Page:51 - News Archived: 3437

Title Date
Rebuilding Gears of War to teach a new team what the series means - Link Mon, 24 Aug 2015 11:06:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Rebuilding Gears of War to teach a new team what the series means August 24 2015 By Christian Nutt August 24 2015 By Christian Nutt Post A Comment More ConsolePC Production How do you boot up a new triple-A studio -- and get a whole new team ready to create the latest sequel in a beloved franchise That39s been Rod Fergusson39s job ever since he joined The Coalition the studio behind the latest Gears of War. Fergusson worked on all of the series39 numbered installments at Epic Games at The Coalition he39s taken on the role of studio director quotI have a director of production and also a creative director but what I39m bringing is the overall vision of what Gears is was is going to be and driving that aspect of what Gears is going to be moving forwardquot he told Gamasutra recently in San Francisco. The goal Bring the franchise back quotin an actual meaningful way.quot But how do you do that Turns out the idea he had was to turn a remake of the franchise39s original game -- a so-called quotUltimate Editionquot -- into a learning experience for the development team. In many ways it39s a true remake not just an HD spit-shine it features extensively redone graphics new mo-cap and new cinematics. quotWhen you look at this project for us there are dual sides. There was this one side of it 39What would he fans want us to do39 And there was this other side 39As a new studio making Gears of War how to best learn about that franchise than reverse engineer and dissect the original product so that we can have a better understanding of it39quot quotOne of the very first things I stood up and said is that you have to do it right before you do it different.quot Fergusson describes the remake as quota teaching aid in some respectsquot -- quot39Oh that39s what they mean by cover distances39 and what they have to think about in terms of scripting and all of those sorts of really low level aspects to what it means to make a Gears of War game.quot quotOne of the very first things I stood up and said is that you have to do it right before you do it different.quot How did the team arrive that what to focus on quotA lot of playingquot says Fergusson and discussion quotwe went through feature-by-feature and talked about each thing.quot These thoughts form a more general discussion too one he39s been leading since the first day he arrived at the studio quotI stood up and talked about brand pillars and what the franchise meansquot Fergusson says. quotBut a lot of it was play through the franchise play through the trilogy and then it was let39s focus on remaking Gears 1 and understanding what it took to do that using the original simulation.quot Comparison screenshot The original above Ultimate Edition below. Says Fergusson quotThe art direction changed to not be the completely desaturated game it was in the past to be more contemporary.quot quotYou can39t stay and do the same formula over and over and over again.quot But there39s another challenge there as the studio aims at developing Gears of War 4 quotYou can39t stay and do the same formula over and over and over againquot says Fergusson. quotYou have to find how you move forward in terms of a modern audience and what the industry is looking at 10 years later.quot When dealing with a beloved franchise though it39s tricky quotI talk about it as sort of managing the betrayal of player expectations. If you don39t betray their expectations it39s the same game and they39ve already played it before and there39s nothing new so they don39t really care. But if you betray their expectations too far it39s not the game they wanted It39s not more of that same experience that they wanted a little bit of. So you have to walk that line.quot And when it comes to the series39 fans quotif you show your respect to them people will tag along for the ride.quot Fergusson has roped in some of the biggest fans as quotsort of an advisory board to make sure we39re making the right choicesquot in fact. That philosophy also extends to what Fergusson tells his development team quotRather than chasing some other game39s audience I made it really clear what we were going to do is what makes Gears Gears.quot The remake then quotwas meant as an onramp to the franchise coming backquot both for the fan base and the development team. quotWhen I started in January 2014 we started from zero. We had nothing in terms of what the next game was going to be. Going from nothing to a shipping game takes yearsquot Fergusson says. quotWhen we looked at what our choices were we looked at what was the most impactful. And it felt like going back to the original and making it contemporary was the best way to do that.quot quotTo be able to go and work on Gears of War and have this playbook a template by which you can say 39I know what the rules are39 and learn them tangibly put your hands on it it was a great jump ahead for us.quot Related Jobs 08.20.15 Senior Producer- Contract 08.19.15 Senior Project Manager mf ampndash Berlin ampndash 3509 08.19.15 Senior Live Producer mf - Berlin - 3742 08.18.15 Associate Producer View All Jobs Top Stories Next News Story View All 251965 newswire viewnews251965Rebuilding_Gears_of_War_to_teach_a_new_team_what_the_series_means.php Loading Comments

