Page:54 - News Archived: 3437

Title Date
Lead Artist Crystal Dynamics - Link 2015-08-20

Crystal Dynamics a part of the Square-Enix family is constantly on the hunt for top-tier gaming talent worldwide. We pride ourselves on attracting and developing the best talent available to concept create and contribute to the most exciting projects in gaming today. 20 years of history creating fun and exciting titles for the world to enjoy as well as our studioamprsquos 1000 years of combined game industry experience provides a rich tapestry of tested and new ideas to draw from as have established us as one of the best studios in the world to work for.amp Join now to be part of the formative stages of a new AAA game being built in our Redwood City studio just south of San Francisco. Benefits for this fulltime position include competitive salary health insurance options to suit all lifestyles generous paid time-off as well as other studio and corporate perks such as a free gym and discounts on games and goodies.amp Position Summary The Art Lead is primarily responsible for creating the process for and the execution and maintenance of the quality and aesthetic goals set by the project leads within Crystal Dynamics. This individual collaborates closely with Production and the Art Director to ensure that the team is meeting the quality and integrity of the product meets or exceeds product vision and pushing the boundaries of competitive visual quality. Exceptional visual and communication skills and a strong understanding of the art creation process from an aesthetic pipeline and technical standpoint the successful Art Lead monitors and maintains craftsmanship and continuity with outside vendors and ensures consistency from internal Concept Artists Character Artists Environment Artists Animators Cinematics FX artists and UI designers with responsibility to deliver the most visually compelling games in service of the overall game experience. The successful Art Lead will also manage performance and inspire not only the other Art Leads on the team but the Art team as a whole. Essential Duties Partner closely with the Creative Director Producers Technical Directors and other team Leads to address all issues related to their designated artistic function including maintaining aesthetic standards influencing the technical direction of the project to best support the artistic goals and contributing accurate scheduling information to production department. Direct tasks across multiple milestones duration of project. Work on longer range projects and planning and participate in creating monthly goals for external vendors. Vet external parties for viability and quality and making recommendations on choice of external vendors. Partner with Art Director to create the visual language and manage quality execution. Communicate the visual goals of the project externally and maintain consistency of this vision with outside vendors and teams. Shepard and improve the art production pipeline between internal and external productions and enforcing the process throughout the project cycle. Collaborate with Programmers to brainstorm technical ideas and solutions. Identify potential problems in the art pipeline and working with the team to prevent them. Accountable for minimizing art related risks by proactively identifying issues reviewing mitigating factors and presenting solutions on project franchise. Share knowledge and implement best practices to lower overall risks and drive consistency across the team studios and with outsource partners. Involved in creating workgroup structures and establishing team efficiencies throughout production. Direct manage and inspire highly creative individuals. Partner with Production to build and manage a high-performing team outline succession planning manage risk and identify growth opportunities across art disciplines. Manage performance write and deliver performance reviews for Supervising Principal and or Lead level artists. Help set and direct quarterly goals. Mentor across all levels of the Art team and team members outside discipline on quality process and best practice with direct correlation to project goals. Pre-Screen interviewees key to hiring decisions. Partner with Recruiting to proactively identify hiring pipeline for current and future staffing needs. Actively pursue new recruits through evangelizing the studio company at internal events and through trusted relationships with universities and schools. May track and providing specific visual feedback on all assets throughout the stages of production to completion May support the Producer to keep studio executive staff the publisher andor marketing staff up to speed on product status through the preparation and presentation of appropriate project materials e.g. milestone updates demos etc. Competencies Skills ampamp Knowledge An understanding production design process and methodology technical competency and awareness of art techniques is a must. Ability to understand and work within the limitations of previous and next-gen console specifications with proven experience for optimizing towards specific platform constraints. An understanding of craftsmanship and continuity. Effective communication with peers art staff and senior management. Excellent team communication and motivational skills. Ability to balance impacts of deadlines and resources with style and quality requirements of a titles art direction. Demonstrated ability to solve complex problems efficiently and maintain pacing in situations of intense schedules. Strong time management skills with a proven ability to focus on priorities juggle multiple tasks and meet deadlines. Ability to work cooperatively on a team spanning artists programmers and designers and to compromise when necessary to achieve overall best results. Essential Requirements Minimum of 6 years of game industry experience with a successful track record as an Art Lead or as a Senior Environment Artist with a specialty in 3D Environment Art asset creation pipeline development level layoutcomposition etc Minimum of two shipped titles and at least 2 years as a Senior Artist 6 years of 3D Environment Art expeirence A portfolio demonstrating outstanding work in game visual direction or management Prior experience building leading and mentoring highly creative team Previous experience with outsourcing managing external vendors or teams and directing others through written communication Additional Requirements AAA game development experience on high profilelarge budget titles preferred One shipped title as a Lead or in a leadership roleltimg srchttpfeeds.feedburner.comrGamasutraJobs4oIfUP-ghcTo

Senior Producer- Contract Spin Master Ltd. - Link 2015-08-20

Spin Master Studios is seeking a highly qualified Senior Producer with a mobile game production background to help drive and participate in the development of Sick Bricks. As Senior Producer youll manage and track all aspects of game production with an external developer. You will partner with the Executive Producer and Technical Director in the overall management and production responsibilities for the game. Come participate in the future of the Toys-to-life category. Featured on the iPhone App store and recently listed as one of the Best New Game Updates Sick Bricks just celebrated its millionth download With media support on Cartoon Network and a physical presence at retail Sick Bricks has created a new formula for success that has rewritten the rules for mobile publishing. Responsibilities Oversee creative and product development for the franchise Partner with toy teams to insure product goals are met on time and at quality as hardware and software are developed together Partner with analytics team to ensure product achieves its monetization and KPI goals Manage all aspects of outsourced development including art voice over and localization Work with the QA manager to ensure timely delivery of product without sacrificing quality Provide build reviews to developer and manage milestone approvals Organize and track game content lists and schedules incorporating dependencies from brand monetization toys and entertainment Proactively identify project risks and conflicts and work with the Executive Producer to resolve them Participate in planning and design sessions contribute to the milestone definition process and provide regular status updates Work with the developer to identify and remove workflow impediments Job Qualifications 2 years in mobile development 7 years in game development Must have had Senior Producer responsibility on at least two or more successful mobile apps Bachelors degree required Essential Experience Strong analytical skills and the ability to independently find solutions and own tasks without substantial oversight Strong project management skills including experience with scheduling tools A love for playing and creating games particularly mobile and F2P games Familiarity with Live game development Experience with Jira Confluence PowerPoint and Excel Experience with HockeyApp iTunes Connect Google Play Console and Amazon App Portal preferred Strong written and verbal communication skills coupled with proven organizational ability Experience working successfully with external developers Superior attention to detail Valid passport and an enthusiasm for travelltimg srchttpfeeds.feedburner.comrGamasutraJobs4oIGmyLCXhns

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 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 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 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. 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. Hourglass One of the much lauded aspects of Gears of War39s level design was its quothourglassquot sequence structure. More open arenas referred to by Epic developers as quotcombat bowlsquot 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 quothourglassquot 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 quotKnock Knockquot 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

