Page:55 - News Archived: 3437

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

Rambo III GenesisDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Review of Black x26x26 White Creature Isle Windows - Link Sat, 15 Aug 2015 20:49:16

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

Review of Disneyx26x27s The Lion King x26x22Adventures at Pride - Link

Disneyx27s The Lion King x22Adventures at Pride Rockx22 SEGA PicoDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Darkest Dungeon dev lets players disable unwanted features August 21 2015 By Chris Kerr August 21 2015 By Chris Kerr 9 comments More Indie Design Unexpected Steam hit Darkest Dungeon has managed to amass a sizeable fanbase since it entered Steam39sEarly Access program. Most might think that39s cause for celebration but for developer Red Hook it39s suddenly become the cause of much frustration. As you39d expect from a game in Early Access gameplay features have been addeddroppedand tweaked since the game made its Steam debut. Players have been on hand to help iron out the kinks andin returnthey39ve been given access to a game that might not get an official release for months or even years. Unfortunately for Red Hook players like Darkest Dungeona lot. In fact they like it so much thatwhen the teamreleased new features in July39s quotCorpse and Houndquotpack they staged a digital revolt. Taking to the forums in droves players slammed the newfeatures telling Red Hook in no uncertain terms that it had ruined thegame. Caught between a rock and a hard place the developer has implemented a unique solution - itsgoing to keep the new features in place but while the title remains in Early Access it39ll give players the ability to disable them. quotWe believe that corpses and heart attacks are important mechanics for the game not only for the reasons initially discussed in the Corpse amp Hound design notes but reinforced by our observations since. However today we are introducing a set of gameplay options -accessed via the normal Options menu -which allows you to turn them offquot explained the developer via a blog post. quotJust as we were willing to experiment by adding these features we are willing to experiment with ways to allow you to shape the DD experience a bit to your liking but for clarity our official vision of the game leaves these two features lsquoonrsquo by default.quot quotThose of you who would like to enjoy the game without corpses and heart attacks now have the option to.quot It39s an interesting truce as it allows Red Hook to develop the game it wants to makewhile letting players once again experience the game they fell in love with. How long the status quo will last however remains to be seen with the development team reiterating that they39re fully dedicated to pursuing their quotvision for the gamequot. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08.21.15 Level Artist 08.21.15 Character Artist View All Jobs Top Stories Next News Story View All 251942 newswire viewnews251942Darkest_Dungeon_dev_lets_players_disable_unwanted_features.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 Overcrowd - 7 Day Greenlight Post Mortem by Alastair McQueen on 082015 125700 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. After a frenzy of emailing tweeting and generally begging everyone I could think of for PR coverage Overcrowd A Commute 39Em Up has passed through Stream Greenlight. Overall it took 7 days which I understand is quite a good thing though not as amazing as it may once have been considered. Overcrowd garnered a pretty positive reception from the Steam audience and there were a lot of nice comments made and really very few negative ones. So what about the figures Steam Greenlight poses users the question Would you buy this game if it were on Steam - YesNoAsk me later. The ratio ended at 53434. According to the average figures Steam supplies you with this is a good result as the top 50 average is the inverse at 4258. The process was pretty nerve wracking and because I have not released so much footage or screenshots before in defiance of much sensible indie marketing advice it was a huge relief to have a decent vote rate and to pass through quickly. The relative ranking of your title on Steam changes constantly as games above you in the pile are periodically approved. Cumulative Yes votes placed