Page:60 - News Archived: 3437

Title Date
New Game The James Bond Collection - Link Thu, 20 Aug 2015 18:12:47

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

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. quotWait thats not how it happened.quot

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

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

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

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

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

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

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

PaRappa the Rapper 2 PlayStation 2Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBig Money Big Prizes I love itquot

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Review of Disneyx26x27s The Lion King x26x22Adventures at Pride - Link Sat, 15 Aug 2015 18:25:04

Disneyx27s The Lion King x22Adventures at Pride Rockx22 SEGA PicoDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

Review of Black x26x26 White Windows - Link

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

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 20 2015 Latest Blogs View All Post RSS August 20 2015 Features View All RSS August 20 2015 Special Reports Press Releases August 20 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 The myth of the eclectic core gamer on Steam August 20 2015 By Christian Nutt August 20 2015 By Christian Nutt Post A Comment More ConsolePC Indie BusinessMarketing quot39Core gamer39 is a nice term to flaunt around when talking about your personal habits but itrsquos not a viable term for defining your audience. Itrsquos too broad and too vague.quot - Steam Spy creator Sergey Galyonkin In a fascinating new blog post Steam Spy creator Sergey Galyonkin reviews the data and writes about the myth of the so-called quotcore gamerquot -- players who play and enjoy a large swath of different games. After reviewing the data he39s captured it39s far more typical he says for players to have narrow tastes quotVarious studies suggest that there are 700-800 million of PC gamers. Itrsquos probably true but it doesnrsquot mean much for your game. Because if yoursquore developing a downloadable game for Steam yoursquore not even fighting for 135M of its active users yoursquore fighting for the attention of 1.3 million gamers that are actually buying lots of gamesquot Galyonkin writes. There39s a lot more going on in the post and it39s tremendous food for thought -- particularly when you look at an audience like Dota 2 players who number in the millions but barely purchase other games at all There39s a lot more in Galyonkin39s original post and it39s worth a read. Related Jobs 08.20.15 Gameplay Programmer 08.20.15 Environment Artist 08.20.15 UIUX Artist 08.20.15 Social Robot UI Programmer View All Jobs Top Stories Next News Story View All 251886 newswire viewnews251886The_myth_of_the_eclectic_core_gamer_on_Steam.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 20 2015 Latest Blogs View All Post RSS August 20 2015 Features View All RSS August 20 2015 Special Reports Press Releases August 20 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Video Valuable design lessons you can learn from board games August 20 2015 By Staff August 20 2015 By Staff Post A Comment More ConsolePC SmartphoneTablet Indie Design Video Vault Developers if yourvideo game is described as being quotlike a board gamequot what does that mean exactly What makes board games unique what lessons can video game designers learn from them and how can they apply them to their own work Game designer Soren Johnson Offworld Trading CompanyCivilization IV answered all of these questions and more in anovel GDC 2014 presentation on how and why board games should matter to video game developers. To hear Johnson tell itthe defining trait of board games is not in fact their actual physical components -- it39sthe transparency necessitated by the physical design. This transparency fosters many positive traits including deep engagement player comfort and meaningful choice. To learn howwatch Soren Johnson39s full talkfor free over on the official GDC YouTube channel. About the GDC Vault In addition to this presentation theGDC Vaultand its newYouTube channeloffers numerous other free videos audio recordings and slides from many of the recentGame Developers Conference events and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC GDC Europe and GDC Next already have full access to GDC Vault and interested parties can apply for the individual subscription viaa GDC Vault subscription page. Group subscriptions are also available game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via theGDC Vault group subscription page. Finally current subscribers with access issues cancontact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech Related Jobs 08.20.15 Lead Designer 08.20.15 Lead User Interface Artist amp UX Designer 08.20.15 Senior Game Designer Scripter - MP - Infinity Ward 08.20.15 Senior Game Designer Scripter - SP - Infinity Ward View All Jobs Top Stories Next News Story View All 251873 newswire viewnews251873Video_Valuable_design_lessons_you_can_learn_from_board_games.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 20 2015 Latest Blogs View All Post RSS August 20 2015 Features View All RSS August 20 2015 Special Reports Press Releases August 20 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Game outsourcing outfit Keywords snaps up Liquid art firm for 9M August 20 2015 By Alex Wawro August 20 2015 By Alex Wawro Post A Comment More ConsolePC SmartphoneTablet Indie BusinessMarketing Dublin-based Keywords Studios which contracts with video game companies like Ubisoft Konami and CD Projekt Red to provide services like localization and QA testing has snapped up video game art services studio Liquid Developmentfor 9 million. Unless you happen to be working with either company right now the deal is chiefly notable because it further solidifies Keywords39 status as a one-stop shop for outsourcing game production. In the wake of this deal well-respected Liquid based out of Portland joins Latin American localization company Kite Team Brazilian localizersReverb Localizaccedilatildeo and customer support specialists Alchemic Dream in the list of game production outsourcing companies acquired by Keywords this year. quotThe acquisition of Liquid Development significantly increases the scale of our art services business line giving us greater penetration of this large and strongly growing market as well as increased access to this early entry point in the video games development cyclequot stated Keywords chief Andrew Day in a press release announcing the buy.quotWe have already seen how our newly opened art studio in Seattle is able to act as a 39front end39for art production in our Indian studios and we look forward to accelerating this model with Liquid Development.quot The 200 Liquid staffers 50 of whom work out of Portland will now be working in conjunction with theart production teams Keywords established inLakshya India last year. Related Jobs 08.20.15 Gameplay Programmer 08.20.15 Environment Artist 08.20.15 UIUX Artist 08.20.15 Social Robot UI Programmer View All Jobs Top Stories Next News Story View All 251870 newswire viewnews251870Game_outsourcing_outfit_Keywords_snaps_up_Liquid_art_firm_for_9M.php Loading Comments