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 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 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 8 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. quotI39m offended because it39s so misogynisticquot 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 quotAwwwww c39mon can39t you take a jokequot This led the professor to question quotDo you think it39s the character that39s misogynistic or the play that39s misogynisticquot 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 quotlovable bigotquot 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 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs 251900 blog blogsSandeChen20150821251900Im_Offended_Is_It_You_Me_or_the_Character.php 43521 28924453 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Showcasing your game on the Twitch stage without looking like an idiot by Alex Nichiporchik on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Your game39s been selected to showcase at a big livestream at a show. Congratulations This is your moment of glory. Now you should spend countless hours over-preparing a recorded video that you should talk through on stage in front of thousands of people. Don39t forget to practice the exact marketing pitches you39re going to say That is the worst advice you39ll read today and something I wish we knew a year ago. Pictured the Party Hard livestream from Gamescom 2015 Me amp Mike Rose have been on a dozen streams lately including featured spots on the twitch stage during conventions like PAX and Gamescom. It39s been an incredible learning experience and I want to share top tips of how to make the best of these streams or any kind of exposure you get on a livestream. Let39s start with preparation. It39s important for the audience to see exactly what the game is. If your segment is 15 minutes just dive straight into the game time flies when you39re on stage. Nobody wants to watch a pre-recorded gameplay video of something that39s built to be interactive. Yes things may go wrong and glitch out - and you can make a joke about that. What should never happen is the awkward moment when your build crashes or isn39t responsive. You39re wasting time trying to figure it out. If they say it39s a .MOV in h.264 for your trailer it39d better damn be that specific format. If it39s a PNG of a specific size make sure it is indeed a PNG of that size. I39m talking about intro and outro segments of your prime hour. Make their lives as easy as possible and don39t be the person that e-mails back and forth and then assets get lost in translation. You know what I hate most on any stage When someone is hogging my time by quottestingquot or quotmaking sure it worksquot when my presentation or segment is on in a few minutes. This doesn39t fly at all on live programming when you have thousands of people watching. Test your shit beforehand and schedule a time with whoever is running the stage to do so. What I hate more whenever I host panels or do shows is when someone is running late and you39re not sure if they39ll turn up. It39s OK to be in much earlier you can mingle network chat about. It39s NOT OK to arrive 5 minutes before. If you also haven39t tested your equipmentbuild it39s even worse. Everyone39s on a schedule so be on time Everyone at tinyBuild constantly gets annoyed at me for being the guy that rushes everyone out the door but I won39t be late for an event. Punctuality is important if you want to grow relationships. If your team is disorganized with early mornings at a convention make sure that the people that are constantly running late aren39t the quotFacesquot of your group. What I found works very well is just saying that you39ll leave at XX am and actually leave. If you39re running late - take a cab at your own expense. At least the person who left early will arrive to the event and assure the organizers it39s all happening. Pictured testing our games the day before PAX South Ok congrats you made it to the event On the livestream itself.... This is probably the biggest mistake anyone can make on their livestream. Twitch is all about watching people play games. Nobody wants to hear you sitting there talking about how great the game is what its features are and why everyone should be excited about it. If you have super interesting talking points that39ll make people laugh - great use those otherwise just jump straight into the game. I think the best example of this was when we did the Party Hard stream at Gamescom It was genuine and fun. Most of the chat had no idea what was going on but it was just plain fun. I39m good at writing and when I39m drunk I can be a fun host. Sober me pales in comparison with Mike so it39s great when he takes the lead in our appearances. If you39re not sure what to talk about - just play the game and have fun. Viewers love watching the player have fun and that39s the best marketing for your game. If you39re sitting there looking bored and just hitting bulletpoints off your marketing list nobody will be excited about your game and viewers will drop off. Pictured Our E3 segment where we had 4 other people to make it feel lively D If you don39t have someone like that - just invite streamers or Youtubers to participate More than once we had Jesse Cox with us on stage. At PAX South I literally just ran around the showfloor trying to catch him said quotYOU TWTICH STAGE NOW LET39S GOquot and he went on stage with us. ok there was e-mail correspondence back and forth beforehand don39t just tackle people like that. tldr prepare for the livestreaming by making sure your build works and all the assets are in arrive on time and just have fun playing your game Related Jobs 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs 251935 blog blogsAlexNichiporchik20150821251935Showcasing_your_game_on_the_Twitch_stage_without_looking_like_an_idiot.php 901199 33399953 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs The Soundtrack of Deep Space by Matt Hammill on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The following is a guest post by Ryan Henwood who handled all the music and sound for the upcoming gameLovers in a Dangerous Spacetime. The soundtrack is available here. The Asteroid Base guys have talked about the inspirations and creation of Lovers at length but Irsquod like to talk about the beginnings of the game from the audio perspective. In 2012 I decided to take part in the Toronto Global Game Jam after being encouraged by a close audio friend. Audio people were in short supply so I was responsible for developing the music and sound effects for an entire room of teams. In the end I composed music and designed sound for 5 games within the 48 hours of the jam. Lovers was the last game that I worked on and I only had an hour or two to create and deliver. The first renditions of the opening and gameplay music were developed at this time along with 8 sound effects. Initially the gameplay music now called ldquoLaunch Into Deep Spacerdquo was just a one-minute loop. In the final game there are 19 pieces of music ranging from 4 to 6 minutes in length. The genre of the music was completely out of my comfort zonendashI had never composed happy spacey dance music before. Most of the time my compositions are kind of dark so this was new to me. I started experimenting with different synthesizers and fell in love with Arturialsquos CS80 and Arp2600 plugins. These plugins are modeled off of the 1970s classics which have been featured in some popular science fiction films and shows such as Blade Runner and Doctor Who. I wanted the music to sound and feel vintage and not ldquochiptunesrdquo because a lot of games have been composing music in that timbre. The use of the vintage synthesizer rather than chip sounds gives it a 1970s science fiction feeling which overall matches the design and inspiration of the game. After the jam Asteroid Base decided that they were going to continue to develop Lovers and I was excited to continue providing the sound design and music. The first thing I wanted to do was revise the music I had written at the jam. It was rushed at the time so now I could go back and really sink my teeth into it. A lot of time was spent adjusting the performances changing oscillator wave shapes and just generally messing around with settings until I found the sound I wanted. Before this project I didnrsquot have much experience in using synthesizers for music. I had used them mostly to create sound effects and ambiences in animation television shows. At first I was slow at being able to compose exactly what I heard in my head but thatrsquos the fun of experimenting and learning. Throughout the composing of Lovers there were many creative mistakes that paid off. There was one instance where I was using a chiptunes synthesizer and I was hoping to make it increasingly harsh so it would stick out of the mix more. I added a bit crusher to the process chain and instead of making the sound harsh it actually calmed and smoothed it out. This worked better in the song than what I was expecting. So it stayed. The original song from the game jam ldquoLaunch Into Deep Spacerdquo was extended to about two and half minutes before I moved on to composing the additional gameplay songs. During the development process we had decided that the music length didnrsquot need to be kept to a minimum and I had free reign to make the songs as long as I wanted. With ldquoLaunch Into Deep Spacerdquo being rather short I decided to try and extend it so that it wouldnrsquot be so repetitive and annoying to the player. I extended the song twice and it ended up being close to 6 minutes long. While I was lengthening it I wrote a great melody on the ARP2600 but I felt it didnrsquot particularly fit into that song. Ironically the melody line cut from the first song became the main theme and inspiration for ldquoForever Space Loverdquo which is now the gamersquos ending song. Follow Ryan Henwood on Twitter at DeepRootsSound. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs 251944 blog blogsMattHammill20150821251944The_Soundtrack_of_Deep_Space.php 932376 33691663 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Eight tactics for engaging with players on social media by Greg Street on 082115 014100 pm 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. I have always been passionate about communicating with players. Originally I did this through the Age of Empires forums and later the World of Warcraft and ultimately the League of Legends forums and then this whole social media thing happened. In fact this content originally came from my ask.fm account but I received a lot of positive feedback on it and thought it might be useful to a wider audience. As we all know communicating with players in a public space can be scary and is fraught with peril -- it39s an epic adventure in itself. I don39t pretend to be the grandmaster of social engagement but I do have a lot of experience so I thought I would share some of the tactics I have found successful. Ultimately this is one of those learn to swim by drowning deals. You just need to get out there make some mistakes and learn from them. You have to have thick skin absurdly epicthick skin. I always remind myself that players are only passionate because they care and even when their communication style is hyperbolic or hurtful they have the same goal that you do to make your game better. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08.21.15 Level Artist 08.21.15 Character Artist View All Jobs 251887 blog blogsGregStreet20150821251887Eight_tactics_for_engaging_with_players_on_social_media.php 1002140 35878883 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 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 17 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 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs 251746 blog blogsRobertFearon20150820251746Compassion.php 858918 33014233 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Global Home Court Advantage Yes eSports is a global phenomenon and no its not going away by Ian Sharpe on 082015 125200 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The bright lights of eSports39 biggest tournaments capture the imaginations of 120 million fans around the world. It39s not difficult to understand why--the excitement of these massive events is as contagious as the enthusiasm generated by a Super Bowl or World Cup and communities of fans and players have sprung up all around the world alongside traditional sports fandom. Instead of why eSports have become such a compelling spectacle it is much more important to understand how. How has the industry driven this global interest and how will it be sustained in the long run How have eSports exploded Recent events like Heroes of the Dorm on ESPN2 and the eSports issue of the ESPN Magazine have thrust eSports into the public eye but the competitive gaming scene has been growing rapidly since the birth of the professionalStarCraftscene in South Korea in the early 2000s. The story ofStarCraftin Korea is a fascinating story of technical economical and cultural factors combining at just the right time and one worth reading in its own right but it took a global improvement in technical infrastructure and the creation of digital forums for fans to congregate on equal terms to really nurture eSports outside of this crucible. Stable internet connections and lightweight yet feature-rich streaming platforms are the core pillars on which eSports has built its globalfan base. Platforms like Azubu and Twitch have opened the doors to competitive gaming for anyoneconnected to the internet particularly in countries like Brazil where technical infrastructure is finally available to connect millions of people to the web for the first time or China which is emulating the Korean model with an almost ideological zeal. Reliable streaming platforms have become the new digital forums--the destination to connect and share their fandom. An enormous amount of credit for the ongoing interest in eSports also lies with the casters analysts and content creators who over the course of many years of broadly thankless work have helped contextualize the digital action and create on-ramps for new fans to get involved. That content has hit a critical mass heavily aided by the growth of community-focused sites like Reddit and the ease of accessing such content via streams and itrsquos now easier than ever to learn everything there is to know about the eSport of your choice. When eSports fans from Belgium to Brazil and Bangkok can watch the same match and talk about it on a shared forum at the same time the game becomes an international shared experience especially when that experience is localized into their own language. How will eSports survive There is a cloud of doubt that lingers over the long-term staying power of competitive gaming. Games like fashion are prone to going out of style and it is hard to predict and more importantly invest in the continued growth of eSports when it is carried by a handful of titles. In practice while the games themselves are undoubtedly important to the eSports scene the experience of being an eSports fan is unique enough to be durable in the long run. A key ingredient is the accessibility of its top players. Watching the bestLeague of Legendsplayer in the world do his thing isno more than a click away and streaming platforms are designed to bring communities of fans together. Imagine if Lebron Jamesrsquo practice sessions were broadcast live on ESPN and he interacted with fans around the world between dunks. That kind of accessibility is a dream for NBA fans but a reality for eSports enthusiasts. Another big factor will be the games publishers themselves who are now committing significant marketing dollars to global tournaments and building features into their game roadmaps that will drive eSports for product cycles to come. The real staying power of eSports however rests in the hands of streaming platforms and forums that can facilitate the rapid growth of a community hungry for tighter bonds with the sport they love. Outside of providing the raw technical infrastructure for fans to watch eSports from anywhere on earth these central hubs provide an opportunity for the first quotSportsCenter of eSportsquot analog to appear. eSports all over the world The eSports fan community continues to expand as the internet becomes more accessible around the world. Beyond creating new games to become permanent fixtures in the competitive circuit the survival of eSports around the world starts with making eSports content--from professional players to shoutcasters to broadcasters and influencers in the space--as easy to obtain as possible. It becomes more than building good technology for fans to watch eSports and for influencers to reach their fans. As the footprint of eSports grows around the world keeping an eye on its international health will be the strongest outward sign of competitive gamingrsquos success. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs 251754 blog blogsIanSharpe20150820251754Global_Home_Court_Advantage_Yes_eSports_is_a_global_phenomenon_and_no_its_not_going_away.php 1002105 35874313 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs quotSound is Magicquot - Insights for the Game Music Composer by Winifred Phillips on 081815 012800 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. From May 19th to the 20th of this year the British Broadcasting Corporation39s Research and Development department presented a two-day conference to explore the future of immersive sound. Called quotSound Now and Nextquot the event featureda distinguishedspeaker list that included accomplished audio engineers producers educators inventors researchers musicians and composers. The event offered a wealth of fascinating presentations on the future of audio and I recommend visiting the site andchecking out the awesomevideo resources from the event which include complete session videos made freely available for streaming from the site. For game composers and sound designers one of the best sessions was presented byNick Ryan an award-winning audio engineercomposeraudio consultant who is best known in the game industry for his sound design work on thePapa SangrePapa Sangre IIandThe Nightjaraudio games for iOS. These three games utilize binaural sound to immerse players in an audio-only interactive environment which Nick Ryan callsquotinhabitable audio.quot Nick39s presentation at the quotSound Now and Nextquot conference was entitledquotSound is Magic.quotAccording to Nick audio has a unique power to bring about an emotional and perceptual impact by virtue of the collaborative relationshipbetween the sound source and the listener. When a sound isseparated from its original source i.e. when it39s not possible to see the source that39s emitting the sound listeners will instinctively use their imaginations to supply the nature of the sound39s origin. This imaginative contribution on the part of listeners has the potential to draw themmore fully into the experience. quotI profoundly believe that we are co-authors in everything that we listen toquot Nick tells us. Nick Ryan sound designer for Papa Sangre Papa Sangre II and The Nightjar Early in the presentation Nick introduces us to his initial work in binaural spatial audio by describing a project he produced in 2002 for BBC Radio 4. quotThe Dark Housequot was a popular interactive radio drama a ghost story recorded on location in a large house. The actors wore baseball caps with microphones embedded in the brims. While the project was ostensibly a traditionally linear radio drama it was structured so that the audience could decide from which character39s perspective the story would be told and the audio mix would switch to the perspective of the character who had received the most votes. In this way the audio mix of the program changed drastically as the audience cast their votes during the broadcast. The entire program is available for listening here Nick stresses that this project illustrates the power of adding interactivity to an audio experience. Moving on to his work in video game development Nick launches into a discussion of his work on Papa Sangre a game set in a completely quotnon-sightedquotrealm of the afterlifeinhabited byvicious unseen monsters. Sharing a few observations about gamers39 experiences in Papa Sangre Nick points out that visually-impaired players would usually breeze through the game in an hour whereas sighted players found it to be crushingly difficult. Also Nick describes a phenomenon whereby sounds associated with personal movement such as footsteps stimulated the motor cortex of the brain to be active making listeners feel as though they were actually in motion. This motor cortex stimulation contributed to the immersive qualities of the gaming experience in Papa Sangre. The effects of sound on the brain are tremendously fascinating and I explored some of the effects of music on brain activity in my bookA Composer39s Guide to Game Music- so I was especially interested to hear more about that phenomenon in Nick39s talk. To learn more about Nick39s work on Papa Sangre and another audio-only game titled The Nightjar check out this sound design mini masterclass that Nick gave for the British Academy of Film and Television Arts Continuing with his presentation for the BBC quotSound Now and Nextquot conference Nick described a collaboration with Volkswagen and the famous electronica duo known as Underworld to allow a car to essentiallydrivea piece of music associating an interactive musical composition with the turning braking acceleration and de-acceleration of the vehicle. While it isn39t a game-related project it is fascinating when considered in terms of the interactive music possibilities that could be translated into gaming applications. Here39s the final video result of quotVolkswagen Golf GTI Play the Road.quot And here39s a behind-the-scenes video that explores the making of this interactive music system for driving Finally Nick brings the entire concept of quotSound is Magicquot to a culmination by describing his collaboration with John Matthias to create a four movement piece for string orchestra entitled quotCortical Songs.quot A computer simulates the way in which human neurons naturally behave sending these signals to tiny flashing lights on the music stands of the string players. The musicians respond to these flashes as theywould respond to a conductor issuing cues- as though the simulated neural activity was leadingthe orchestra. The magic of the human mind is now expressed through sound expressing Nick39s concept ofSonification-- the aural expression of silent phenomena. Here is an excerpt from a performance of the composition The quotSound Now and Nextquot conference offered an abundance of inspiring ideas from top practitioners in their fields and I urge everyone to check out the site and see some of the other presentations that are available online. Alsobe sure to check outthe complete presentation given by Nick Ryan --

