Page:50 - News Archived: 3437

Title Date
Review of PaRappa the Rapper 2 PlayStation 2 - Link Thu, 20 Aug 2015 11:47:15

PaRappa the Rapper 2 PlayStation 2Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

Review of The Unfinished Swan PlayStation 3 - Link Thu, 20 Aug 2015 10:34:08

The Unfinished Swan PlayStation 3Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

Review of Summer Games SEGA Master System - Link Thu, 20 Aug 2015 10:33:46

Summer Games SEGA Master SystemDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSonic Boomquot

Review of Secret of Mana SNES - Link Mon, 17 Aug 2015 07:03:58

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

Review of Mystery Master Murder by the Dozen DOS - Link Mon, 17 Aug 2015 07:03:45

Mystery Master Murder by the Dozen DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

Review of 707 Great Games Windows - Link Mon, 17 Aug 2015 07:03:36

707 Great Games WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

Review of Black x26x26 White 2 Windows - Link Mon, 17 Aug 2015 07:03:23

Black x26 White 2 WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

Review of Black x26x26 White Creature Isle Windows - Link

Black x26 White Creature Isle WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

How to pitch your game to publishers - Link Mon, 24 Aug 2015 11:25:00

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 to Pitch Your Game to Publishers by Daniel Strm on 082115 014100 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. Guru Games is a small studio from Skvde Sweden. We are a part of a game-collective called Sweden Game Arena and started our journey on the winding path of game development about two years ago. We recently launched our first game Magnetic Cage Closed on Steam. The game will also be out on the Xbox One next week. Before even coming close to a launch however we spent about a year pitching the game to different publishers at various events. Since December we are working together with Gambitious Digital Entertainment on the game after a series of negotiations. We learned a lot from pitching Magnetic and we have used those lessons while working on Medusarsquos Labyrinth which was the reason we went to Gamescom a few weeks back to find a publishing and funding partner for our next big title. Post-GamesCom pitch contemplations This year we attended Gamescom together with other neighboring indies joint together by and at the Sweden Game Arena booth. The event itself is huge and it was chaos as usual but after getting back home itrsquos really important to take some time and reflect over what went well what did not and how to move forward. Gamescom gave us a lot of things to think about but one of the first things we realized was how many compliments we got on our pitch and how tired the publishers we met seemed to be. Almost all of them commented on the same things too so that got us thinking about how their other meetings must have been. After asking around a little it seems clear that very few developers have spent enough time on their pitch and those that had still had trouble answering the publisherrsquos questions regarding financial matters marketing strategy competition etc. It seems that many indies who talk to publishers only have an idea or a prototype of a game that they themselves want to play. We did that too. Having a prototype is always great and you should mention that you have one early on but you need more if you want to get a publishing deal especially if you are asking for money. Below we are going to break down how we at Guru structured our pitch for Medusarsquos Labyrinth before Gamescom and Game Connection and what we have found to resonate well with publishers. Be memorable Your job when pitching a game is not to get someone to throw money at your feet and sign a contract there on the spot at the show. Your job is being memorable enough that the person you talked to will actually remember you in a positive light and not throwing away your business card because they canrsquot remember who gave it to them. Being funny while also asking someone for half a million dollars or more is not an easy thing to pull off. You want to give the impression of being serious but at the same time you do not want to be forgettable and boring. We at Guru tackle this problem in two different ways As an example of this when we went to San Francisco for Game Connection GDC this spring we commented on that so many horror games are set in small-town America and jokingly said ldquoWe are not sure what is so scary about small-town America but for some reason horror games use them very frequently.rdquo Surprisingly often that generated either a chuckle or an ldquoWell I am from a small town and let me tell you itrsquos one scary place.rdquo The publishers felt happy everyone smiled and we moved on with the presentation. So that joke stayed in the pitch and I told it maybe 20-25 times in two days. Maybe I am focusing too much on the funny part but the most important thing about a pitch is that you leave them with a positive and lasting impression. Making someone chuckle will get you further down that road than wearing a nice suit or having a detailed budget. Medusarsquos Labyrinth pitch dissected Alright time to break this down in more detail. Here is a list of things we say during a pitch in the order of appearance You can see our entire pitch here you can follow along if you want . Slide 1 Critical Artware Hit BOOM Splash art. We used this picture to capture their attention and give that one sentence that hooks them on the concept of the game. For GamesCom it was a lot more about Louise fantastic art than anything I said but as we showed this picture I said ldquoMedusarsquos Labyrinth is mythological first person horror game set in ancient Greece. We take stories and legends that has stayed with us for over 2000 years and give them new life in a modern medium A game.rdquo Slide 2 Apply More Art to lure out the genre Still focusing on selling the concept we give a few examples about the environments in the game such as temples and catacombs and briefly touch on the fact that we have a unique combination of horror and stealth something rare in the genre. Slide 3 Gameplay Time Again not going into great detail here we focus on player experience and action. Immersion vulnerability and the ability for the players to find their own playstyle has resonated well with publishers and so it is what we have boiled it down to. Giving very short examples of how this will manifest in the game is crucial but if you donrsquot you will get questions on it. Slide 4 Genre and positioning This is probably the slide that resonated most with publishers during Gamescom and something that many developers lack showing an awareness and understanding of the competition. They want and need to know that you know about other similar titles and have taken steps to stand out in the crowd. Slide 5 Target audience Who will buy your game How many How well or poorly has similar games sold preferable the same games that you showed on the previous slide. This can be a bit tricky and is always speculative but just showing that you have done your research tells them that you are not only