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH Contents Postmortem Frozenbytes Trine PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 20 2015 Latest Blogs View All Post RSS August 20 2015 Features View All RSS August 20 2015 Press Releases August 20 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Features Postmortem Frozenbytes Trine by Lauri Hyvrinen Joel KinnunenAudio BusinessMarketing Design Postmortem Production Art 9 comments June 3 2010 Page 1 of 6 Trine 2009 PlayStation Network and PC is a fairytale-inspired platformer with realistic physics which offers three characters and requires clever solutions to a myriad of challenges. The gameplay is based on fully interactive physics and each characters different abilities and tactics can be used to invent new ways to overcome obstacles -- and save the kingdom. Frozenbyte was formed in 2001 by gaming enthusiasts with no professional game industry experience. Our debut game -- Shadowgrounds 2005 PC -- was well-received by critics and gamers alike and we felt like conquering the world. In 2006 after the dust had settled on Shadowgrounds a great AAA concept was developed. Most of the company worked on the project for almost two years while smaller teams worked on prototype projects and outsourcing work that made it all possible. Of these projects only our internal Shadowgrounds Survivor 2007 PC was ever released. Ultimately it became clear that the publishers who had enough money did not believe in our ability to deliver the AAA game we were pitching to them and the publishers who had enough faith did not have nearly enough money. In hindsight asking for five to 10 million dollars going from PC-only to multiplatform overnight and hiring a lot of new people shouldve set off our own alarm bells too. Shutting down the project was a painful process and resulted in a company much smaller in headcount. The remaining development team was left without a project but these developers quickly found their home in the Trine project -- previously a one-man operation with a couple of interns in its pre-production stage. The project looked promising and suitable for a bigger release than originally planned. As the third game for us Trine had a lot riding on it. If it would not be successful it would be hard to find the strength to carry on and the financial debts would probably devour the company. But it was also a project full of potential -- Trine was to be the rebirth of Frozenbyte. What Went Right 1. The decision to re-design the game Trine then under a different name had been in pre-production for almost two years. It was an old school-inspired MSX era platformer with focus on large freeform levels. We often referred to it as one programmers hobby project. The project was also a test bed for interns and new employees. It was starting to feel like fun. With the added manpower from the failed AAA project the games original design was seen as too small and unambitious -- and it was deemed to have major design flaws due to its old-school roots. The game was essentially redesigned over the weekend and greenlit for production the next Monday. The team needed work to do. How do you transform a game designed to be made in a few dozen man-months into something that takes hundreds of man-months While the process was painful the key was understanding that change was necessary. Many of the original design decisions were made to fit the original plan -- less than 12 months of production with a team of just a few inexperienced people. The game world was to be free and very adventurous levels were to be copy-paste jobs including plenty of backtracking finding keys and other puzzle elements and having a difficulty of old-school proportions -- unforgiving by todays standards. The new design evolved over time but certain things were set from the beginning. More weight was given to physics and a key factor was giving the Wizard the ability to summon physics objects into the world. One of the main gameplay elements in the original design was a time limit for character change. Essentially levels were supposed to have segments that had a time limit for completion and the player could choose whichever of the three characters he wanted to tackle the challenge. If the player failed and couldnt get to the end of the segment within the time limit hed have to do it again perhaps try another character. This design was now seen as punishing the players and was completely removed which changed the core gameplay drastically. The original design also had much less differentiation between characters -- all characters had more or less the same basic attributes and their differences came from the various items that the player could give to them. The characters were redesigned and given distinct personalities and capabilities. While some criticism has been laid out as to why the capabilities were not made into a single character -- and in fact many prospective publishers commented on this -- we felt and still feel that the three character decision was key in making the game feel cohesive have a better story and have more marketing power. The three characters are mentioned in every article about the game and the message it says to potential players is very clear. It also brings in mind classic old-school games such as Lost Vikings which was welcome even if the games new design was not as big of an homage to old classics as its original design was. A key point in the new concept and its level design was allowing players to play the game in their own way and solve simple puzzles with any character or their combination. Almost all situations in Trine can be solved with any character and clever use of the environment. While many of these design decisions brought a lot of anxiety with them they were crucial to the success of Trine. The game can be seen as a very relaxed play-at-your-own-pace type of adventure suitable for both hardcore and casual gamers and this fact has probably attributed to the games success. Page 1 of 6 Related Jobs 08.20.15 Gameplay Programmer 08.20.15 Environment Artist 08.20.15 UIUX Artist 08.20.15 Social Robot UI Programmer View All Jobs Top Stories