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs The 5 Biggest Mistakes Made by Indie Development Studios by Aidan Minter on 081815 011300 pm 3 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The competitive nature of the video-game industry makes it one of the most volatile markets in business today. As technology amps up the pace to define our lifestyle needs so too does the level of expectation placed up developers and publishers to deliver truly standout forms of entertainment. In late 2013 and early 2014 we saw more of the transitional shift in the digital games market where developers and startups one man bands and bedroom coders were being the creative freedom to explore the direct to consumer possibilities. For the publishers who remain we also saw a dramatic shift in their product strategy as they looked to adopt a digital business model with their I.P and move more aggressively into markets they had not even discussed five years prior. Consumers are being bombarded with all kinds of different media on a daily basis so discoverability and brand loyalty are much harder to achieve. Marketing is now taking on broader and more diverse forms to coax consumers into the fold transmedia marketing and social networks are now the go to tools to nurture that all important divide between passive viewer and active player. I39ve worked in the games industry for over 20 years I39ve primarily worked on the publishing side Atari Midway Games Meteor Entertainment but have worked closely with development teams of various sizes in helping them negotiate a route to market. Over that 20 years I39m still still seeing the same mistakes made today that teams from years ago were making. Here39s 5 mistakes some development teams are still making - here39s the guidance to avoid making those mistakes. 1. Lack of Positioning For The Product There are too many instances in current development teams where staffers working on the title look at the product as a set of tasks rather than understanding the title as it should be positioned. The bond between your marketing communications and your development team needs to be in sync in most cases they never are and teams become alienated and fractured which invariably creates an emotional divide. Smaller development teams working their own communications tend to avoid this because they become masters of many talents they have to work together and they absolutely have to know where the product is at and what they are creating. Imagine how better your team would operate if everyone actually knew what they creating where it was going to fit into the wide open gaming space and more importantly what type of person was going to buy it or experience it. Your team will gain an extra insight by being more socially and commercially aware than if you had a team focused on a list of tasks rather than a product for X amp Y gamers. 2. Lack of Benchmarking for Trends and Competitors Failure to recognize what your competitor is doing will create more work for you in the long run. Benchmarking gives you a greater sense of understanding your own abilities to match or exceed the consumer demand on your product. By knowing how much work you need to undertake just to match expectation you are building the groundwork for a very capable product. Keep in mind that yoursquore not looking to be a lsquome toorsquo product yoursquore looking for ways to exceed your consumers level of expectation in what yoursquore bringing to the table be it a service or a product. What top 5 features do you have in your product compared to the top 5 features in your competitors product - If you don39t know the answer you should because no one39s going to buy an inferior 39me too product39. 3. Underestimating the True Value of Video Content For Discoverability Itrsquos the single most important format for people to learn share and connect. Video content is also the most direct way to communicate with your audience in order to convey information about your product. YouTube should be high on your list of priorities and it pays to plan a consistent drip feed of content that will build familiarity with your brand. To stand out on YouTube you need original compelling content because every man and his uncle is also uploading content because they want your audience as well. In terms of search gamers rely on two resources Google and YouTube so the title of your video is almost as vital as the content you are promoting. In a recent Google report on how Gamers use YouTube it revealed the following facts. 4. Inadequate Press Kits and Media Content Emphasis should be to provide journalists and publications with everything they need and more to talk about your product better to go above and beyond what they need rather than under-delivering. Create a solid press kit with information screenshots art trailer and press release. Reducing the amount of time you are being pulled away from your project by constant media requests is much more beneficial than chasing down assets and delivering them especially where man power or resources are limited. If press can39t or don39t get the assets they need - they39ll just write about a product they do have the assets for. In summary prepare for trade events where journalists will be present with a comprehensive press asset offering and be sure you have some way of being able to maintain contact with the publication either directly or through a representative. If you think a dedicated PR agency might be able to help you then bring them into the fold don39t assume that PR is too expensive for your budget you39d be surprised how flexible PR agencies can be. 5. Lack of Market Awareness and Understanding Community Buzz Competitor activity is one of the biggest factors in marketing adjustment as well as audience awareness. Ideally yoursquore looking to deliver the best possible message to the largest possible segment

