Page:56 - News Archived: 3437

Title Date
RPG Maker Adds Workshop For Sharing Games amp Game Assets - Link Mon, 24 Feb 2014 18:13:53

lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid220700quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps220700header.jpgquotgtltagt ltbrgt ltbrgtWith the RPG Maker Workshop you can easily make and share entire games for others to try out and provide feedback on. Plus you can share custom music and graphics for other game creators to utilize in their games. ltbrgt ltbrgtTo celebrate the RPG Maker Steam Workshop Launch the software is this weeks Mid Week Madness sale Save 75 off lta classquotbb_linkquot targetquot_blankquot hrefquothttpstore.steampowered.comapp220700quot gtRPG Maker VX Ace and our DLC Packsltagt when you buy before February 28th. ltbrgt ltbrgtRPG Maker developers have also worked with some of their favourite community artists and contributors to have some excellent content available in the Workshop from the very beginning there will be plenty of games to explore as well as some music and graphics for use in your own projects. ltbrgt ltbrgtWith Steam Workshop integration sharing your RPG Maker creations and getting feedback has never been easier. Do you have some sprites you have made Or a song or two Or maybe unlike most of us youve actually finished a game Share it with us on the Steam Workshop Reach an audience larger than ever before ltbrgt ltbrgtAnd as an added bonus all through the first week the RPG Maker team will be doing drawings for prizes all you have to do to enter is have something posted in the Workshop Check out their lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comgames220700announcementsdetail1765713354525404922quot gtcommunity announcementltagt for more details.

Tetrobot and Co. Adds Workshop Integration and In-game Level Editor - Link

lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid235980quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps235980header.jpgquotgtltagt ltbrgt ltbrgtPoint and click puzzler Tetrobot and Co. has released an in-game editor with Steam Workshop integration allowing players to easily build share and play custom levels. ltbrgt ltbrgtIn this game the player solves puzzles based on blocks reactions. Each blocks of the same matter will stick together while other blocks interactions and reactions will allow you to take the best from every situations. ltbrgt ltbrgtA group of beta testers have already crafted 77 levels available immediately in the lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid235980quot gtTetrobot Workshopltagt. ltbrgt ltbrgtOr if you wish to create your own custom levels the developers have posted a few lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comapp235980guidesbrowsefiltertrendampamprequiredtagsWorkshopquot gtofficial Steam Guidesltagt to help get started. ltbrgt ltbrgtTo celebrate all of this Tetrobot and Co is lta classquotbb_linkquot targetquot_blankquot hrefquothttpstore.steampowered.comapp235980quot gtavailable all this week at a savings of 60 OFFltagt