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

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 20 2015 Latest Blogs View All Post RSS August 20 2015 Features View All RSS August 20 2015 Special Reports Press Releases August 20 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Feature Requirements in Games by Sara Santillian on 081815 011300 pm 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. Industry Identity Crisis Quick question are you in the software industry if you make games The short answer is no. The longer answer is lsquoyes in some ways no in others.rsquo More accurately the games industry is in the business of entertainment. Your jobas a game makeris to entertain people.Make them feel better about themselves.Reduce the complexities of the world into a pixel-perfect enjoyable experience. Games have objectives that have tangible rewards story progression beautiful art nice cutscenes. Meanwhileif you look at a word-processing softwarelike Microsoft Word it has a bunch of functions that allow you to type in somethingsuch asa book report. And then it hasfunctions that 1 save the data you input into a file and 2 transmit the data into an output device like a printer. Software development is about building something that fulfills a definite purpose. You do not need to create data for the softwareunless itrsquos a help document. The end-user creates the data mdash book reports inventories invoices user accounts digital art and so on. The point here is that video games have a really abstract function fun.And to fulfill this elusive human desire we have to make some software as toolsand make the content of the game for the person to play with. A very very simplified chart of what we do. This post is about feature requirements in games. While it sounds pretty straightforward to have a list of features and the parts needed to fulfill that feature it can get hairy pretty fast. Making games is a mess Feature requirements change all the time. You start out with one feature ndash say a battle feature ndash and pretty soon you may have an item system maybe the battle has changing environments maybe the environment modifies the abilities of some player character type and so on. For the purposes of this post I39ll be drawing some points from the project I39m working on which is a PVP battle-oriented mobile game called Monster Roller. To illustrate how different a game can be from initial conception here are 3 mockups all of the same core battle system The screen on the left was the earliestbut we finally ended up with the screen on the right. The current iterationwas made to be easy to understand pick an action mode the numbers 2-1-1 next to the monster avatars and the monster performs an action related to that mode after you flick the roller.1 is the attack mode 2 is an ability mode that varies from monster to monster dependent on role. The knee-jerk reaction at first for a game with an RPG-looking battle system is lsquoof course your game needs an item system power ups a store and so on.rsquo ldquoWhy didnrsquot you figure out yoursquod need all thisrdquo ldquoWhy didnrsquot you figure out that you DIDNrsquoT need all of thisrdquo Making games is a messbecause true innovation is a mess. The other kind of innovation is lsquoiterativersquo mdash building on known formulas. Games are made of a combination of both in varying degrees. While developers may get tied to certain formulas a racing game needs these kinds of tracks these kinds of powerups and so on at the end of the day you canrsquot serve a mojito like everyone elsersquos mojito in an industry where so many are willing to give eight or usually more hours at NO PAY into finding the holy grail of fun. Making games is a humbling experience. You start out thinking you know what this game is going to be. Itrsquos a tower on the verge of being unbalancedall the time. Maybe it turns out that itrsquos too derivative or the mechanics were too different to be meshed together or it is hard to get into but fun. A certain degree of experience mitigates this of course and a veteran will likely have a better idea of the pitfalls but the true creation of something is alwayshellip unexpected. Thatrsquos what beingnew and innovativeis about. How feature requirements evolve We start byprioritizingbased on how core the feature is to the game. Then we makeprototypesbased on what we think wersquoll be putting into the game with sample data. For this last part of the article wersquoll go over the battle systemrsquos components. The Monster Roller Teamhad several functions we wanted to do at the very beginning That is not a list of feature requirements. Thatrsquos just a wishlist. Feature requirements may include things like a proper description of whatrsquos going to be in it the data how itrsquos going to be presented UI and success criteria if itrsquos working the way it should be working. Letrsquos look at the items system for example hellip And so on. The document that answers those questions will then be the featurerequirementsdoc. Now as to the evolution of all those systems and functions letrsquos take a look at battle. The left mockup was made by yours truly almost half a year ago. The one on the right was made by a real artist and is how battle looks now. Letrsquos go over what we see on the screen to find out how the feature requirements changed between then and now. Top Row Old Top Row New They both have agold indicatorand asettings button. The prototypersquosAutoplaymoved to the bottom row in the latest version see below. The biggest change is the addition oflightsaround the frame that change based on whatrsquos happening and thetimer. We added the timer because the game is PVP mdash it would suck to be waiting for a long time for your enemy from around the world to decide how to attack. Battle Screen Old Battle Screen New Yoursquoll notice the original mockup failed to account forselection indicatorsthe arrows on top on the left or showing things like negativepositivestatus effectslook at the super tiny monster Therersquos also the difference ofseeing your monsters in battle. The other

