Manager 08.24.15 Senior Server Programmer 08.24.15 Gameplay Engineer View All Jobs 251746 blog blogsRobertFearon20150820251746Compassion.php 858918 33014233 Loading Comments

Global Home Court Advantage Yes eSports is a global phenomenon and no - Link Tue, 18 Aug 2015 01:28:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Global Home Court Advantage Yes eSports is a global phenomenon and no its not going away by Ian Sharpe on 082015 125200 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The bright lights of eSports39 biggest tournaments capture the imaginations of 120 million fans around the world. It39s not difficult to understand why--the excitement of these massive events is as contagious as the enthusiasm generated by a Super Bowl or World Cup and communities of fans and players have sprung up all around the world alongside traditional sports fandom. Instead of why eSports have become such a compelling spectacle it is much more important to understand how. How has the industry driven this global interest and how will it be sustained in the long run How have eSports exploded Recent events like Heroes of the Dorm on ESPN2 and the eSports issue of the ESPN Magazine have thrust eSports into the public eye but the competitive gaming scene has been growing rapidly since the birth of the professionalStarCraftscene in South Korea in the early 2000s. The story ofStarCraftin Korea is a fascinating story of technical economical and cultural factors combining at just the right time and one worth reading in its own right but it took a global improvement in technical infrastructure and the creation of digital forums for fans to congregate on equal terms to really nurture eSports outside of this crucible. Stable internet connections and lightweight yet feature-rich streaming platforms are the core pillars on which eSports has built its globalfan base. Platforms like Azubu and Twitch have opened the doors to competitive gaming for anyoneconnected to the internet particularly in countries like Brazil where technical infrastructure is finally available to connect millions of people to the web for the first time or China which is emulating the Korean model with an almost ideological zeal. Reliable streaming platforms have become the new digital forums--the destination to connect and share their fandom. An enormous amount of credit for the ongoing interest in eSports also lies with the casters analysts and content creators who over the course of many years of broadly thankless work have helped contextualize the digital action and create on-ramps for new fans to get involved. That content has hit a critical mass heavily aided by the growth of community-focused sites like Reddit and the ease of accessing such content via streams and itrsquos now easier than ever to learn everything there is to know about the eSport of your choice. When eSports fans from Belgium to Brazil and Bangkok can watch the same match and talk about it on a shared forum at the same time the game becomes an international shared experience especially when that experience is localized into their own language. How will eSports survive There is a cloud of doubt that lingers over the long-term staying power of competitive gaming. Games like fashion are prone to going out of style and it is hard to predict and more importantly invest in the continued growth of eSports when it is carried by a handful of titles. In practice while the games themselves are undoubtedly important to the eSports scene the experience of being an eSports fan is unique enough to be durable in the long run. A key ingredient is the accessibility of its top players. Watching the bestLeague of Legendsplayer in the world do his thing isno more than a click away and streaming platforms are designed to bring communities of fans together. Imagine if Lebron Jamesrsquo practice sessions were broadcast live on ESPN and he interacted with fans around the world between dunks. That kind of accessibility is a dream for NBA fans but a reality for eSports enthusiasts. Another big factor will be the games publishers themselves who are now committing significant marketing dollars to global tournaments and building features into their game roadmaps that will drive eSports for product cycles to come. The real staying power of eSports however rests in the hands of streaming platforms and forums that can facilitate the rapid growth of a community hungry for tighter bonds with the sport they love. Outside of providing the raw technical infrastructure for fans to watch eSports from anywhere on earth these central hubs provide an opportunity for the first SportsCenter of eSports analog to appear. eSports all over the world The eSports fan community continues to expand as the internet becomes more accessible around the world. Beyond creating new games to become permanent fixtures in the competitive circuit the survival of eSports around the world starts with making eSports content--from professional players to shoutcasters to broadcasters and influencers in the space--as easy to obtain as possible. It becomes more than building good technology for fans to watch eSports and for influencers to reach their fans. As the footprint of eSports grows around the world keeping an eye on its international health will be the strongest outward sign of competitive gamingrsquos success. Related Jobs 08.24.15 Software Engineer Developer Relations - San Francisco 08.24.15 HR Manager 08.24.15 Senior Server Programmer 08.24.15 Gameplay Engineer View All Jobs 251754 blog blogsIanSharpe20150820251754Global_Home_Court_Advantage_Yes_eSports_is_a_global_phenomenon_and_no_its_not_going_away.php 1002105 35874313 Loading Comments

ampquotSound is Magicampquot - Insights for the Game Music Composer - - Link Tue, 18 Aug 2015 01:13:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs quotSound is Magicquot - Insights for the Game Music Composer by Winifred Phillips on 081815 012800 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. From May 19th to the 20th of this year the British Broadcasting Corporation39s Research and Development department presented a two-day conference to explore the future of immersive sound. Called Sound Now and Next the event featureda distinguishedspeaker list that included accomplished audio engineers producers educators inventors researchers musicians and composers. The event offered a wealth of fascinating presentations on the future of audio and I recommend visiting the site andchecking out the awesomevideo resources from the event which include complete session videos made freely available for streaming from the site. For game composers and sound designers one of the best sessions was presented byNick Ryan an award-winning audio engineercomposeraudio consultant who is best known in the game industry for his sound design work on thePapa SangrePapa Sangre IIandThe Nightjaraudio games for iOS. These three games utilize binaural sound to immerse players in an audio-only interactive environment which Nick Ryan callsinhabitable audio. Nick39s presentation at the Sound Now and Next conference was entitledSound is Magic.According to Nick audio has a unique power to bring about an emotional and perceptual impact by virtue of the collaborative relationshipbetween the sound source and the listener. When a sound isseparated from its original source i.e. when it39s not possible to see the source that39s emitting the sound listeners will instinctively use their imaginations to supply the nature of the sound39s origin. This imaginative contribution on the part of listeners has the potential to draw themmore fully into the experience. I profoundly believe that we are co-authors in everything that we listen to Nick tells us. Nick Ryan sound designer for Papa Sangre Papa Sangre II and The Nightjar Early in the presentation Nick introduces us to his initial work in binaural spatial audio by describing a project he produced in 2002 for BBC Radio 4. The Dark House was a popular interactive radio drama a ghost story recorded on location in a large house. The actors wore baseball caps with microphones embedded in the brims. While the project was ostensibly a traditionally linear radio drama it was structured so that the audience could decide from which character39s perspective the story would be told and the audio mix would switch to the perspective of the character who had received the most votes. In this way the audio mix of the program changed drastically as the audience cast their votes during the broadcast. The entire program is available for listening here Nick stresses that this project illustrates the power of adding interactivity to an audio experience. Moving on to his work in video game development Nick launches into a discussion of his work on Papa Sangre a game set in a completely non-sightedrealm of the afterlifeinhabited byvicious unseen monsters. Sharing a few observations about gamers39 experiences in Papa Sangre Nick points out that visually-impaired players would usually breeze through the game in an hour whereas sighted players found it to be crushingly difficult. Also Nick describes a phenomenon whereby sounds associated with personal movement such as footsteps stimulated the motor cortex of the brain to be active making listeners feel as though they were actually in motion. This motor cortex stimulation contributed to the immersive qualities of the gaming experience in Papa Sangre. The effects of sound on the brain are tremendously fascinating and I explored some of the effects of music on brain activity in my bookA Composer39s Guide to Game Music- so I was especially interested to hear more about that phenomenon in Nick39s talk. To learn more about Nick39s work on Papa Sangre and another audio-only game titled The Nightjar check out this sound design mini masterclass that Nick gave for the British Academy of Film and Television Arts Continuing with his presentation for the BBC Sound Now and Next conference Nick described a collaboration with Volkswagen and the famous electronica duo known as Underworld to allow a car to essentiallydrivea piece of music associating an interactive musical composition with the turning braking acceleration and de-acceleration of the vehicle. While it isn39t a game-related project it is fascinating when considered in terms of the interactive music possibilities that could be translated into gaming applications. Here39s the final video result of Volkswagen Golf GTI Play the Road. And here39s a behind-the-scenes video that explores the making of this interactive music system for driving Finally Nick brings the entire concept of Sound is Magic to a culmination by describing his collaboration with John Matthias to create a four movement piece for string orchestra entitled Cortical Songs. A computer simulates the way in which human neurons naturally behave sending these signals to tiny flashing lights on the music stands of the string players. The musicians respond to these flashes as theywould respond to a conductor issuing cues- as though the simulated neural activity was leadingthe orchestra. The magic of the human mind is now expressed through sound expressing Nick39s concept ofSonification-- the aural expression of silent phenomena. Here is an excerpt from a performance of the composition The Sound Now and Next conference offered an abundance of inspiring ideas from top practitioners in their fields and I urge everyone to check out the site and see some of the other presentations that are available online. Alsobe sure to check outthe complete presentation given by Nick Ryan -- Sound is Magic. Winifred Phillips is an award-winning game music composer. Her most well-