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 Toxic League of Legends players wont get rewards from Riot August 21 2015 By Christian Nutt August 21 2015 By Christian Nutt Post A Comment More ConsolePC BusinessMarketing Earlier this year Riot rewarded well-behaved players with a quotmystery giftquot for their good behavior. The company plans to offer rewards to well-behaved players yet again and in a new ask.fm post Jeffrey Lin the company39s lead designer of social systems outlines exactly what behavior Riot deems unworthy of reward this time around. That would be players who quotwere excessively toxic so exhibited severe offensive behaviors such as racism and sexism or were persistently toxic so exhibited moderately offensive behaviors in a large number of games.quot However players who were penalized for their behavior but quotsuccessfully reform by the end of the seasonquot will be part of the reward scheme Some carrot rather than stick for the player-base. Daybreak Games developer and publisher of EverQuest II meanwhile is taking a more purely punitive tack It39s experimenting with a quotprison serverquot for players it deems incorrigible. It39s worth mentioning that Lin made some mistakes in his initial announcement of the requirements which touched off controversy in the game39s fan base the ask.fm post was a clarification of the rules. Earlier this year Lin explained his philosophy toward player toxicity in a Gamasutra interview. Related Jobs 08.21.15 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 251964 newswire viewnews251964Toxic_League_of_Legends_players_wont_get_rewards_from_Riot.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 of War dev Machine Zone sues Kabam over trade secrets August 21 2015 By Christian Nutt August 21 2015 By Christian Nutt 2 comments More SmartphoneTablet BusinessMarketing Machine Zone developer of mobile hit Game of War is suing Kabam over an alleged leak of trade secrets -- including confidential data about its financials an upcoming game and even its proprietary analytics. The document that contained the information was prepared for potential investors into the company which is reportedly seeking a new round of funding. The conflict began during the recent Casual Connect conference in San Francisco at a post-show party at the Clift Hotel Machine Zone CEO Gabe Leydon and Kabam39s Daniel Wiggins got into a set-to about Machine Zone39s performance. Wiggins then reportedly revealed he39d seen the highly confidential document -- and according to Machine Zone39s court filing he recited confidential details from the document back to Leydon. quotThe document was clearly marked as confidential and contained business information that was obviously sensitive and never intended for Kabamquot Machine Zone39s filing with the California Superior Court reads. quotMachine Zone is a private company operating in a highly competitive fast-moving industry. Disclosure of that document to Kabam has already caused it harm and Machine Zone is now at risk of suffering further irreparable harm if Kabam is permitted to continue to possess this information.quot For his part in his declaration to the court Wiggins says that the exchange quotgradually became very heatedquot and ultimately culminated in shouting and a declaration from Leydon that he would sue Wiggins says that he pretended to have seen the document in question -- but maintains quotI have never seen or had possessionquot of it. Kabam39s senior vice president of corporate communications Steve Swasey takes a flippant tone in VentureBeat39s story on the altercation comparing the scene to a bit from HBO39s Silicon Valley. quotOur employee said something he shouldnrsquot have said. Itrsquos embarrassing. The fact is there is no document. There is nothing to this. The fact this has gone this far is ludicrous. Itrsquos preposterous. Itrsquos tantamount to what HBO is making a great comedy on.quot Jason Park a VP at San Francisco-based outsourcer Concept Art House who was at the party and witnessed the conversation declared in a statement to the court that Wiggins told Leydon sensitive information the information itself is redacted in the court document. He also said that Leydon was quotextremely upset by this conversation.quot Machine Zone is seeking damages -- based either on damage done to Machine Zone39s or advantage Kabam gains from the alleged possession of the documents whichever is greater -- and attorney39s fees. For more juicy details on the altercation and the case VentureBeat has you covered. Related Jobs 08.21.15 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 251963 newswire viewnews251963Game_of_War_dev_Machine_Zone_sues_Kabam_over_trade_secrets.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 Sympathy for the dragon drives Kamiyas development of Scalebound August 21 2015 By Alex Wawro August 21 2015 By Alex Wawro Post A Comment More ConsolePC Design Production Hideki Kamiya39s career in the Japanese game industry now spans over two decades and more than a half-dozen standout games but he39s never to my knowledge worked on somethingquite like his latest projectScalebound. The upcoming Xbox One exclusive from PlatinumGames is at first glance athird-person action game much akin to Kamiya39sDevil May CryandBayonettagames. It39s also designed with four-player cooperative play in mind something Kamiya and Platinum experimented with in their 2013 Wii U game TheWonderful 101. But what setsScaleboundapart from prior Platinum projects is how it seeks to convey the nuances of a partnership through gameplay mechanics. In speaking to Kamiya at Gamescom earlier this month about his role as director on Scalebound I found our conversation kept inexorably returning to his passion for tryingto foster feelings of empathy and awe through canny game design. Though wewound up ranging far afieldI39ve taken the liberty of sharing an edited version of our chathere because it sheds some light on both what drives Kamiya as a designer and howScalebound39sdesign has been influenced by the twists and turns of his path through the game industry. Scaleboundseems like an interesting project for Platinum. How did you wind up working on it Really the true beginnings of where this came together was when I left Capcom and joined PlatinumGames. I had several ideas I brought with me forgames I wanted to make at Platinum. Scaleboundwas one of those ideas. It wasn39t quite what you see Scalebound as today for example the game originally revolved arounddinosaurs instead ofdragonsbut basically...I wanted to illustrate something that had these epic-scale battles between gigantic monsters. I wanted to create a sense of awe and create impactful dynamic moments in front of the player. But even though that idea was there from the beginning I...well long story short Bayonetta was made first. I worked on that and once it was done I said 39let39s bring this idea for Scalebound out of the closet and let39s start working on it.39 At that point it had already gone through another round another iteration of design such that it was no longer so much about large-scale enemies and more about engaging players in those scenes.But then nextI wound up working on Wonderful 101. After that we had another chance to start working on Scalebound --and there was actually a prototype made post-Bayonetta. So that was alreadydone but due to other circumstances I had to work on Wonderful 101 make that game then bring this idea back out of the closet again. So this game stretches all the way back to when I joined PlatinumGames and it was something I always really wanted to work on. So why is it so important to you from a developer39s perspective Why are you so passionate about designing a game likeScalebound I don39t know if this answers your question in the way you39re hoping but...the subject of dragons is something I39ve loved for many years. I think we39ve been exposed to plenty of games that feature dragons in one way or another -- either as enemies or characters the player controls or rides. But to me because of my love for dragons so much of my goal is to quotbequot with the dragon. To have the dragon be with the player as their companion and as their partner. That brings out the true beauty I think of what it39s really like to be with a dragon. Not just to watch it do whatever it does but to actually interact and engage in this relationship with the dragon. So in order to realize that goal...I think making a game like thisis one way I can really make that happen. To the best of my knowledge I can39t really think of a game that illustrates that emotional involvement that relationship that bond that a player can have with a dragon. How do you convey a relationship like that through game mechanics How do you as a designer aim to fulfill that relationship for the player I think the most important thingis that we create this dragon who is a living thing. It needs to have energy. It needs to be treated properly as a living character and not a robot or a mech or something that39s pre-programmed.Otherwise players won39t feel that sense of quotlifequot that they feel from a living creature. So it really comes down to the basics of being able to communicate that first and convince players to treat the dragon as a friend. That39s really key to Scalebound.It39s acontrast to action games where you know it39s all about players making perfect combos or split-second decisions that make or break their game. It39s really all about the skill how good players are and how great they can be. But with this game I want players to treat Thuban the dragon companion as a friend and a true living character.So not everything has to be perfect the imperfection to me is really where the beauty is found. So even though the bond strengthens as the game progresses and the story moves forward it doesn39t mean players always have to have the perfect combo or the perfect strategy or the perfect moves to progress. Maybe sometimes Thuban will make some mistakes or maybe players will give him the wrong directions but that39s okay.Maybe there39s a moment where they can sort of repair that temporary damage in the relationship. I want players to really treat this character like a friend in real life. This sounds a bit different than your previous work. Has something changed What did you learn from working on prior games and how do you apply it toScalebound What I learned... itreally stretches back to the beginning of my career in game development.I was part of the original Resident Evil team and if it weren39t for the experience time and learnings from that period I wouldn39t have been able to make Resident