Subtext and the importance of feedback in game narrative - Link Thu, 20 Aug 2015 12:10:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 20 2015 Latest Blogs View All Post RSS August 20 2015 Features View All RSS August 20 2015 Special Reports Press Releases August 20 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 Subtext and the importance of feedback by Pontus Lundn on 081815 012800 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. When creating a story about intrigue mystery and secrets one of the most important aspects is subtext. It39s what keeps the player on the edge through every bit of dialogue detail and interaction. It39s what makes us analyse characters their behaviour and their relationships. One of the biggest advantages that non-interactive media has regarding subtext is that the person experiencing the story doesn39t need to understand the subtext in order for the story to progress. Examples for this would be Fight Club or The Sixth Sense where the subtext goes unexplained until the very end of the story Which in turn makes the second viewing quite different from the first one. While games can still use subtext in similar way by utilizing plot twists to make the subtexts appear more clearly upon a second viewing if we truly want the player to be a part of a subtext-heavy story herhis actions should be reliant on that subtext. For an example in a detective game the game shouldn39t outright tell the player that quotA hates B because C is in love with B instead of Aquot. Rather the player herselfhimself should have to figure out the underlying intrigues going on in order to solve the crime. The subtexts should be a part of the puzzle. As I wrote earlier games don39t need to use subtext in this way in order to be a good game. Subtext can be used in numerous ways. But if you want subtext to be an interactive element in your game the player should have to figure out these things herselfhimself. So why is this hard to do in games Well it39s because subtext is based a lot on understanding the layers of a story. If seeing through the layers is too easy the subtext feels forced or at worst barely like subtext at all. If it39s too hard no one will understand what you39re really trying to say and all you39ll end up with is a confused player who doesn39t know what to do. At this point in the text it39s probably good to briefly tell you about the game we39re developing and how it relates to this subject. We39re developing a game called The Westport Independent a censorship simulator about an independent newspaper trying to survive in a totalitarian state on the brink of revolution. In the game you affect the peoplersquos opinion of both the rebels and the state by removing and editing the contents of your articles. With an increase in rebel activity and an ever watching government breathing down your neck it39s up to you to decide whose truth to print. The dilemma we soon ran in to when starting to write the game was how we should write the articles. We needed to make sure that the players would understand how the people of the game would react without saying anything outright. For an example if the rebels bombed a building in the middle of the city would the rebels get more support as they show their strength or would people view them as terrorists and therefore distance themselves Well in that case it39s actually a multi-layered question To explain it other terms if you39d only say that a bombing took place the government would be very angry at you and the public would get angry at the government and the rebels would gain more support. If you39d instead blame the bombing on the rebels the rebels would lose support causing the government to gain more supporters which in turn would make sure that the government wouldn39t be AS angry with you as in the first option. However if you39d just cover up events like these and let the government clean up the rebels without the public ever hearing about it the government wouldn39t take offense at all and might just even start to take a liking to you. A different example of an article. Here the player has to understand that a study perfromed by the government will probably be biased. Keeping it in will make the government angry and give the rebels a bit more support.Keeping it out will make the study seem more objective making the claims much more believable which in this case will make the government happy and also give them more support. All this just might seem a bit complex but understanding the subtext is one of the main points of the game. It39s all about how you manipulate each story to benefit your agenda. So how did we make sure that the players understood the subtext while still making it a part of the quotpuzzlequot We gave the player feedback. We39ve done our best to make sure just about everything in the game reacts to the players actions. By doing this we let players who don39t catch the subtext immediately get a reaction from the game that will make the subtext more understandable. Types of feedback I39m going to walk you through the various ways we39ve used to give the player feedback while trying to avoid shoving the sub textual meaning down the players39 throats. I39ll try to divide these into different categories to make things a bit easier to read. Also while I39ve been working with games for a while now I don39t have an academic degree in game design or anything so the way I categorize these types of feedback might be different from what other people have heard. This is how we define them when we work on The Westport Independent and might not work as well on other projects. Stats-based feedback Mechanics-based feedback Stats-based feedback is what we call feedback that are pretty much point based. A decently basic example of this would be getting badgood karma in Infamous or renegadeparagon in the Mass Effect-games. You pretty much make a narrative choice and the game responds to that choice by giving stats that reflect your quotgoodnessquot as a character. A slightly more advanced version of this would be GTA 2. In this game you can do missions that will gain you trust with one gang but will also make