This Week in Video Game Criticism From grief to Metal Gear Solid - Link Mon, 24 Aug 2015 10:15:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 This Week in Video Game Criticism From grief to Metal Gear Solid August 24 2015 By Joe Koeller August 24 2015 By Joe Koeller Post A Comment More ConsolePC Indie Design This week our partnership with game criticism siteCritical Distancebrings us picks from Joe Koumlller on topics ranging from depictions of grief and loss in games to the legacy of Metal Gear Solid. The Leaf Still Green On Medium Gabby DaRienzo talks about death positivity and looks at several videogame examples that are in accordance with its philosophy of accepting mortality Therersquos a relatively new movement thatrsquos slowly gaining popularity called death positivity or ldquodeath acceptancerdquo that is encouraging people to face their own mortalities and to be open to talking about death addressing it and demystifying it. The movement was started by a group of young morticians whose goal is to lift the veil on death and encourage us to explore our thoughts feelings and fears about mortality. In a similar vein Ashley Barry talks about death deathcare and grief on The Mary Sue using Final Fantasy X39s Yuna as one of her examples Content Warning suicide In Final Fantasy X a game about a womanrsquos pilgrimage and a blob-like monster that terrorizes her world Yuna the heroine is so much more than a summoner. Therersquos an important scene in which Yuna performs a sending a ritual that puts the dead to rest. As Yuna dances atop the waterrsquos surface a group of coffins bobbing just beneath her therersquos an incredible display of grief from the crowd encircling her. One woman clutches her stomach as she sobs while another collapses to her knees. Yuna has fostered a safe space where open grieving is accepted and encouraged. On a darker note Amsel von Spreckelsen writes about the use of death particularly the death of women as a plot device and Kevin Wong has compiled fan theories about the plot of the gloomy Limbo. On a more figurative note Owen Vince takes a very detailed look at the life and death of urban environments. It39s mutual. Free market Jake Muncy proposes that GTA IV is perhaps Rockstar39s best effort at storytelling because it deliberately eschews any upwards mobility for its protagonist Niko Bellic He might have earned some money doing things hersquod rather not discuss and a few houses to his name off the backs of those hersquos killed. But hersquos gained no status and no real place to call his own just a ledger of ugly acts and the untimely deaths of people hersquos cared about. Niko Bellicrsquos story is a cynical one Rockstarrsquos blatant evisceration of the American dream from the perspective of an outsider for whom that dream has no place. Kent Sheely talks about game cloning as an instance of remix culture looking at some variations of the popular Five Nights at Freddy39s series. Meanwhile Mattie Brice wonders what kind of luxury there is to have in this medium. The answer being of course anything you can buy in Star Citizen video. Metal Gear Ashly and Anthony Burch recently published a book on Metal Gear Solid and our own Cameron Kunzelman helpfully provides a review. Elsewhere Jake Muncy talks about the series39 VR missions as the root of the recently released Volume. If like me you don39t know the first thing about any of these games you might appreciate Aoife Wilson39s spoilerific plot summary video. Speaking of weird mechs Stephen Beirne has a new Two Minute Game Crit about Zone of the Enders 2 and AI video. And Then There Were Videogames... On Gamasutra Dave Hagewood gives a Game Design Deep Dive on rocket flying in everybody39s favorite soccer car soccar game Rocket League. Our own Riley MacLeod has compiled a lovely list of queer Let39s Players you should watch. In a swift one-two of truth punches about mental illness FemHype39s Pluto talks about trauma in Life is Strange Content Warning discussion of abuse while FemHype39s Lindsay uses Dark Souls as an allegory for depression. Carli Velocci has created an excellent primer on the Twine genre of gender horror for Bitch Media. Over on Offworld Christina Xu looks at some of the gaming lingo that has bled into Chinese vernacular. Speaking of language Jenni Goodchild39s VideoBrains talk about gaming39s language problem based on this post from last year is now available online video. Must Someday Fall That39s about it for this week folks Thank you all so much for submitting interesting finds to us on Twitter or via email you are really making our lives so much easier everytime you do so and making sure we don39t forget anything important besides. Last but not least remember that as your friendly neighborhood curation service we depend entirely on your support to continue our work so please consider chipping in to our Patreon campaign to ensure there will be more great things coming from us in the future. 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 Top Stories Next News Story View All 252003 newswire viewnews252003This_Week_in_Video_Game_Criticism_From_grief_to_Metal_Gear_Solid.php Loading Comments

Quick tutorial 2D sprite animations in Unity - Link Mon, 24 Aug 2015 10:06:00

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

How do I get funding for my indie game company - Link Mon, 24 Aug 2015 07:02:00

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

Darkest Dungeon dev lets players disable unwanted features - Link Fri, 21 Aug 2015 12:03:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Darkest Dungeon dev lets players disable unwanted features August 21 2015 By Chris Kerr August 21 2015 By Chris Kerr 11 comments More Indie Design Unexpected Steam hit Darkest Dungeon has managed to amass a sizeable fanbase since it entered Steam39sEarly Access program. Most might think that39s cause for celebration but for developer Red Hook it39s suddenly become the cause of much frustration. As you39d expect from a game in Early Access gameplay features have been addeddroppedand tweaked since the game made its Steam debut. Players have been on hand to help iron out the kinks andin returnthey39ve been given access to a game that might not get an official release for months or even years. Unfortunately for Red Hook players like Darkest Dungeona lot. In fact they like it so much thatwhen the teamreleased new features in July39s quotCorpse and Houndquotpack they staged a digital revolt. Taking to the forums in droves players slammed the newfeatures telling Red Hook in no uncertain terms that it had ruined thegame. Caught between a rock and a hard place the developer has implemented a unique solution - itsgoing to keep the new features in place but while the title remains in Early Access it39ll give players the ability to disable them. quotWe believe that corpses and heart attacks are important mechanics for the game not only for the reasons initially discussed in the Corpse amp Hound design notes but reinforced by our observations since. However today we are introducing a set of gameplay options -accessed via the normal Options menu -which allows you to turn them offquot explained the developer via a blog post. quotJust as we were willing to experiment by adding these features we are willing to experiment with ways to allow you to shape the DD experience a bit to your liking but for clarity our official vision of the game leaves these two features lsquoonrsquo by default.quot quotThose of you who would like to enjoy the game without corpses and heart attacks now have the option to.quot It39s an interesting truce as it allows Red Hook to develop the game it wants to makewhile letting players once again experience the game they fell in love with. How long the status quo will last however remains to be seen with the development team reiterating that they39re fully dedicated to pursuing their quotvision for the gamequot. 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 Top Stories Next News Story View All 251942 newswire viewnews251942Darkest_Dungeon_dev_lets_players_disable_unwanted_features.php Loading Comments