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 Get a job Insomniac is hiring an Environment Artist August 21 2015 By Staff August 21 2015 By Staff Post A Comment More ConsolePC Art Recruitment The Gamasutra Job Board is the most diverse active and established board of its kind for the video game industry Here is just one of themany many positionsbeing advertised right now. Environment ArtistInsomniac Games Location Durham North Carolina If you39d like to create buildings and structures but your more adapt at using software than you are at using heavy equipment this role may be for you If textured environments and 3D models are your thing Insomniac wants to talk to you - no building permits required We are looking for an artist to be responsible for creating the environment or world where the game takes place. This includes modeling texturing set dressing environments and placing geometry into a gameplay environment or quotlevelquot. Essential Duties and Responsibilities include the following bull Models natural and architectural geometry from concept art and photo reference bull Creates uv layouts bull Generates normal maps bull Textures environment objects bull Authors surfaces bull Flags materials for sound and effects bull Creates collision for environment objects bull Optimize textures and geometry creates LODrsquos bull Composes models in the game environment bull Works closely with level designers to lay out levels that work for design and gameplay and follow the aesthetic technical and performance guidelines set by the Lead bull Scopes levels for on-time milestone delivery bull Maintains consistent style under the direction of the Art Director and Lead Environment Artist bull Other duties may be assigned Qualifications needed for this spot bull Bachelor39s degree B.A. from a four-year college or university or two to four years related experience andor training or equivalent combination of education and experience. bull Excellent foundations skills including composition design and color theory. bull Strong traditional painting skills in both stylized and photorealistic styles. bull Ability to meet deadlines under tight schedules. bull Willingness to receive direction and work closely with a team. bull Must play games or understand the goal of a level design. bull Advanced understanding of Maya Photoshop Z-brush Mudbox or equivalent. bull Advanced understanding of generating normal maps from high poly models. bull Understanding of node based shader networks a plus. bull Advanced understanding of level editor bull Understanding of Perforce. If you are up for the task ndash then we look forward to hearing from you Please use the link below and apply directly to us.Thanks InterestedApply now. About the Gamasutra Job Board Whether you39re just starting out looking for something new or just seeing what39s out there the Gamasutra Job Board is the place where game developers move ahead in their careers. Gamasutra39s Job Board is the most diverse most active and most established board of its kind in the video game industry serving companies of all sizes from indie to triple-A. Looking for a new jobGet started here. Are you a recruiter looking for talentPost jobs here. Related Jobs 08.21.15 DevOps Engineer 08.21.15 Database Engineer 08.21.15 Web Applications Engineer 08.21.15 Game Server Engineer View All Jobs Top Stories Next News Story View All 251959 newswire viewnews251959Get_a_job_Insomniac_is_hiring_an_Environment_Artist.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 How Digital Eclipse aims to preserve classic games for future generations August 21 2015 By Alex Wawro August 21 2015 By Alex Wawro 1 comments More ConsolePC Production quot39Can we do something like scanning a film in 4K but for games39...There39s no real magic bullet solution to that but our approach to it is We set up our Eclipse Engine and we set up hardware simulation modules and we convert using source elements provided by the publisher.quot - Frank Cifaldi speaks to Digital Eclipse39s strategy and overarching goal in developing the Mega Man Legacy Collection. Video game history buffs take note industryhistorian and former Gamasutra editor Frank Cifaldi recently sat down with USGamer in his role as Head of Restoration at Other Ocean39s newly-resurrected Digital Eclipseto detail some ofthe studio39s work on its upcomingMega Man Legacy Collectionand how it hopes to keep games playable in perpetuity viaits Eclipse Engine. quotThe games themselves are safe. The Eclipse Engine at its core is fairly simple and easily portable. The philosophy being when PlayStation 5 comes around Rey Jimenez of Capcomcan call us and it won39t be that hard to get these games running againquot Cifaldi said.quotWe think it39s a solution. I dont know if it39s the ultimate silver bullet solution...but I don39t think anyone39s taken thatparticular approach.quot Studio representatives previously told Gamasutra that the Eclipse Engine was developed by studio chief Mike Mika and engineer Kevin Wilson to serve as an easily portable virtual environment and Cifaldi now points out that while recompiling old games into a format that runs on Eclipse might make them less perfectly accurate than emulating them directly it ensures they39ll be more easily available for people to play. quotCycle-accurate emulationis a phantom we39ll be chasing for decades...we39re nowhere near thatquot he said. quotGiven the modern hardware we39re really pushing it as far as we can to deliver a product that people can actually download and play.quot It39s an echo of what archivist Jason Scott said at GDC earlier this year games are more readily appreciated for their historical and cultural value when they39re easily available for future generations to play and study. Both Cifaldi and Jimenez seem to share a similar passion for game preservation and you can read more of how their work collaborating on theMega Man Legacy Collectionreflects that in the full USGamer interview. Related Jobs 08.20.15 Senior Producer- Contract 08.19.15 Senior Project Manager mf ampndash Berlin ampndash 3509 08.19.15 Senior Live Producer mf - Berlin - 3742 08.18.15 Associate Producer View All Jobs Top Stories Next News Story View All 251956 newswire viewnews251956How_Digital_Eclipse_aims_to_preserve_classic_games_for_future_generations.php Loading Comments

Eight tactics for engaging with your players on social media - Link Fri, 21 Aug 2015 15:14:00

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 Blogs Eight tactics for engaging with players on social media by Greg Street on 082115 014100 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I have always been passionate about communicating with players. Originally I did this through the Age of Empires forums and later the World of Warcraft and ultimately the League of Legends forums and then this whole social media thing happened. In fact this content originally came from my ask.fm account but I received a lot of positive feedback on it and thought it might be useful to a wider audience. As we all know communicating with players in a public space can be scary and is fraught with peril -- it39s an epic adventure in itself. I don39t pretend to be the grandmaster of social engagement but I do have a lot of experience so I thought I would share some of the tactics I have found successful. Ultimately this is one of those learn to swim by drowning deals. You just need to get out there make some mistakes and learn from them. You have to have thick skin absurdly epicthick skin. I always remind myself that players are only passionate because they care and even when their communication style is hyperbolic or hurtful they have the same goal that you do to make your game better. Related Jobs 08.21.15 Senior Level Designer 08.21.15 Animator 08.21.15 Level Artist 08.21.15 Character Artist View All Jobs 251887 blog blogsGregStreet20150821251887Eight_tactics_for_engaging_with_players_on_social_media.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 1002140 35878883 Loading Comments