Video blog Good once good three times or always good - Link Thu, 20 Aug 2015 07:00:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 20 2015 Latest Blogs View All Post RSS August 20 2015 Features View All RSS August 20 2015 Special Reports Press Releases August 20 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 Video screencast Good once good three times or always good what game do you want to make by Lewis Pulsipher on 081715 015300 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. Below is the text of the slides. There39s much more to the video than that of course. Good once good three times or always good ndash what game do you want to make Dr. Lewis Pulsipher Pulsiphergames.com Robert Heinleinrsquos Saying Itrsquos been decades since I read ldquoThe Moon is a Harsh Mistressrdquo But a friend tells me that author Robert Heinlein at one point says this about the nature of jokes quotFunny once funny twice or always funnyquot Think about it itrsquos true and true of books as well if you substitute ldquoworth readingrdquo for ldquofunnyrdquo And I think itrsquos become true of games as well if we substitute ldquoworth playingrdquo and Irsquoll say three not two Wersquore ignoring all those jokes books games that arenrsquot worthwhile even once. . . How it applies to games This tends to apply to modern games both video and tabletop. quotEnjoyable once enjoyable thrice or enjoyable always.quot 3500 tabletop games a year and tens of thousands of video games think of all the mobiles 500 per day on iOS and F2P games In both cases itrsquos immensely easier to self-publish than in the past AAA video games have always tended to be ldquoone and donerdquo ndash ldquoI beat the gamerdquo and then I donrsquot play any more Because theyrsquore really puzzles more than games They so often have always-correct solutions like puzzles ldquoCult of the Newrdquo But tabletop games are leaning the same way not ldquoI beat the gamerdquo though there is that but the ldquoCult of the Newrdquo So most games are played just a few times before everyone moves on to the next This is exacerbated as there are more and more new games I think wersquove come to the point that most games are designed to meet this standard of ldquoplay three timesrdquo or less Need for Personal Validation So why donrsquot more people ldquocall outrdquo those weak games Heavily-hyped games e.g. on Kickstarter build up a ldquocreditrdquo Young people especially feel that they need others to validate their likes so that they campaign in favor of what they like and against what they don39t or against anyone who doesn39t like what they like. Hence the hype increases Emotional Investment Older generations tend to have more belief in their own preferences and don39t feel a need to campaign for them or against the contrary A result there is less actual analysis of games and more emotional ldquous and themrdquo Magnified by the Internet of course Those who let themselves be sold on a game before itrsquos released are emotionally invested in the success of the game so theyrsquore less likely to criticize it once itrsquos on the market Thatrsquos sad . . . As long as there are enough buyers for ldquoenjoyable oncerdquo or ldquoenjoyable thricerdquo it will continue Itrsquos easier to design games that way too. You can forget about gameplay depth and about replayability You can design the game to be ldquotransparentrdquo that is people can figure out how to play well after playing once No this is not how deep games used to be designed itrsquos ldquoparty and familyrdquo game design But thatrsquos where the market is How many people do you know that study individual games in order to play better Not many Irsquoll bet Heck most people donrsquot even want to read the rules these days Not surprising that the overall quality of games for ldquoseriousrdquo players is decreasing But thatrsquos where the market is nowadays short simple easy-to-digest games bagatelles for the most part that we can play a few times and give up Much easier to design such games as well Time-killers More and more players treat games as time-killers As long as the individual game isn39t too long What quottoo longquot is varies but I was recently at a game designer guild meeting where I described an hour-long game as a quotfillerquot and was told fillers are now 15-20 minutes Not surprising that so many games are shallow lacking substance What standard are you working toward as a designer lewpuls on twitter Online courses with discounts listed at pulsiphergames.com Related Jobs 08.20.15 Lead Designer 08.20.15 Lead User Interface Artist UX Designer 08.20.15 Senior Game Designer Scripter - MP - Infinity Ward 08.20.15 Senior Game Designer Scripter - SP - Infinity Ward View All Jobs 251492 blog blogsLewisPulsipher20150817251492Video_screencast_Good_once_good_three_times_or_always_good__what_game_do_you_want_to_make.php 849654 32925313 Loading Comments