Overcrowd at a rank of 43 before it was approved -at which point you have no ranking. Out of some 1500 games it was a great result especially as there are some high quality games in the mix made by largeteams. There is also a lot of dross too it has to be said - but as a one man project I39m pleased to have got that high. This graph is kind of hard to interpret as you can see after 7 days votes ceased as the game was Greenlit. It39s possible this was because of the positive YesNo ratio Overcrowd got but it39s a closed system and the rules seem to be neither hard and fast nor fully understood. Page content It is well worth investigating how to best present your game on Greenlight. There are some good articles out there if you do your reseach - and of note is the ability to use bbcode to embed images for headings and other sprites and assets into your page. If you do this well you can make your page stand out significantly - without it your description is going to look a bit like a notepad document and that doesn39t reflect too well. You should also look into creating an animated gif - which I have found can be no more than 2 mb -to help your itemstand out and generally look appealing. Of course Greenlight is primarily judged on your video trailer and it goeswithout saying you should make this as high quality and impactful as possible For those of us on a low budget I found a good editor for a reasonable price through the website videopixie. Something else that was perhaps a little different from the norm was that I openly dicussed and presented my development road map and my intention to go directly into Early Access. It39s not so common from what I have seen - but I have tried to be transparent about where the game is and what I intend in terms of next steps - including procedural station generation and other planned features. Through the week I made a few announcements to highlight these development goals and also to highlight some of the positive press articles. Some thoughts on PR There are enough articles written about how to market an indie game out there so I won39t do an extended write up here but will say a few points. Having a well written press release is useful. If you can39t do it you need to find someone who can draft your release for you and it39s possible this may require money. In all the game received some really nice write ups on a few little indie websites and blogs and a few tweetsretweets of support which all helped bring eyes to the page. Of particular note was a tweet from Introversion which brought a huge boost in traffic from essentially my quottarget marketquot just as visits to the page started to plateau. To other developers without a PR budget like myself I would also suggest trying Games Press - a free news wire focusing on games that will get your release around to a few places - if they run it. You can see What The Press Says on the Overcrowd game website - but there are some pretty juicy quotes which should help with marketing down the line and I39m very grateful to all those writerstweeters who helped me To other devs I can suggest keeping a list of coverage so that next time you have a release you ensure writers who care about your game will get to hear more. Next steps So what now When you have been approved you are presented with the ability to sign up to Steamworks along with plenty of information on how to do this. It39s questionable whether leaving greenlight rapidly is actually of benefit. Sure you get your 7 day bragging rights but at the same time you39re losing the exposure it brings over time - that said the page is still active and does continue to provide a place for people to engage who are interested in Overcrowd. On the development side the next step for me is to get the demoearly access out there. Steam also seems to have an ability to conduct closed beta39s which is also something I39m looking at before wider early access. Conclusion Thereseems to bea lot of hate for Greenlight from some quarters but for a newcomer like meGreenlight has proven invaluable because of thehuge audience exposure and critical feedback you can get for your project - all for a very reasonble 100. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs 251790 blog blogsAlastairMcQueen20150820251790Overcrowd__7_Day_Greenlight_Post_Mortem.php 997277 35016983 Loading Comments