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Mini Postmortem On A Steam Early Access Launch by Jamie Fristrom on 081715 020100 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Hey everybody - let me tell you about my latest boneheaded mistakes so you can make all different mistakes with your launches. I only released Energy Hook - a game about swinging from building to building something I hadn39t worked on since Spider-Man 2- on Steam two days ago and I39ve already made enough blunders to fill an article. Here goes What Went Wrong 1 Falling For Scammers After I announced Energy Hook coming to Steam Early Access a few weeks ago I started getting e-mails from people who wanted review keys. Getting a deluge of these sorts of e-mails is something my other indie friends have had to deal with but usually for me it was a small enough burden that I could respond to each one individually and humbly. This time I got a couple e-mails from people who said they ran really big foreign Youtube sites in Germany and Russia. I thought to myself quotYou only want keys I39ll do you one better I was going to put localization off but I39lldo it right now. That should impress youquot So I paid some friends to translate into Germany and Russian. You guessed it after the deal was done I thought - quotWait a minute. How do I know these guys are actually connected to the Youtube channels they say they arequot I checked their e-mails and sure enough they didn39t match the Youtube sites. Wah wah wah. What Went Right 1 Localized In Time For Early Access Launch Although it didn39t make a lot of sense to localize now - the game isn39t done yet More and different text is comingThe good news was that I managed to get the game localized in just a few days using the I2 Localization plug in. That plug-in is pretty sweet - it is good at searching through your UI for things that need to be localized. It also lets you keep a spreadsheet on Google drive that you can share with your translators and then you can pull the translations into your game with a button press. It made me very happy. Also some friends volunteered to do the Swedish French and Polish versions for free. Kind of an odd collection of languages to start with but I39ll take it I39m certain that having the game and the store page translated into those languages will help sales in those regions. Would my time have been better spent elsewhere Maybe but I don39t regret it. What Went Wrong 2 Handing Out The Wrong Keys Keys are associated with different branches in Steam and I got their meanings backwards - I thought the keys for the default branch could also access the testing branch but it39s actually the other way around. So for preview copies I should have been sending out the testing keys not the default keys. This was a particularly bad mistake because eager previewers who used that first key couldn39t then disown the game and activate the second key They were stuck not being able to preview. One of them was kind enough to give me his steam id so I could add him to my development team and let him play the game that way but who knows if the others were willing to give it a try or just gave up. Fortunately after I39d sent out a couple dozen of bad keys a nagging voice in my head said quotWait. Are you sure about thisquot I mentioned it on Twitter and someone happily volunteered to test one of the keys - and sure enough it didn39t work. So I did manage to course correct and start getting the right keys out to the remaining journalists. What is it they say That 80 of the time what you worry about isn39t the problem that bites you This time I was glad I paid attention to what I was worrying about. What Went Right 2 Other Press I send personal e-mails to members of the press I know and have talked to before. Although I dropped the ball on appearing at any big trade shows this year should chalk that up as another What Went Wrong I decided I could maybe make my own trade show I wrote the journalists I knew and asked if I could come by their offices and show them the game in person. The folks atPolygon took me up on it and did a fantastic interview with me where I ummed and errred my way through a demo. For members of the press I don39t know I finally automated my system. For sending out keys to my press list I used Yet Another Mail Merge fortunately I39d figured out my key problem before then for members of the press who were contacting me asking me for keys I used Vlambeer39s distribute and told them to apply there. So I39m spending a lot less time answering e-mails from smaller press than I did with Sixty Second Shooter Prime. What Went Wrong 3 Launching The Game Just Plain Didn39t Work So some of my Kickstarter backers and social media followers were gathered together for a launch party on twitch and I said quotOkay I39m doing it I39m pressing the Release buttonquot and I did ... and although Steam claimed the game was now released there was no price or Buy button. Some party. It mostly consisted of me worrying about whether I needed to wait because maybe it would come online in a bit or what... What Went Right 3 Using My Valve Connection I posted to the Valve developer forums but an answer was not forthcoming. Now I have a friend who works at Valve. But at some level I both feel like I39m cheating if I try to get help through him and also feel like I39m sort of abusing his friendship. But after a few hours had gone by I decided I better go for it and hope he39d forgive me. He put me in touch with the right person and they solved the problem. I39m not sure what the take home lesson is here. Maybe it39s quotIt Never Hurts To Askquot or maybe it39s quotUse Every Unfair Advantage You39ve Gotquot... Maybe it39s just quotBe lucky enough to have a friend who works at Valve.quot P What Went Wrong 4 Not enough lead time for an Ask Me Anything on Reddit Two years ago doing an AMA on rgames

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs How do I get funding for my indie game company by Zachary Strebeck on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Financing your indie gamedevelopment One topic that doesnrsquot come up often in discussions of game development is the various ways that funding can be found. While most developers these days seem to opt for crowdfunding throughKickstarter there are a number of methods to get money to develop your product. Herersquos a brief overview of a few of these fundraising opportunities and the legal implications. Bootstrapping ldquoBootstrappingrdquo refers to paying for the business yourself whether itrsquos through savings or credit card debt. ldquoBootstrappingrdquo refers to paying for the business yourself whether itrsquos through savings or credit card debt. This is certainly a viable way to fund game development but itrsquos usually a better idea to useother peoplersquos moneyinstead. This takes a good amount of risk off the developerrsquos shoulders and allows them to concentrate more on delivering an amazing product. How do you do this Try one of these other methodshellip Friends and family loans One of your best initial funding sources is your friends and family ndash the people who are most likely to believe in you hopefully. As a loan there is no expectation of profit apart from interest so you can avoid any securities law issues. Wersquoll get to those below. An additional benefit to having friends and family invest in your project is that they may be more understanding if the project fails. Banks and crowdfunding backers certainly wonrsquot be so if you need a jumpstart of cash this may be the best option. Business loans Another type of loan to get you started is a standard business loan. If yoursquove formed an LLC or Corporation you may be able to get the loan in the companyrsquos name. However unless your company has a track record you will probably end up having to personally guarantee the loan and use your personal credit worthiness to get it. In the absence of other sources though this may be the way to go at least for that initial capital. Front money investment This type of investment does however invoke securities laws so the counsel of an attorney is strongly recommended. A financing method common to many creative industries is called Front Money or Seed Money. This means that you get investors to front the new project some money in return for equity or royalties later on. This seed money is meant to start development of the project until further funding for the entire venture can be found later. This type of investment does however invoke securities laws so the counsel of an attorney is strongly recommended. For more info on this type of fundraising check outthis great articlefromtheatre attorney Gordon Firemark. Indie game funds Similar to seed money investment are indie game-specific funds likeIndie Fundand SonyrsquosPub Fund. These usually work in a similar manner ndash the funder gives a certain amount of money to the developer up front in return for royalties after the game is released. Donation-based crowdfunding Donation-based crowdfunding is probably the most popular with game developers these days. You and I know it as using Kickstarter IndieGoGo or some similar type of crowdfunding platform. This type of fundraising is not considered an investment and avoids any securities law issues. This does not mean that there is nolegal liability though. You are entering into a contractual agreement with your backers to deliver the promised rewards. Because of this you need to getyour project planning togetherbefore entering into thistype of relationship. Equity fundraising Basically you are selling equity in the company in exchange for startup capital. One way of financing a new business that isnrsquot very popular in the game development industry but is very common in the startup world is equity fundraising. Basically you are selling equity in the company in exchange for startup capital. This type of fundraising DOES implicate both state and federal securities laws. When a company does an IPO offering shares to the public this is a form of equity fundraising. This is a long and expensive process which generally requires lots of lawyers and disclosure documents about the financial health of the company. This type of fundraising has the potential to raise a lot of money. However there are a number of exceptions to the legal requirements of a public offering. An offering to a smaller number of investors or to a larger pool of certain qualified investors can avoid the need for expensive registration procedures with the SEC. For those that have raised seed money and are looking to take the next step this may be a good option. Equity crowdfunding Since the passage of the JOBS Act in April 2012 the crowdfunding industry has been waiting for final rules on the so-called ldquoequity crowdfundingrdquo process. This would allow companies to use the power of crowdfunding to sell shares in their company. It would be like using Kickstarter to sell pieces of your company rather than just the game. There would be certain crowdfunding portals that could be used for this not Kickstarter. Years have gone by though and the rules still arenrsquot finalized. Irsquom not entirely sure this is a method that game developers will opt for as the Kickstarter route brings with it a lot less red tape. For those that want to grow beyond their first couple of games though this kind of crowdfunding could be just what theyrsquore looking for. Conclusion I hope this was helpful for all of the developers out there. If you have any questions or are looking to explore one of these fundraising methods feel free tocontact a game lawyer. Also check outmy two FREE eBookson game development legal issues including Fair Use. Lastly Irsquovelaunched a