Going from minimum viable product to game - Link Fri, 21 Aug 2015 14:55:00

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 Design Journal - Part 6 by Risto D. Holmstrom on 082015 125700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. -- Orignially published athttpblog.epic-owl.com Hey all Today I39m breaking the radio silence with a look intodesigning the next step for your game.We39ve had a busy time getting the MVP version of our game done which means that we39re at an enticing spot. The core game is there but beyond that we39re talking mostly about a bare bones product. Now is the time toimprove what we39ve gotandbuild what we need. Now as a designer it39s my nature to view the game and see a whole world of stuff that could be better. We39re all trying to make a perfect title here but now39s not the time to slave over the fine detail too much. As discussed before our mission is to make adeep diverse game and while polish does play an important part in this it39s more important to step back a little and have a look at the bigger picture. Now I39m standing back and looking at it. Yeah it39s a fine game. Got loads of awesome stuff some rough edges - nothing we couldn39t iron out. But should we dedicate all our efforts to tweaking and smoothing it out Let39s forget about that for now.We need to identify the largest most brutally gaping holethis game has. And sure enough after a thorough session of contemplation we find a culprit. Using Celestium our Hard Currency allows players to buy stuff in the game they don39t have Credits for our Soft Currency. A typical scheme and very straightforward. Battles reward you with ample amounts of Credits. While a perfectly functional setup in most cases we realized that with some users who hoard piles of Celestium Credits become obsolete. Thisinadvertently discourages the core loopas you retainlittle to no benefit from battles. It39s quite clear now that we need to have alternate methods of spending Credits. The big question is how to go about this. In situations like these you as a designer are typically faced with two optionsmake a fix to the mechanics or create a new feature. Both resolutions have their own pros and cons. Fixes in core mechanics tend to have repercussions on other unintended parts of the game tilting the game from another corner but if designed well they can be unobtrusive and clean solutions. New features bring about a lot of excitement and possibilities but tend to bloat the game and harbor danger of diverting focus from the proven and functional core game.A fix is inherently less painful to createwhen you factor in the workload on your team so that is naturally what I39ll be looking into first. After theorizing with multiple fixes ranging from limiting Celestium purchases to removing Credits altogether I concluded that none of these ideas are enjoyable or feasible. Then it is time to approach the option of a new feature and giddily did I this task approach. Since we were going to plug in a new feature I might as well swat another issue while at it. The plan was to make aCredit sink that would further diversify the gaming experience for our players. While in earlier stages of development I find it good practice to approach design in an analytical and scientific manner I do not believe this mindset is the best one for a new feature at this phase. So I play the game vigorously and graduallytransform my perspective from game designer to fanatic player and once the transition is complete I think of what the feature that I as a player would love to have. The answer comes surprisingly naturally. The new design has to enable massive Credit spending and it has to tie in beautifully with the nature of the game. The core game is built around competition and battles so that39s what I39ll design around. The battles are normally one-on-one spaceship duels against another player but I39ve long wanted to have larger scraps involvingmore players. Technical limitations made it impossible to run such a mode in a similar high detail format on the mobile but now we have an opportunity to create that mode in a different manner. The design of what I call the FFA Arena free-for-all was born. Players buy entire fleets of ships with Credits and once their setup is ready they send them off into large scale melees where there could be up to 50 ships involved. The battle is simulated on the server and the result is sent back to the players who can subsequently inspect the battle report. Ships destroyed in the FFA mode are permanently destroyed so both the risks and rewards are higher. The mode does not reward new Credits lest it counter its purpose but instead grants large amounts of Experience and even small surprises of Celestium. The end result is a feature that allows big spenders and risk-takers to earnwell deserved boosts to their progression speed that enables players to engage in massive battles against their peers and is hassle-free and neat. But above all elseit serves its primary function as a Credit sinkincredibly well. So let39s glance through this in summary. The foundation of your game is done and now you need to build and improve on what you have. 1. Identify your game39s most pressing problem. 2. Does addressing the issue require a fix or a new feature 3. Understand what the Player wants. 4. Design the fix or feature with respect to the Core Game. 5. Implement with passion. That39s all for this time Perhaps the next blog will explore the unforseen hazards of shoving in new features... Best Risto P.S. If you happen to be inCanada the game I39m talking about is availableHEREfor free. httpwww.epic-owl.com httpswww.facebook.comepicowl httpstwitter.comepicowlltd Related Jobs 08.20.15 Senior Producer- Contract 08.19.15 Senior Project Manager mf ndash Berlin ndash 3509 08.19.15 Senior Live Producer mf - Berlin - 3742 08.18.15 Associate Producer View All Jobs 251783 blog blogsRistoDHolmstrom20150820251783Design_Journal__Part_6.

Video Why you shouldnt rely on emergent behavior in your game AI - Link Fri, 21 Aug 2015 13:45:00

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 Why you shouldnt rely on emergent behavior in your game AI August 21 2015 By Staff August 21 2015 By Staff 4 comments More ConsolePC Programming Video Vault Having your game39s AI surprise you with emergent behavior is an exciting moment for any game designer. But during a brief rapid-fire microtalk at GDC 201339s 39Turing Tantrums39 rant session video game AI expertBen Sunshine-Hill makes a case for why in game development prioritizing emergent behavior in AI designmeans you are not doing your job. To hear Sunshine-Hill tell it you should aim to design AI that behaves just like people and creatures in reallife doand that means you shouldn39trely on quotemergencequot as a crutch you should knowexactlywhy your AI does what it does. At best players should find your AI believable -- not surprising. It was an intriguing presentation and now you can watch Sunshine-Hill39s brief rant a snippet of the full sessionfor 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 DevOps Engineer 08.21.15 Database Engineer 08.21.15 Web Applications Engineer 08.21.15 Game Server Engineer View All Jobs Top Stories Next News Story View All 251947 newswire viewnews251947Video_Why_you_shouldnt_rely_on_emergent_behavior_in_your_game_AI.php Loading Comments