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

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

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 to Use Your Community in Early Access by Patrick Groome on 082015 125200 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. Early access has a case for being the biggest thing to happen to games marketing in the last ten years. What started as a strategy used predominantly by small indie companies is now seeing wide use across the industry. Itrsquos responsible forone of the most successful game launches of all time and its popularity seems unlikely to dissipate any time soon. Even huge AAA developers likeUbisoftarelaunching gamesthrough early access andMicrosoftrecently launched their own early access scheme. Itrsquos clear that early access is here to stay and it can be a useful tool for pretty much any game company. For every huge early access success story though there are dozens of games that fail to achieve lift-off. A successful early access release requires developers to build a lot of interest fast and then keep that momentum through inevitable difficulties and slow spots in the development of the game. Leverage Your Player Community to Get The Most Out of Your Early Access Your community is going to be at the heart of your early access strategy. A sense of community is a great way to keep your users engaged for an extended period of time but it also offers more than that. The benefits of the early access strategy require dedicated community work to succeed. Make sure yoursquore getting the most out of your early access program by making sure you hit these key points Use Your Forum to Collect Testing Information Early access games are unavoidably buggy. Itrsquos an accepted part of alpha testing. One of the best things about early access is that it allows you to crowdsource your testing providing you with a much larger number of testers without increasing your QA costs. Allowing players to submit bug reports in-game is a no brainer but you should also make sure yoursquore using your community to collect bug reports. This has a few advantages over standard bug trackers. Build Buzz Around Your Game Your game is pretty great right When players love it which they will because itrsquos great theyrsquoll want to spread their enthusiasm. Some will go to social media but the most hardcore fans the ones who are likely to buy into a paid alpha will go to your community to enthuse. Obviously 100 positive feedback is a dream scenario but the point about the visibility of your forum stands. For early access games prospective customers are going to check out your forums before anything else. Reviews arenrsquot easily available so the first stop for savvy customers is going to be your forum. Google loves forums so you can rely on discussions from your forum community to show up high on search results for your game. Gamers are notoriously fussy and can be negative about the most trivial of things. Thatrsquos why the community team needs to be in the trenches communicating with the fans. Even when things arenrsquot perfect in the game itrsquos pre-release after all if your players feel like theyrsquore being listened to theyrsquore much more likely to feel positive about their purchase. Players who feel positive about your game are going to tell their friends on your forum and others. That endorsement is a powerful method of getting prospective customers to break the psychological barrier of buying a pre-release game. Keep Your Players Engaged One of the big pitfalls of the early access strategy is keeping your players engaged. The gap between early access and release can be a long one and once the release finally hits you still want those core players to be engaged and interested enough to keep playing and spreading the good news. Itrsquos absolutely crucial if yoursquore selling a subscription but even buy-to-play games need those veteran players to be interested enough to share their knowledge and enthusiasm. The social bonds from a great community keep your customers coming back even through fallow periods when dev updates are thin on the ground. If you can nurture those bonds during the early access period you have a much better chance of getting thoseplayers to stick around for the final launchand well after that. A good way of keeping those customers engaged is to make the early access players feel like part of a VIP group. If you brand your early access as exclusive access your earliest players can feel like theyrsquore the elite.Which they areTheyrsquore providing early feedback and revenue for your project and itrsquos good practise to reward them for it. If your best customers receive some kind of bonus on release from an in-game item to a forum-specific achievement or badge theyrsquoll get that extra push to start playing again. Keeping early access categories open and turning them into a clubhouse for your early players can also encourage that sense of reward for early access customers. Your online community forum is an important linchpin to your gamersquos success. Draw your customers into a collaborative environment and theyrsquoll be more than just early money. Yoursquore investing intothe long term viability and success of your game title. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs 251840 blog blogsPatrickGroome20150820251840How_to_Use_Your_Community_in_Early_Access.php 1002025 35864513 Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 The myth of the eclectic core gamer on Steam August 20 2015 By Christian Nutt August 20 2015 By Christian Nutt 5 comments More ConsolePC Indie BusinessMarketing quot39Core gamer39 is a nice term to flaunt around when talking about your personal habits but itrsquos not a viable term for defining your audience. Itrsquos too broad and too vague.quot - Steam Spy creator Sergey Galyonkin In a fascinating new blog post Steam Spy creator Sergey Galyonkin reviews the data and writes about the myth of the so-called quotcore gamerquot -- players who play and enjoy a large swath of different games. After reviewing the data he39s captured it39s far more typical he says for players to have narrow tastes quotVarious studies suggest that there are 700-800 million of PC gamers. Itrsquos probably true but it doesnrsquot mean much for your game. Because if yoursquore developing a downloadable game for Steam yoursquore not even fighting for 135M of its active users yoursquore fighting for the attention of 1.3 million gamers that are actually buying lots of gamesquot Galyonkin writes. There39s a lot more going on in the post and it39s tremendous food for thought -- particularly when you look at an audience like Dota 2 players who number in the millions but barely purchase other games at all There39s a lot more in Galyonkin39s original post and it39s worth a read. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Quality Assurance Manager 08.21.15 DevOps Engineer 08.21.15 Animator View All Jobs Top Stories Next News Story View All 251886 newswire viewnews251886The_myth_of_the_eclectic_core_gamer_on_Steam.php Loading Comments