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 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.GetComponentltSpriteRenderergt currentFrame0 ifFPSgt0 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.Lengthgt1 Animate elseifframes.Lengthgt0 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 CancelInvokequotAnimatequot ifcurrentFramegtframes.Length ifisLooping stoppedtrue else currentFrame0 outputRenderer.spriteframescurrentFrame ifstopped currentFrame ifstoppedampampsecondsToWaitgt0 InvokequotAnimatequotsecondsToWait So this function is called by lsquoInvokersquo and first of all Cancels any Invoke that might have been called so that the animation doesnrsquot mess up by accident. Basically what it does is increment the lsquocurrentFramersquo counter by 1 and then takes the sprite in the animationrsquos array at that index and applies it to the output. And it checks if you want it to loop. If you want it to loop and the counter is longer or equal to the size of the animation array then it will reset. If not it will just stop. And then if the animation hasnrsquot stopped yet it will use Invoke to re-call the Animation function. I guess you could easily make a lsquoStoprsquo function which Cancels any Invoke of lsquoAnimatersquo and sets lsquostoppedrsquo to true. Horse running animation in Luckslinger made with this system Thatrsquos all for now if you have any question or so feel free to email duckbridge.devatgmail.com or comment. This animation class is quite simple but we built our whole animation system based on this little class here I guess I could do more of these posts about more code-stuff of our game like the loading system saving system some minigames Ui stuff some AI stuff whatever. My name is Marciano Viereck and Irsquom the programmer at Duckbridge and wersquove recently releasedLuckslingeron Steam. with a 2 man team Related Jobs 08.21.15 DevOps Engineer 08.21.15 Database Engineer 08.21.15 Web Applications Engineer 08.21.15 Game Server Engineer View All Jobs 251260 blog blogsDonaldKooiker20150821251260Luckslinger_tech_1__How_to_make_2D_Sprite_Animations_in_Unity.php 989343 34242403 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs The 2Ps and 2Ss Of Successful Game Design TechCrunch Maplestory Neopets and Zynga Talk User Engagement by Xiaoxu Ma on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Xiaoxu Ma is the founder of Yttro Mobile. He is interested in supporting the qualitative creativity within the game app ecosystem with quantitative tried and tested principles. P1 Playification TechCrunchrsquos Jonathan Saragossi talks playification the process of lsquoplanning the product as a playful toy from the startrsquo that drives successful app design. To mobile game developers who are essentially next-generation tech-genius toy designers thinking about playification might seem somewhat obvious and unnecessary. But just because your app is already a toy in form doesnrsquot mean itrsquos a toy in function or that it embodies principles of playification as well as it could. P2 Personalization Maplestory a lsquofree to play 2D side-scrolling massively multiplayer online RPGrsquo whew that was a mouthful talks personalization a customized approach to gaming that ignites and sustain emotional connection. Maplestory users have full rein over their personal experiences customizing not only their charactersrsquo career paths magician bowman etc weapons different crossbows go for different prices and favored towns of choice Henesys Ellinia but also their avatarsrsquo appearances clothing enhancements can be bought from the Cash Shop digital pets and more. When users get to play their way expressing their preferences and identities through their in-game choices a game becomes emotionally binding and users get emotionally invested. And emotional investment is user engagement on steroids. S1 Serendipity Neopets a website-based virtual pet community with games shops auctions and different lands to explore talks serendipity a tried and tested method that primes gamers to associate your game with excitement anticipation and adrenaline read reward anticipation. Ultimately Neopets functions off a simple core concept But the UX is a little more complex. It39sseasoned with a strong dose of serendipity that keeps users wanting more. One randomly stumbles upon rare Codestones is whispered cryptic messages by passing Faeries and can periodically try to steal treasure from sleeping monsters without waking them with different results every time.Seasonal serendipity is a heavy feature too. Meet the Advent Calendar a December-only giveaway of points and free gifts that vary unpredictably in quantity and type each day. Check it out Serendipitous elements in game design work like flash sales from your favorite stores when users are primed with reward anticipation they are motivated to stay instinctively engaged active on the platform in the hope of new surprises and gains. S2 Social Zynga a wildly successfulgame developertalks social a strategy with the potential to rocket user engagement off the charts. Their portfolio includesFacebook classics like Farmville and legendary real-time Scrabble challengeWords with Friends. AndWWF39ssocial element isnrsquot a kitschy add-on to the main linguistic challenge it39sright at the core of the game. In fact it39sso fundamental to the UX that it literally accounts for 23 of the title.Even popular sitcom The Big Bang Theory has lent this social game its thumbs-up pitching fictional character Sheldon against Stephen Hawkingrsquos genuine persona. Regardless of how great mechanized gameplay can be people would fundamentally rather engage with other people not machines. Thatrsquos why Siri and Cortana the personal assistants of iOS and Android respectively are programmed to communicate in human voices and respond to ridiculous questions with witty human comebacks. That human-to-human engagement means that social gaming has the power to haul end users on board in droves all at once rather than watching them trickle in individually. You can playify and personalize the heck out of your game throw a ton of serendipitous events into the mix and still have only a lukewarm reception at best. On the other hand a gamersquos social element could be the critical ingredient that transforms user engagement from flicker to inferno. Check out what TechCrunch has to say about it. - I personally try to make sure the app development work I do with YTTRO Free Game App Discovery embodies these principles. A lot of user engagement boils back down to well-written code but an even bigger proportion relies on keeping these ideas at the back of your mind when yoursquore envisioning. This framework is not exhaustive but I hope it was usefulIf you have more resources ideas on user engagement chime in with a comment. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs 251646 blog blogsXiaoxuMa20150821251646The_2Ps_and_2Ss_Of_Successful_Game_Design_TechCrunch_Maplestory_Neopets_and_Zynga_Talk_User_Engagement.php 1001764 35831633 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Postmortem ZackBellGames INK by Alejandro Hitti on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Zack I stumbled upon the independent games industry some time in 2009. The number of AAA games that I was interested in seemed to be diminishing. In search of more to play I found games like Braid Spelunky and Super Meat Boy through various media outlets. These games were not only fresh and imaginative but they were crafted by small teams on even smaller budgets. With these projects in mind and a recently realized interest in programming I set out to replicate these developersrsquo results. By the time that my friends and I had established any form of presence among the growing number of indie developers it was becoming obvious that none of us had the artistic know-how to create our vision without the help of contracted pixel artists. Irsquom going to refer to the next few years as The Dark Ages. There were three of us at the time and we all had distinct ideas about what we should be doing. Couple that with artists who required and thoroughly deserved a professional pay grade we were wasting a ton of money and had too many creative minds for the somewhat small task at hand. We essentially just burnt out over the course of the next two or three years our minds our friendships and our wallets. Previous Games Zack and Ale Worked On Together Fast-forward a few more years and the team has dwindled down tohellipme. I was making ends meet by taking on programming contract jobs here and there. I had formed quite a few more relationships within the community and had attended a few more conferences. The other people who had once worked with me were now back in school or working on other projects. As another source of income I had decided that I was going to test the alternatives to big Steam releases. I was going to create a game as quickly as possible using only programmer art and upload that to smaller distribution portals like itch.io. Out of this came INK. INK was a game that I could make by myself. I could complete it in a few weeks and that is what I did. Within three weeks I had prototyped INK using Game Maker Studio contacted a composer Benjamin Burnes and released a stable build on Itch.io. Greenlight Data A positive response followed and people began sharing streaming and writing articles about INK. It was very exciting for me and I decided to reach out to one of my original partners Alejandro Hitti. We met at DigiPen Institute of Technology a few years prior and I knew that his main interest was filling producer and PR roles for small teams. Alejandro and I quickly decided that we would submit INK on Steam Greenlight while simultaneously doubling the content of the game as well as implementing the Steam API achievements and other bells and whistles. When all was said and done the INK expansion was released on Steam a few weeks after being Greenlit. The entire process from concept to Steam lasted three months. What Went Right 1 Game Maker Zack I feel like there is still this weird unnecessary stigma when it comes to using game engines that are accessible to new developers and even young kids. Game Maker specifically seems to take quite a beating when it comes to programming circles and talking about toolstech. To me Game Maker was and will continue to be a blessing. Game Makerrsquos codebase is fairly manageable to the point where I feel that I know it inside and out. It is also powerful enough to get the job done but isnrsquot so crammed full of features that I continue to tinker and play for hours. Restriction can be a good thing. Given Unreal Unity or a custom-made engine I would probably still be tinkering with the way that the paint works rather than writing a postmortem. I am not a control freak when it comes to my code. I donrsquot mind working around the lack of a feature. I know that at this time I am the only one who will need to see read and understand the webs that I weave. Until one or all of these things change Game Maker will continue to be my tool of choice. Alejandro I come from a school where we are required to write our own game engines from scratch instead of using existing ones since the second semester. At my school DigiPen Institute of Technology I am constantly asked why I choose to use GameMaker to develop my professional games instead of making my own engine or using a ldquomore powerfulrdquo engine such as Unity or Unreal. I have had some experience with both of these engines and while they are amazing for 3D I feel like they are still lacking functionality and ease of use when it comes to 2D game development. Though it is true that one of the main reasons why I use GameMaker is that Zack is a wizard at it we are working on getting him a robe and a staff I very much enjoy developing in it. I took upon the task to set up the Steam API integration for INK as well as code in all stats and achievements that can be found in the game. I also went ahead and fixed bugs as they showed up to help lighten Zackrsquos load and let him focus on designing the remaining levels and boss fights. What I found is that GameMaker is a very intuitive engine that is often overlooked because of its ldquodrag-and-droprdquo features that are targeted towards people who are learning game development. Often people dismiss it because of this fact ignoring that you can develop using code blocks and write in GML which is a language similar to Java and C and write code without any extra help from the engine. This is how all the code in INK works. Lastly I believe that GameMakerrsquos level editor is the best out there especially for tile-based design and it has a ton of other powerful features for 2D such as a robust Sprite editor making it the engine of choice for us until we decide to delve into 3D games. 2 Programmer Art Zack As mentioned early The