The 5 Biggest Mistakes Made by Indie Development Studios - by Aidan - Link Mon, 17 Aug 2015 02:01:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs The 5 Biggest Mistakes Made by Indie Development Studios by Aidan Minter on 081815 011300 pm 3 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The competitive nature of the video-game industry makes it one of the most volatile markets in business today. As technology amps up the pace to define our lifestyle needs so too does the level of expectation placed up developers and publishers to deliver truly standout forms of entertainment. In late 2013 and early 2014 we saw more of the transitional shift in the digital games market where developers and startups one man bands and bedroom coders were being the creative freedom to explore the direct to consumer possibilities. For the publishers who remain we also saw a dramatic shift in their product strategy as they looked to adopt a digital business model with their I.P and move more aggressively into markets they had not even discussed five years prior. Consumers are being bombarded with all kinds of different media on a daily basis so discoverability and brand loyalty are much harder to achieve. Marketing is now taking on broader and more diverse forms to coax consumers into the fold transmedia marketing and social networks are now the go to tools to nurture that all important divide between passive viewer and active player. I39ve worked in the games industry for over 20 years I39ve primarily worked on the publishing side Atari Midway Games Meteor Entertainment but have worked closely with development teams of various sizes in helping them negotiate a route to market. Over that 20 years I39m still still seeing the same mistakes made today that teams from years ago were making. Here39s 5 mistakes some development teams are still making - here39s the guidance to avoid making those mistakes. 1. Lack of Positioning For The Product There are too many instances in current development teams where staffers working on the title look at the product as a set of tasks rather than understanding the title as it should be positioned. The bond between your marketing communications and your development team needs to be in sync in most cases they never are and teams become alienated and fractured which invariably creates an emotional divide. Smaller development teams working their own communications tend to avoid this because they become masters of many talents they have to work together and they absolutely have to know where the product is at and what they are creating. Imagine how better your team would operate if everyone actually knew what they creating where it was going to fit into the wide open gaming space and more importantly what type of person was going to buy it or experience it. Your team will gain an extra insight by being more socially and commercially aware than if you had a team focused on a list of tasks rather than a product for X Y gamers. 2. Lack of Benchmarking for Trends and Competitors Failure to recognize what your competitor is doing will create more work for you in the long run. Benchmarking gives you a greater sense of understanding your own abilities to match or exceed the consumer demand on your product. By knowing how much work you need to undertake just to match expectation you are building the groundwork for a very capable product. Keep in mind that yoursquore not looking to be a lsquome toorsquo product yoursquore looking for ways to exceed your consumers level of expectation in what yoursquore bringing to the table be it a service or a product. What top 5 features do you have in your product compared to the top 5 features in your competitors product - If you don39t know the answer you should because no one39s going to buy an inferior 39me too product39. 3. Underestimating the True Value of Video Content For Discoverability Itrsquos the single most important format for people to learn share and connect. Video content is also the most direct way to communicate with your audience in order to convey information about your product. YouTube should be high on your list of priorities and it pays to plan a consistent drip feed of content that will build familiarity with your brand. To stand out on YouTube you need original compelling content because every man and his uncle is also uploading content because they want your audience as well. In terms of search gamers rely on two resources Google and YouTube so the title of your video is almost as vital as the content you are promoting. In a recent Google report on how Gamers use YouTube it revealed the following facts. 4. Inadequate Press Kits and Media Content Emphasis should be to provide journalists and publications with everything they need and more to talk about your product better to go above and beyond what they need rather than under-delivering. Create a solid press kit with information screenshots art trailer and press release. Reducing the amount of time you are being pulled away from your project by constant media requests is much more beneficial than chasing down assets and delivering them especially where man power or resources are limited. If press can39t or don39t get the assets they need - they39ll just write about a product they do have the assets for. In summary prepare for trade events where journalists will be present with a comprehensive press asset offering and be sure you have some way of being able to maintain contact with the publication either directly or through a representative. If you think a dedicated PR agency might be able to help you then bring them into the fold don39t assume that PR is too expensive for your budget you39d be surprised how flexible PR agencies can be. 5. Lack of Market Awareness and Understanding Community Buzz Competitor activity is one of the biggest factors in marketing adjustment as well as audience awareness. Ideally yoursquore looking to deliver the best possible message to the largest possible segment of

Mini Postmortem On A Steam Early Access Launch - by Jamie Fristrom - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Mini Postmortem On A Steam Early Access Launch by Jamie Fristrom on 081715 020100 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. Hey everybody - let me tell you about my latest boneheaded mistakes so you can make all different mistakes with your launches. I only released Energy Hook - a game about swinging from building to building something I hadn39t worked on since Spider-Man 2- on Steam two days ago and I39ve already made enough blunders to fill an article. Here goes What Went Wrong 1 Falling For Scammers After I announced Energy Hook coming to Steam Early Access a few weeks ago I started getting e-mails from people who wanted review keys. Getting a deluge of these sorts of e-mails is something my other indie friends have had to deal with but usually for me it was a small enough burden that I could respond to each one individually and humbly. This time I got a couple e-mails from people who said they ran really big foreign Youtube sites in Germany and Russia. I thought to myself You only want keys I39ll do you one better I was going to put localization off but I39lldo it right now. That should impress you So I paid some friends to translate into Germany and Russian. You guessed it after the deal was done I thought - Wait a minute. How do I know these guys are actually connected to the Youtube channels they say they are I checked their e-mails and sure enough they didn39t match the Youtube sites. Wah wah wah. What Went Right 1 Localized In Time For Early Access Launch Although it didn39t make a lot of sense to localize now - the game isn39t done yet More and different text is comingThe good news was that I managed to get the game localized in just a few days using the I2 Localization plug in. That plug-in is pretty sweet - it is good at searching through your UI for things that need to be localized. It also lets you keep a spreadsheet on Google drive that you can share with your translators and then you can pull the translations into your game with a button press. It made me very happy. Also some friends volunteered to do the Swedish French and Polish versions for free. Kind of an odd collection of languages to start with but I39ll take it I39m certain that having the game and the store page translated into those languages will help sales in those regions. Would my time have been better spent elsewhere Maybe but I don39t regret it. What Went Wrong 2 Handing Out The Wrong Keys Keys are associated with different branches in Steam and I got their meanings backwards - I thought the keys for the default branch could also access the testing branch but it39s actually the other way around. So for preview copies I should have been sending out the testing keys not the default keys. This was a particularly bad mistake because eager previewers who used that first key couldn39t then disown the game and activate the second key They were stuck not being able to preview. One of them was kind enough to give me his steam id so I could add him to my development team and let him play the game that way but who knows if the others were willing to give it a try or just gave up. Fortunately after I39d sent out a couple dozen of bad keys a nagging voice in my head said Wait. Are you sure about this I mentioned it on Twitter and someone happily volunteered to test one of the keys - and sure enough it didn39t work. So I did manage to course correct and start getting the right keys out to the remaining journalists. What is it they say That 80 of the time what you worry about isn39t the problem that bites you This time I was glad I paid attention to what I was worrying about. What Went Right 2 Other Press I send personal e-mails to members of the press I know and have talked to before. Although I dropped the ball on appearing at any big trade shows this year should chalk that up as another What Went Wrong I decided I could maybe make my own trade show I wrote the journalists I knew and asked if I could come by their offices and show them the game in person. The folks atPolygon took me up on it and did a fantastic interview with me where I ummed and errred my way through a demo. For members of the press I don39t know I finally automated my system. For sending out keys to my press list I used Yet Another Mail Merge fortunately I39d figured out my key problem before then for members of the press who were contacting me asking me for keys I used Vlambeer39s distribute and told them to apply there. So I39m spending a lot less time answering e-mails from smaller press than I did with Sixty Second Shooter Prime. What Went Wrong 3 Launching The Game Just Plain Didn39t Work So some of my Kickstarter backers and social media followers were gathered together for a launch party on twitch and I said Okay I39m doing it I39m pressing the Release button and I did ... and although Steam claimed the game was now released there was no price or Buy button. Some party. It mostly consisted of me worrying about whether I needed to wait because maybe it would come online in a bit or what... What Went Right 3 Using My Valve Connection I posted to the Valve developer forums but an answer was not forthcoming. Now I have a friend who works at Valve. But at some level I both feel like I39m cheating if I try to get help through him and also feel like I39m sort of abusing his friendship. But after a few hours had gone by I decided I better go for it and hope he39d forgive me. He put me in touch with the right person and they solved the problem. I39m not sure what the take home lesson is here. Maybe it39s It Never Hurts To Ask or maybe it39s Use Every Unfair Advantage You39ve Got... Maybe it39s just Be lucky enough to have a friend who works at Valve. P What Went Wrong 4 Not enough lead time for an Ask Me Anything on Reddit Two years ago doing an AMA on rgames was as simple as messaging the moderator and saying 39Hey