Video Valuable design lessons you can learn from board games - Link Thu, 20 Aug 2015 15:16:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Video Valuable design lessons you can learn from board games August 20 2015 By Staff August 20 2015 By Staff 2 comments More ConsolePC SmartphoneTablet Indie Design Video Vault Developers if yourvideo game is described as being quotlike a board gamequot what does that mean exactly What makes board games unique what lessons can video game designers learn from them and how can they apply them to their own work Game designer Soren Johnson Offworld Trading CompanyCivilization IV answered all of these questions and more in anovel GDC 2014 presentation on how and why board games should matter to video game developers. To hear Johnson tell itthe defining trait of board games is not in fact their actual physical components -- it39sthe transparency necessitated by the physical design. This transparency fosters many positive traits including deep engagement player comfort and meaningful choice. To learn howwatch Soren Johnson39s full talkfor free over on the official GDC YouTube channel. About the GDC Vault In addition to this presentation theGDC Vaultand its newYouTube channeloffers numerous other free videos audio recordings and slides from many of the recentGame Developers Conference events and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC GDC Europe and GDC Next already have full access to GDC Vault and interested parties can apply for the individual subscription viaa GDC Vault subscription page. Group subscriptions are also available game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via theGDC Vault group subscription page. Finally current subscribers with access issues cancontact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08.21.15 Level Artist 08.21.15 Character Artist View All Jobs Top Stories Next News Story View All 251873 newswire viewnews251873Video_Valuable_design_lessons_you_can_learn_from_board_games.php Loading Comments

Game outsourcing outfit Keywords snaps up Liquid art firm for 9M - Link Thu, 20 Aug 2015 14:57:00

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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Game outsourcing outfit Keywords snaps up Liquid art firm for 9M August 20 2015 By Alex Wawro August 20 2015 By Alex Wawro Post A Comment More ConsolePC SmartphoneTablet Indie BusinessMarketing Dublin-based Keywords Studios which contracts with video game companies like Ubisoft Konami and CD Projekt Red to provide services like localization and QA testing has snapped up video game art services studio Liquid Developmentfor 9 million. Unless you happen to be working with either company right now the deal is chiefly notable because it further solidifies Keywords39 status as a one-stop shop for outsourcing game production. In the wake of this deal well-respected Liquid based out of Portland joins Latin American localization company Kite Team Brazilian localizersReverb Localizaccedilatildeo and customer support specialists Alchemic Dream in the list of game production outsourcing companies acquired by Keywords this year. quotThe acquisition of Liquid Development significantly increases the scale of our art services business line giving us greater penetration of this large and strongly growing market as well as increased access to this early entry point in the video games development cyclequot stated Keywords chief Andrew Day in a press release announcing the buy.quotWe have already seen how our newly opened art studio in Seattle is able to act as a 39front end39for art production in our Indian studios and we look forward to accelerating this model with Liquid Development.quot The 200 Liquid staffers 50 of whom work out of Portland will now be working in conjunction with theart production teams Keywords established inLakshya India last year. 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 Top Stories Next News Story View All 251870 newswire viewnews251870Game_outsourcing_outfit_Keywords_snaps_up_Liquid_art_firm_for_9M.php Loading Comments