Trine 3 backlash puts future of the franchise in doubt - Link Mon, 24 Aug 2015 10:47:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Trine 3 backlash puts future of the franchise in doubt August 24 2015 By Chris Kerr August 24 2015 By Chris Kerr 1 comments More ConsolePC Production Fans of Frozenbyte39s Trine serieswhich as of last year had sold over 7 million copies worldwidehave become increasingly vocal since the franchise39sthird installment hit shelves on August 20 with plenty of players expressing their disappointment at the game39s short length and divisive new features. While some have been more forgiving than others -Trine 3 currentlyhas 497positive reviews compared with 187 instances of negative feedback over on Steam -the Frozenbyte team have been unable to shut out the dissenting voices. Taking to the Steam forums FrozenbyteVP Joel Kinnunen has revealed exactly why the threequelturned out the way it did explaining that the game39s shortcomings are a result of over-ambition combined withfinancial naivety. quotBack in late 2012 we set out to do Trine 3 in full 3D - bigger badder better. We took a big risk with the 3D gameplay implementation - it was to be a massive improvement over the previous games in several areas. We have always been ambitious and this time our ambition may have gotten the better of usquot explained Kinnunen. quothellip we did not intentionally make the game ldquoshortrdquo as many have said in order to make money off of future DLC or whatever. We tried to make something too ambitious and it ended up financially impossible. quotTrine 3 The Artifacts of Power has ended up costing nearly triple that of Trine 2 ndash over 5.4 million USD. We initially had a much longer story written and more levels planned but to create what we envisioned it would have taken at least triple the money probably up to 15 million USD which we didnrsquot realize until it was too late.quot Although he concedes the criticismsleveled at his team are quotvalidquot Kinnunen is still adamant that what they delivered was a quotrealistic visionquot emphasizing that the studio is proud of the game they put out. It39s also clear however that the backlash has caught everyone involved by surprise with Kinnunenadmitting that the future of the series is now in question.quot Related Jobs 08.20.15 Senior Producer- Contract 08.19.15 Senior Project Manager mf ampndash Berlin ampndash 3509 08.19.15 Senior Live Producer mf - Berlin - 3742 08.18.15 Associate Producer View All Jobs Top Stories Next News Story View All 252057 newswire viewnews252057Trine_3_backlash_puts_future_of_the_franchise_in_doubt.php Loading Comments

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.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 989343 34242403 Loading Comments

Ex Daybreak CEO John Smedley starts new company - Link Mon, 24 Aug 2015 09:25:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Ex Daybreak CEO John Smedley starts new company August 24 2015 By Chris Kerr August 24 2015 By Chris Kerr Post A Comment More ConsolePC BusinessMarketing After stepping down as President and CEO of Daybreak in July John Smedley has now seemingly left the studio altogether to head up a new company. It was initially thoughtSmedley would take on a new role at the H1Z1 PlanetSide 2 and Everquest developer with a Daybreak spokesperson confirming that its former CEO would be quottaking some time off from the company for the near-term and transitioning to a different rolequot earlier in the year. A change to Smedley39s Facebook profile however has revealed that the veteran game developer has taken up the mantle of CEO at an unnamedCalifornia-based startup. While Smedley39s profile still lists him as Daybreak39s President a recent company statement has all but confirmed his departure. quotOn behalf of Daybreak we wish Smed well in his new endeavorsquot said a Daybreak spokesperson speaking to Game Informer. quotAny questions regarding his new business should be directed to him.quot Though he39s keeping tight-lipped for the time being Smedley has promised that more information on his new venture is quotcoming soon.quot 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 252033 newswire viewnews252033Ex_Daybreak_CEO_John_Smedley_starts_new_company.php 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

Level design analysis Gears of Wars Knock Knock - Link Mon, 24 Aug 2015 04:51:00

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

Making pirates feel bad using Android push notifications - Link Mon, 24 Aug 2015 04:02:00