Wheres our compassion for other developers - Link Fri, 21 Aug 2015 10:25:00

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

7 days in Greenlight - Link Fri, 21 Aug 2015 10:18:00

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 Overcrowd - 7 Day Greenlight Post Mortem by Alastair McQueen on 082015 125700 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. After a frenzy of emailing tweeting and generally begging everyone I could think of for PR coverage Overcrowd A Commute 39Em Up has passed through Stream Greenlight. Overall it took 7 days which I understand is quite a good thing though not as amazing as it may once have been considered. Overcrowd garnered a pretty positive reception from the Steam audience and there were a lot of nice comments made and really very few negative ones. So what about the figures Steam Greenlight poses users the question Would you buy this game if it were on Steam - YesNoAsk me later. The ratio ended at 53434. According to the average figures Steam supplies you with this is a good result as the top 50 average is the inverse at 4258. The process was pretty nerve wracking and because I have not released so much footage or screenshots before in defiance of much sensible indie marketing advice it was a huge relief to have a decent vote rate and to pass through quickly. The relative ranking of your title on Steam changes constantly as games above you in the pile are periodically approved. Cumulative Yes votes placed Overcrowd at a rank of 43 before it was approved -at which point you have no ranking. Out of some 1500 games it was a great result especially as there are some high quality games in the mix made by largeteams. There is also a lot of dross too it has to be said - but as a one man project I39m pleased to have got that high. This graph is kind of hard to interpret as you can see after 7 days votes ceased as the game was Greenlit. It39s possible this was because of the positive YesNo ratio Overcrowd got but it39s a closed system and the rules seem to be neither hard and fast nor fully understood. Page content It is well worth investigating how to best present your game on Greenlight. There are some good articles out there if you do your reseach - and of note is the ability to use bbcode to embed images for headings and other sprites and assets into your page. If you do this well you can make your page stand out significantly - without it your description is going to look a bit like a notepad document and that doesn39t reflect too well. You should also look into creating an animated gif - which I have found can be no more than 2 mb -to help your itemstand out and generally look appealing. Of course Greenlight is primarily judged on your video trailer and it goeswithout saying you should make this as high quality and impactful as possible For those of us on a low budget I found a good editor for a reasonable price through the website videopixie. Something else that was perhaps a little different from the norm was that I openly dicussed and presented my development road map and my intention to go directly into Early Access. It39s not so common from what I have seen - but I have tried to be transparent about where the game is and what I intend in terms of next steps - including procedural station generation and other planned features. Through the week I made a few announcements to highlight these development goals and also to highlight some of the positive press articles. Some thoughts on PR There are enough articles written about how to market an indie game out there so I won39t do an extended write up here but will say a few points. Having a well written press release is useful. If you can39t do it you need to find someone who can draft your release for you and it39s possible this may require money. In all the game received some really nice write ups on a few little indie websites and blogs and a few tweetsretweets of support which all helped bring eyes to the page. Of particular note was a tweet from Introversion which brought a huge boost in traffic from essentially my target market just as visits to the page started to plateau. To other developers without a PR budget like myself I would also suggest trying Games Press - a free news wire focusing on games that will get your release around to a few places - if they run it. You can see What The Press Says on the Overcrowd game website - but there are some pretty juicy quotes which should help with marketing down the line and I39m very grateful to all those writerstweeters who helped me To other devs I can suggest keeping a list of coverage so that next time you have a release you ensure writers who care about your game will get to hear more. Next steps So what now When you have been approved you are presented with the ability to sign up to Steamworks along with plenty of information on how to do this. It39s questionable whether leaving greenlight rapidly is actually of benefit. Sure you get your 7 day bragging rights but at the same time you39re losing the exposure it brings over time - that said the page is still active and does continue to provide a place for people to engage who are interested in Overcrowd. On the development side the next step for me is to get the demoearly access out there. Steam also seems to have an ability to conduct closed beta39s which is also something I39m looking at before wider early access. Conclusion Thereseems to bea lot of hate for Greenlight from some quarters but for a newcomer like meGreenlight has proven invaluable because of thehuge audience exposure and critical feedback you can get for your project - all for a very reasonble 100. 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 251790 blog blogsAlastairMcQueen20150820251790Overcrowd__7_Day_Greenlight_Post_Mortem.php 997277 35016983 Loading Comments

Philosophy God and robots Writing The Talos Principle Road To Gehenna - Link Fri, 21 Aug 2015 04:05:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Philosophy God and robots Writing The Talos Principle Road To Gehenna August 21 2015 By Chris Baker August 21 2015 By Chris Baker 7 comments More ConsolePC Indie Design No one was expecting Croteam to make a game like The Talos Principle. The critically acclaimed puzzler was completely different from the meaty slabs of action that the Croatian developerhad been serving up in its long-running Serious Sam franchise. In addition to brain-melting environmental puzzles The Talos Principleconfronts players with a heady story that touches on philosophy and the nature of human consciousness. The recent Talos PrincipleDLC expansion The Road to Gehenna offers more brain-melting puzzles andmore heady philosophizing. But it alsofolds in more satire andcultural commentary. Players will encountera series ofincreasingly bizarre and hilarious riffs on gamer culture and that unique mixture of ardent enthusiasm and utter ignorance that you encounter in online forums. Some impatient players may well rush through the story sequences to get to the next puzzle in The Road to Gehenna. But there will probably be just as many whotry to solve the puzzles as quickly as they can so that they can access the next dollop of delightful narrative. The story in both Talos and Gehenna are the work of Tom Jubert and Jonas Kyratzes who aren39t full-time employees at Croteam.The developers effectively presented these outside writerswith a puzzle that they had to solve What sort of story can this game tellquotWith games like thesethere is no very meaningful way to tie the abstract puzzle design into the storyquot says Jubert. quotThat is both a blessing and a curse.quot But hearing Jubert describe the writing process it sounds like it was more of the former than the latter.The two writers were given free rein to fill in the narrative themselves. It was a level of freedomthat most game writers would find utterly intoxicating. Building a story around the puzzles ldquoWhat we did with the story was very much layered in on top particularly on the first gamequot says Jubert. quotThe Croteam guys had been on it for about a year. They already had 80 percentof the puzzles implemented and were thinking lsquoWhat the hell are we going to do with story for this worldrsquoquot One of the Croteam members had enjoyed Jubert39s work on the puzzle-platformer The Swapper and tapped him to help fill in the blanks. quotThey just knew that whatever their game world was it was some kind of bizarre computer simulationquot says Jubert. quotThey contacted me and said 39We39ve got this game that39s about robots and sentience and philosophy and God do you want to do it39quot quotPlaying these games is sort of like the experience of surfing around the Internet. Yoursquore getting a little bit of this elevated biblical voice and then you get asnippet of Jean-Paul Sartre and then you get jokes about cats.quot He did and he had a collaborator in mind.quotI recommended Jonas an internet acquaintance who had created lots cool stuff along these linesquot says Jubert. quotI had played his game Infinite Ocean apoint-and-click puzzle game about the worldrsquos first A.I. Itrsquos great because itrsquos very literary it39s very emotional but it39s also hard sci-fi.It really livened things up having a co-writer and Croteam supported all of the crazy stuff that we wanted to do.quot The two devised a scenario in which a humanoid automaton is presented with a series of challenges and commandments by a disembodied voice called Elohim. There39s also a lot of dialogue that appears as text on computer terminals inside of the game world.quotJonas wanted to write for the voice characters and I particularly wanted to do this interactive character Milton that39s accessible on theterminalsquot says Jubert. quotThat was an idea that had been burning in me for a long time.quot The two writers were brought in a bit earlier in the design process onThe Road to Gehenna. But not much earlier. quotIt wasstill the case that they had half of the puzzles already in place but we did get to help with the hub world and how to lay it outquot says Jubert. This DLC follow-upgoes even deeper into the terminal-style text interactions found in TheTalos Principle to the point that players will find themselves combing through what feel likeforum posts and playing through what are essentially text adventure minigames-within-the-game. quotThat stuff is the result of giving a writing platform to two 30-year-olds who have been thoroughly immersed in the internetfor 20 yearsquot says Jubert. quotPlaying these games is sort of like the experience of surfing around the Internet. Yoursquore getting a little bit of this elevated biblical voice and then you get a snippet of Jean-Paul Sartre and then you getjokes about cats.quot Jubert has served as an outside freelancewriter on many critically acclaimed indies. In addition toThe Swapperand the Croteam puzzlers he worked onFTLandPenumbra and has recently signed on toSubnautica. ldquoIrsquom not wedded to small budgets or indie studios as a matter of principleit just happens that thatrsquos where I can get the most good work donequot he says. quotAfter I worked on Penumbra I spent a few years on big triple-A games for Sega and some other outfits and without exception they were all canned or I was constantly having crazy arguments with the marketing department.quot quotThere are some major properties i would love to write forquot he insists.quotIf IO is listening I39d kill to get my hands onHitmanBut a big triple-A is so many years of your life therersquos so so much money involved so many people you have to contend with to get your vision to market...Itrsquos not controversial to say that indie game developers are more streamlined and more ready to take risks. Working with them has worked out really well for me.rdquo Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08