Death positivity in video games - Link Fri, 21 Aug 2015 13:38:00

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 Death Positivity in Video Games by Gabby DaRienzo on 082015 125200 pm 4 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This blog post was originally writtenon Medium. You can check out the original blog post here Guacamelee DrinkBox Studios 2013 When Maxisrsquo simulation game The Sims launched in 2000 my friends and I aged 10 quickly became obsessed with it spending hours in the game customizing Sim-versions of ourselves building elaborate homes for them and watching their lives play out. But although the game featured many innovative gameplay mechanics for its time my friends and I were specifically interested in one particular feature your Sims could die. At first it was a tragic and heart-breaking discovery but very soon afterwards we were excitedly creating horrible and tragic deaths for said Sims. While our parents were disturbed by our morbid fascinations with killing off each othersrsquo Sim lookalikes my friends and I were excited about the gamersquos death mechanics. The Sims dealt with death in a much different way from most other games we were playing at the time8202mdash8202even though those games also included death and dying8202mdash8202and it not only encouraged us to think about death in video games it also gave us the opportunity to come to terms with our own mortalities. Death serves multiple mechanical roles in video gamesmdash it is most commonly used as a thing you want to avoid a goal you need to accomplish or as a narrative device. While death is prominent in many video games we generally give it much less thought and treat it with much less seriousness than actual death especially when it comes to the player. This could be from a lack of permanence in most video games with mechanics like life-systems think Super Mario and respawning think Halo a playerrsquos death in a video game becomes meaningless8202mdash8202a device that serves more as an interruption or annoyance rather than the actual consequences of death. This is why myself and others were fascinated with killing off our Sims8202mdash8202their deaths were permanent they meant something and that directly affected the gameplay of The Sims. Their deaths were permanent they meant something and that directly affected the gameplayhellip Therersquos a relatively new movement thatrsquos slowly gaining popularity calleddeath positivity or ldquodeath acceptancerdquo that is encouraging people to face their own mortalities and to be open to talking about death addressing it and demystifying it. The movement was started by a group of young morticians whose goal is to lift the veil on death and encourage us to explore our thoughts feelings and fears about mortality. Irsquove been absolutely fascinated with the subject lately but particularly how it relates to video games. In a sea of video games with tired death mechanics itrsquos interesting to look at what games are using death differently and how that is allowing players to really think about and come to terms with their own mortalities. Guacamelee Super Turbo Championship Edition DrinkBox Studios 2014 Guacamelee is a rare game that not only shows death and the afterlife in a positive way but does so beautifully and hilariously. Guacamelee is an action-platformer game developed in 2013 by DrinkBox Studios that is heavily inspired by Mexican culture and folklore and features a cast mostly made up of skeletal calaca figures. The game stars Juan a farmer-turned-luchador who must save his love interest and El Presidentersquos daughter from an evil charro skeleton. Midway-through Guacamelee Juan unlocks the ability to teleport between the world of the living and the world of the dead which allows him to solve puzzles or fight specific enemies. The act of teleporting between these two worlds is also quite aesthetically pleasing8202mdash8202Each time you teleport to the dead world the music changes to a gorgeous ethereal version of the living worldrsquos music. The scenery in the world of the dead mirrors that of the living world often with extra subtle details like decorations or internet memes the game is famous for being chock-full of them. The world of the living and the world of the dead8202mdash8202Guacamelee DrinkBox Studios 2013 There are many towns and villages in Guacamelee filled with friendly non-playable characters also referred to as NPCrsquos. Shifting from the world of the living to the world of the dead reveals the animated skeletons of deceased citizens of these towns and villages who are often more energetic and alive than the living citizens. Although Guacamelee features classic death tropes Juan has a health bar and respawns after he dies the mechanic of shifting between the world of the living and world of the dead and showcasing death and the afterlife in a beautiful and colourful way makes Guacamelee a truly great example of a death positive video game. Another death positive game that is also heavily influenced by Mexican culture and folklore and also is peppered with hilarious dialogue is Grim Fandango which was originally developed in 1998 by LucasArts and recently remastered and rereleased this year by Double Fine. I highly recommend downloading both Guacamelee and Grim Fandango if yoursquore looking for games on the subject of death that are both beautiful and hilarious. Rogue Legacy Cellar Door Games 2013 A game that shows death in a less colourful and friendly way but makes up for it with fantastic gameplay and death mechanics is Rogue Legacy a platformer with Roguelike elements developed in 2013 by Cellar Door Games. In Rogue Legacy the player must explore randomly generated dungeons and fight off randomly spawned enemies. The game uses permadeath or ldquopermanent deathrdquo so when your character dies theyrsquore gone for good. However after your original character has died the game allows you to play as one of

Dont Miss The quotable history of Nintendos Virtual Boy - Link Fri, 21 Aug 2015 13:13:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 22 2015 Latest Blogs View All Post RSS August 22 2015 Features View All RSS August 22 2015 Special Reports Press Releases August 22 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Loose Lips The Quotable History Of Nintendos Virtual Boy September 16 2011 By Frank Cifaldi September 16 2011 By Frank Cifaldi 18 comments More ConsolePC Exclusive BusinessMarketing There have been a lot of comparisons made both in the media and among gamers between Nintendos slow-going 3DS and its 1995 experiment the Virtual Boy. Both are portable units that rely on a 3D gimmick to attract buyers. Both are technically underpowered by the standards of their day due to the extra cost of the 3D display. Both had a disappointing launch that caused investors to shed stock like they were molting and both saw significant price drops early in their systems lives. The 3DS is selling well below Nintendos projections its true but the Virtual Boys failure to excite consumers was far more dramatic than what were seeing with the 3DS. The 3DS generated quite a bit of hype during its debut and Nintendo committed to supporting it with AAA software. The Virtual Boy had neither of these factors to help it along media and retailer reaction was negative from day one and the company only shipped a handful of meaningful products. Still there are some eerie similarities between the lifecycles of the two systems and history -- especially video game history -- should be studied and learned from. Join us as we take a trip down memory lane through the brief history of Nintendos Virtual Boy experiment through Gamasutra re-earthed archival quotes from reporters columnists retailers and Nintendo itself. It has always been Nintendos strategy to introduce new hardware systems only when technological breakthroughs allow us to offer innovative entertainment at a price that appeals to a worldwide audience. Virtual Boy delivers this and more. It will transport game players into a virtual utopia with sights and sounds unlike anything theyve ever experienced -- all at the price of a current home video game system.-- Former Nintendo Company Limited president Hiroshi Yamauchi in a November 14 1994 press release announcing the Virtual Boy which was unveiled that week at the companys sixth annual Shoshinkai Software Exhibition later called Space World in Tokyo. At the time the company said it would sell 3 million units and 14 million game cartridges in Japan in the systems first year -- quite an attach rate I think its a novelty. Im not sure if its going to make it or not ... Im a little baffled as to why its only in red.-- High Voltage Software founder Kerry Ganofsky speaking to an Associated Press reporter at the unveiling. High Voltage would not go on to develop a game for the Virtual Boy. Its first title White Men Cant Jump would ship for Ataris Jaguar the following year. Its a little like a theater ... what a player sees is a very rich black background like looking into the night sky. The characters are brought to life in a very rich red color. Its almost laser quality. Weve been talking over the last year and a half about how if this whole video-game industry is going to grow we have to work harder on delivering new breakthrough products. This is a unique approach that we think is going to deliver a breakthrough experience -- a very different experience.-- Nintendo of Americas ever-enthusiastic former senior vice president of marketing Peter Main describing the Virtual Boy experience to reporters at Newsday and the Seattle Post-Intelligencer respectively. This business arrangement and the opportunity to participate with Nintendo at events such as CES places our display technology in front of millions of consumers.-- Reflection Technology president Al Becker in a January 1995 press release. Reflection developed the Virtual Boys display and in exchange for exclusive video game rights Nintendo invested in a minority stake in the company. At that months Consumer Electronics Show in Las Vegas Reflection would use Nintendos booth to show off the tech in America for the first time as well as...a portable fax machine which was likely the first and last time Nintendo had any financial involvement in the fax machine market. The market might not be willing to support a new single-color game machine even with three-dimensional graphics. The 3-D goggles will create another hurdle. Unlike the portable Game Boy which is easy to play anywhere Virtual Boy is played sitting at a table with 3-D goggles perched on a stand. But the ultimate hurdle is price. With a suggested retail of 200 Virtual Boy costs more than twice as much as Game Gear and four times as much as Game Boy.-- The Seattle Times analyzes the Virtual Boys chances in its Winter CES report. The Virtual Boy offers a full 3-D effect and full depth perception. But if you use full-color thered be a loss of resolution and an increased cost factor.-- Peter McDougall former vice president and general manager of Nintendo of Canada explains the lack of color to The Toronto Star. The lack of color was a common complaint among those writing impressions of the system. Under the terms of the agreement Rare will develop a series of new 16-bit and 64-bit home video games as well as games for Nintendos Game Boy and Virtual Boy video game systems.-- Nintendo announces its multi-million dollar investment in Rare. The studio might have been planning a Virtual Boy title at some point but none were ever announced though unsubstantiated rumors persisted of 3D versions of both Donkey Kong Country and GoldenEye being in development at the studio. More than 100 developers and third-party publishers currently are creating games for Virtual Boy including Acclaim Bullet-Proof Software Hudson Soft Ocean of America Rare Ltd. Software Creations and TE.--Nintendo slightly exaggerates the amount of software support its system is receiving in a May 10 1995 press release that announces the Virtual Boys August 14 release date. The system will debut at 179.95 and ship with five games all of them first-party. Of the seven listed publishing