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 Making pirates feel bad using Android push notifications. by Aksel Junkkila on 082115 014700 pm 4 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. August 13th was the day when we released Battlestation Harbinger on Google Play and Apple App Store. Things went better than expected and we were featured by both Apple and Google for the first week. This was truly something else for our small indie team and we were overjoyed. Watching our own analytics the sales rate looked promising but we were quickly disheartened when we found out the game had already been cracked and uploaded to a website where the game was available to download for free. We had to wait to the next day to get the official reports from iTunes and Google Play. To our surprise most of the copies were in fact sold and not pirated At least in the beginning soon the pirated copies started growing and after one week we have ended up with a situation seen below As you can see from above the majority of players playing Battlestation Harbinger currently have pirated the game. This was to be expected it did not come as a surprise to us but it still hurts a little to see all that hard work not being respected. And the game costs a whopping 3.99. Above is the daily download count of the pirated versions of Battlestation Harbinger. A nice stable almost 1000 downloadsday The graph above shows only unlicensed Android installs the blue line is new installs and the dark blue line the daily total amount of players. If only they were real purchases... Despite of all of this the launch has gone extremely well especially on Google where we have reached great positions in the top paid categories. The game is currently sitting at 3 intop paid games in USA when looking at the strategy category and overall in top paid games at place 40. Not bad This kind of success is really welcome after 4 years of making games and struggling to get by all we want now is for the game to continue selling enough for us to make more That has been our dream right from the beginning. We had implemented Android push notifications to our game and we saw an opportunity to give players that had pirated the game a little reminder of their bad habits. We sent out a message that can be seen above stating High piracy rate. Please support us Also you pirates. When clicked the message led the user to our forums where we had more information and us stating that we cannot continue making more Battlestation games if nobody pays for the games. This worked really quite well of course our paying customers also got this message but they quickly understood what was going on after going to our forums to read more. They rallied behind us and we really feel that the community will be behind us more from now on. Additionally to this the daily sales of the game jumped up 15 from the previous day after being on a somewhat decline for 4 days straight At least the players pirating the game got a reminder of their bad habits and maybe some of them will think twice in the future. We sure hope so. Shame on you pirates Related Jobs 08.21.15 DevOps Engineer 08.21.15 Database Engineer 08.21.15 Web Applications Engineer 08.21.15 Game Server Engineer View All Jobs 251907 blog blogsAkselJunkkila20150821251907Making_pirates_feel_bad_using_Android_push_notifications.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 993552 34282223 Loading Comments

Toxic League of Legends players wont get rewards from Riot - Link Fri, 21 Aug 2015 19:15:00

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 Toxic League of Legends players wont get rewards from Riot August 21 2015 By Christian Nutt August 21 2015 By Christian Nutt Post A Comment More ConsolePC BusinessMarketing Earlier this year Riot rewarded well-behaved players with a quotmystery giftquot for their good behavior. The company plans to offer rewards to well-behaved players yet again and in a new ask.fm post Jeffrey Lin the company39s lead designer of social systems outlines exactly what behavior Riot deems unworthy of reward this time around. That would be players who quotwere excessively toxic so exhibited severe offensive behaviors such as racism and sexism or were persistently toxic so exhibited moderately offensive behaviors in a large number of games.quot However players who were penalized for their behavior but quotsuccessfully reform by the end of the seasonquot will be part of the reward scheme Some carrot rather than stick for the player-base. Daybreak Games developer and publisher of EverQuest II meanwhile is taking a more purely punitive tack It39s experimenting with a quotprison serverquot for players it deems incorrigible. It39s worth mentioning that Lin made some mistakes in his initial announcement of the requirements which touched off controversy in the game39s fan base the ask.fm post was a clarification of the rules. Earlier this year Lin explained his philosophy toward player toxicity in a Gamasutra interview. 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 251964 newswire viewnews251964Toxic_League_of_Legends_players_wont_get_rewards_from_Riot.php Loading Comments

Game of War dev Machine Zone sues Kabam over trade secrets - Link Fri, 21 Aug 2015 18:55:00