How to use your community in Early Access - Link Fri, 21 Aug 2015 04:05:00

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 to Use Your Community in Early Access by Patrick Groome on 082015 125200 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. Early access has a case for being the biggest thing to happen to games marketing in the last ten years. What started as a strategy used predominantly by small indie companies is now seeing wide use across the industry. Itrsquos responsible forone of the most successful game launches of all time and its popularity seems unlikely to dissipate any time soon. Even huge AAA developers likeUbisoftarelaunching gamesthrough early access andMicrosoftrecently launched their own early access scheme. Itrsquos clear that early access is here to stay and it can be a useful tool for pretty much any game company. For every huge early access success story though there are dozens of games that fail to achieve lift-off. A successful early access release requires developers to build a lot of interest fast and then keep that momentum through inevitable difficulties and slow spots in the development of the game. Leverage Your Player Community to Get The Most Out of Your Early Access Your community is going to be at the heart of your early access strategy. A sense of community is a great way to keep your users engaged for an extended period of time but it also offers more than that. The benefits of the early access strategy require dedicated community work to succeed. Make sure yoursquore getting the most out of your early access program by making sure you hit these key points Use Your Forum to Collect Testing Information Early access games are unavoidably buggy. Itrsquos an accepted part of alpha testing. One of the best things about early access is that it allows you to crowdsource your testing providing you with a much larger number of testers without increasing your QA costs. Allowing players to submit bug reports in-game is a no brainer but you should also make sure yoursquore using your community to collect bug reports. This has a few advantages over standard bug trackers. Build Buzz Around Your Game Your game is pretty great right When players love it which they will because itrsquos great theyrsquoll want to spread their enthusiasm. Some will go to social media but the most hardcore fans the ones who are likely to buy into a paid alpha will go to your community to enthuse. Obviously 100 positive feedback is a dream scenario but the point about the visibility of your forum stands. For early access games prospective customers are going to check out your forums before anything else. Reviews arenrsquot easily available so the first stop for savvy customers is going to be your forum. Google loves forums so you can rely on discussions from your forum community to show up high on search results for your game. Gamers are notoriously fussy and can be negative about the most trivial of things. Thatrsquos why the community team needs to be in the trenches communicating with the fans. Even when things arenrsquot perfect in the game itrsquos pre-release after all if your players feel like theyrsquore being listened to theyrsquore much more likely to feel positive about their purchase. Players who feel positive about your game are going to tell their friends on your forum and others. That endorsement is a powerful method of getting prospective customers to break the psychological barrier of buying a pre-release game. Keep Your Players Engaged One of the big pitfalls of the early access strategy is keeping your players engaged. The gap between early access and release can be a long one and once the release finally hits you still want those core players to be engaged and interested enough to keep playing and spreading the good news. Itrsquos absolutely crucial if yoursquore selling a subscription but even buy-to-play games need those veteran players to be interested enough to share their knowledge and enthusiasm. The social bonds from a great community keep your customers coming back even through fallow periods when dev updates are thin on the ground. If you can nurture those bonds during the early access period you have a much better chance of getting thoseplayers to stick around for the final launchand well after that. A good way of keeping those customers engaged is to make the early access players feel like part of a VIP group. If you brand your early access as exclusive access your earliest players can feel like theyrsquore the elite.Which they areTheyrsquore providing early feedback and revenue for your project and itrsquos good practise to reward them for it. If your best customers receive some kind of bonus on release from an in-game item to a forum-specific achievement or badge theyrsquoll get that extra push to start playing again. Keeping early access categories open and turning them into a clubhouse for your early players can also encourage that sense of reward for early access customers. Your online community forum is an important linchpin to your gamersquos success. Draw your customers into a collaborative environment and theyrsquoll be more than just early money. Yoursquore investing intothe long term viability and success of your game title. 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 251840 blog blogsPatrickGroome20150820251840How_to_Use_Your_Community_in_Early_Access.php 1002025 35864513 Loading Comments

The myth of the eclectic core gamer on Steam - Link Thu, 20 Aug 2015 18:14:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 The myth of the eclectic core gamer on Steam August 20 2015 By Christian Nutt August 20 2015 By Christian Nutt 6 comments More ConsolePC Indie BusinessMarketing quot39Core gamer39 is a nice term to flaunt around when talking about your personal habits but itrsquos not a viable term for defining your audience. Itrsquos too broad and too vague.quot - Steam Spy creator Sergey Galyonkin In a fascinating new blog post Steam Spy creator Sergey Galyonkin reviews the data and writes about the myth of the so-called quotcore gamerquot -- players who play and enjoy a large swath of different games. After reviewing the data he39s captured it39s far more typical he says for players to have narrow tastes quotVarious studies suggest that there are 700-800 million of PC gamers. Itrsquos probably true but it doesnrsquot mean much for your game. Because if yoursquore developing a downloadable game for Steam yoursquore not even fighting for 135M of its active users yoursquore fighting for the attention of 1.3 million gamers that are actually buying lots of gamesquot Galyonkin writes. There39s a lot more going on in the post and it39s tremendous food for thought -- particularly when you look at an audience like Dota 2 players who number in the millions but barely purchase other games at all There39s a lot more in Galyonkin39s original post and it39s worth a read. 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 Top Stories Next News Story View All 251886 newswire viewnews251886The_myth_of_the_eclectic_core_gamer_on_Steam.php Loading Comments

Software Engineer Developer Relations - San Francisco Havok.com - Link 2015-08-24

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

HR Manager Nuclear Division - Link 2015-08-24

DUTIES AND RESPONSIBILITIES Commit to growing a company that attracts and retains top talent. Assist in the continuation of an open and transparent culture that allows for brilliant ideas to come from the cross-functional collaboration of differing perspectives. Provide leadership and expertise for the full scope of Human Resource functions including organizational effectiveness and change talent management organizational learning and development and performance management. Provide employee relations support to managerssupervisors and employees to ensure complaints discipline performance management and corrective action procedures are handled in a fair consistent and legally compliant manner. Partnering with studio leadership take the lead in developing and implementing company policies and procedures. Make recommendations to studio leadership on potential changesadditions to people initiatives preferably backed by information and data. Administer various human resources plans and procedures for all company team members including benefits payroll etc. Design and implement current and future compensation and benefits programs. Design and implement the studios performance evaluation program. Create and maintain an employee handbook and policies and procedures manual. Conduct new employee orientation and onboarding programs. Maintain human resource information system records and compile reports as needed. Ensure compliance with employment laws and assist in the creation of and adherence to policies standards and procedures. Establish and maintain relationship with internal partners and vendors regarding office needs. Establish relationship with accounting vendor to promptly and accurately communicate financial information. SKILLS AND ABILITIES 5 years of proven HR experience ideally in a high growth startup environment Experience within the games industry or interactive media strongly preferred Experience with compensation analysis and benefits plan evaluationadministration Demonstrated knowledge and understanding of compliance issues including federalstate employment law policies and procedures Strong Project and Program Management skills Bachelors degree preferred PHRSPHR certification preferredltimg srchttpfeeds.feedburner.comrGamasutraJobs4ahhT2QN0zSM