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

How ChemCaper teaches kids chemistry Final Fantasy-style - Link Fri, 21 Aug 2015 11:22:00

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 QA Interview with Anne Tham founder of ACE EdVenture Studio by Tim Ww on 082015 125700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. ChemCaper - Petticles in Peril is an upcoming role playing game from ACE EdVenture Studio produced in collaboration with Artoncode a development team based in Jakarta Indonesia. Said to be the world39s first educational game based on Cambridge University39s IGCSE Chemistry syllabus topics such as elements in the periodic table compounds types of bonding and even laboratory apparatuses are lifted directly from the textbooks and re-purposed as story or game elements in ChemCaper. Concepts of covalent ionic and metallic bonding are encountered and learned through gameplay. The Active Time Battle System will see kids battling various foes with the help of their faithful Petticles creatures formed by chemical bonding. Learning comes full circle with each Petticle demonstrating unique traits representing real life particles. Additionally students will learn how to separate compounds refine fluids and sieve through precious metals in various mini games which will introduce students to the kinds of Chemistry apparatus used in laboratories. Though creating a role playing game with such scope and magnitude may seem like a huge undertaking some might even use the word quotriskyquot ACE EdVenture Studio does seem to have the right personnel and experience to get it done. Led by CEO and founder Anne Tham who also founded Sri Emas and Dwi Emas International School the core of the development team also consists of educators and academic teachers who know a thing or two about making learning fun. In this interview we ask the founder of ACE EdVenture Anne Tham about what inspired her to make a Chemistry based role-playing game for students her philosophy on educating children in the 21st century and what are her future plans on branching out the world of ChemCaper into other school subjects such as Physics Biology and even Maths. Hi Anne first of all thank you so much for taking time out of your busy schedule for this interview. Perhaps we can begin our chat with a little introduction about yourself and your school My career in teaching started about 28 years ago when I tutored students in a local college but back then I would never have imagined that teaching was going to be my life39s work and I39d be doing it until today. My decision to form ACE Ed-Venture back in 1996 was an easy one when I realized that a number of critical skills required of students at the college level need to be instilled before they were entered into tertiary education. Students loved the way we teach so we decided to start our own school Sri Emas International School in 2012. Currently we are working towards opening our next school Dwi Emas International School the first entrepreneurial school in Malaysia located in the city of Shah Alam. With ChemCaper you and your team have set out to make Chemistry a fun subject to learn. Can you tell us more about ChemCaper and also why you chose Chemistry as the theme for your game Since students are so engrossed in the use of digital media we decided not to fight them but to make use of the media that students like. One way of doing that is to replace the content of an RPG with something that is educational and acceptable to parents. Hence our Chemistry game ChemCaper Petticles in Peril was conceived. Chemistry was chosen to be the first subject to be developed as it is the most difficult of the science subjects to explain simply because everything is happening at a molecular level. The idea of Chemistry is difficult for students to grasp because we have to rely on words to explain what is happening. Hence an individual39s ability to understand Chemistry really depends on their ability to imagine or perceive what is happening on that level. It is unlike Physics or Biology where we can experience or feel what is happening. And contrary to popular belief kids donrsquot have anything against learning - they just donrsquot like to be bored while theyrsquore at it. So we have made it our mission to change the perception of how education can be delivered. In this day and age getting kids to drop their gadgets in favor of a textbook is probably not going to happen. So we figured it might just be better to design a game for a device i.e. tablets and smartphones which they are already spending most of their time using. Yoursquove designed ChemCaper in such a way that makes it the perfect tool for students to play it and learn about Chemistry. But what about adults especially those who are already in the working world Will they find any enjoyment from playing the game and how so Although we created ChemCaper with the vision that it can help students who are studying Chemistry to learn more effectively through a fun medium we think that it is not just exclusively for students. Since we designed ChemCaper first and foremost as a game we figured that adults and just about everyone can play ChemCaper as a game with the added benefit of learning Chemistry while playing. What39s the cost of developing a game like ChemCaper with the sort of scope and features that you have planned for it We have invested much of our own funds into developing ChemCaper. I can tell you that it39s not cheap to develop a game and anyone in the industry long enough can certainly vouch for that. ChemCaper is a game created by teachers who want to make the subject of Chemistry easier for students to comprehend and remember. Our team took the intangible concepts in Chemistry and molded them into something concrete by humanizing many of its fundamentals and theories thus enabling students to have a better grasp of the subject. Imagine the entire Secondary curriculum being delivered in an RPG of five acts. Act 1 alone has taken an entire team consisting of about 30