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 Game of War dev Machine Zone sues Kabam over trade secrets August 21 2015 By Christian Nutt August 21 2015 By Christian Nutt 6 comments More SmartphoneTablet BusinessMarketing Machine Zone developer of mobile hit Game of War is suing Kabam over an alleged leak of trade secrets -- including confidential data about its financials an upcoming game and even its proprietary analytics. The document that contained the information was prepared for potential investors into the company which is reportedly seeking a new round of funding. The conflict began during the recent Casual Connect conference in San Francisco at a post-show party at the Clift Hotel Machine Zone CEO Gabe Leydon and Kabam39s Daniel Wiggins got into a set-to about Machine Zone39s performance. Wiggins then reportedly revealed he39d seen the highly confidential document -- and according to Machine Zone39s court filing he recited confidential details from the document back to Leydon. quotThe document was clearly marked as confidential and contained business information that was obviously sensitive and never intended for Kabamquot Machine Zone39s filing with the California Superior Court reads. quotMachine Zone is a private company operating in a highly competitive fast-moving industry. Disclosure of that document to Kabam has already caused it harm and Machine Zone is now at risk of suffering further irreparable harm if Kabam is permitted to continue to possess this information.quot For his part in his declaration to the court Wiggins says that the exchange quotgradually became very heatedquot and ultimately culminated in shouting and a declaration from Leydon that he would sue Wiggins says that he pretended to have seen the document in question -- but maintains quotI have never seen or had possessionquot of it. Kabam39s senior vice president of corporate communications Steve Swasey takes a flippant tone in VentureBeat39s story on the altercation comparing the scene to a bit from HBO39s Silicon Valley. quotOur employee said something he shouldnrsquot have said. Itrsquos embarrassing. The fact is there is no document. There is nothing to this. The fact this has gone this far is ludicrous. Itrsquos preposterous. Itrsquos tantamount to what HBO is making a great comedy on.quot Jason Park a VP at San Francisco-based outsourcer Concept Art House who was at the party and witnessed the conversation declared in a statement to the court that Wiggins told Leydon sensitive information the information itself is redacted in the court document. He also said that Leydon was quotextremely upset by this conversation.quot Machine Zone is seeking damages -- based either on damage done to Machine Zone39s or advantage Kabam gains from the alleged possession of the documents whichever is greater -- and attorney39s fees. For more juicy details on the altercation and the case VentureBeat has you covered. 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 251963 newswire viewnews251963Game_of_War_dev_Machine_Zone_sues_Kabam_over_trade_secrets.php Loading Comments