Gameplay Engineer Bartlet Jones Supernatural Detective Agency Inc. - Link 2015-08-22

The Bartlet Jones Supernatural Detective Agency is searching for a Gameplay Engineer to add to our game development team. The Engineer will work with a team of Designers Artists Tech Artists and Animators to create the Unity3D Engine based online multiplayer game Drawn to Death. Responsibilities include network gameplay programming character and weapon development and backend network programming as required. The candidate will be working onsite in the Gaslamp District of San Diego California. Requirements BS Degree in Computer Science Mathematics Engineering or Game Development Trade School Experience in console PC or mobile video game development or 2 years of full-time programming Expert in C or C programming languages Proficient in 3D vector math Experience with network gameplay programming Positive attitude and a desire to work in a collaborative team environment Preferred Skills Experience shipping at least three console PC or mobile video games or 5 years of full-time programming Avid gamer Experience with web technologies such as SOAP XML JSON etc. Experience with the Unity3D Game Engine Demonstrated ability to rapidly develop features from rough design to prototype to ship-ready Demonstrated ability to integrate UI components Comfortable with agile waterfall and hybrid development methodsltimg srchttpfeeds.feedburner.comrGamasutraJobs4lvy5BT3Ef4k

Senior Level Designer Ready At Dawn Studios - Link 2015-08-22

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

Quality Assurance Manager Respawn Entertainment - Link 2015-08-21

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

DevOps Engineer PLAYSTUDIOS - Link 2015-08-21

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

Animator Sanzaru Games Inc. - Link 2015-08-21

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

Level Artist Sanzaru Games Inc. - Link 2015-08-21

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

Database Engineer PLAYSTUDIOS - Link 2015-08-21

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

Character Artist Sanzaru Games Inc. - Link 2015-08-21

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

Web Applications Engineer PLAYSTUDIOS - Link 2015-08-21

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

Lead Level Designer Ready At Dawn Studios - Link 2015-08-21

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

Game Server Engineer PLAYSTUDIOS - Link 2015-08-21

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

UI Programmer Reloaded Games Inc - Link 2015-08-21

Job Description As UI Programmer youll be creating extending and optimizing our UI across multiple platforms and titles Responsibilities Create and extend UI on the game side to work with Scaleform Action Script etc. Profile and optimize the C Action Script elementsthat make up the UI Work closesly with UI design and Art to bring the vision to life Help guide optimization of UI art assets Ensure UI functions correctly across multiple languages Requirements Strong understanding of UI concepts Strong C skils Experience with Scaleform and action script UE3 UE4 experience preferred PS4 XB1 or last gen experience 1 or more published titles 2 years experience ltimg srchttpfeeds.feedburner.comrGamasutraJobs4LecC9zOqTv8

Associate Project Manager Application Integration WildTangent - Link 2015-08-20

Overview The Associate Project Manager Application Integration is responsible for all aspects of application integration on WildTangents game services which may include sourcing evaluating packaging publishing scheduling quality assurance and account management. This is a technical role requiring in-depth knowledge of WildTangent tools applications products and processes. This is also a leadership role requiring on-going communication and collaboration with external partners application developers and publishers and internal stake-holders marketing design advertising operations product development customer support QA. ResponsibilitiesManage application publishing processes and pipeline for Windows and Android game service.Work with application developers and internal teams e.g. QA design marketing to prepare game builds for release. Act as an account manager for developers game publishers and related third-party partners.Be the liaison between external partners and internal stakeholders.Identify new tools processes and project management best practices to improve application integration flow. Help in the acquisition of new content through game developer outreach conferences and business development trips as appropriate. General QualificationsOutstanding project management and organization skills.Bachelors degree required technical field strongly preferred.2 years project management game development process improvement or similar work experience.Ability to work independently and manage multiple priorities.Strong verbal and written communication skills and the ability to present information effectively to groups including technical and executive audiences.Strong analytical technical and problem solving skills.Excellence with Microsoft Office suite especially SharePoint Excel and PowerPoint. In-depth knowledge of gaming industry history and trends including AAA indie mobile and casual gaming. This is a regular full-time position which offers excellent health insurance benefits medicaldentalvisionlifedisability 401k generous PTO and on-site gympersonal trainer.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4fHg2KybUNeM

Technical Artist Zindagi Games - Link 2015-08-20

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

Gameplay Programmer Insomniac Games - Link 2015-08-20

Insomniac Games is looking for a gameplay programmer that person who is never satisfied with ampldquogood enoughamprdquo and who is still looking for ampldquothat challengeamprdquo that will make the game as mind-blowing as possible and raise the level of programming and code development for the whole group. We are looking for you to design and implement gameplay systems and features. Read onamphellip amp Essential Duties and Responsibilities include the following ampbull Design and implement gameplay features within an established frameworkampbull Design and implement modifications reorganizations extensions and optimizations to existing code baseampbull Work closely with designers and artists to implement their ideas providing technical creative and scheduling feedback expand and adapt designs to meet project goals. ampbull Provide time estimates to leads and management keep co-workers informed about progress of programming deliverables as well as non-programming prerequisites for feature implementation. ampbull Other duties may be assigned. Education andor Experience ampbull Bachelors degree from a four-year college or university or two to four years related experience andor training or equivalent combination of education and experience.ampbull Strong 3D math skills including but not limited to practical knowledge of vectors and vector operations matrices and matrix transformations and the various different representations of rotations Euler angle-axis quaternion. ampbull The basics of intersection testing and collision is a plus.ampbull Strong knowledge of C C and Python programming languages. ampbull Adaptive coding style. Visual Studio experience and Maya experience a plus. ampbull Understanding of procedural object oriented and aspect oriented programming paradigms. Other Skills Good instincts for game design and creating fun and innovative gameplay. Dedication towards individual and team growth. Good interpersonal skills and the ability to work in and contribute to a collaborative environment. Must be flexible with schedule changes and shifting timetables. Needs to be able to work independently and efficiently when required. Ability to multitask several time intensive tasks at once.If this sounds like an opportunity that you have been looking for then we want to hear from you. Please use the link below to apply directly to the position. Thanks ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4Stpoz8ZuKBU