How do I get funding for my indie game company - by Zachary Strebeck - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs How do I get funding for my indie game company by Zachary Strebeck on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Financing your indie gamedevelopment One topic that doesnrsquot come up often in discussions of game development is the various ways that funding can be found. While most developers these days seem to opt for crowdfunding throughKickstarter there are a number of methods to get money to develop your product. Herersquos a brief overview of a few of these fundraising opportunities and the legal implications. Bootstrapping ldquoBootstrappingrdquo refers to paying for the business yourself whether itrsquos through savings or credit card debt. ldquoBootstrappingrdquo refers to paying for the business yourself whether itrsquos through savings or credit card debt. This is certainly a viable way to fund game development but itrsquos usually a better idea to useother peoplersquos moneyinstead. This takes a good amount of risk off the developerrsquos shoulders and allows them to concentrate more on delivering an amazing product. How do you do this Try one of these other methodshellip Friends and family loans One of your best initial funding sources is your friends and family ndash the people who are most likely to believe in you hopefully. As a loan there is no expectation of profit apart from interest so you can avoid any securities law issues. Wersquoll get to those below. An additional benefit to having friends and family invest in your project is that they may be more understanding if the project fails. Banks and crowdfunding backers certainly wonrsquot be so if you need a jumpstart of cash this may be the best option. Business loans Another type of loan to get you started is a standard business loan. If yoursquove formed an LLC or Corporation you may be able to get the loan in the companyrsquos name. However unless your company has a track record you will probably end up having to personally guarantee the loan and use your personal credit worthiness to get it. In the absence of other sources though this may be the way to go at least for that initial capital. Front money investment This type of investment does however invoke securities laws so the counsel of an attorney is strongly recommended. A financing method common to many creative industries is called Front Money or Seed Money. This means that you get investors to front the new project some money in return for equity or royalties later on. This seed money is meant to start development of the project until further funding for the entire venture can be found later. This type of investment does however invoke securities laws so the counsel of an attorney is strongly recommended. For more info on this type of fundraising check outthis great articlefromtheatre attorney Gordon Firemark. Indie game funds Similar to seed money investment are indie game-specific funds likeIndie Fundand SonyrsquosPub Fund. These usually work in a similar manner ndash the funder gives a certain amount of money to the developer up front in return for royalties after the game is released. Donation-based crowdfunding Donation-based crowdfunding is probably the most popular with game developers these days. You and I know it as using Kickstarter IndieGoGo or some similar type of crowdfunding platform. This type of fundraising is not considered an investment and avoids any securities law issues. This does not mean that there is nolegal liability though. You are entering into a contractual agreement with your backers to deliver the promised rewards. Because of this you need to getyour project planning togetherbefore entering into thistype of relationship. Equity fundraising Basically you are selling equity in the company in exchange for startup capital. One way of financing a new business that isnrsquot very popular in the game development industry but is very common in the startup world is equity fundraising. Basically you are selling equity in the company in exchange for startup capital. This type of fundraising DOES implicate both state and federal securities laws. When a company does an IPO offering shares to the public this is a form of equity fundraising. This is a long and expensive process which generally requires lots of lawyers and disclosure documents about the financial health of the company. This type of fundraising has the potential to raise a lot of money. However there are a number of exceptions to the legal requirements of a public offering. An offering to a smaller number of investors or to a larger pool of certain qualified investors can avoid the need for expensive registration procedures with the SEC. For those that have raised seed money and are looking to take the next step this may be a good option. Equity crowdfunding Since the passage of the JOBS Act in April 2012 the crowdfunding industry has been waiting for final rules on the so-called ldquoequity crowdfundingrdquo process. This would allow companies to use the power of crowdfunding to sell shares in their company. It would be like using Kickstarter to sell pieces of your company rather than just the game. There would be certain crowdfunding portals that could be used for this not Kickstarter. Years have gone by though and the rules still arenrsquot finalized. Irsquom not entirely sure this is a method that game developers will opt for as the Kickstarter route brings with it a lot less red tape. For those that want to grow beyond their first couple of games though this kind of crowdfunding could be just what theyrsquore looking for. Conclusion I hope this was helpful for all of the developers out there. If you have any questions or are looking to explore one of these fundraising methods feel free tocontact a game lawyer. Also check outmy two FREE eBookson game development legal issues including Fair Use. Lastly Irsquovelaunched a

Luckslinger tech 1 - How to make 2D Sprite Animations in Unity - by - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Luckslinger tech 1 - How to make 2D Sprite Animations in Unity by Donald Kooiker on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. So we39ve just released Luckslinger on Steam and some people were curious about the lsquosystemrsquo that we use for doing all the sprite-animations in the game. Actually the basics are quite simple but after that it gets a bit more complicated. For this post Irsquoll just go over the basics and explain how we use Unityrsquos Sprites to make simpleand later complex 2D sprite animations. Basically how it works is that we make the animations in Graphicsgale and then export it as a full png. So that the whole animation is in one image. Then we import it in Unity as aSpritewith lsquoMultiplersquo sprite mode we then cut all the frames of the spritesheet correctly and filter aspointand set the Format toTruecolor. We then create an lsquoSpriteAnimationrsquo in Unity and then add the lsquoAnimation2Drsquo component to it we then add all the cut sprites in the array do the settings press Play in Unity and voila So how does this lsquoAnimation2Drsquo component work Wersquoll make it right now So Irsquod say create a new C Class in your Unity project and call it Animation2D. First of all wersquoll need to add some settings to the Class. publicfloatFPS publicboolisLooping publicSpriteframes publicboolplayOnStartupfalse privateSpriteRendereroutputRenderer privatefloatsecondsToWait privateintcurrentFrame privateboolstoppedfalse Most of these variables are quite self-explanatory you can set the FPS in the editor set if itrsquos looping or not set drag the correct frames for the animation and choose wether the animation will play when the scene loads. And the private variables are more for internal stuff. So where do we go from here Create anAwakefunction for your class void Awake and it should look like this. publicvoidAwake outputRendererthis.GetComponent currentFrame0 ifFPS0 secondsToWait1FPS else secondsToWait0f ifplayOnStartup Playtrue What happens here is that firstly we grab the SpriteRenderer which should also be added to the GameObject which contains this script then we just reset the frame and set the secondstoWait. If the lsquoplayOnStartuprsquo is set to true then the animation will start playing instantly. otherwise you can make it play from somewhere else by calling the lsquoPlayrsquo function which wersquoll make in a second. publicvoidPlayboolresetfalse ifreset currentFrame0 stoppedfalse outputRenderer.enabledtrue ifframes.Length1 Animate elseifframes.Length0 outputRenderer.spriteframes0 I guess most of this function also explains itself I just reset some variables and check if there are more than 1 sprites into the array of animation sprites. If so then start playing the animation if not then just set the sprite to the outputRenderer so itrsquos a still animation. So next up if the final part and the lsquocorersquo part of the Animation2D class and can be used to add more functionality to the Animation2D class as we have publicvirtualvoidAnimate CancelInvokeAnimate ifcurrentFrameframes.Length ifisLooping stoppedtrue else currentFrame0 outputRenderer.spriteframescurrentFrame ifstopped currentFrame ifstoppedsecondsToWait0 InvokeAnimatesecondsToWait So this function is called by lsquoInvokersquo and first of all Cancels any Invoke that might have been called so that the animation doesnrsquot mess up by accident. Basically what it does is increment the lsquocurrentFramersquo counter by 1 and then takes the sprite in the animationrsquos array at that index and applies it to the output. And it checks if you want it to loop. If you want it to loop and the counter is longer or equal to the size of the animation array then it will reset. If not it will just stop. And then if the animation hasnrsquot stopped yet it will use Invoke to re-call the Animation function. I guess you could easily make a lsquoStoprsquo function which Cancels any Invoke of lsquoAnimatersquo and sets lsquostoppedrsquo to true. Horse running animation in Luckslinger made with this system Thatrsquos all for now if you have any question or so feel free to email duckbridge.devatgmail.com or comment. This animation class is quite simple but we built our whole animation system based on this little class here I guess I could do more of these posts about more code-stuff of our game like the loading system saving system some minigames Ui stuff some AI stuff whatever. My name is Marciano Viereck and Irsquom the programmer at Duckbridge and wersquove recently releasedLuckslingeron Steam. with a 2 man team Related Jobs 08.21.15 DevOps Engineer 08.21.15 Database Engineer 08.21.15 Web Applications Engineer 08.21.15 Game Server Engineer View All Jobs 251260 blog blogsDonaldKooiker20150821251260Luckslinger_tech_1__How_to_make_2D_Sprite_Animations_in_Unity.php 989343 34242403 Loading Comments