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Why it is called Tribal Pride and other things you dont wonder about. by Luis Blondet on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. What is this game Tribal Pride will be a turn-based strategy game with collectibles and trading based on pre-gun civilizations and warfare throughout history. Think Age of Empires Chess Magic The Gathering. If it39s not about natives then why is it called quotTribal Pridequot This game will be focused on what is known as tribalism and tribalism is caused by unhealthy amounts of pride within a group that have some things in common. So wait How will this create a better world or better humans This game will be designed to dispel tribalism by exposing its superficiality and uselessness as well as its corrosive nature to society and our world. Tribalism is a form of prejudice in a group scale. The group does both feel extreme pride for the group it shares an identity with and hates or fears anyone outside said group. This behavior has been and still is responsible for many atrocities and injustices. This game is an attempt at reducing this behavior through education. It will incorporate the following game design techniques -Players choose a tribe every time they start a game. The player may only use game pieces that belong to the chosen tribe. The higher the tribalism level in the player the more likely it will be for them to chose a tribe related to their tribalism instead of the tribe that has the better pieces to win the game. It is my hope that they will notice tribalism within themselves when they reflect on their loses. -Players that want to use a tribe related to their own tribalism will want to collect game pieces of the tribe they are identifying with. They will have a much better chance doing so if they are willing to trade with players that use tribes that they dislike. It is my hope that they see the benefit of cooperation with people outside their identity group and thus recognize their own tribalism as an obstacle in their life. -Some game pieces will have certain features associated with identity Gender sexual preference religion etc. Players may cripple their chances of winning if they refuse to use said game pieces simply based on these features that have no strategic or gameplay value whatsoever. It is my hope that the player reflects on their loses and sees their tribalism as an obstacle in their life. -In team games it will be advantageous to have a diversity of players in your team for different tribe game pieces will have exclusive abilities and traits. A homogenous team made up of one or similar tribes will lack the array of options required to overcome the challenges encountered in a game. The team that can better adapt to situations will be more likely to be victorious. There may be more design techniques to expose tribalism within players but these should give you an idea of the goal. These techniques will not be available right away but they will be completed by the time the game goes into beta stage. How will this game be played Players start the game with an empty board. They take turns either deploying a game piece or moving a game piece. Game pieces have deployment requirements so you can39t just deploy that powerful piece on turn 1. Game pieces will often require a certain amount of other game pieces to be already on the board so it will be possible to prevent a big powerful piece from coming out by eliminating the pieces it needs to deploy. Basically the pieces themselves act as resources instead of having them be divided between resource and combat units. Players will earn game pieces without buying them with real money. Game pieces will never be sold this way unless you buy them from another player. Players will earn pieces by login in daily by playing mini-games trading with others etc. There will be single player AI but it will be dumb at first. AI is very expensive to make but if the players support the game i will re-invest those profits back into development and improvement. The game will be played asynchronously. This means that players may play at their own pace according to their availability of time. They may play lots of games in one sitting or walk away at any time because they got busy and take their turn at a more convenient time. Players will also be able to have multiple games going on at a time. Basically it may take 10 minutes or a week to complete one game all depending on the availability of the players. I think that this is one of the most important features as it allows busy adults to also participate in the fun without being penalized for having responsibilities. Before closing this article i leave you with the gallery of the art assets of the game from 2010-2014. I created a chronicle along with the display of each asset re-telling the history of its development so far. I hope you find it entertaining and informative. Thank you for your time. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08.21.15 Level Artist 08.21.15 Character Artist View All Jobs 251872 blog blogsLuisBlondet20150821251872Why_it_is_called_Tribal_Pride_and_other_things_you_dont_wonder_about.php 882117 33234373 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Fig.co launches to allow equity crowdfunding for games - heres how it works by Zachary Strebeck on 082115 014700 pm 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. A new crowdfunding challenger emerges Last week I wrote about a number of ways tofund your indie gamedevelopment. Now a new challenger has arisen thatrsquos gotten the games media and game fans very excited. Irsquove reada bunch of articlesthat havebeen writteninthe aftermathof the launch ofFig.co a new crowdfunding site for games created byDoubleFineCOO Justin Bailey. However each of the stories Irsquove read only contains a piece of the whole tale about what Fig is how it works and how it can or whether it will benefit game developers. So here is my attempt at a comprehensive post covering the legal aspects of how this new crowdfunding platform works. Itrsquos a long one but worth it if you want to understand how Fig.co fits into the crowdfunding space now and in the future. How Fig.co works This in my opinion was a huge change in the games industry. Traditionally the most popular crowdfunding sites like Kickstarter and indieGoGo allow backers to pledge certain amounts of money in exchange for a product or other reward. This is before the product has even been developed in most cases. This in my opinion was a huge change in the games industry. It has a similar effect on the funding side of game development that the Internet and self-publishing avenues had on the distribution side ndash it has further democratized the development of games. And that I believe istotally awesome. However one thing that isnrsquot okay on a platform like Kickstarter is buying into the success of a game or the developer beyond just receiving a copy of the product. This known as having ldquoequityrdquo is relatively common in many other industries from films to start-ups. These companies often raise funds in exchange for a piece of the business in start-ups or of the proceeds from the product in films and other media. Why canrsquot you do that on Kickstarter Because of a little government agency called the Securities and Exchange Commission SEC and some laws from the early 1900rsquos. These laws deal with something called ldquosecuritiesrdquo which are things like stocks bonds and other investment vehicles. Securities laws dictate that you canrsquot just go around selling securities to people without proper disclosures. The fear is that you are either duping or misrepresenting people into buying them. The SEC wants to make sure that the purchaser has enough information about the thing they are buying into so there are a TON of regulations that govern the sale of securities. Because of this if Kickstarter was allowing people to buy shares of a game company or their gamersquos profits they would need to adhere to these securities laws. That most likely involves a lot of overhead both on the part of Kickstarter and on the project creator which drives up the cost of offering those securities. The easiest thing to do for Kickstarter then is to just allow backers to get something out of it without a stake in the profits. Exceptions to the securities laws If you only offer to a limited number of people or only allow certain investors to purchase you can meet an exception to the rules. While there can be a lot of legal overhead involved in offering securities publicly known as an IPO which keeps it mostly in the realm of bigger more successful companies there are some exceptions. If you only offer to a limited number of people or only allow certain investors to purchase you can meet an exception to the rules. These exceptions are used by sites like Angel.co and CircleUp to allow those certain investors known as Accredited Investors to purchase shares in start-ups and other companies that are looking to raise cash. So why not game developers Enter Fig.co Launched on August 18 2015 Fig.co is a crowdfunding website that combines both fundraising methods we discussed above. Backers interested in the projects hosted on Fig can choose to either back in the Kickstarter style just getting a reward or purchasing equity by getting a financial stake in the gamersquos profits. But therersquos the rub. Fig isnrsquot able to skirt the existing securities laws ndash equity backers must still be Accredited Investors. This means that they need to have either a 1 million net worth not counting their primary residence or a 200000 annual income or 300000 if including a spouse. This is most likely not the case for your average Kickstarter backer looking to use Fig. So most people will just be in for the rewards-based crowdfunding side. However allowing Accredited Investors opens developers up to a much bigger pool of capital in exchange for a percentage of game profits. How does that work Basically Fig creates a single purpose LLC to hold on to those royalty shares in the gamersquos profits. Once the game is released and starts hopefully bringing in profits the portion allotted to the investment will be paid to the LLC which will then distribute them proportionally to all of the equity investors. When can non-Accredited Investors get in on the action This is a great question and one that is certainly on the minds of both Fig and the average backer. When I hit the Internet the day that Facebook purchased Occulus Rift for 2 billion there were many comments wondering why the original Kickstarter backers werenrsquot getting a piece of the action. They were after all a big part of the initial funding though there was much more funding from equity investors after the Kickstarter. The JOBS Act signed in April 2012 may hold the key to allow non-Accredited Investors to do just that. While Occulusrsquo legal responsibilities to backers end when the promised rewards are delivered it would still be cool to be able to get a stake in the companyrsquos future.

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs A Journey into Production Part VII - Postmortem by Samy Dib on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Catch up by reading my previous entry here A Journey into Production Part VI - httpgamasutra.comblogsSamyDib20150817251445A_Journey_into_Production_Part_VI__Gameplay_Trailer.php Ascendance Ascendance Website httpwww.gamerslifeproductions.comascendance Facebook httpswww.facebook.comAscendanceTeam Twitter httpstwitter.comascendanceteam Producer It has been 7 weeks since I began this journey as a producer. Since being brought onto the Ascendance team I have learned and experienced a few things working with other students that helped me realize where my passions lay. The UAT Game Studio project was a great experience though and allowed students to get their hands dirty doing things that producers in the game industry would normally do at some point in their production pipeline. For this class we focused mainly on marketing the game but that didnrsquot stop us from taking on other tasks as well. After all one of the main objectives for a producer is to do whatever it takes to see the game to completion. Communication In the very beginning I knew it would be difficult to establish a solid form of communication since Irsquom located in Florida while the rest of the team is on campus located in Tempe Arizona. For us this is a three hour time difference. There are many teams out there that work entirely remote so I knew it wasnrsquot impossible. I also maintain a full time job so having to balance out my work time school priorities and the time difference was going to be tricky. My co-producer Joshua and the team lead Jake decided quickly that we should have a Skype meeting early on in the week when everyone was available. This worked out well since on Mondays we could get online and discuss what needed to be done for the week. We hashed out priorities and assigned certain tasks for each other to get done that week. Establishing a consistent and strong means of communication is important to the success of any team or relationship. I feel that our means of communication was effective and allowed us to speak live once a week to determine what needed to get done. Throughout the week we also had each otherrsquos personal emails that we could use in case anything time sensitive sprung up. This proved to be vital to our success as well. Online Presence When we came onto the project Ascendance didnrsquot have any form of online presence anywhere. There was no one on the web that even knew we existed minus our peers. Joshua took on the task of establishing our presence on Facebook and Twitter and built our website while I established an ongoing development thread on the Unreal Engine forums and created a YouTube channel. I knew that the UE forums would be an excellent place to talk about the development of Ascendance because Irsquove often times seen many great games document their progress on the forums. The community is always great when it comes to giving valuable feedback and trying out the game in the early stages of development. Within only the first few weeks we received hundreds of views and with every update they kept on coming. To this day we have over 850 views on our development thread and we appreciate every single one of them. This has proven to be a valuable way to show the world our project and share our progress with the community. Not only that but some were even kind enough to test out our alpha build for bugs and such. The feedback they gave was important to the overall development and we quickly acted upon anything we could fix. Art The team only had one major artist that worked on the concept art and any kind of promotional art for the game. Because of this we sort of fell behind the mark when it came to promotional artwork for Ascendance. We had plenty of modelers and level designers but none really had the focus to create promotional art. Our artist came into rough times in his personal life and we needed someone to step up. This is one of the times that the producer needs to do whatever it takes so I stepped up and volunteered my services in the art department as did the team lead Jake. It sort of helps when I have a background in game art so I already had a pretty good skill set for creating promotional art and game design. For the majority of my time on the project we lacked an icon for our online presence. The guideline for the icon was to create something that held onto the industrial look of an ldquoA.rdquo So I got to creating a few variations of the icon and presented it to the team lead once I was done. He had a few hue change requests and I was able to get that done within a few minutes. The next few days he was able to present it to the team and get their feedback which all seemed to be approvals of the new icon. If yoursquod like to see our final version of the icon you can check it out on any of our social media links up top or my previous blog post. Trailers Although Irsquom not a guru when it comes to creating trailers I have had experience with them in the past on my own game projects. Therersquos no shame in admitting that you cannot do it alone and need some help. If you know of a way that your work can become better with some additional help then do it. For me this was spending a few of my own hard earned dollars on a trailer template that I could modify and alter to fit my needs. I have experience with editing templates in Adobe After Effects and Premier Pro so I knew what I was getting myself into. I used ShadowPlay a screen recording software that comes with the GeForce Experience and began to record as much gameplay as I could fit into a trailer. In the end I created two trailers for Ascendance. The teaser trailer is only 1 minute long and shows off quick samples of the game along with their