Environment Artist Insomniac Games - Link 2015-08-20

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

UIUX Artist Boss Fight Entertainment Inc. - Link 2015-08-20

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

Social Robot UI Programmer Jibo Inc - Link 2015-08-20

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

Senior Server Developer Reloaded Games Inc - Link 2015-08-20

Job Description Reloaded Games develops and publishes high-quality free-to-play MMOs for a global audience. APB Reloaded is our flagship title a massive online open world dedicated to third-person PVP combat and endless customization and were looking for server engineers to push the envelope for online gameplay and performance in both APB and upcoming titles. This is a full-time position at our headquarters in Huntington Beach CA. Responsibilities Design develop and deploy APB server features Own APB clientserver interactions including custom network code and protocols Own APB database architecture Measure and optimize server and database performance Research and implement technology standards and best practices Architect server solutions for the next generation of Reloaded games Requirements Three or more years of professional C experience Two or more years of professional experience with SQL database design integration and tuning Experience with C Experience with low-level TCP and UDP concerns Experience with multi-threaded programming and debugging in highly concurrent environments Experience with implementing clientserver architectures Knowledge of network and other security issues including familiarity with best practices for secure authentication and data confidentiality and integrity Commitment to clean and maintainable code Continual drive to learn new things Knowledge of the following areas a plus Bachelors degree in computer science engineering or related fields Proficiency with Windows server environments Proficiency with Microsoft SQL Server Experience with Unreal Engine 34 and Windows GUI applications Experience with RESTful and SOAP web services and with service-oriented architectures SOA Experience with scalable highly available architectures Experience with distributed systemsltimg srchttpfeeds.feedburner.comrGamasutraJobs4aydlAWKwmT0

Content Artist Organic Gearbox Software - Link 2015-08-20

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

User Experience Lead Wargaming.net - Link 2015-08-20

Wargaming is looking to hire a lead User ExperienceampLead in our Chicago office. ampThis will include work both in the web space and in console games. Duties Design document and create UI flow - menus stats and inventory screens in-game HUD elements etc.amp Work with UI programmers in the implementation of UI components.amp Collaborate and communicate with all disciplines in the creation and implementation of the game UI.amp Work closely with UXUsability teams to ensure the best possible end user experience.amp Contribute to the design of UI tools and processes.amp Motivate mentor and manage a team of UI Artists to ensure systems are delivered on time and in budget. Other duties as assigned ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4ZRNVJUSmO2k

Lead UI Engineer Wargaming.net - Link 2015-08-20

Wargaming Chicago-Baltimore has an exciting opportunity for a Lead UI Engineer to join our engineering team. This individual should be passionate about user interface ease of use and games. You will be focused on the following areas Responsibilities amp Motivate mentor and manage a team of UI Engineers to ensure systems are delivered on time and in budget. Collaborate and communicate with all disciplines in the creation and implementation of the game UI.amp Work closely with UXUsability teams to ensure the best possible end-user experience.amp Contribute to the design of UI tools and processes. Write test and debug User Interface code for our games. Liaise with designers producers and artists to implement new UI features. amp Requirements amp High degree of proficiency writing rich client code with C and ActionScript 3. B.S. degree in Computer Science Math Physics or Engineering. Proven experience architecting and developing rich client applications. Excellent knowledge of UI architectural patterns. Previous experience developing console games. Experience with Scaleform and Flash Professional. Ability to write clear clean readable portable reliable and manageable code. amp Desired amp Significant experience writing automated unit and functional tests. Prior localization experience. Knowledge of STL. Solid vector math background. amp ampltimg srchttpfeeds.feedburner.comrGamasutraJobs47uJvQjfNefY

Sr. UI Engineer Wargaming.net - Link 2015-08-20

We have an exciting opportunity for a UI Software Engineer to join our engineering team.amp This individual should be passionate about user interface ease of use and games. Candidates should have five years of console or PC game-dev experience with two shipped titles Dutiesamp Implement intuitive and exciting User Interfaces. Write test and debug User Interface code for our games. Rapidly prototype and iterate User Interface element and flows. Liaise with designers producers and artists to implement new UI features. Ability to write clear clean readable portable reliable and manageable code.amp Key Skills Proven experience architecting and developing rich client applications. Excellent knowledge of UI architectural patterns. Significant experience writing automated unit and functional tests. High degree of proficiency writing rich client code with C and Actionscript. Experience with Scaleform and FlashStudio. Positive self-starting team-oriented attitude. B.S. degree in Computer Science Math Physics or Engineering.amp Pluses Previous experience within games. Prior localization experince. Knowledge of STL. Solid vector math background. ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4o-eu4sulKjw

Sr. UI Engineer Wargaming.net - Link 2015-08-20

We have an exciting opportunity for a UI Software Engineer to join our engineering team.amp This individual should be passionate about user interface ease of use and games. Candidates should have five years of console or PC game-dev experience with two shipped titles Dutiesamp amp Implement intuitive and exciting User Interfaces. Write test and debug User Interface code for our games. Rapidly prototype and iterate User Interface element and flows. Liaise with designers producers and artists to implement new UI features. Ability to write clear clean readable portable reliable and manageable code. amp Key Skills amp Proven experience architecting and developing rich client applications. Excellent knowledge of UI architectural patterns. Significant experience writing automated unit and functional tests. High degree of proficiency writing rich client code with C and Actionscript. Experience with Scaleform and FlashStudio. Positive self-starting team-oriented attitude. B.S. degree in Computer Science Math Physics or Engineering. amp Pluses amp Previous experience within games. Prior localization experince. Knowledge of STL. Solid vector math background. amp ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4biG6Srp4PLI

Sr. Graphics Engineer Wargaming.net - Link 2015-08-20

We are seeking a Graphics Software Engineer to join our expanding team.ampampThis individual will have the opportunity toampdesign and implement new rendering solutions for current and future generation platforms. Ideal candidates will have at least 5 years of console or PC development experience and two shipped titles. Dutiesamp Add new functionality to existing rendering engine Implement custom shaders for in-game special effects Support artists designers and gameplay programmersamp Key Skills A strong desire to create world-class games Experience with DirectX 11 Xbox 360 or Playstation 3 Familiarity with a range of advanced lighting and post-processing techniques Understanding of the hardware 3D rendering pipeline Shipped at least one application with a concentration on low-level system design Ability to write robust maintainable and high-performance code Very solid math background - Ability to apply concepts in linear algebra and matrix mathematics Excellent communications skills Deep knowledge of C and STLltimg srchttpfeeds.feedburner.comrGamasutraJobs4BgtxqdBSz8w

Programmer Gamaya Inc - Link 2015-08-20

We are looking to hire a software engineer for our mobile phonetablet 3D action video game for kids. We are a start up located in Sunnyvale CA. Our game is based on a very popular mythology with similar game mechanics to Diablo III and Skylanders. We need a self-starter who is a generalist and can jump on different parts of the game. Flexible with work hours and option to work remotely once a week. Start Date August 2015 Job Functions Interactive Media ProgrammingSoftware Development Game Design Desired Skills Required Skills- Bachelors degree in Computer Science- Knowledge inC- Generalist programmer who doesnt mind jumping from UI to Network to Rendering to AIRequired Attitude- Detail-oriented but can see the big picture- Constantly pushing for better quality- Takes pride in their work and never settles or compromises quality- Ability to work well under pressure and meet aggressive deadlinesPreferred Skills- iOSAndroid programming- Unity www.unity3d.com- Experience in making video gamesltimg srchttpfeeds.feedburner.comrGamasutraJobs4411EnAEfmfQ