Dont Miss The all-or-nothing postmortem of Frozenbytes Trine - Link Thu, 20 Aug 2015 14:32:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH Contents Postmortem Frozenbytes Trine 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 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 Features Postmortem Frozenbytes Trine by Lauri Hyvrinen Joel KinnunenAudio BusinessMarketing Design Postmortem Production Art 9 comments June 3 2010 Page 1 of 6 Trine 2009 PlayStation Network and PC is a fairytale-inspired platformer with realistic physics which offers three characters and requires clever solutions to a myriad of challenges. The gameplay is based on fully interactive physics and each characters different abilities and tactics can be used to invent new ways to overcome obstacles -- and save the kingdom. Frozenbyte was formed in 2001 by gaming enthusiasts with no professional game industry experience. Our debut game -- Shadowgrounds 2005 PC -- was well-received by critics and gamers alike and we felt like conquering the world. In 2006 after the dust had settled on Shadowgrounds a great AAA concept was developed. Most of the company worked on the project for almost two years while smaller teams worked on prototype projects and outsourcing work that made it all possible. Of these projects only our internal Shadowgrounds Survivor 2007 PC was ever released. Ultimately it became clear that the publishers who had enough money did not believe in our ability to deliver the AAA game we were pitching to them and the publishers who had enough faith did not have nearly enough money. In hindsight asking for five to 10 million dollars going from PC-only to multiplatform overnight and hiring a lot of new people shouldve set off our own alarm bells too. Shutting down the project was a painful process and resulted in a company much smaller in headcount. The remaining development team was left without a project but these developers quickly found their home in the Trine project -- previously a one-man operation with a couple of interns in its pre-production stage. The project looked promising and suitable for a bigger release than originally planned. As the third game for us Trine had a lot riding on it. If it would not be successful it would be hard to find the strength to carry on and the financial debts would probably devour the company. But it was also a project full of potential -- Trine was to be the rebirth of Frozenbyte. What Went Right 1. The decision to re-design the game Trine then under a different name had been in pre-production for almost two years. It was an old school-inspired MSX era platformer with focus on large freeform levels. We often referred to it as one programmers hobby project. The project was also a test bed for interns and new employees. It was starting to feel like fun. With the added manpower from the failed AAA project the games original design was seen as too small and unambitious -- and it was deemed to have major design flaws due to its old-school roots. The game was essentially redesigned over the weekend and greenlit for production the next Monday. The team needed work to do. How do you transform a game designed to be made in a few dozen man-months into something that takes hundreds of man-months While the process was painful the key was understanding that change was necessary. Many of the original design decisions were made to fit the original plan -- less than 12 months of production with a team of just a few inexperienced people. The game world was to be free and very adventurous levels were to be copy-paste jobs including plenty of backtracking finding keys and other puzzle elements and having a difficulty of old-school proportions -- unforgiving by todays standards. The new design evolved over time but certain things were set from the beginning. More weight was given to physics and a key factor was giving the Wizard the ability to summon physics objects into the world. One of the main gameplay elements in the original design was a time limit for character change. Essentially levels were supposed to have segments that had a time limit for completion and the player could choose whichever of the three characters he wanted to tackle the challenge. If the player failed and couldnt get to the end of the segment within the time limit hed have to do it again perhaps try another character. This design was now seen as punishing the players and was completely removed which changed the core gameplay drastically. The original design also had much less differentiation between characters -- all characters had more or less the same basic attributes and their differences came from the various items that the player could give to them. The characters were redesigned and given distinct personalities and capabilities. While some criticism has been laid out as to why the capabilities were not made into a single character -- and in fact many prospective publishers commented on this -- we felt and still feel that the three character decision was key in making the game feel cohesive have a better story and have more marketing power. The three characters are mentioned in every article about the game and the message it says to potential players is very clear. It also brings in mind classic old-school games such as Lost Vikings which was welcome even if the games new design was not as big of an homage to old classics as its original design was. A key point in the new concept and its level design was allowing players to play the game in their own way and solve simple puzzles with any character or their combination. Almost all situations in Trine can be solved with any character and clever use of the environment. While many of these design decisions brought a lot of anxiety with them they were crucial to the success of Trine. The game can be seen as a very relaxed play-at-your-own-pace type of adventure suitable for both hardcore and casual gamers and this fact has probably attributed to the games success. Page 1 of 6 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 Top Stories

Feature requirements and game dev Do they go together - Link Thu, 20 Aug 2015 12:59:00