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs One month of indie game marketing Articles and game reviews part four by Marc Bourbonnais on 082115 014700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. From my indie dev blog Game sites ndash Reviews and articles Simply put you want to attract gamers to your game andor deliver your game to gamers. A great way to do both is to have exposure on game sites either for an article or a review. They can reach large audiences. Even better it will catch the eyes of gamers that are specifically interested in the genre of your game. So part of your marketing process must include reaching out to games sites and journalists. But where can you find them Compiling a list of contacts is tedious work when you start from scratch but it is important and will help you organize your PR efforts. Here are some of the best mobile game review sites compilations that I have found to start building your PR mailing list. You can go through these spreadsheets find the sites that are best suited for your game genre and platform. Check the lists one by one to filter out the broken links and repeats. httpwww.indiegamegirl.comapp-review-sites-comparison-tool httpvideogamejournaliser.com httpwww.androidb.com201507android-game-review-sites-list httpapp-apes.com201409list-of-the-greatest-app-review-websites httpsmaniacdev.com201205ios-app-review-sites httpwww.appfreak.netlist-of-100-mobile-game-review-sites httpforums.toucharcade.comshowthread.phpt96403 Related Jobs 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs 251901 blog blogsMarcBourbonnais20150821251901One_month_of_indie_game_marketing__Articles_and_game_reviews_part_four.php 1001210 35728923 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs A ramble about input methods and audiences by Lena LeRay on 082115 014700 pm 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. When working on game reviews and first impressions for indie PC games I often have need to ask the developer if there is an option I missed to allow key bindings andor if they plan to add it into the game. Often part of their response is along the lines of quotIf you39re having problems with the keyboard controls you should try a controller. It39s better that way.quot The thing is by the time I39m asking about things like key binding options I39ve already tried using a controller. I might have liked it might not have. Often I didn39t because for games that aren39t action-oriented I generally prefer keyboard and mouse. When playing for myself I also never play a first-person game with a controller if I have any other choice and if I don39t have a choice I often just drop the game rather than bother with it. And to be honest none of that stuff about the controller matters. I39m asking about keyboard bindings because it39s a basic acessibility feature. Even for people who don39t require key binding options as a prerequisite to being able to play a game at all it39s come to be expected by the computer gaming audience in general that games will offer the ability to customize the keyboard controls. Every time Total Biscuit does one of his popular WTF is... videos the first thing he does is go into the options and judge them and keycontroller binding options are always a thing he talks about. He does this because people care about it. So many computer gamers prefer keyboard and mouse that neglecting to make the keyboard and mouse experience good in a game for PC is unwise. Do you want all kinds of people to play your game You need to accomodate as many people as possible and key bindings help with that. Are you making a new entry in an established turn-based genre traditionally found only on PCs for decades You most definitely need it because your target audience will notice the lack and probably be very vocal in their reviews and other feedback. Though if you39re targetting one of those groups you39re probably a member yourself and fully aware of the need. There are a lot of indie developers who make a game with plans to expand from PC to mobile or who are bringing a mobile game to PC and try to design one common interface for both but that39s just a terrible idea. Many PC gamers expect to have the full capabilities of their computers used this includes graphics and audio capability but in addition to that they expect keyboard commands and the ability to rebind them and if that expectation is ignored it will translate into lost sales andor people just not spending much time with the game. Often PC gamers will outright dismiss a game that feels like a mobile game to them no matter how we might wish them to do otherwise. I39ve been wracking my brain over the past couple of days trying to think of good examples of games that have good interfaces for both mobile and PC and especially ones that seem like they required a minimal amount of effort for developers to implement but I really can39t think of any. Spiderweb Software started with a game that can be controlled as mouse only or with a combination of mouse and keyboard and took that to tablets adding a button to the equipment screen to compensate for the inability to do mouseovers. However if I recall correctly they had to rebuild the engine to make it happen. To be fair the existing engine had been a work in progress since long before touchscreens were a thing so it39s reasonable to think that a developer starting now could build an engine with that in mind. This blog post has turned into a bit of a ramble hasn39t it The point I was initially trying to make is that good keyboard and mouse controls should be considered a must for any game releasing on PC. It really comes down to making the best use of whatever platform you39re working with though and taking the time to get input and interface right for the people who are likely to be most interested in your game is of paramount importance. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08.21.15 Level Artist 08.21.15 Character Artist View All Jobs 251904 blog blogsLenaLeRay20150821251904A_ramble_about_input_methods_and_audiences.php 934260 33709763 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 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 quotHigh piracy rate. Please support us Also you piratesquot. When clicked the message led the user to our forums where we had more information and us stating that we cannot continue making more Battlestation games if nobody pays for the games. This worked really quite well of course our paying customers also got this message but they quickly understood what was going on after going to our forums to read more. They rallied behind us and we really feel that the community will be behind us more from now on. Additionally to this the daily sales of the game jumped up 15 from the previous day after being on a somewhat decline for 4 days straight At least the players pirating the game got a reminder of their bad habits and maybe some of them will think twice in the future. We sure hope so. Shame on you pirates Related Jobs 08.21.15 DevOps Engineer 08.21.15 Database Engineer 08.21.15 Web Applications Engineer 08.21.15 Game Server Engineer View All Jobs 251907 blog blogsAkselJunkkila20150821251907Making_pirates_feel_bad_using_Android_push_notifications.php 993552 34282223 Loading Comments

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

How to Expand Games and more Eluding App Store Updating - Link Wed, 10 Jun 2015 08:40:59

One key to video game success is to be constantly releasing small updates. This alone might be a compelling reason to develop expandable games. There are a plethora of reasons why games are successful but whats for sure is that players want to feel their favorite games are alive. They demand you to solve annoying bugs that affect gameplay they like to have extra content to play through and they love to see when you are able to introduce community proposals into the game This ideal situation means You are going to be dealing with the app stores very frequently which will delay your updates.This will impact your ability to appropriately schedule updates limiting your marketing strategy.Its not all bad news though. There are ways to add new content to your game and having control of when new updates are launched at the same time so you can keep your customers happy and make reliable marketing campaigns. What are expandable games used forImagine you are creating a game with lots of levels say a match-three game such as Candy Crush. Youll have to design a lot of levels. Developing triple digit levels takes a lot of time and you still have to figure out the kind of levels that are going to work best with your audience. Should you spend all your efforts money and brains designing all levels for the very first game version You could do all of them at once but luckily you dont have to. You can set a system that allows you to publish new levels independently of when new versions are published to the stores. When well structured using a downloadable content system will help you free your team from publishing all the small tweaks and updates to the stores. Following Ill detail how you can expand your game using DLC. First steps to develop expandable games and bypass storesThis is the basic outline you should consider to expand your games. Ill stick to the match-three example I started with but it can be applied to any kind of game youre developing. Step One Use a mechanism to define your levels with an XML file or JSON document. It could be the complete level definition or just a meta description and a binary file to be downloaded and imported into your game.You could include any information you needNameDifficultyLevel order in a mapImages shown to the userPrice in virtual coins when neededPublish date for extra controlVersion of the content Step Two Make your game check for new content every time its executed. Either from the splash screen or the map screen.In case the new levels are premium content you could check while players are at the in-game shop. Step Three Download new or updated content when it is found and import it into your game. This is where DLC comes into play. Step Four Let the user know that new content is available. Automatically scroll the map screen to show the new levels whether theyre locked or unlocked.Set a New badge or banner notification on the content category that got updated in your shop. Now that you know the mechanism publishing new content should be easy Create the new contentCreate the XML file or JSON document that defines itMake it available on the content serverBy doing this all your active players will have access to new content automatically. What can you make of this mechanismThe advantages of developing your match-three game or any game in small pieces of downloadable content are plenty You get a more flexible game that can adapt faster to make players happier about the game. Lets dive into some scenarios in which it is beneficial for you as well. Scenario 1 Difficulty adjustment Lets say your analytics reveal your game has a severe player drop at level 6 indicating that maybe this level is too difficult for most players. You dont want to have a majority of frustrated players because they could decide to cop out of the game. You could address this player drop rate by adjusting some key parameters in the level. In a matter of hours all players in all devices would have the updated level 6 avoiding all store delays. Having a quick reaction to player behavior is really important to optimize your business model. Scenario 2 Bug fixing Some bugs especially in the first versions of the game are unavoidable. Imagine you have a bunch of players complaining about an annoying bug that happens only in certain levels. If the bug is easy to fix you could have the error free level up and running as soon as you solve it. It makes your players happier and hopefully more loyal to the game they like playing. Scenario 3 Game extension As mentioned before you dont have to release the complete package of levels at once. You could launch with a fraction of the total and make your game download follwing levels according to the players progression. What are the upsides Your game is smaller meaning its easy to download and test. Win-win situation.Your game is ligther on the device because it simply takes the minimum necessary space. In case a player needs to free disk space to install new games or apps your game will appear at the bottom of the disk-usage list and will be more likely to live another day.Once again a winning situation.Your game is updated and players will have downloaded the levels only when needed. They will always have the latest version which is bugfixed and with the latest additions to keep them loving the game. Player engagement is also a winning situation.Once you get the hang of the technique Im sure youll be able to implement more complex solutions and deliver players a better gaming experience. Thats all for now I hope this introduction on how to expand your games got you thinking of new interesting ways of using DLC and server code in your games. How do plan to use this Please leave a comment. This was originally posted in Gamedonia blog.