Senior Software Engineer Monolith Productions - Link 2015-08-20

SUMMARY OF POSITIONNetherRealm Studios a division of WB Games Inc. seeks a Senior Software Engineer to join the team behind theampampldquoMortal Kombat Xamprdquo InjusticeampandampampldquoWWE Immortalsamprdquoampmobile games. Our small creatively-independent team brings premium action games to the iPhone and iPad utilizing WBs most valuable and exciting properties.As a member of our studios mobile engineering team you will work closely with designers artists and other engineers to develop our next ground-breaking mobile title. Your domain will span as much of the codebase as your skills and interests dictate as you design and implement extensions to existing systems as well as new game systems. Youll be working to support our designers vision on a team open toampyourampcreative input as well.As a senior engineer youll be helping our team establish and maintain excellent coding standards style and philosophy. Youll use your industry experience to lead by example contributing to our teams culture of growth and self-improvement.JOB RESPONSIBILITIES Design author maintain and refactor game systems that meet all design technical and schedule requirements. Work closely with QA and your technical leadership to ensure the stability and accuracy of game systems by identifying communicating and resolving defects. Author review and provide feedback on technical and end-user documentation of game systems. Collaborate with technical leadership and other engineers to help establish overall technical design and architecture. Collaborate with designers and content creators to brainstorm solutions that satisfy design and content requirements. Work closely with the production staff in building and maintaining realistic schedules and identifying dependencies. Coordinate with QA and leads to ensure successful roll out of new features to the team and establish testing and maintenance of systems. JOB REQUIREMENTS B.S. degree in Computer Science or equivalent. 7 years professional CC programming. Experience developing complex game-play systems for a published game. Worked on production game title from concept to ship. Experience with gameplay scripting Lua Python Unrealscript etc. Experience with Unreal Engine programming preferred. Experience with mobile analytics and user acquisition preferred. Experience with online profile servicing AB testing and content delivery preferred. Experience with XCode and Objective-C programming preferred. Experienceampwith the release process including working on systems related to localization certification and asset management.amppreferred. Ability to collaborate with engineers and content creators to develop robust and fun game-play. Ability to easily communicate technical topics with both engineers and non-technical people alike. Ability to openly discuss and review technical proposals requirements designs algorithms source code and reference documents with engineers content creators and managers. Thorough knowledge object-oriented programming concepts. Basic knowledge of commonly used design patterns. Familiarity with version control CVS SVN Perforce etc.. Microsoft Visual C development environment. Creative focused results-oriented self-motivated resourceful problem-solver with excellent debugging skills. Ability to work well in a team development environment with strong communication skills. Strong desire to build industry-leading game systemsand ship the highest quality AAA games. The Warner Bros. Entertainment Group of Companies is an equal opportunity employer and considers all candidates for employment regardless of race color religion sex national origin citizenship age disability marital status military or veterans status including protected veterans as may be required by federal law sexual orientation or any other category protected by law.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4EXYqKbZmrdY

Lead Designer WEVR - Link 2015-08-20

WEVR is a virtual reality startup based in Venice Beach CAcreating cutting-edge virtual reality content technology and storytelling platforms. We are a diverse group of veteran VR developers working in multidisciplinary teams of designers artists and engineers. We love to push the boundaries of what is possible in VR. Please visit our website to learn more about us httpwevr.com. Were looking for a Lead Designer to help us build an interactive Virtual Reality experience based on a new IP for release on first generation consumer VR hardware. This is a full-time on-site contract position. This is potentially a contract-to-hire position with opportunity for involvement in future projects. This role reports to the projects Creative Director to deliver a best in class VR experience. This roles responsibilities include Working closely with the projects Creative Director to promote the projects vision to the rest of the team. Prototyping new gameplay systems and mechanics including AI character behavior and reactions Player navigationlocomotion mechanics in a room-scale VR volume Environmental behaviors that create the sense of a living world Contributing to the environmental and level design of playable room scale environments. Owning the moment-to-moment experience of the player and effectively sharing and communicating your vision with the rest of the team and key stakeholders. Owning the projects design while working with a small cross-disciplinary team of engineers artists and animators. The ideal candidate must possess 5 years in design roles on high fidelity experiences. Deep familiarity with Unity or Unreal 4. Basic scripting andor programming ability. A strong sense of environmental and level design. Previous work with an animation team where you breathed life into virtual characters. World-class communication skills to champion systems and mechanics to the rest of the team. Ability to solve problems by collaborating with other team members. Strong pluses include Passionate about VR and new emerging technologies. Prior experience with VR either professionally or otherwise. Experience shipping multiple PC or console titles as a designer.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4ajRAqzKJKNU