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 Feature Requirements in Games by Sara Santillian on 081815 011300 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. Industry Identity Crisis Quick question are you in the software industry if you make games The short answer is no. The longer answer is lsquoyes in some ways no in others.rsquo More accurately the games industry is in the business of entertainment. Your jobas a game makeris to entertain people.Make them feel better about themselves.Reduce the complexities of the world into a pixel-perfect enjoyable experience. Games have objectives that have tangible rewards story progression beautiful art nice cutscenes. Meanwhileif you look at a word-processing softwarelike Microsoft Word it has a bunch of functions that allow you to type in somethingsuch asa book report. And then it hasfunctions that 1 save the data you input into a file and 2 transmit the data into an output device like a printer. Software development is about building something that fulfills a definite purpose. You do not need to create data for the softwareunless itrsquos a help document. The end-user creates the data mdash book reports inventories invoices user accounts digital art and so on. The point here is that video games have a really abstract function fun.And to fulfill this elusive human desire we have to make some software as toolsand make the content of the game for the person to play with. A very very simplified chart of what we do. This post is about feature requirements in games. While it sounds pretty straightforward to have a list of features and the parts needed to fulfill that feature it can get hairy pretty fast. Making games is a mess Feature requirements change all the time. You start out with one feature ndash say a battle feature ndash and pretty soon you may have an item system maybe the battle has changing environments maybe the environment modifies the abilities of some player character type and so on. For the purposes of this post I39ll be drawing some points from the project I39m working on which is a PVP battle-oriented mobile game called Monster Roller. To illustrate how different a game can be from initial conception here are 3 mockups all of the same core battle system The screen on the left was the earliestbut we finally ended up with the screen on the right. The current iterationwas made to be easy to understand pick an action mode the numbers 2-1-1 next to the monster avatars and the monster performs an action related to that mode after you flick the roller.1 is the attack mode 2 is an ability mode that varies from monster to monster dependent on role. The knee-jerk reaction at first for a game with an RPG-looking battle system is lsquoof course your game needs an item system power ups a store and so on.rsquo ldquoWhy didnrsquot you figure out yoursquod need all thisrdquo ldquoWhy didnrsquot you figure out that you DIDNrsquoT need all of thisrdquo Making games is a messbecause true innovation is a mess. The other kind of innovation is lsquoiterativersquo mdash building on known formulas. Games are made of a combination of both in varying degrees. While developers may get tied to certain formulas a racing game needs these kinds of tracks these kinds of powerups and so on at the end of the day you canrsquot serve a mojito like everyone elsersquos mojito in an industry where so many are willing to give eight or usually more hours at NO PAY into finding the holy grail of fun. Making games is a humbling experience. You start out thinking you know what this game is going to be. Itrsquos a tower on the verge of being unbalancedall the time. Maybe it turns out that itrsquos too derivative or the mechanics were too different to be meshed together or it is hard to get into but fun. A certain degree of experience mitigates this of course and a veteran will likely have a better idea of the pitfalls but the true creation of something is alwayshellip unexpected. Thatrsquos what beingnew and innovativeis about. How feature requirements evolve We start byprioritizingbased on how core the feature is to the game. Then we makeprototypesbased on what we think wersquoll be putting into the game with sample data. For this last part of the article wersquoll go over the battle systemrsquos components. The Monster Roller Teamhad several functions we wanted to do at the very beginning That is not a list of feature requirements. Thatrsquos just a wishlist. Feature requirements may include things like a proper description of whatrsquos going to be in it the data how itrsquos going to be presented UI and success criteria if itrsquos working the way it should be working. Letrsquos look at the items system for example hellip And so on. The document that answers those questions will then be the featurerequirementsdoc. Now as to the evolution of all those systems and functions letrsquos take a look at battle. The left mockup was made by yours truly almost half a year ago. The one on the right was made by a real artist and is how battle looks now. Letrsquos go over what we see on the screen to find out how the feature requirements changed between then and now. Top Row Old Top Row New They both have agold indicatorand asettings button. The prototypersquosAutoplaymoved to the bottom row in the latest version see below. The biggest change is the addition oflightsaround the frame that change based on whatrsquos happening and thetimer. We added the timer because the game is PVP mdash it would suck to be waiting for a long time for your enemy from around the world to decide how to attack. Battle Screen Old Battle Screen New Yoursquoll notice the original mockup failed to account forselection indicatorsthe arrows on top on the left or showing things like negativepositivestatus effectslook at the super tiny monster Therersquos also the difference ofseeing your monsters in battle. The other