Sympathy for the dragon drives Kamiyas development of Scalebound - Link Fri, 21 Aug 2015 17:02:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Sympathy for the dragon drives Kamiyas development of Scalebound August 21 2015 By Alex Wawro August 21 2015 By Alex Wawro Post A Comment More ConsolePC Design Production Hideki Kamiya39s career in the Japanese game industry now spans over two decades and more than a half-dozen standout games but he39s never to my knowledge worked on somethingquite like his latest projectScalebound. The upcoming Xbox One exclusive from PlatinumGames is at first glance athird-person action game much akin to Kamiya39sDevil May CryandBayonettagames. It39s also designed with four-player cooperative play in mind something Kamiya and Platinum experimented with in their 2013 Wii U game TheWonderful 101. But what setsScaleboundapart from prior Platinum projects is how it seeks to convey the nuances of a partnership through gameplay mechanics. In speaking to Kamiya at Gamescom earlier this month about his role as director on Scalebound I found our conversation kept inexorably returning to his passion for tryingto foster feelings of empathy and awe through canny game design. Though wewound up ranging far afieldI39ve taken the liberty of sharing an edited version of our chathere because it sheds some light on both what drives Kamiya as a designer and howScalebound39sdesign has been influenced by the twists and turns of his path through the game industry. Scaleboundseems like an interesting project for Platinum. How did you wind up working on it Really the true beginnings of where this came together was when I left Capcom and joined PlatinumGames. I had several ideas I brought with me forgames I wanted to make at Platinum. Scaleboundwas one of those ideas. It wasn39t quite what you see Scalebound as today for example the game originally revolved arounddinosaurs instead ofdragonsbut basically...I wanted to illustrate something that had these epic-scale battles between gigantic monsters. I wanted to create a sense of awe and create impactful dynamic moments in front of the player. But even though that idea was there from the beginning I...well long story short Bayonetta was made first. I worked on that and once it was done I said 39let39s bring this idea for Scalebound out of the closet and let39s start working on it.39 At that point it had already gone through another round another iteration of design such that it was no longer so much about large-scale enemies and more about engaging players in those scenes.But then nextI wound up working on Wonderful 101. After that we had another chance to start working on Scalebound --and there was actually a prototype made post-Bayonetta. So that was alreadydone but due to other circumstances I had to work on Wonderful 101 make that game then bring this idea back out of the closet again. So this game stretches all the way back to when I joined PlatinumGames and it was something I always really wanted to work on. So why is it so important to you from a developer39s perspective Why are you so passionate about designing a game likeScalebound I don39t know if this answers your question in the way you39re hoping but...the subject of dragons is something I39ve loved for many years. I think we39ve been exposed to plenty of games that feature dragons in one way or another -- either as enemies or characters the player controls or rides. But to me because of my love for dragons so much of my goal is to quotbequot with the dragon. To have the dragon be with the player as their companion and as their partner. That brings out the true beauty I think of what it39s really like to be with a dragon. Not just to watch it do whatever it does but to actually interact and engage in this relationship with the dragon. So in order to realize that goal...I think making a game like thisis one way I can really make that happen. To the best of my knowledge I can39t really think of a game that illustrates that emotional involvement that relationship that bond that a player can have with a dragon. How do you convey a relationship like that through game mechanics How do you as a designer aim to fulfill that relationship for the player I think the most important thingis that we create this dragon who is a living thing. It needs to have energy. It needs to be treated properly as a living character and not a robot or a mech or something that39s pre-programmed.Otherwise players won39t feel that sense of quotlifequot that they feel from a living creature. So it really comes down to the basics of being able to communicate that first and convince players to treat the dragon as a friend. That39s really key to Scalebound.It39s acontrast to action games where you know it39s all about players making perfect combos or split-second decisions that make or break their game. It39s really all about the skill how good players are and how great they can be. But with this game I want players to treat Thuban the dragon companion as a friend and a true living character.So not everything has to be perfect the imperfection to me is really where the beauty is found. So even though the bond strengthens as the game progresses and the story moves forward it doesn39t mean players always have to have the perfect combo or the perfect strategy or the perfect moves to progress. Maybe sometimes Thuban will make some mistakes or maybe players will give him the wrong directions but that39s okay.Maybe there39s a moment where they can sort of repair that temporary damage in the relationship. I want players to really treat this character like a friend in real life. This sounds a bit different than your previous work. Has something changed What did you learn from working on prior games and how do you apply it toScalebound What I learned... itreally stretches back to the beginning of my career in game development.I was part of the original Resident Evil team and if it weren39t for the experience time and learnings from that period I wouldn39t have been able to make Resident

Get a job Insomniac is hiring an Environment Artist - Link Fri, 21 Aug 2015 16:07:00

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 Get a job Insomniac is hiring an Environment Artist August 21 2015 By Staff August 21 2015 By Staff Post A Comment More ConsolePC Art Recruitment The Gamasutra Job Board is the most diverse active and established board of its kind for the video game industry Here is just one of themany many positionsbeing advertised right now. Environment ArtistInsomniac Games Location Durham North Carolina If you39d 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 quotlevelquot. Essential Duties and Responsibilities include the following bull Models natural and architectural geometry from concept art and photo reference bull Creates uv layouts bull Generates normal maps bull Textures environment objects bull Authors surfaces bull Flags materials for sound and effects bull Creates collision for environment objects bull Optimize textures and geometry creates LODrsquos bull Composes models in the game environment bull 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 bull Scopes levels for on-time milestone delivery bull Maintains consistent style under the direction of the Art Director and Lead Environment Artist bull Other duties may be assigned Qualifications needed for this spot bull Bachelor39s 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. bull Excellent foundations skills including composition design and color theory. bull Strong traditional painting skills in both stylized and photorealistic styles. bull Ability to meet deadlines under tight schedules. bull Willingness to receive direction and work closely with a team. bull Must play games or understand the goal of a level design. bull Advanced understanding of Maya Photoshop Z-brush Mudbox or equivalent. bull Advanced understanding of generating normal maps from high poly models. bull Understanding of node based shader networks a plus. bull Advanced understanding of level editor bull Understanding of Perforce. If you are up for the task ndash then we look forward to hearing from you Please use the link below and apply directly to us.Thanks InterestedApply now. About the Gamasutra Job Board Whether you39re just starting out looking for something new or just seeing what39s out there the Gamasutra Job Board is the place where game developers move ahead in their careers. Gamasutra39s Job Board is the most diverse most active and most established board of its kind in the video game industry serving companies of all sizes from indie to triple-A. Looking for a new jobGet started here. Are you a recruiter looking for talentPost jobs here. 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 Top Stories Next News Story View All 251959 newswire viewnews251959Get_a_job_Insomniac_is_hiring_an_Environment_Artist.php Loading Comments