The Art of War Gears of War - Knock Knock - by Zi Peters - 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 Art of War Gears of War - Knock Knock by Zi Peters on 082115 014700 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Introduction Crafting satisfying combat encounters is by no means a simple feat. Few titles are renowned for successfully delivering gratifying combat scenarios for players to experience. Much can be learnt through analysing some of the best examples that are on offer and extracting the key principles and they way they have been implemented to gain a better understanding of what makes them so rewarding. This is an analysis of the Knock Knock level in Gears of War taking into account some of Epic39spublicised design principles as well as more generalunderstandingof cover based shooter combat and level design. Hourglass One of the much lauded aspects of Gears of War39s level design was its hourglass sequence structure. More open arenas referred to by Epic developers as combat bowls are linked together by confined corridors. This creates an expanding and contracting volume of space as you move through the environment which is where the hourglass dubbing comes from. An abstract diagram depicting the hourglass structure. Combat isn39t exclusive to the areas considered the combat bowls.Gears of War will frequently pit the the player against enemies in corridor sections but these tend to be light and fast skirmishes that provide little resistance. It39s in the combat bowls that encounters truly flourish though. Combat Bowls The very nature of the combat bowls elevates the potential of any conflict that takes place within them. The larger space promotes more movement from the player most importantly rotational and lateral movement and allows for more interesting variation of geometry for the player and AIto interact with. This creates more tactical options for the player and allows for more surprises to come from the AI. Corridors Although combat in corridors lacks the thrill of that in combat bowls they still serve an important purpose. Continuous combat bowl after combat bowl would be a very intense experience but it wouldbe flat. There would be no juxtaposition to be able to trulyappreciate the thrills of the high intensity. Besides pleasure can also be experienced from the low intensity offered by the gameplay in corridor sections.They are great for buildingatmosphere and creating context for the whole experience. These sections are also an opportune moment for delivering narrative and gameplay objective information where the player is likely to be less distracted throughcuriosity that often comes with more open spaces and their multiple points of interest. Knock Knock One of the finest examples of Gear39s of War39s combat encounter design is experienced in the chapter Knock Knock in Act 1. Delta Squad are on a mission to try and locate Alpha Squad and secure a sonic mapping device known as the resonator who they were last known to be in possession of. Their search has lead them to the plaza of the House of Sovereigns. This is the footprint of the Knock Knock level visualised from a high level hourglass colour coded perspective. The red corridors bookend the green combat bowl. I39ve divided the combat bowl in half as the left half isn39t really utilised for combat. An important note is the asymmetry of the combat bowl as it helps the player distinguish endside from another. Opening Corridor The entrance into the corridor where the level begins is hard gated so the player cannot travel back to the previous area. The rest of the members of Delta Squad are all positioned in front of the player and walk along a path just short of the end encouraging the player to follow.At this point the player is in a forced walk ensuring that they can39t just run through to the exit of the corridor into the combat bowl ahead. This dictates a minimum amount of time that the player will be in this corridor and it used to play dialogue that briefs the player on their current objective and the plan of action to achieve it. The only way here is forwards. The lighting at the end of the dark corridor also serves to draw the player through the space not forgetting to mention the lines and repetition of the architectural supports along the walls and edge lines of the floor tiles. This serves the pacing well as it begins to provide some light relief for the player from the action of theprevious combat encounter. There is also little in the way of any distractions which helps to more effectively communicate the player39s current objective. The tremor simulated throughthe use of camera shake falling physics objects and dust particle emitters starts to build tension and create an atmosphere of dread. Notice that the structure of this corridor takesthe form of a dog leg where it consists of two 90 degree corners in opposite directions.Itkeeps the player39s line of sight short and adds variationin the player39s trajectory to the exit.The exit is alsoaligned to provide good composition of the player39s goal. The composition of the exit doorway nicely frames the domes of the House of Sovereigns against the skyline for easy identification of the player39s destination. Combat Bowl The player doesn39t immediately engage in combat when they enter the combat bowl it grants a moment to take in that this location was the scene of a prior battle as evidenced from the destruction surrounding them. Then it rewards some light exploration through a small outbuilding immediately in front containing ammo and grenadesto replenish the player39s stocks from the last encounter and prepare them for what39s to come. The player can39t miss the outbuilding staright in fron of them plus two roadblocks are positioned that help funnel them towards the door. You can39t be too sure that the player has restocked on ammo at the end ofa previous encounter in another level so it is good practise to provide

The Art of War Gears of War - Knock Knock - by Zi Peters - 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 Art of War Gears of War - Knock Knock by Zi Peters on 082115 014700 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Introduction Crafting satisfying combat encounters is by no means a simple feat. Few titles are renowned for successfully delivering gratifying combat scenarios for players to experience. Much can be learnt through analysing some of the best examples that are on offer and extracting the key principles and they way they have been implemented to gain a better understanding of what makes them so rewarding. This is an analysis of the Knock Knock level in Gears of War taking into account some of Epic39spublicised design principles as well as more generalunderstandingof cover based shooter combat and level design. Hourglass One of the much lauded aspects of Gears of War39s level design was its hourglass sequence structure. More open arenas referred to by Epic developers as combat bowls are linked together by confined corridors. This creates an expanding and contracting volume of space as you move through the environment which is where the hourglass dubbing comes from. An abstract diagram depicting the hourglass structure. Combat isn39t exclusive to the areas considered the combat bowls.Gears of War will frequently pit the the player against enemies in corridor sections but these tend to be light and fast skirmishes that provide little resistance. It39s in the combat bowls that encounters truly flourish though. Combat Bowls The very nature of the combat bowls elevates the potential of any conflict that takes place within them. The larger space promotes more movement from the player most importantly rotational and lateral movement and allows for more interesting variation of geometry for the player and AIto interact with. This creates more tactical options for the player and allows for more surprises to come from the AI. Corridors Although combat in corridors lacks the thrill of that in combat bowls they still serve an important purpose. Continuous combat bowl after combat bowl would be a very intense experience but it wouldbe flat. There would be no juxtaposition to be able to trulyappreciate the thrills of the high intensity. Besides pleasure can also be experienced from the low intensity offered by the gameplay in corridor sections.They are great for buildingatmosphere and creating context for the whole experience. These sections are also an opportune moment for delivering narrative and gameplay objective information where the player is likely to be less distracted throughcuriosity that often comes with more open spaces and their multiple points of interest. Knock Knock One of the finest examples of Gear39s of War39s combat encounter design is experienced in the chapter Knock Knock in Act 1. Delta Squad are on a mission to try and locate Alpha Squad and secure a sonic mapping device known as the resonator who they were last known to be in possession of. Their search has lead them to the plaza of the House of Sovereigns. This is the footprint of the Knock Knock level visualised from a high level hourglass colour coded perspective. The red corridors bookend the green combat bowl. I39ve divided the combat bowl in half as the left half isn39t really utilised for combat. An important note is the asymmetry of the combat bowl as it helps the player distinguish endside from another. Opening Corridor The entrance into the corridor where the level begins is hard gated so the player cannot travel back to the previous area. The rest of the members of Delta Squad are all positioned in front of the player and walk along a path just short of the end encouraging the player to follow.At this point the player is in a forced walk ensuring that they can39t just run through to the exit of the corridor into the combat bowl ahead. This dictates a minimum amount of time that the player will be in this corridor and it used to play dialogue that briefs the player on their current objective and the plan of action to achieve it. The only way here is forwards. The lighting at the end of the dark corridor also serves to draw the player through the space not forgetting to mention the lines and repetition of the architectural supports along the walls and edge lines of the floor tiles. This serves the pacing well as it begins to provide some light relief for the player from the action of theprevious combat encounter. There is also little in the way of any distractions which helps to more effectively communicate the player39s current objective. The tremor simulated throughthe use of camera shake falling physics objects and dust particle emitters starts to build tension and create an atmosphere of dread. Notice that the structure of this corridor takesthe form of a dog leg where it consists of two 90 degree corners in opposite directions.Itkeeps the player39s line of sight short and adds variationin the player39s trajectory to the exit.The exit is alsoaligned to provide good composition of the player39s goal. The composition of the exit doorway nicely frames the domes of the House of Sovereigns against the skyline for easy identification of the player39s destination. Combat Bowl The player doesn39t immediately engage in combat when they enter the combat bowl it grants a moment to take in that this location was the scene of a prior battle as evidenced from the destruction surrounding them. Then it rewards some light exploration through a small outbuilding immediately in front containing ammo and grenadesto replenish the player39s stocks from the last encounter and prepare them for what39s to come. The player can39t miss the outbuilding staright in fron of them plus two roadblocks are positioned that help funnel them towards the door. You can39t be too sure that the player has restocked on ammo at the end ofa previous encounter in another level so it is good practise to provide

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

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