The 2Ps and 2Ss Of Successful Game Design TechCrunch Maplestory - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs The 2Ps and 2Ss Of Successful Game Design TechCrunch Maplestory Neopets and Zynga Talk User Engagement by Xiaoxu Ma on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Xiaoxu Ma is the founder of Yttro Mobile. He is interested in supporting the qualitative creativity within the game app ecosystem with quantitative tried and tested principles. P1 Playification TechCrunchrsquos Jonathan Saragossi talks playification the process of lsquoplanning the product as a playful toy from the startrsquo that drives successful app design. To mobile game developers who are essentially next-generation tech-genius toy designers thinking about playification might seem somewhat obvious and unnecessary. But just because your app is already a toy in form doesnrsquot mean itrsquos a toy in function or that it embodies principles of playification as well as it could. P2 Personalization Maplestory a lsquofree to play 2D side-scrolling massively multiplayer online RPGrsquo whew that was a mouthful talks personalization a customized approach to gaming that ignites and sustain emotional connection. Maplestory users have full rein over their personal experiences customizing not only their charactersrsquo career paths magician bowman etc weapons different crossbows go for different prices and favored towns of choice Henesys Ellinia but also their avatarsrsquo appearances clothing enhancements can be bought from the Cash Shop digital pets and more. When users get to play their way expressing their preferences and identities through their in-game choices a game becomes emotionally binding and users get emotionally invested. And emotional investment is user engagement on steroids. S1 Serendipity Neopets a website-based virtual pet community with games shops auctions and different lands to explore talks serendipity a tried and tested method that primes gamers to associate your game with excitement anticipation and adrenaline read reward anticipation. Ultimately Neopets functions off a simple core concept But the UX is a little more complex. It39sseasoned with a strong dose of serendipity that keeps users wanting more. One randomly stumbles upon rare Codestones is whispered cryptic messages by passing Faeries and can periodically try to steal treasure from sleeping monsters without waking them with different results every time.Seasonal serendipity is a heavy feature too. Meet the Advent Calendar a December-only giveaway of points and free gifts that vary unpredictably in quantity and type each day. Check it out Serendipitous elements in game design work like flash sales from your favorite stores when users are primed with reward anticipation they are motivated to stay instinctively engaged active on the platform in the hope of new surprises and gains. S2 Social Zynga a wildly successfulgame developertalks social a strategy with the potential to rocket user engagement off the charts. Their portfolio includesFacebook classics like Farmville and legendary real-time Scrabble challengeWords with Friends. AndWWF39ssocial element isnrsquot a kitschy add-on to the main linguistic challenge it39sright at the core of the game. In fact it39sso fundamental to the UX that it literally accounts for 23 of the title.Even popular sitcom The Big Bang Theory has lent this social game its thumbs-up pitching fictional character Sheldon against Stephen Hawkingrsquos genuine persona. Regardless of how great mechanized gameplay can be people would fundamentally rather engage with other people not machines. Thatrsquos why Siri and Cortana the personal assistants of iOS and Android respectively are programmed to communicate in human voices and respond to ridiculous questions with witty human comebacks. That human-to-human engagement means that social gaming has the power to haul end users on board in droves all at once rather than watching them trickle in individually. You can playify and personalize the heck out of your game throw a ton of serendipitous events into the mix and still have only a lukewarm reception at best. On the other hand a gamersquos social element could be the critical ingredient that transforms user engagement from flicker to inferno. Check out what TechCrunch has to say about it. - I personally try to make sure the app development work I do with YTTRO Free Game App Discovery embodies these principles. A lot of user engagement boils back down to well-written code but an even bigger proportion relies on keeping these ideas at the back of your mind when yoursquore envisioning. This framework is not exhaustive but I hope it was usefulIf you have more resources ideas on user engagement chime in with a comment. Related Jobs 08.24.15 Software Engineer Developer Relations - San Francisco 08.24.15 HR Manager 08.24.15 Senior Server Programmer 08.24.15 Gameplay Engineer View All Jobs 251646 blog blogsXiaoxuMa20150821251646The_2Ps_and_2Ss_Of_Successful_Game_Design_TechCrunch_Maplestory_Neopets_and_Zynga_Talk_User_Engagement.php 1001764 35831633 Loading Comments

Postmortem ZackBellGames039 INK - by Alejandro Hitti - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Postmortem ZackBellGames INK by Alejandro Hitti on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Zack I stumbled upon the independent games industry some time in 2009. The number of AAA games that I was interested in seemed to be diminishing. In search of more to play I found games like Braid Spelunky and Super Meat Boy through various media outlets. These games were not only fresh and imaginative but they were crafted by small teams on even smaller budgets. With these projects in mind and a recently realized interest in programming I set out to replicate these developersrsquo results. By the time that my friends and I had established any form of presence among the growing number of indie developers it was becoming obvious that none of us had the artistic know-how to create our vision without the help of contracted pixel artists. Irsquom going to refer to the next few years as The Dark Ages. There were three of us at the time and we all had distinct ideas about what we should be doing. Couple that with artists who required and thoroughly deserved a professional pay grade we were wasting a ton of money and had too many creative minds for the somewhat small task at hand. We essentially just burnt out over the course of the next two or three years our minds our friendships and our wallets. Previous Games Zack and Ale Worked On Together Fast-forward a few more years and the team has dwindled down tohellipme. I was making ends meet by taking on programming contract jobs here and there. I had formed quite a few more relationships within the community and had attended a few more conferences. The other people who had once worked with me were now back in school or working on other projects. As another source of income I had decided that I was going to test the alternatives to big Steam releases. I was going to create a game as quickly as possible using only programmer art and upload that to smaller distribution portals like itch.io. Out of this came INK. INK was a game that I could make by myself. I could complete it in a few weeks and that is what I did. Within three weeks I had prototyped INK using Game Maker Studio contacted a composer Benjamin Burnes and released a stable build on Itch.io. Greenlight Data A positive response followed and people began sharing streaming and writing articles about INK. It was very exciting for me and I decided to reach out to one of my original partners Alejandro Hitti. We met at DigiPen Institute of Technology a few years prior and I knew that his main interest was filling producer and PR roles for small teams. Alejandro and I quickly decided that we would submit INK on Steam Greenlight while simultaneously doubling the content of the game as well as implementing the Steam API achievements and other bells and whistles. When all was said and done the INK expansion was released on Steam a few weeks after being Greenlit. The entire process from concept to Steam lasted three months. What Went Right 1 Game Maker Zack I feel like there is still this weird unnecessary stigma when it comes to using game engines that are accessible to new developers and even young kids. Game Maker specifically seems to take quite a beating when it comes to programming circles and talking about toolstech. To me Game Maker was and will continue to be a blessing. Game Makerrsquos codebase is fairly manageable to the point where I feel that I know it inside and out. It is also powerful enough to get the job done but isnrsquot so crammed full of features that I continue to tinker and play for hours. Restriction can be a good thing. Given Unreal Unity or a custom-made engine I would probably still be tinkering with the way that the paint works rather than writing a postmortem. I am not a control freak when it comes to my code. I donrsquot mind working around the lack of a feature. I know that at this time I am the only one who will need to see read and understand the webs that I weave. Until one or all of these things change Game Maker will continue to be my tool of choice. Alejandro I come from a school where we are required to write our own game engines from scratch instead of using existing ones since the second semester. At my school DigiPen Institute of Technology I am constantly asked why I choose to use GameMaker to develop my professional games instead of making my own engine or using a ldquomore powerfulrdquo engine such as Unity or Unreal. I have had some experience with both of these engines and while they are amazing for 3D I feel like they are still lacking functionality and ease of use when it comes to 2D game development. Though it is true that one of the main reasons why I use GameMaker is that Zack is a wizard at it we are working on getting him a robe and a staff I very much enjoy developing in it. I took upon the task to set up the Steam API integration for INK as well as code in all stats and achievements that can be found in the game. I also went ahead and fixed bugs as they showed up to help lighten Zackrsquos load and let him focus on designing the remaining levels and boss fights. What I found is that GameMaker is a very intuitive engine that is often overlooked because of its ldquodrag-and-droprdquo features that are targeted towards people who are learning game development. Often people dismiss it because of this fact ignoring that you can develop using code blocks and write in GML which is a language similar to Java and C and write code without any extra help from the engine. This is how all the code in INK works. Lastly I believe that GameMakerrsquos level editor is the best out there especially for tile-based design and it has a ton of other powerful features for 2D such as a robust Sprite editor making it the engine of choice for us until we decide to delve into 3D games. 2 Programmer Art Zack As mentioned early The