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.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 858918 33014233 Loading Comments

Second Life dev hopes to democratize VR with new project - Link Fri, 21 Aug 2015 10:20:00

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 Second Life dev hopes to democratize VR with new project August 21 2015 By Chris Kerr August 21 2015 By Chris Kerr 1 comments More SocialOnline Production VR Second Life creator Linden Lab is hard at work creating its next virtual world quotProject Sansarquot -a virtual realityplatform that aims to quotdemocratize VR as a creative medium.quot Slated for release in 2016 Sansar is being pitched as a new virtual reality world that will quotempower people to create share and monetize their own multi-user interactive virtual experiences.quot A small group of initial creators have already been invited to wander Linden Lab39s new virtual reality space with the developer hoping to welcome additional creators in the weeks and months ahead. Clearly unafraid of ramping up the pressure on his own team Linden Lab CEO Ebbe Altberg has described Sansar as the quotWordPressquotof VR experiences. ldquoWe want to lower the barrier of entry for VR experience creationrdquo said Altberg. ldquoProject Sansar will do for virtual experiences what WordPress has done for the Web empower a broad range of people to create with professional quality and reach global audiences. quotWe want to extend the value of VR to a wide variety of use-cases mdash from gaming and entertainment to education architecture art community-building business meetings healthcare conferences training and more.rdquo Related Jobs 08.20.15 Senior Producer- Contract 08.19.15 Senior Project Manager mf ampndash Berlin ampndash 3509 08.19.15 Senior Live Producer mf - Berlin - 3742 08.18.15 Associate Producer View All Jobs Top Stories Next News Story View All 251940 newswire viewnews251940Second_Life_dev_hopes_to_democratize_VR_with_new_project.php 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.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 997277 35016983 Loading Comments

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

MobyGames Twitter feed - cover ideas wanted Now that our covers are unwatermarked theres never been a better time to show off some of the amazing video game cover art scanned by MobyGames members. And thats just what is happening at the MobyGames Twitter feed which is updated daily with new pics. Its actually doing pretty well if you look at the number of retweets and favorites for each post.When we started this we asked MobyGames Approvers for some cover picks and now wed like your help Please comment on this post and pick some of your favorite cover art on the site and well gradually flow it onto Twitter and FacebookGoogle as time permits Submitted by Simon Carless 54 on Aug 01 201538 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

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

RIP Nintendos Satoru Iwata - 1959-2015. So sad to hear today that Nintendo President Satoru Iwata passed away - and at the relatively young age of 55 too. Many people online are linking to the MobyGames profile of Iwata which only exists because MobyGames contributors typed in the credits for literally hundreds of seminal Nintendo games. The site admins would like to honor Iwata-san for his vital contribution to the history of games amp thank all of you for doing so much to preserve his history - even before his sad and unexpected passing. Submitted by Simon Carless 54 on Jul 13 20151 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

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

Scieres 300k MobyPoints milestone This is fairly unbelievable but veteran MobyGames contributor Sciere has just hit 300000 points on the site... wow This includes 2585 games 24000 screenshots... I could go on - heres his stats. Sciere also makes sure were up to date on newer console and PC games more than almost any other user - so MASSIVE thanks for him for this - otherwise wed be a past-only websiteAlso thanks to some forum notes the other milestones must be pointed out piltdown_man reached 90000 points Terok Nor reached 20000 points Indra reached 20000 points amp Freeman reached 20000 points. Congrats to all of them Submitted by Simon Carless 54 on Jul 10 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotObjectionquot

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

Twitter feed Best Of MobyGames highlights Pt.1 Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGet over herequot

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

Our 6th ever MobyGames 100k user Gigantic congratulations to LepricahnsGold who has made it to 100000 contribution points on MobyGames He is only the 6th ever user to make it to that historic milestone - the others being Sciere Cor13 formercontrib Kabushi and Patrick Bregger.While were here - another notable recent milestone is that 666gonzo666 hit 50000 - massive thanks to himIf youd like to join them please go ahead and contribute now - MobyGames is only possible through our amazing users contributions. Submitted by Simon Carless 54 on Jun 14 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

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

This Day In HistoryCovers Of Day on Mobys Twitter As part of an attempt to bring MobyGames at least tentatively into the 21st century ho ho well now be alternately featuring a This Day In History game and a Cover Of The Day on MobyGames Twitter feed. Please check it out follow us and try to faveRT us as much as possible so we can grow our social media following Submitted by Simon Carless 54 on Jun 07 20155 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBig Money Big Prizes I love itquot

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

Watermarks Begone After a long week of reprocessing work the entirety of our 271573 box covers and 680458 screenshots are watermark free Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

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

Moby Milestone 50000 Unique Games April 2015 We now have 50000 unique games documented in our database Every single game was hand entered by contributors and carefully verified by our approvers. Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

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

MobyGames updates - March 2015 Just a quick note on the front page to make sure everyone knows weve been updating MobyGames - our code as well as loads of new items - over the past few weeksIn code and format additions the Changelog is up to date and includes a number of new game systems - including Windows Apps - and some notable security updates as well as lots of affiliate link fixes - massive thanks to NelioElsewhere on contributions were rapidly approaching 50000 unique games - more on that when we get there - and wanted to give some shoutouts to MAT and piltdown_man who got to 80.000 points this year. Also some great new milestones in points were reached by Sciere ryanbus84 Thomas Petterson and more - and thanks to new contributors Kennyannydenny and Jennifer McMurray Onward and upward... Submitted by Simon Carless 54 on Mar 09 20159 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