How Digital Eclipse aims to preserve classic games for future - Link Fri, 21 Aug 2015 15:42:00

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 How Digital Eclipse aims to preserve classic games for future generations August 21 2015 By Alex Wawro August 21 2015 By Alex Wawro 3 comments More ConsolePC Production quot39Can we do something like scanning a film in 4K but for games39...There39s no real magic bullet solution to that but our approach to it is We set up our Eclipse Engine and we set up hardware simulation modules and we convert using source elements provided by the publisher.quot - Frank Cifaldi speaks to Digital Eclipse39s strategy and overarching goal in developing the Mega Man Legacy Collection. Video game history buffs take note industryhistorian and former Gamasutra editor Frank Cifaldi recently sat down with USGamer in his role as Head of Restoration at Other Ocean39s newly-resurrected Digital Eclipseto detail some ofthe studio39s work on its upcomingMega Man Legacy Collectionand how it hopes to keep games playable in perpetuity viaits Eclipse Engine. quotThe games themselves are safe. The Eclipse Engine at its core is fairly simple and easily portable. The philosophy being when PlayStation 5 comes around Rey Jimenez of Capcomcan call us and it won39t be that hard to get these games running againquot Cifaldi said.quotWe think it39s a solution. I dont know if it39s the ultimate silver bullet solution...but I don39t think anyone39s taken thatparticular approach.quot Studio representatives previously told Gamasutra that the Eclipse Engine was developed by studio chief Mike Mika and engineer Kevin Wilson to serve as an easily portable virtual environment and Cifaldi now points out that while recompiling old games into a format that runs on Eclipse might make them less perfectly accurate than emulating them directly it ensures they39ll be more easily available for people to play. quotCycle-accurate emulationis a phantom we39ll be chasing for decades...we39re nowhere near thatquot he said. quotGiven the modern hardware we39re really pushing it as far as we can to deliver a product that people can actually download and play.quot It39s an echo of what archivist Jason Scott said at GDC earlier this year games are more readily appreciated for their historical and cultural value when they39re easily available for future generations to play and study. Both Cifaldi and Jimenez seem to share a similar passion for game preservation and you can read more of how their work collaborating on theMega Man Legacy Collectionreflects that in the full USGamer interview. Related Jobs 08.20.15 Senior Producer- Contract 08.19.15 Senior Project Manager mf ampndash Berlin ampndash 3509 08.19.15 Senior Live Producer mf - Berlin - 3742 08.18.15 Associate Producer View All Jobs Top Stories Next News Story View All 251956 newswire viewnews251956How_Digital_Eclipse_aims_to_preserve_classic_games_for_future_generations.php Loading Comments

MobyGames Twitter feed - cover ideas wanted - Link Mon, 13 Jul 2015 01:17:43

MobyGames Twitter feed - cover ideas wanted Now that our covers are unwatermarked theres never been a better time to show off some of the amazing video game cover art scanned by MobyGames members. And thats just what is happening at the MobyGames Twitter feed which is updated daily with new pics. Its actually doing pretty well if you look at the number of retweets and favorites for each post.When we started this we asked MobyGames Approvers for some cover picks and now wed like your help Please comment on this post and pick some of your favorite cover art on the site and well gradually flow it onto Twitter and FacebookGoogle as time permits Submitted by Simon Carless 54 on Aug 01 201539 comments MobyGames Whats New Stats Community 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. quotAre you a bad enough dude to rescue the presidentquot

RIP Nintendox27s Satoru Iwata - 1959-2015. - Link Fri, 10 Jul 2015 23:16:49

RIP Nintendos Satoru Iwata - 1959-2015. So sad to hear today that Nintendo President Satoru Iwata passed away - and at the relatively young age of 55 too. Many people online are linking to the MobyGames profile of Iwata which only exists because MobyGames contributors typed in the credits for literally hundreds of seminal Nintendo games. The site admins would like to honor Iwata-san for his vital contribution to the history of games amp thank all of you for doing so much to preserve his history - even before his sad and unexpected passing. Submitted by Simon Carless 54 on Jul 13 20151 comments MobyGames Whats New Stats Community 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