Why it is called Tribal Pride and other things you don039t wonder - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Why it is called Tribal Pride and other things you dont wonder about. by Luis Blondet on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. What is this game Tribal Pride will be a turn-based strategy game with collectibles and trading based on pre-gun civilizations and warfare throughout history. Think Age of Empires Chess Magic The Gathering. If it39s not about natives then why is it called Tribal Pride This game will be focused on what is known as tribalism and tribalism is caused by unhealthy amounts of pride within a group that have some things in common. So wait How will this create a better world or better humans This game will be designed to dispel tribalism by exposing its superficiality and uselessness as well as its corrosive nature to society and our world. Tribalism is a form of prejudice in a group scale. The group does both feel extreme pride for the group it shares an identity with and hates or fears anyone outside said group. This behavior has been and still is responsible for many atrocities and injustices. This game is an attempt at reducing this behavior through education. It will incorporate the following game design techniques -Players choose a tribe every time they start a game. The player may only use game pieces that belong to the chosen tribe. The higher the tribalism level in the player the more likely it will be for them to chose a tribe related to their tribalism instead of the tribe that has the better pieces to win the game. It is my hope that they will notice tribalism within themselves when they reflect on their loses. -Players that want to use a tribe related to their own tribalism will want to collect game pieces of the tribe they are identifying with. They will have a much better chance doing so if they are willing to trade with players that use tribes that they dislike. It is my hope that they see the benefit of cooperation with people outside their identity group and thus recognize their own tribalism as an obstacle in their life. -Some game pieces will have certain features associated with identity Gender sexual preference religion etc. Players may cripple their chances of winning if they refuse to use said game pieces simply based on these features that have no strategic or gameplay value whatsoever. It is my hope that the player reflects on their loses and sees their tribalism as an obstacle in their life. -In team games it will be advantageous to have a diversity of players in your team for different tribe game pieces will have exclusive abilities and traits. A homogenous team made up of one or similar tribes will lack the array of options required to overcome the challenges encountered in a game. The team that can better adapt to situations will be more likely to be victorious. There may be more design techniques to expose tribalism within players but these should give you an idea of the goal. These techniques will not be available right away but they will be completed by the time the game goes into beta stage. How will this game be played Players start the game with an empty board. They take turns either deploying a game piece or moving a game piece. Game pieces have deployment requirements so you can39t just deploy that powerful piece on turn 1. Game pieces will often require a certain amount of other game pieces to be already on the board so it will be possible to prevent a big powerful piece from coming out by eliminating the pieces it needs to deploy. Basically the pieces themselves act as resources instead of having them be divided between resource and combat units. Players will earn game pieces without buying them with real money. Game pieces will never be sold this way unless you buy them from another player. Players will earn pieces by login in daily by playing mini-games trading with others etc. There will be single player AI but it will be dumb at first. AI is very expensive to make but if the players support the game i will re-invest those profits back into development and improvement. The game will be played asynchronously. This means that players may play at their own pace according to their availability of time. They may play lots of games in one sitting or walk away at any time because they got busy and take their turn at a more convenient time. Players will also be able to have multiple games going on at a time. Basically it may take 10 minutes or a week to complete one game all depending on the availability of the players. I think that this is one of the most important features as it allows busy adults to also participate in the fun without being penalized for having responsibilities. Before closing this article i leave you with the gallery of the art assets of the game from 2010-2014. I created a chronicle along with the display of each asset re-telling the history of its development so far. I hope you find it entertaining and informative. Thank you for your time. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08.21.15 Level Artist 08.21.15 Character Artist View All Jobs 251872 blog blogsLuisBlondet20150821251872Why_it_is_called_Tribal_Pride_and_other_things_you_dont_wonder_about.php 882117 33234373 Loading Comments

Fig.co launches to allow equity crowdfunding for games - here039s how - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Fig.co launches to allow equity crowdfunding for games - heres how it works by Zachary Strebeck on 082115 014700 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. A new crowdfunding challenger emerges Last week I wrote about a number of ways tofund your indie gamedevelopment. Now a new challenger has arisen thatrsquos gotten the games media and game fans very excited. Irsquove reada bunch of articlesthat havebeen writteninthe aftermathof the launch ofFig.co a new crowdfunding site for games created byDoubleFineCOO Justin Bailey. However each of the stories Irsquove read only contains a piece of the whole tale about what Fig is how it works and how it can or whether it will benefit game developers. So here is my attempt at a comprehensive post covering the legal aspects of how this new crowdfunding platform works. Itrsquos a long one but worth it if you want to understand how Fig.co fits into the crowdfunding space now and in the future. How Fig.co works This in my opinion was a huge change in the games industry. Traditionally the most popular crowdfunding sites like Kickstarter and indieGoGo allow backers to pledge certain amounts of money in exchange for a product or other reward. This is before the product has even been developed in most cases. This in my opinion was a huge change in the games industry. It has a similar effect on the funding side of game development that the Internet and self-publishing avenues had on the distribution side ndash it has further democratized the development of games. And that I believe istotally awesome. However one thing that isnrsquot okay on a platform like Kickstarter is buying into the success of a game or the developer beyond just receiving a copy of the product. This known as having ldquoequityrdquo is relatively common in many other industries from films to start-ups. These companies often raise funds in exchange for a piece of the business in start-ups or of the proceeds from the product in films and other media. Why canrsquot you do that on Kickstarter Because of a little government agency called the Securities and Exchange Commission SEC and some laws from the early 1900rsquos. These laws deal with something called ldquosecuritiesrdquo which are things like stocks bonds and other investment vehicles. Securities laws dictate that you canrsquot just go around selling securities to people without proper disclosures. The fear is that you are either duping or misrepresenting people into buying them. The SEC wants to make sure that the purchaser has enough information about the thing they are buying into so there are a TON of regulations that govern the sale of securities. Because of this if Kickstarter was allowing people to buy shares of a game company or their gamersquos profits they would need to adhere to these securities laws. That most likely involves a lot of overhead both on the part of Kickstarter and on the project creator which drives up the cost of offering those securities. The easiest thing to do for Kickstarter then is to just allow backers to get something out of it without a stake in the profits. Exceptions to the securities laws If you only offer to a limited number of people or only allow certain investors to purchase you can meet an exception to the rules. While there can be a lot of legal overhead involved in offering securities publicly known as an IPO which keeps it mostly in the realm of bigger more successful companies there are some exceptions. If you only offer to a limited number of people or only allow certain investors to purchase you can meet an exception to the rules. These exceptions are used by sites like Angel.co and CircleUp to allow those certain investors known as Accredited Investors to purchase shares in start-ups and other companies that are looking to raise cash. So why not game developers Enter Fig.co Launched on August 18 2015 Fig.co is a crowdfunding website that combines both fundraising methods we discussed above. Backers interested in the projects hosted on Fig can choose to either back in the Kickstarter style just getting a reward or purchasing equity by getting a financial stake in the gamersquos profits. But therersquos the rub. Fig isnrsquot able to skirt the existing securities laws ndash equity backers must still be Accredited Investors. This means that they need to have either a 1 million net worth not counting their primary residence or a 200000 annual income or 300000 if including a spouse. This is most likely not the case for your average Kickstarter backer looking to use Fig. So most people will just be in for the rewards-based crowdfunding side. However allowing Accredited Investors opens developers up to a much bigger pool of capital in exchange for a percentage of game profits. How does that work Basically Fig creates a single purpose LLC to hold on to those royalty shares in the gamersquos profits. Once the game is released and starts hopefully bringing in profits the portion allotted to the investment will be paid to the LLC which will then distribute them proportionally to all of the equity investors. When can non-Accredited Investors get in on the action This is a great question and one that is certainly on the minds of both Fig and the average backer. When I hit the Internet the day that Facebook purchased Occulus Rift for 2 billion there were many comments wondering why the original Kickstarter backers werenrsquot getting a piece of the action. They were after all a big part of the initial funding though there was much more funding from equity investors after the Kickstarter. The JOBS Act signed in April 2012 may hold the key to allow non-Accredited Investors to do just that. While Occulusrsquo legal responsibilities to backers end when the promised rewards are delivered it would still be cool to be able to get a stake in the companyrsquos future. TheJOBS