Get Professional - A Professional Skillset for Software Engineers - Link Sat, 06 Jun 2015 12:06:56

Everybody is a great coder Its now over fifteen years since I first got money for a program that I wrote and since over ten years I consider myself a professional software engineer. When I started out programming I was convinced that raw coding ability and deep innate technical knowledge of a few programming languages would be all it would take to make it in the industry. But over the years I learned that there is more to being a professional programmer than hacking together complex code. Having worked both in academics and industry this often became most apparent to me when working with newbies fresh out of college. Often they are great programmers but lack some of the surrounding skills to make them look professional to me. So what distinguishes the common coder andor hobbyist from the pros Before I forget This article is written on a purely subjective basis of my personal experiences feel free to tell me that Im wrong Diversify your knowledge Get things done with your code While being an able coder is not the only thing that counts not being one immediately disqualifies you to become a successful programmer. Be sure to master at least one full fledged common programming language such as C Java C etc. Go into details of the language know the standard libraries know how to wield the language to great effectiveness and know how to cope with any limitations it will have. As a bonus to your main language know at least one scripting language to automate small tasks create quick experiments and do ugly proof-of-concepts. Dont be slowed down because you dont know your basic tool - the programming language - well enough. In short Make sure you know how to get things done and get them done reliably. Show me your mind Getting complex things to work is only one side of the medal the other side is that those complex structures want to be explained. Maybe your fellow code monkeys want to discuss a problem with you maybe its your boss trying to get a grip with your skills maybe its plain old documentation that needs to be written. Whatever the cause sometimes just writing code comments is not enough. Know how to visualize and read software structures. Be it UML diagrams flow charts ERD or simply venn diagrams know how to draw a diagram that others can understand. You dont need to be fully proficient in the last details of the official iconographics of any visual language but not being able to draw a simple class diagram or state machine will leave your thoughts behind closed doors for others. On the other hand learn to recognize and name patterns in these charts however badly scribbled by one of your fellow hackers. Prove me that it works Yay your great ideas and concepts are approved by your team and youve written that beautiful piece of code to solve the problems of the world. But does it survive the impact of the users Testing Testing Testing is the only answer to this. Know how to test and debug your program. Relying on print-debugging and testing by it appears to run correctly may work for small projects and in the short-term but there is a certain point where we want to guarantee that a program works in exactly that way. While you dont need to embrace test-driven development in the full know at least about unit testing know how to use a debugger efficiently use software asserts and read into design by contract. Learn how to do a performance analysis of your code and other non-functional requirements. Be able to write consistent and good tests for your software know what is covered by your tests and what is not. Your code has a history While well-tested code is a must sometimes the path that lead to any particular solution is also important. Sometimes you just have to see how code evolved to understand it or find the exact moment when a bug was introduced luckily there are plenty of versioning tools out there which help with this task. Be sure to know about source code management and versioning systems. It doesnt matter whether this is SVN Git Mercurial TFS or any of the others on the market just be at home with the usage of at least one and get the basic concepts behind them. Its not just about versioning but also about backing up code and tracability of features. Its astounding how many hours of productivity Ive seen go down the drain because some guy in a team of coders just did not use versioning software properly. Be it in files lost because of an acciential overwrite being unable to merge a conflict with a team member or just messing up the workflow for everybody else by not following the basic concepts behind source code management. Take one for the team Now youre able to produce well-designed peer-reviewed tested and traceable code which greatly increases your chances to be seen as a professional software engineer. Time to start working together with other great professionals out there. Software development is no longer an occupation for loners who work alone nowadays software development is considered a team sport by many successful companies. So be sure that you are prepared to work together with other humans and become a teamplayer. Grasp the basic fundamentals of software development processes in teams know about iterative vs. incremental software development about defining deliverables and features. There are tons of development processes out there to read into be it scrum kanban XP feature driven development - whatever floats your or your employers boat. No need yet to get any certificate on anything about these processes but be aware that they exist and that they are used to great success by many software producing companies. Another major point is if you want to be part of a tight-knit development team learn to be a good citizen for that team. Be honest towards yourself and others learn how to communicate on a professional level if things dont go according to your plan and last but not least sometimes you just have to bite the bullet swallow your pride and take one for the team. Thats it Am I missing something in this article Certainly. Of course there is more to being a successful programmersoftware engineer than the five points mentioned above and of course not all of them apply to the same extent to anyone or any company. Working with a startup-indie studio that needs to produce something now with limited personal resources puts a different weight on things than being hired by an AAA company were you are just a tiny cogwheel in a great machine. Also some of the things mentioned above are easy to learn while others need time and experience to grow. Learning tools is easy learning people is hard. Its a catch-22 you need to work together with other professionals to gain the skills needed to be accepted as a professional yourself. Keep an open mind for well meant critiques and be reflective about yourself and dont give up. Feel free to comment on this article or reach me over PM. Article Update Log No updates yet

Writing Efficient Endian-Independent Code in C - Link Tue, 02 Jun 2015 04:57:20

Once upon a time there was an article published on gamedev.net Roy2013 which described a way as he says mostly taken from Quake2 engine to deal with Little-EndianBig-Endian issues in games. While this approach is mostly sound mostly because of unaligned-read issues which will be discussed below it is not the most efficient one. Better simpler faster and more general approaches do exist and they will be discussed below.What is EndiannessEndianness itself has been described in many different works including Roy2013 and WikipediaEndianness. Basically it is a way that CPU stores multi-byte data in memory little-endian systems store least significant byte first and big-endian ones store most-significant byte first. So if you have

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

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

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

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

Looking For Artist HackFreelanceComputer - Link Sun, 23 Aug 2015 20:09:48

Unpaid PositionHelloIm looking for an artist to work on a 2d game similar to hacknet.httpwww.gog.comgamehacknetThe game is a time management game based on a freelancer with a fresh new profile on Freelance Network. The player will take on jobs from employers complete tasks and progress a story as well. Jobs and tasks must be completed within a days time which could be something like a mimnute. The user racks up money to purchase aps for their computer and other upgrades. They also gain FPs freelance points for completed jobs.Certain jobs wont be offered to the player unless they have certain aps and a certain amount of FPs.We can develop the main story and add variations.The game will be coded in Construct 2 as its super easy. Construct will be perfect because this is a data driven game and wont require much thought to make.Im looking for a good 2dpixelgraphic artist.Let me know if this project sounds fun to you. Id love to get the ball rolling on it.Free

Looking for 3D Modelers Texture Animator - Link Sun, 23 Aug 2015 04:50:10

Unpaid PositionLooking for 3D modelers to help with the project.Game project here Steamcommunity.comand here Indiedb.comIf interested please email us at eldwin11929yahoo.comFree

Pixel Artist Available for a Competent Programmer - Link Sat, 22 Aug 2015 22:33:29

Unpaid PositionIf you have no ideas for the game design we could make a Megaman-esque game. I have 2 samples I made before of the original cyborg and the other version where it shifts form to another powerFree

Knock-Out A Very Small Title Needs Contributers - Link Fri, 21 Aug 2015 20:57:57

Unpaid PositionGENRE SIMULATORARCADE PREFACE This project is one which can take off on physics. Basically scripting the control elements will be all that is neccessary to be next to shining gamess full potential. Controls are cram-packed -intuitive- and life like Which enable the player to rotae the arns for a side underhand and overhand hit with one stick. Punch doubles for limb length performed as a two stroke schematic with two shoulders buttons straying away from the feeling of innaccuracy and impermenant impression of other games i.e strikes of glance-type which disinclude feelings of manual input and players touch ---Set the length of the limb and swing it--- as well as the jump feature the scheme if which underlies an indefinate degree of jump and elevation blending dive. The stick button right will sub a wrist for inserting ball spin. WITH BUTTONS LEFT OVER LOL... SUMMARY Suffice to say a dowblow -with a glance touch -with a falling crouch -with spin can be combined describing the simulaic-like resolution of the final product. TEAM Zero. PAY Non-Profit WISHLIST Network Programmer Programmer Artist Special fx artist SFX AMBIENT SOUNDS Introductory Theme VII 0 VII VIII IX 0 VII VII V II TEXT PLEASEFree

GlPortal action fps with realistic physics - Link Fri, 21 Aug 2015 19:14:40

Unpaid PositionGlPortal is a free and open source 3D puzzle action adventure that has been in development since 2012. Since then several releases have been made available to the public and even with a small feature set and very simple level designs managed to get the attention of the player base.GlPortal lets you explore how games are made. Join our huge international well organized team of developers and artists and develop your skills while crafting something that people value and use all over the planet. Tear down britle structures and replace them with your new solid vision. Brainstorm with clever minds and learn something new every day.Get more information about GlPortal at httpglportal.de and httpwww.lgdb.orggameglportal-free for questions chat with us at freenode in glportal or httpglportal.de. For videos go to youtube and search for glportal.Also consider our listings on httpwww.teamups.netteamup861GlPortalAnd like us on httpwww.facebook.comglportalFree

Looking for a team to make a horror game - Link Fri, 21 Aug 2015 16:12:21

Unpaid PositionI am a programmer im not the best programmer in the world but I can work in Java and C. Anyway im looking to make a horror game. I need programmers artists and preferably a modeler for making levels and models. Anyone else who is interested in joining can as well. Thanks Free

Looking to form a team - Link Fri, 21 Aug 2015 12:06:50

Unpaid PositionGreetings Game dev I am an indie developer from Malaysia. I am currently working on own project that is about Mecha fighting not action base . It is about assembly your own mecha team and fight through mission. It is just at a very early stage and I am looking for programmer and designer as well as music composer and marketing people to help me with this project. Currently I am doing the graphic myself so the programmer will be an urgent need. It will be a mobile game so it is nice to have a programmer who know about mobile game development. This project will be revenue shares so there will be no pay until the game release and get to launch.Free

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Floating Point Softwares is an Indie company started in 2015
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