5 big marketing mistakes indies make - Link Thu, 20 Aug 2015 04:00:00

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

Making the move from spare time to full time game development - Link Thu, 20 Aug 2015 04:00:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 20 2015 Latest Blogs View All Post RSS August 20 2015 Features View All RSS August 20 2015 Special Reports Press Releases August 20 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 Making the move from spare time to full time game development August 20 2015 By Phill Cameron August 20 2015 By Phill Cameron Post A Comment More ConsolePC Indie Programming Design Production Moving from a linear puzzle game with a limited amount of levels and a modest scope to a procedurally generated potentially endless action roguelike is a pretty ambitious shift and one that Tom Francis seems to have taken in stride. But ambition isnrsquot the only shift hersquos made between his first commercial game Gunpoint and his second Heat Signature hersquos also shifted from working in his free time to investing all of his working hours into development. This success of Gunpointgave him the freedom to work full-time on Heat Signature a free-roaming space rogue-like that has you infiltrate and board vast spaceships to sabotage them from the inside. It also allowed him to hire his collaborator from Gunpoint John Roberts to work as an artist onHeat Signature. ldquoI donrsquot think itrsquos affecting our working relationship muchrdquo Francis tells me. ldquoHe did quit his job at the same time as I did so wersquore both full time-ish but hersquos free to work on other projects and I donrsquot think Heat Signature takes up all of his time. Itrsquos very nice that Irsquom able to pay him as we go and I feelvery good about that. quotPreviously we were both in the situation where we had full-time jobs and we were both working in our free time so we were happy to work for a revenue share. In fact we were both happy to work for nothing as Gunpoint was originally going to be a free game which was when we both committed to it. So itrsquos definitely been nice.rdquo Gunpointtook nearly three years to develop with work squeezed into weekends and the occasional holiday.Heat Signature has been in development for about a year and a half. This gives Francis enough time with the latter to compare the two different development experiences. ldquoIt doesnrsquot feel like Irsquom blistering through the work at lightning pace.rdquo He tells me. ldquoWith Gunpoint if I took a week off to work on it solidly I would get so much more done. It was amazingly satisfying. But I think Irsquove picked a proportionally harder concept so working on this full time is about as slow as working on Gunpoint part time was.rdquo I posit that maybe having a five-day break between spurts of development might have allowed his subconscious mind more time to chew over problems ldquoThe design side of it goes at the same rate regardless of whether yoursquore working on it full time or part time as that mostly goes on in the backgroundrdquo he offers. ldquoYour brain just crunches on the problems as you do things. But with coding it just takes a lot of hours. Getting it right is a very time-intensive thing and it does help a lot if yoursquore free to spend a long time on a problem or stick with it until itrsquos done or at least take a break and then come straight back to it.rdquo ldquoThe problem with Gunpoint was that if I didnrsquot fix a problem that weekend I couldnrsquot come back to it the next day I had to wait until next weekend and by that point I had forgotten completely what the problem was and would have to figure out what it was and why it was happening and all that stuff. Taking a break can be useful but it doesnrsquot need to be five days long.rdquo WithGunpoint Francis was learning the coding as he went along using Gamemaker to create his espionage puzzle game about sneaking