A Journey into Production Part VII - Postmortem - by Samy Dib - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs A Journey into Production Part VII - Postmortem by Samy Dib on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Catch up by reading my previous entry here A Journey into Production Part VI - httpgamasutra.comblogsSamyDib20150817251445A_Journey_into_Production_Part_VI__Gameplay_Trailer.php Ascendance Ascendance Website httpwww.gamerslifeproductions.comascendance Facebook httpswww.facebook.comAscendanceTeam Twitter httpstwitter.comascendanceteam Producer It has been 7 weeks since I began this journey as a producer. Since being brought onto the Ascendance team I have learned and experienced a few things working with other students that helped me realize where my passions lay. The UAT Game Studio project was a great experience though and allowed students to get their hands dirty doing things that producers in the game industry would normally do at some point in their production pipeline. For this class we focused mainly on marketing the game but that didnrsquot stop us from taking on other tasks as well. After all one of the main objectives for a producer is to do whatever it takes to see the game to completion. Communication In the very beginning I knew it would be difficult to establish a solid form of communication since Irsquom located in Florida while the rest of the team is on campus located in Tempe Arizona. For us this is a three hour time difference. There are many teams out there that work entirely remote so I knew it wasnrsquot impossible. I also maintain a full time job so having to balance out my work time school priorities and the time difference was going to be tricky. My co-producer Joshua and the team lead Jake decided quickly that we should have a Skype meeting early on in the week when everyone was available. This worked out well since on Mondays we could get online and discuss what needed to be done for the week. We hashed out priorities and assigned certain tasks for each other to get done that week. Establishing a consistent and strong means of communication is important to the success of any team or relationship. I feel that our means of communication was effective and allowed us to speak live once a week to determine what needed to get done. Throughout the week we also had each otherrsquos personal emails that we could use in case anything time sensitive sprung up. This proved to be vital to our success as well. Online Presence When we came onto the project Ascendance didnrsquot have any form of online presence anywhere. There was no one on the web that even knew we existed minus our peers. Joshua took on the task of establishing our presence on Facebook and Twitter and built our website while I established an ongoing development thread on the Unreal Engine forums and created a YouTube channel. I knew that the UE forums would be an excellent place to talk about the development of Ascendance because Irsquove often times seen many great games document their progress on the forums. The community is always great when it comes to giving valuable feedback and trying out the game in the early stages of development. Within only the first few weeks we received hundreds of views and with every update they kept on coming. To this day we have over 850 views on our development thread and we appreciate every single one of them. This has proven to be a valuable way to show the world our project and share our progress with the community. Not only that but some were even kind enough to test out our alpha build for bugs and such. The feedback they gave was important to the overall development and we quickly acted upon anything we could fix. Art The team only had one major artist that worked on the concept art and any kind of promotional art for the game. Because of this we sort of fell behind the mark when it came to promotional artwork for Ascendance. We had plenty of modelers and level designers but none really had the focus to create promotional art. Our artist came into rough times in his personal life and we needed someone to step up. This is one of the times that the producer needs to do whatever it takes so I stepped up and volunteered my services in the art department as did the team lead Jake. It sort of helps when I have a background in game art so I already had a pretty good skill set for creating promotional art and game design. For the majority of my time on the project we lacked an icon for our online presence. The guideline for the icon was to create something that held onto the industrial look of an ldquoA.rdquo So I got to creating a few variations of the icon and presented it to the team lead once I was done. He had a few hue change requests and I was able to get that done within a few minutes. The next few days he was able to present it to the team and get their feedback which all seemed to be approvals of the new icon. If yoursquod like to see our final version of the icon you can check it out on any of our social media links up top or my previous blog post. Trailers Although Irsquom not a guru when it comes to creating trailers I have had experience with them in the past on my own game projects. Therersquos no shame in admitting that you cannot do it alone and need some help. If you know of a way that your work can become better with some additional help then do it. For me this was spending a few of my own hard earned dollars on a trailer template that I could modify and alter to fit my needs. I have experience with editing templates in Adobe After Effects and Premier Pro so I knew what I was getting myself into. I used ShadowPlay a screen recording software that comes with the GeForce Experience and began to record as much gameplay as I could fit into a trailer. In the end I created two trailers for Ascendance. The teaser trailer is only 1 minute long and shows off quick samples of the game along with their

One month of indie game marketing Articles and game reviews part four - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs One month of indie game marketing Articles and game reviews part four by Marc Bourbonnais on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. From my indie dev blog Game sites ndash Reviews and articles Simply put you want to attract gamers to your game andor deliver your game to gamers. A great way to do both is to have exposure on game sites either for an article or a review. They can reach large audiences. Even better it will catch the eyes of gamers that are specifically interested in the genre of your game. So part of your marketing process must include reaching out to games sites and journalists. But where can you find them Compiling a list of contacts is tedious work when you start from scratch but it is important and will help you organize your PR efforts. Here are some of the best mobile game review sites compilations that I have found to start building your PR mailing list. You can go through these spreadsheets find the sites that are best suited for your game genre and platform. Check the lists one by one to filter out the broken links and repeats. httpwww.indiegamegirl.comapp-review-sites-comparison-tool httpvideogamejournaliser.com httpwww.androidb.com201507android-game-review-sites-list httpapp-apes.com201409list-of-the-greatest-app-review-websites httpsmaniacdev.com201205ios-app-review-sites httpwww.appfreak.netlist-of-100-mobile-game-review-sites httpforums.toucharcade.comshowthread.phpt96403 Related Jobs 08.24.15 Software Engineer Developer Relations - San Francisco 08.24.15 HR Manager 08.24.15 Senior Server Programmer 08.24.15 Gameplay Engineer View All Jobs 251901 blog blogsMarcBourbonnais20150821251901One_month_of_indie_game_marketing__Articles_and_game_reviews_part_four.php 1001210 35728923 Loading Comments

A ramble about input methods and audiences - by Lena LeRay - Link Fri, 21 Aug 2015 01:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs A ramble about input methods and audiences by Lena LeRay on 082115 014700 pm 3 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. When working on game reviews and first impressions for indie PC games I often have need to ask the developer if there is an option I missed to allow key bindings andor if they plan to add it into the game. Often part of their response is along the lines of If you39re having problems with the keyboard controls you should try a controller. It39s better that way. The thing is by the time I39m asking about things like key binding options I39ve already tried using a controller. I might have liked it might not have. Often I didn39t because for games that aren39t action-oriented I generally prefer keyboard and mouse. When playing for myself I also never play a first-person game with a controller if I have any other choice and if I don39t have a choice I often just drop the game rather than bother with it. And to be honest none of that stuff about the controller matters. I39m asking about keyboard bindings because it39s a basic acessibility feature. Even for people who don39t require key binding options as a prerequisite to being able to play a game at all it39s come to be expected by the computer gaming audience in general that games will offer the ability to customize the keyboard controls. Every time Total Biscuit does one of his popular WTF is... videos the first thing he does is go into the options and judge them and keycontroller binding options are always a thing he talks about. He does this because people care about it. So many computer gamers prefer keyboard and mouse that neglecting to make the keyboard and mouse experience good in a game for PC is unwise. Do you want all kinds of people to play your game You need to accomodate as many people as possible and key bindings help with that. Are you making a new entry in an established turn-based genre traditionally found only on PCs for decades You most definitely need it because your target audience will notice the lack and probably be very vocal in their reviews and other feedback. Though if you39re targetting one of those groups you39re probably a member yourself and fully aware of the need. There are a lot of indie developers who make a game with plans to expand from PC to mobile or who are bringing a mobile game to PC and try to design one common interface for both but that39s just a terrible idea. Many PC gamers expect to have the full capabilities of their computers used this includes graphics and audio capability but in addition to that they expect keyboard commands and the ability to rebind them and if that expectation is ignored it will translate into lost sales andor people just not spending much time with the game. Often PC gamers will outright dismiss a game that feels like a mobile game to them no matter how we might wish them to do otherwise. I39ve been wracking my brain over the past couple of days trying to think of good examples of games that have good interfaces for both mobile and PC and especially ones that seem like they required a minimal amount of effort for developers to implement but I really can39t think of any. Spiderweb Software started with a game that can be controlled as mouse only or with a combination of mouse and keyboard and took that to tablets adding a button to the equipment screen to compensate for the inability to do mouseovers. However if I recall correctly they had to rebuild the engine to make it happen. To be fair the existing engine had been a work in progress since long before touchscreens were a thing so it39s reasonable to think that a developer starting now could build an engine with that in mind. This blog post has turned into a bit of a ramble hasn39t it The point I was initially trying to make is that good keyboard and mouse controls should be considered a must for any game releasing on PC. It really comes down to making the best use of whatever platform you39re working with though and taking the time to get input and interface right for the people who are likely to be most interested in your game is of paramount importance. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08.21.15 Level Artist 08.21.15 Character Artist View All Jobs 251904 blog blogsLenaLeRay20150821251904A_ramble_about_input_methods_and_audiences.php 934260 33709763 Loading Comments

Making pirates feel bad using Android push notifications. - by Aksel - Link

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 24 2015 Latest Blogs View All Post RSS August 24 2015 Features View All RSS August 24 2015 Special Reports Press Releases August 24 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 Blogs Making pirates feel bad using Android push notifications. by Aksel Junkkila on 082115 014700 pm 4 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. August 13th was the day when we released Battlestation Harbinger on Google Play and Apple App Store. Things went better than expected and we were featured by both Apple and Google for the first week. This was truly something else for our small indie team and we were overjoyed. Watching our own analytics the sales rate looked promising but we were quickly disheartened when we found out the game had already been cracked and uploaded to a website where the game was available to download for free. We had to wait to the next day to get the official reports from iTunes and Google Play. To our surprise most of the copies were in fact sold and not pirated At least in the beginning soon the pirated copies started growing and after one week we have ended up with a situation seen below As you can see from above the majority of players playing Battlestation Harbinger currently have pirated the game. This was to be expected it did not come as a surprise to us but it still hurts a little to see all that hard work not being respected. And the game costs a whopping 3.99. Above is the daily download count of the pirated versions of Battlestation Harbinger. A nice stable almost 1000 downloadsday The graph above shows only unlicensed Android installs the blue line is new installs and the dark blue line the daily total amount of players. If only they were real purchases... Despite of all of this the launch has gone extremely well especially on Google where we have reached great positions in the top paid categories. The game is currently sitting at 3 intop paid games in USA when looking at the strategy category and overall in top paid games at place 40. Not bad This kind of success is really welcome after 4 years of making games and struggling to get by all we want now is for the game to continue selling enough for us to make more That has been our dream right from the beginning. We had implemented Android push notifications to our game and we saw an opportunity to give players that had pirated the game a little reminder of their bad habits. We sent out a message that can be seen above stating High piracy rate. Please support us Also you pirates. When clicked the message led the user to our forums where we had more information and us stating that we cannot continue making more Battlestation games if nobody pays for the games. This worked really quite well of course our paying customers also got this message but they quickly understood what was going on after going to our forums to read more. They rallied behind us and we really feel that the community will be behind us more from now on. Additionally to this the daily sales of the game jumped up 15 from the previous day after being on a somewhat decline for 4 days straight At least the players pirating the game got a reminder of their bad habits and maybe some of them will think twice in the future. We sure hope so. Shame on you pirates Related Jobs 08.21.15 DevOps Engineer 08.21.15 Database Engineer 08.21.15 Web Applications Engineer 08.21.15 Game Server Engineer View All Jobs 251907 blog blogsAkselJunkkila20150821251907Making_pirates_feel_bad_using_Android_push_notifications.php 993552 34282223 Loading Comments