Scierex27s 300k MobyPoints milestone - Link Sat, 4 Jul 2015 20:11:08

Scieres 300k MobyPoints milestone This is fairly unbelievable but veteran MobyGames contributor Sciere has just hit 300000 points on the site... wow This includes 2585 games 24000 screenshots... I could go on - heres his stats. Sciere also makes sure were up to date on newer console and PC games more than almost any other user - so MASSIVE thanks for him for this - otherwise wed be a past-only websiteAlso thanks to some forum notes the other milestones must be pointed out piltdown_man reached 90000 points Terok Nor reached 20000 points Indra reached 20000 points amp Freeman reached 20000 points. Congrats to all of them Submitted by Simon Carless 54 on Jul 10 20158 comments MobyGames Whats New Stats Community 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

Twitter feed x27Best Of MobyGamesx27 highlights Pt.1 - Link Sun, 14 Jun 2015 22:10:01

Twitter feed Best Of MobyGames highlights Pt.1 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 point I punch.quot

Our 6th ever MobyGames 100k user - Link Sun, 7 Jun 2015 00:29:51

Our 6th ever MobyGames 100k user Gigantic congratulations to LepricahnsGold who has made it to 100000 contribution points on MobyGames He is only the 6th ever user to make it to that historic milestone - the others being Sciere Cor13 formercontrib Kabushi and Patrick Bregger.While were here - another notable recent milestone is that 666gonzo666 hit 50000 - massive thanks to himIf youd like to join them please go ahead and contribute now - MobyGames is only possible through our amazing users contributions. Submitted by Simon Carless 54 on Jun 14 20158 comments MobyGames Whats New Stats Community 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. quotThe cake is a lie.quot

This Day In HistoryCovers Of Day on Mobyx27s Twitter - Link Fri, 8 May 2015 18:06:40

This Day In HistoryCovers Of Day on Mobys Twitter As part of an attempt to bring MobyGames at least tentatively into the 21st century ho ho well now be alternately featuring a This Day In History game and a Cover Of The Day on MobyGames Twitter feed. Please check it out follow us and try to faveRT us as much as possible so we can grow our social media following Submitted by Simon Carless 54 on Jun 07 20155 comments MobyGames Whats New Stats Community 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. quotAre you a bad enough dude to rescue the presidentquot

Watermarks Begone - Link Sat, 18 Apr 2015 18:26:32

Watermarks Begone After a long week of reprocessing work the entirety of our 271573 box covers and 680458 screenshots are watermark free 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. quotSay fuzzy pickles.quot

Moby Milestone 50000 Unique Games April 2015 - Link Mon, 9 Mar 2015 03:08:32

Moby Milestone 50000 Unique Games April 2015 We now have 50000 unique games documented in our database Every single game was hand entered by contributors and carefully verified by our approvers. 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. quotWait thats not how it happened.quot

MobyGames updates - March 2015 - Link Sun, 18 Jan 2015 22:42:40

MobyGames updates - March 2015 Just a quick note on the front page to make sure everyone knows weve been updating MobyGames - our code as well as loads of new items - over the past few weeksIn code and format additions the Changelog is up to date and includes a number of new game systems - including Windows Apps - and some notable security updates as well as lots of affiliate link fixes - massive thanks to NelioElsewhere on contributions were rapidly approaching 50000 unique games - more on that when we get there - and wanted to give some shoutouts to MAT and piltdown_man who got to 80.000 points this year. Also some great new milestones in points were reached by Sciere ryanbus84 Thomas Petterson and more - and thanks to new contributors Kennyannydenny and Jennifer McMurray Onward and upward... Submitted by Simon Carless 54 on Mar 09 20159 comments MobyGames Whats New Stats Community 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 point I punch.quot