In Memoriam PolloDiablo Astrid Beulink - Link

In Memoriam PolloDiablo Astrid Beulink Just a short note that tragically former MobyGames contributor PolloDiablo aka Astrid Beulink who is ranked in the Top 60 all-time on Moby lost her battle with cancer earlier this month according to Adventure-Treff German-language. Astrid - who posted in the Approver forum in November to update us on her progress - was very active in the adventure gaming community in particular as a beta tester and contributor. She will be missed by all of the communities she supported including us here at Moby. Submitted by Simon Carless 54 on Jan 18 201523 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

New Game Twin Kingdom Valley - Link Sat, 22 Aug 2015 08:37:35

Twin Kingdom ValleyDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

New Game Mx26x26Mx26x27s Blast - Link Sat, 22 Aug 2015 08:37:18

Mx26Mx27s Blast Game Boy AdvanceDiscuss Review Want Have Contribute missing cover artaddcover Published byMajescoSalesInc. SimonSchusterInteractiveDeveloped byPipedreamInteractiveInc.Released2001PlatformGame Boy Advance Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

New Game Disneyx26x27s Donald Duck Advnce - Link Sat, 22 Aug 2015 00:26:02

Disneyx27s Donald Duck Advnce Game Boy AdvanceDiscuss Review Want Have Contribute missing cover artaddcover Published byUbiSoftEntertainmentInc.Developed byShanghaiUBIComputerSoftwareCo.Ltd.Released2001PlatformGame Boy Advance 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. quotBoomshakalakaquot

New Game Les filles les garx26xE7ons lx26x27Amour ... et les - Link Sat, 22 Aug 2015 00:17:58

Les filles les garxE7ons lx27Amour ... et les bxE9bxE9s Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

New Game Ar tonelico Qoga Binary World 5th Issue Elemia Island Vol. 5 - Link Sat, 22 Aug 2015 00:17:50

Ar tonelico Qoga Binary World 5th Issue Elemia Island Vol. 5 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

New Game Ar tonelico Qoga Binary World 4th Issue Elemia Island Vol. 4 - Link Sat, 22 Aug 2015 00:17:41

Ar tonelico Qoga Binary World 4th Issue Elemia Island Vol. 4 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. quotMein Lebenquot

New Game Ar tonelico Qoga Binary World 3rd Issue Elemia Island Vol. 3 - Link Sat, 22 Aug 2015 00:17:29

Ar tonelico Qoga Binary World 3rd Issue Elemia Island Vol. 3 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. quotSay fuzzy pickles.quot

New Game Ar tonelico Qoga Binary World 2nd Issue Elemia Island Vol. 2 - Link Sat, 22 Aug 2015 00:09:29

Ar tonelico Qoga Binary World 2nd Issue Elemia Island Vol. 2 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. quotAre you a bad enough dude to rescue the presidentquot

New Game Batman Arkham Knight - Link Fri, 21 Aug 2015 22:49:15

Batman Arkham KnightDiscuss 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. quotReticulating splines.quot

New Game Chandragupta Warrior Prince - Link Fri, 21 Aug 2015 22:32:27

Chandragupta Warrior PrinceDiscuss Review Want Have Contribute missing cover artaddcover Published bySonyComputerEntertainmentEuropeLtd.Developed byImmersiveGamesReleased2009Official SiteChandragupta Warrior PrincePlatformsPlayStation 2 PSP GenreActionPerspective3rd-PersonPerspective Critic Score User Score PlayStation 2 ... ... PSP ... ... add review scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

New Game Disneyx26x2022Pixar Cars 2 - Link Fri, 21 Aug 2015 22:25:32

Disneyx2022Pixar Cars 2 PSPDiscuss 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

New Game Kidx26x14D Senshi Gundam Senjx26x14D no Kizuna Portable - Link Fri, 21 Aug 2015 22:18:10

Kidx14D Senshi Gundam Senjx14D no Kizuna Portable PSPDiscuss Review Want Have Contribute missing cover artaddcover Published byNamcoBandaiGamesInc.Developed byAccessGamesInc.ReleasedMar 26 2009Official SiteKidx14D Senshi Gundam Senjx14D no Kizuna PortablePlatformPSP GenreActionPerspective1st-PersonPerspective 3rd-PersonPerspectiveThemeBattleMech Sci-FiFuturisticMiscLicensedTitle ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

New Game Super Smash Bros. for Wii U GameCube Adapter Bundle - Link Fri, 21 Aug 2015 16:57:20

Super Smash Bros. for Wii U GameCube Adapter Bundle Wii UDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

New Game Chase Ace 2 - Link Fri, 21 Aug 2015 14:25:58

Chase Ace 2 WindowsDiscuss Review Want Have Contribute missing cover artaddcover Published byCapeCopenhagenDeveloped byCapeCopenhagenReleased1999PlatformWindows GenreActionPerspective3rd-PersonPerspective Top-DownThemeSci-FiFuturistic ShooterMiscEditorConstructionSet ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

New Game Sweety Thingies - Link Fri, 21 Aug 2015 14:25:32

Sweety Thingies Atari STDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game Forgotten Realms The Archives Collection 3 - Link Fri, 21 Aug 2015 14:25:02

Forgotten Realms The Archives Collection 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. quotYou point I punch.quot

New Game Forgotten Realms The Archives Collection 2 - Link Fri, 21 Aug 2015 13:31:29

Forgotten Realms The Archives Collection 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. quotWakka wakka wakkaquot

New Game Eye of the Beholder Eye of the Beholder II The Legend of - Link Fri, 21 Aug 2015 13:26:24

Eye of the Beholder Eye of the Beholder II The Legend of Darkmoon Eye of the Beholder III Assault on Myth DrannorDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

New Game The Elder Scrolls V Skyrim Premium Edition - Link Fri, 21 Aug 2015 13:18:06

The Elder Scrolls V Skyrim Premium EditionDiscuss 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

New Game Smite - Link Fri, 21 Aug 2015 13:11:13

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

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

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

BattleTanx Global Assault PlayStationDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

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

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

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

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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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