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Designing a Mobile Game Technology Stack - Link Sat, 20 Jun 2015 11:16:35

A lot of technology goes into developing stable scalable mobile games. At Rumar Gaming we have invested a lot of time in building a solid platform before even thinking about game ideas. Our goal was to be able to develop a large variety of games in a short period of time by sharing the underlying technology stack

Cache In A Multi-Core Environment - Link Sat, 13 Jun 2015 05:14:57

Cache In A Multi-Core EnvironmentIn my previous article I discussed the use of cache and some practices that can provide increased performance while also teaching you what cache is. I also stated that cache in a multicore environment is a whole other topic so Ive written this article to cover the different considerations that come along with Multicore Programming.Why does it matter if were using two coresCache comes in levels typically 3 each with their own group of cores that can access it L1 Cache is only visible to a single core with each core having its own private cache and is the fastest of all caches. L2 Cache is usually visible to a group of cores for instance the AMD 8150 shares L2 Cache between two cores and finally theres L3 Cache that is accessible to all cores and is the slowest of caches but still much faster in comparison to RAM.Now that we know that there are different banks of cache for each core what happens when two cores are accessing the same memory If there was no system in place then both cores would cache the memory then lets say one core wrote to that memory This would be visible in memory although the other core would still have its cache of the old value. To solve this when a core writes to its cached memory Any other core that stores that cache line will be removed or updated which is where our problem comes into play. Lets say you have 2 Integers on a single cache line and each core was writing to an integer each that are next to each other in an array although theyre not the same variables and it wont cause any unexpected results because theyre on the same cache line. Every time one core writes to that memory the other core loses its cache. This is referred to as False Sharing and theres a simple solution to this the hardest part is determining if youre having this problem.False SharingFalse Sharing can hinder the performance for any program. For this example Ill go through the optimisations I did on a single producer single consumer queue and provide a few steps to solving most of your False Sharing problems. To test the queue I have two threads one writing integers from 0 to 1 million and another reading them and checking if theyre all in order. The queue doesnt undergo any resizing and is allocated with enough capacity for 1 million objects

3rd Person Voxel Game - Space ShooterProgrammers Wanted - Link Fri, 28 Aug 2015 01:44:08

Unpaid PositionCode Void - The game The game is about survival. Landing on a randomly generated ship you look for items and supplies to scavenge and craft valuable weapons and armor to be the best on the space ship which has been overrun with countless mercenaries. You can explore craft fight loot and build in it. There will be shops that allow you to buy items without having to find them. Followers are gain able and are command-able by you. You can craft furniture to improve the design of any room if you want to live in it or place cover to prepare to ambush an enemy patrol. There will be enemy AI mercenaries that roam the ship to scavenge the place and kill any hostiles. There will also be a leveling up system to gain better stats. The player can also gain access to certain rooms by performing specific objectives. Youre main goal is simply to survive and find a way to access the bridge to gain control of the ship. I do hope to implement multiplayer as a later feature. It was also heavily inspired by Dead Space. Any more questions please feel free to message me As of now we are a team of 3 with 1 programmeranimator and 1 sound engineer. I have do a fully organized game design document as well.In-game pictureCurrent Progress-We have begun a prototype for the random generation of the spaceship.-We added shooting mechanics damage weapon type accuracy-Currently we are working on healthWhat we are looking for- Animators The models are rather simplistic and wont require too much time- Programmers Create core features- Artist Create UII am in search of anyone willing to help and of all skill level. If interested please add me on Skype vultsmith7 or email me at volksmithaol.comVisit us at our temporary site httpcodevoid.wix.comcodevoid to learn more.Free

Unity Programmer for Masters of Conquest - Link Fri, 28 Aug 2015 00:57:50

Unpaid PositionLos Angeles based game development startup studio Play Entertainment is looking to collaborate with a Unity programer. Currently we are working on a title called Masters Of Conquest a MOBA Tower Defense Third Player Shooter.Please check out the latest web client at httpwww.mastersofconquest.comHave funFree

Looking for 3D Artists Developers Coders etc - Link Thu, 27 Aug 2015 22:17:11

Unpaid PositionHobbyists currently located in SeattleWA Remote colaboration okay We are looking for people that want a challenge. This is a learning opportunity no one on the team currently is very experienced and none of us are paid. we are building a 3d actionadventure game utilising melee and magic. The game is the story of a young boy journeying across 6 nations in a time of war mastering arcane powers once lost to the world and advising lords in times of need. You arent the king youre the kingmaker. Through your own actions you ascend from the son of a woodsman to become the wizard in a kings court. Battle and befriend spirits aid armies journey through foriegn nations and explore ancient ruins in a divided land with a common history. We are at the start of development and have a lot of elements to work out. If there is something that you want to focus on Artwork for a particular region physical combat mechanics dialogue mechanics world economy let us know. If you want more direction well point you to what needs to get focused on next. Communication is important for the team If you respond to emails within a day or two awesome thats totally on par with this stage of development. Meetings are presently on a weekly basis in the Seattle WA USA Area just to check in and plot next steps. If you are not local thats okay email or skype will become much more important for communicating with the team. Right now we are putting together 3 playable demos to show of combat dungion exploration and interactive dialogue with NPCs. For clarity no technical experience is necessary we are open to people willing to learn new tools and skills.Free

Team CGT Open Positions - Link Thu, 27 Aug 2015 05:55:14

Unpaid PositionHello forum membersMy name is Ty and I am the project manager at Creative Game Tech. We are looking for Strong Self-motivated and dedicated individuals to join our team. We are hard at work for the past two months and created awesome content. Join us as we are getting ready towards alpha release. We are now looking for a talented members for these positions.Required Fluent in communication skills. Age above 18. Ability to talk and manage proper arguments. Ability to work as a team player. Skype Voice is required.Open Positions we are looking to fill these right away.Sr. Lead Programmer Be able to communicate your ideas and vision to the programming team Creating monthly roadmap Have advanced programming skills C C JS and Networking Advance knowledge of mechanics like Game State management com model singletons inheritance and C interfaces A willingness to learn new apis and even help build new ones Ability to work efficiently and respectfully with the team. be able to resolve conflicts and solve problems have excellent people management and communication skills including tact and diplomacySr. Web Developer Firm knowledge in phpMySQL and systems involved with websites. Login and profile development. Experience of at least 1 year. Implementing store and functions into the website. Ability to set an example for all team members by regularly demonstrating strong work ethics quality of work teamwork and motivation. Ability to work efficiently and respectfully with the team. Be able to resolve conflicts and solve problems. Be able to act upon instructions or independently listen and accept feedbacks from others.Assistant Project Manager - The ideal candidate will be analytical detail oriented highly organized and passionate about the successful orchestration of complex plans. Exemplary communication skills Outstanding analytical skills Results oriented focused and composed under pressure Be able to act upon instructions or independently Passion enthusiasm and knowledge of the games industry Proficient in MS Office Suite and Project Management Software Updating the website and project management site.Jr. Programmer UI and game mechanics skills in the game that need to be created heal-damage ect. we have concept art for the games and UI to guide you with the creations. C basics to intermediate level Knowledge of C at an basic to intermediate level Ability to work efficiently and respectfully with the team.What you will gain Experience. Expand your knowledge and portfolio. Be part of the creative process of game design credits Compensation when project gets successful via Kickstarter Free unlimited email account on our domain for the time of developmentAbout the GameOur game is a 6 v 6 fantasy style brawler with a unique story line that is both competitive and fun. We are implementing an offline Campaign mode while also creating online multiplayer ladder ranked game. Campaign mode will focus more on the storytelling for players who want to immerse themselves in the fantasy realm. The game is played in the 3rd person camera view. The style for the game is cartoony and anime with a fantasy theme We will have a working alpha soon.Members who join us will complete the NDA and Profit Share Agreement.We are excited that our team members are spread across the globe and so we use Trac PM Skype VCS Bit source-tree and Dropbox to stay organizeconnected. Best to contact over Skype koeanilo1or Email infoshatteredrealmcgt.comThank youFree

Looking for a artist and animator For 2D dragon game - Link Thu, 27 Aug 2015 01:25:58