In Memoriam PolloDiablo Astrid Beulink - Link

In Memoriam PolloDiablo Astrid Beulink Just a short note that tragically former MobyGames contributor PolloDiablo aka Astrid Beulink who is ranked in the Top 60 all-time on Moby lost her battle with cancer earlier this month according to Adventure-Treff German-language. Astrid - who posted in the Approver forum in November to update us on her progress - was very active in the adventure gaming community in particular as a beta tester and contributor. She will be missed by all of the communities she supported including us here at Moby. Submitted by Simon Carless 54 on Jan 18 201523 comments MobyGames Whats New Stats Community 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

New Game Gears of War Ultimate Edition - Link Mon, 24 Aug 2015 11:07:05

Gears of War Ultimate Edition Xbox OneDiscuss 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. quotBig Money Big Prizes I love itquot

New Game Pac-Man Revenge - Link Mon, 24 Aug 2015 10:41:45

Pac-Man Revenge 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

New Game Bridge Constructor - Link Mon, 24 Aug 2015 10:41:29

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

New Game Never Alone Arctic Collection - Link Mon, 24 Aug 2015 10:20:24

Never Alone Arctic CollectionDiscuss 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 must construct additional pylons.quot

New Game Tetris the Absolute The Grand Master 2 - Link Mon, 24 Aug 2015 10:19:28

Tetris the Absolute The Grand Master 2 ArcadeDiscuss Review Want Have Contribute missing cover artaddcover Published byPsikyoDeveloped byArikaCo.Ltd.Released2000PlatformArcade GenreStrategyThemeArcade Puzzle-Solving ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame 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

New Game Tetris The Grand Master - Link Mon, 24 Aug 2015 10:13:06

Tetris The Grand Master ArcadeDiscuss Review Want Have Contribute missing cover artaddcover Published byCapcomCo.Ltd.Developed byArikaCo.Ltd.ReleasedAug 1998PlatformArcade GenreStrategyThemeArcade Puzzle-Solving ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

New Game Heberekex26x27s Popoon - Link Mon, 24 Aug 2015 07:59:39

Heberekex27s PopoonDiscuss 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

New Game Chinese Karate - Link Mon, 24 Aug 2015 05:27:14

Chinese KarateDiscuss 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. quotGood thinking little buddy.quot

New Game Super Boy Allan - Link Sun, 23 Aug 2015 21:23:47

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

New Game Magical Vacation - Link Sun, 23 Aug 2015 21:20:33

Magical VacationDiscuss 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. quotWhy thats the second biggest monkey head Ive ever seenquot

New Game Driveclub Lamborghini Icons Expansion Pack - Link Sun, 23 Aug 2015 19:30:54

Driveclub Lamborghini Icons Expansion Pack PlayStation 4Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

New Game Chainz - Link Sun, 23 Aug 2015 19:30:48

Chainz Atari STDiscuss 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

New Game Twix - Link Sun, 23 Aug 2015 19:30:41

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

New Game Spy 4k - Link Sun, 23 Aug 2015 19:30:32

Spy 4k Atari STDiscuss 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

New Game Jewelz - Link Sun, 23 Aug 2015 19:30:19

Jewelz Atari STDiscuss 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. quotThou hast lost an eighthquot

New Game Attack Wave - Link Sun, 23 Aug 2015 19:30:11

Attack Wave Atari STDiscuss 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 fight like a dairy farmerquot

New Game Kolmik Deluxe Edition - Link Sun, 23 Aug 2015 19:26:46

Kolmik Deluxe Edition Atari STDiscuss 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. quotWakka wakka wakkaquot

New Game More War The Return of the Horde - Link Sun, 23 Aug 2015 19:26:16

More War The Return of the Horde 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 point I punch.quot

New Game Diabolic Tools x26x26 Add-Ons fx26xFCr Diablo - Link Sun, 23 Aug 2015 19:26:03

Diabolic Tools x26 Add-Ons fxFCr Diablo 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. quotHey Listenquot

New Game The Waste Land - Link Sun, 23 Aug 2015 19:25:54

The Waste Land 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. quotWakka wakka wakkaquot

Review of Do-Do ZX Spectrum - Link Fri, 21 Aug 2015 08:54:48

Do-Do ZX SpectrumDiscuss 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 point I punch.quot

Review of Breath of Fire III PlayStation - Link Thu, 20 Aug 2015 11:50:28

Breath of Fire III PlayStationDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

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

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

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

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

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

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

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

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

Review of Small Soldiers PlayStation - Link Thu, 20 Aug 2015 11:47:42

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

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

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