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

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

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

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

DevOps Engineer PLAYSTUDIOS - Link 2015-08-21

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

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

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

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

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

Database Engineer PLAYSTUDIOS - Link 2015-08-21

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

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

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

Web Applications Engineer PLAYSTUDIOS - Link 2015-08-21

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

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

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

Game Server Engineer PLAYSTUDIOS - Link 2015-08-21

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

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

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

RETRO STUDIOS - Graphics Engineer Nintendo of America Inc. - Link 2015-08-21

Retro Studios amp Founded in 1998 Retro Studios is a wholly owned subsidiary of Nintendo Company Ltd.amp Retro is a state-of-the-art game development studio working in conjunction with Nintendo to bring award-winning games to Nintendos cutting-edge next-generation platforms.amp Retro Studios is located in beautiful Austin Texas. With rolling hills scenic waterways abundant wildlife vibrant music and film scenes and a laid-back cosmopolitan culture Austin is a dynamic city with an excellent quality of life.amp Austins sunny weather also supports a great range of outdoor activities providing plenty of venues for top-notch game developers to recharge and unwind. PurposeSummary amp Individual contributor that develops writes and debugs code for video game software and tools with a specific focus on game play programming for player camera gimmicks and various other game-play systems as required. Essential Duties Designs develops writes tests and implements shaders in HLSL and GLSL Implements and researches advanced lighting techniques both for precomputed and real-time rendering Works with visual effects artists to research and implement new advanced visual effects methodologies Works directly with Environment Character and Technical Artists to implement new stylized rendering techniques Implements surface parameterization and texture atlasing for efficient use in real-time rendering Generally responsible for larger systems with others contributing Documents and gathers requirements from users for software to be implemented Documents and trains other engineers and content creators on the use of system for which he has responsibility Works with other engineers to formulate solutions to problems that either he or they may implement Identifies and proposes solutions on long-term scale ampndash participates in road-map development Participates in providing feedback for the work of other Engineers Establishes domain expertise in two or more specializationsamp This job description outlines primary duties and requirements and is not intended to identify all tasks that may be performed individuals occupying the position may be required to perform other duties.ampThe company may modify job duties from time to time either in practice or in writing. KnowledgeExperience Strong understanding of visual perception and physics Experience with Image Processing techniques including statistical analysis Prior experience writing code for video games requiredamp 5 yearsamprsquo experience Effective organization analytical and problem solving skills Proficiency with 3D graphics techniques and algorithms and their applications in computer simulation and video game software Understanding of core systems such as memory allocators and file systems Background in object-oriented design and software engineering methodologies Industrial experience in programming languages such as CC C Strong math and physics skills Experience with particle rendering and techniques a plus Education Undergraduate degree in Computer Science Computer Engineering or related field required or specific experience video game programming. We are an equal opportunity employer of individuals with disabilities and protected veteransamphellipvaluing diversityamphellipcelebrating strengths. ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4EMI6ydR_Hks

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

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

Technical Artist Zindagi Games - Link 2015-08-20

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

Gameplay Programmer Insomniac Games - Link 2015-08-20

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

Environment Artist Insomniac Games - Link 2015-08-20

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Programmer Gamaya Inc - Link 2015-08-20

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

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

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

Lead Designer WEVR - Link 2015-08-20

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

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

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Welcome to FPSoft.eu

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

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