Unpaid PositionThis is Jason coming to you to see if there are any 2D game artists and animators out there were looking for a sprite artist and animator for our game for which we have a update blog here httpdragonsurvival.tumblr.comThe game is a 2D survival strategy game centered around dragons trying to survive in a hostile world and rebuild their dying race.We are currently working on a prototype for the game which we will use for crowdfunding. Payment for after crowdfunding can be negotiated and will be planned beforehand. If you are interested what well need in terms of assets before then area single dragon asset with animationsisometric terrain tilesgrass rock dirt waterfood assetknight assetanimationsPossibly 2-3 illustrations for crowdfunding and possible UI elements.As well as input into artistic side of the game as we go forward in the game.Knowledge in design and experience with other games and projects is a big plus.The Engine being used is unity3D but no foreknowledge of the engine is necessary.The look were going with is a isometric34th with a somewhat dark but stylized painterly look.If your interested feel free to email us at mythwinginteractivegmail.com hope to talk to you soonFree

Modeler needed rev-share - Link Wed, 26 Aug 2015 06:28:29

Unpaid PositionWe are a small group of game developers. We are hard at work on a demo of our 3D actionRPG game. It will have a fantasy theme and will be built using the Unreal Engine 3. We will however keep a moderate scope in mind whilst still attempting to create something meaningful.We are looking for a modeler to join our team.-Blender 3D is preferable however 3ds Max and Maya are acceptable-must have knowledge of mesh optimization for game engines-must be able to bake normal maps and do textures PBR is a plusFree

Last Man Interactive looking for members - Link Tue, 25 Aug 2015 23:22:03

Unpaid PositionHello allWe are Last Man Interactive an innovative team of young talented developers from around the world. We are working together to create fantastic games and have a good time doing so.We are currently in the middle of producing two games Last Man Arena and John Cupboard Temporary Title.Last Man Arena LMA is an upcoming first-person Multiplayer Online Battle Arena. In this gruesome fight to the death players will be placed in detailed arenas and forced to do whatever it takes to survive and be the last man standing. With complete freedom as to your path to victory you can truly create your own strategy. The choice is yours See an example of a few weapons designed for the game below.John Cupboard Temporary Name is a unique indie puzzle-platformer. It is story based about a child growing up with not-so-great hinted at being abusive parents. He is bullied at school a lot and in order to escape his hard life often wanders off in his imagination. His favorite thing to imagine as kids often have a go-to is that he is a 1940s style noir detective. The player in the game can switch between his imagination and real life in order to solve puzzles escape the horrors of his life including icky vegitables and muster through the intueging meaningful storyline. No screenshots yet game is still in early development.Lets get right to the point were looking for some team members as we still have a few slots to fill. Here are the currently occupied positions alphabetical by nameAlexander Wonnacott - MarketingPR Manager WriterLeo Houts - Assistant Designer PR Manager WriterJochem Van Diepen - 3D ArtistJoram Millenaar - AnimatorKevin Zigann - Assistant AnimatorModelerJulian M. I. - Composer Lead DesignerPeter De Klerk - Animator Graphic DesignerTobias Nyholm Maneschijn - Lead ProgrammerMark Lock - Assistant ProgrammerTyler Burd - Founder ProducerAs you can see we have an established team but some holes that definitely need to be filled. Keep in mind this is an unpaid hobbyist project any compensation received will be a small amount of rev-share and will be based on amount of work put into the project. So on that note here are the jobs that need to be placed and are open for applicantsConcept Artist2D Animator2D Character ArtistHere are some jobs that we either already have filled but could use more of or arent filled but also arent vital as of right now and 3D Animator3D ModelerWriterSound Effect Designer NOT COMPOSERIf youd like to apply either send me a pm or email me at alphawolfjmigmail.com. Im super excited to work with all of you and Im sure everyone on here is super talented I hope youre as excited as I am to see these projects come to fruition. -Julian M.I.Free

Composersound designer in search of interesting projects - Link Tue, 25 Aug 2015 17:47:25

ContractorHelloIm a composer and sound designer looking for interesting and challenging projectsExamples of my musical works can be found here httpwww.soundcloud.comvfsound .I can compose music in different genres that suits all styles of gameplay and cinematic drop-ins.I have 13 years of musical experience playing in different bands - recording and and playing gigs. Also worked as a sound engineer for 5 years having experience in studio and live work.Do not have much experience in gamedev but Im a huge fan of videogames and musicsfx-making so im ready for fruitful cooperation in this sphere.I work in my home studio using different sound soft I also use Wwise and have some Unity3dC knowlenge so I can also do audio implementation in this environment.I live in Moscow Russia and im available 247 via Skype e-mail or other communication tools including mental.ContactsSkype philinariume-mail vfilitovgmail.comBest regardsVasiliy Filitov0.00

Scrut Hut - Link Tue, 25 Aug 2015 13:16:25

Paid PositionScrut Hut - A game engine for real time 3d games for android windowslinux a platform for business applications as well yielding a completely cross platform system to distribute business computing with novel business application feature. The engine utilizes many design patterns even a in house design pattern called the object library the object library is copy righted by me and another design pattern called the virtual machine inspired by the interrpreter pattern . The game engine utilizes two in house patterns and is completely abstracted out with large amounts of oop imspired features including multiple application execution plug in based application state saving and restoring saved games anyone and is open ended to the point where you can build buisness applications or any genre of game you wish. The core engine is coded in c barely and c majority . The Scrut Package File package software for scrut is assembled into package files proprietary format along with proprietary languages scribble and scrasm and scrut byte code is what all these languages and data is translated into. Scommand is used to construct Scrut Package Files and is writen only for windowsandroid and writen in C. Sloader is Scrut Graphical LinkerLoader and is used to run Scrut Package Files although Scommand can be used to run these Package Files if wished for debugging Scloader is writen in C in windows and linuxyet writen in java for Android and the Core in C with the NDK. The engine has been in development for 15 years the Current version is 7 Revision 1. Has been in beta testing once another time alpha testing once. This time around the engine is in Beta Testing and has five games aimed for development. Google wishes to feature the first game and wishes to do beta testing yet I might go in house. Scrut Hut is also the name of the company licencing Scrut Hut yet started as a backing for my research paper on the object library and virtual machine. I am publishing two papers yet at the moment hold the copy rights for these two patterns. The engine uses in house proprietary patterns. Scrut Hut is the name of the company launching this engine and the backing for the papers

Seeking partner for interesting c voxel game - Link Mon, 24 Aug 2015 23:40:52

Unpaid PositionHi all I am an independent developer looking to release my first serious game. I have extensive knowledge of computer graphics game development and design mostly self taught but also some college work in the field. You can find find examples of my old previous work in the the previous work section of this ad.My current project is a voxel centric c game that allows for a great amount of freedom to the player and pretty landscapes. I would very much like to release a fort building strategy type of game. I am looking for a partner in this endeavor. The plan for the game is subject to change and I would like to discuss in detail game ideas with people I work with since I am looking for someone who is technically advanced but also has a game design side themselves.The business plan is to get a demo out as soon as possible and crowdfund it. I already have a substantial code base that Ive been developing independently that will jumpstart us to our goal quicker. This is revenue sharing.An ideal candidate would already know c have some knowledge of networking and is a motivated smart individual who wants to work on a game he would want to play himself. I encourage you to contact me and ask questions as Id be happy to have more detailed discussions about the project with prospects.Feel free to leave a reply shoot me a PM or add me on skype by searching blazart123.Free

We are seeking an AI Programmer to join our team - Link Mon, 24 Aug 2015 15:25:51

Unpaid PositionDo you have the talent to code AI agents that respond to their surroundings and can execute the right dialogue depending on their defined state variables The team behind To The Last Breath is looking for an experienced and talented AI programmer that can write their own AI framework to allow for the needed functionality mentioned above.The job requires Familiarity with Unity Engine Dedication Mid-to-Advanced knowledge and experience of AI programmingTo reitirate differently the AI that is coded will have to be aware of the world state and its own act on the knowledge and be able to execute complex planning behaviors with efficiency to achieve their goals.A big plus if you can implement pathfinding in a procedural game environment.This will be the game you will be developing for with more information about the game itself Teamups.netCandidates must show examples of their past work before applying.The job is temporarily on a volunteer basis but payments will be made once the game gets funded. This is an exciting project and I hope we can use your skills to make many of the games designs technically feasible. To ApplySend me your resumeportfolio at arnold.r.lopezhotmail.comFree

RECRUITING FOR A MMO GAME - Link Mon, 24 Aug 2015 10:29:00

Unpaid PositionHello dear Game Devs I am looking for a team of enthusiatic professionals or experienced amateurs to join me in the realisation of my game idea All info to be found here httpwww.teamups.netteamup859The-Trading-Gameand here httpwww.indieteamup.comteams330messagesDo not hesitate to apply on Teamups or IndieTeamup. To contact me thetradinggameyahoo.comFree

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Welcome to FPSoft.eu

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

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