around rewiring buildings and punching guards a few too many times in the face.Heat Signatureuses Gamemaker too but the scope is much larger with far more systemic elements. I ask ifHeat Signature been easier to develop now that he has some more coding experience ldquoI definitely think Gunpoint was a much easier game to make but I think both games have frustrated me on the coding side of things because Irsquom not really cut out for codingrdquo Francis explains. ldquoIt requires an extraordinary amount of patience and it also requires you to never get too confident and the way my brain is wired is that when I start something I have no confidence at all and am happy to learn and happy to sit there and figure things out for a while. As I have a few successes I get more confident and then I expect things to work more and more. Irsquom at the point now where if something doesnrsquot work Irsquom just livid. I canrsquot believe it itrsquos astonishing to me that it hasnrsquot worked. I just expect to be good at programming now but Irsquom not and probably no one is.rdquo After our conversation itrsquos obvious to me that Francis has managed to pick a game concept that39s well-suited to his current level of expertise. The level of ambition and complexity means that it39s going to be just as difficult to develop as his first game Gunpoint was when he had no previous experience. Hopefully the process of making Heat Signature will be just as exciting as his maiden effort was and the result will be just as successful. Related Jobs 08.20.15 Gameplay Programmer 08.20.15 Social Robot UI Programmer 08.20.15 Senior Server Developer 08.20.15 User Experience Lead View All Jobs Top Stories Next News Story View All 251321 newswire viewnews251321Making_the_move_from_spare_time_to_full_time_game_development.php Loading Comments

GDC Europe 2015 talks are now available on the GDC Vault - Link Wed, 19 Aug 2015 18:27:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 20 2015 Latest Blogs View All Post RSS August 20 2015 Features View All RSS August 20 2015 Special Reports Press Releases August 20 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 GDC Europe 2015 talks are now available on the GDC Vault August 19 2015 By Staff August 19 2015 By Staff Post A Comment More ConsolePC SocialOnline SmartphoneTablet Indie Serious Programming Art Audio Design Production BusinessMarketing Vault Game Developers Conference officials are happy to announce that the many talks delivered by game industryexperts at GDC Europeearlier this month in Cologne Germany are now available to watch on the GDC Vault - with many videos and all slides available for free. GDC Vault subscribers and GDC Europe 2015 passholders can watch all of the new talks over on the GDC Vault39s new GDC Europe 2015 section. Many of GDC Europe39s sessions - including the entire Independent Games Summit amp a number of other sessions - are also available for anyone to watch completely free and many of these talks will be added to the official GDC YouTube channel in the monthsahead. If you39re not yet a GDC Vault subscriber and wish to become one in order to gain full access to the Vault39s archives of video audio and slides from nearly two decades39 worth of GDC events head over to the Vault subscription page. For more information and to stay abreast of what39s new with the GDC Vault check out the official website and follow us on Facebook and Twitter. If you39re a Vault subscriber or GDC Europe 2015 passholder having consistent issues accessing these new videos contact our support team via email. Gamasutra and GDC are sibling organizations under parent UBM Tech. Related Jobs 08.20.15 Gameplay Programmer 08.20.15 Social Robot UI Programmer 08.20.15 Senior Server Developer 08.20.15 User Experience Lead View All Jobs Top Stories Next News Story View All 251752 newswire viewnews251752GDC_Europe_2015_talks_are_now_available_on_the_GDC_Vault.php Loading Comments

Technical Artist Zindagi Games - Link 2015-08-20

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

Gameplay Programmer Insomniac Games - Link 2015-08-20

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

Environment Artist Insomniac Games - Link 2015-08-20

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Programmer Gamaya Inc - Link 2015-08-20

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

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

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

Lead Designer WEVR - Link 2015-08-20

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

Lead Artist Crystal Dynamics - Link 2015-08-20

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

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

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

Lead User Interface Artist UX Designer Radiant Entertainment - Link 2015-08-20

About Radiant ampRadiant Entertainment is an early-stage games start-up obsessed with building fun innovative games for the PC. ampOur games emphasize deep tactical gameplay eye-popping aesthetics and the creation of strong player communities. Were looking for passionate people who want to have a big impact on the projects they touch. If the following describes you or someone you know we would love to hear from you.amp Job Description As the Lead UI Artist and UX Designer you will design and build beautiful high quality user interfaces that are easy to use and wonderful to look at. You will play a key role in establishing the look of our UIs both within the game and in surrounding materials on the web. Responsibilities Develop and enhance the UX and visual design our interfaces both in-game and on the web Creation of UI wire-frames interactive prototypes and finished artwork to meet the design goals of the project Conceptualize and execute the creation of marketing and promotional materials Requirements Bacheloramprsquos degree in art design or a related field or equivalent experience 3 years of design experience for software and web applications Exceptional design skills and attention to detail Strong working knowledge of Photoshop Illustrator and associated design tools Excellent written and verbal communication skills.amp You give and take constructive feedback. Bonus Points For... Experience with web front-end technologies HTML CSS Javascript Experience in web development frameworks Bootstrap Ember AngularJS Passion for PC competitive gaming andor fighting games Benefits Competitive salary ampamp benefits including stock options. The opportunity to work in small teams with world-class talent. Work-life balance We value hard work but think you should have a life too. ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4R4bPwRq3x1g

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

We are seeking a Graphics Software Engineer to join our expanding team.ampampThis individual will have the opportunity toampdesign and implement new rendering solutions for current and future generation platforms. Ideal candidates will have at least 5 years of console or PC development experience and two shipped titles. Duties amp Add new functionality to existing rendering engine Implement custom shaders for in-game special effects Support artists designers and gameplay programmers amp Key Skills A strong desire to create world-class games Experience with DirectX 11 Xbox 360 or Playstation 3 Familiarity with a range of advanced lighting and post-processing techniques Understanding of the hardware 3D rendering pipeline Shipped at least one application with a concentration on low-level system design Ability to write robust maintainable and high-performance code Very solid math background - Ability to apply concepts in linear algebra and matrix mathematics Excellent communications skills Deep knowledge of C and STL ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4NMTdiuoaheQ

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

Weamprsquore looking for a talented dedicatedamp Senior Core Tech Engineer to join our development team.amp ampThe successful applicant will be responsible for working on the low-level systems that keep our games running including storage networking input physics and concurrency. Responsibilities Code debug and manage critical engine systems. Optimize code for memory and performance. Provide documentation support for milestones and technical documents. Assist team leads with engineering task specifications and scheduling. Requirements Deep knowledge of C and STL. Five years of console or PC game-dev experience with two shipped titles. Experience programming for current andor next gen consoles i.e. PS3X360PS4XB1. Ability to write robust maintainable code. B.S. degree in Computer Science Math Physics or Engineering. Strong communications skills. Experience with Python and Lua is a plus. ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4KGzdebhZvIA

Customer Service Manager Trendy Entertainment - Link 2015-08-20

Trendy Entertainment is looking for an experienced Customer Support Manager to be responsible for maintaining effective customer service for all external teams supporting our games. Candidate must use excellent in-depth knowledge of company products to create policies and procedures for external Customer Support agents to deliver high quality support. You will have direct involvement in customer service processes player retention and product improvement. Key Responsibilities Develop and implement policies. Partner with the management team to align customer service department policies and systems with the companys objectives. Oversees customer issues and ensure effective and long-term problem resolution. Resolve all billing issues that require special attention. Develop and implement procedures pertinent to the effective and efficient operation of the Customer Service Department. Monitor programs and procedures to ensure on-time delivery and customer satisfaction. Set performance standards to meet service goals of company. Coach customer service team in order to achieve high performance. Structure the training agenda and manual for department members. Measure Customer Service Representatives performance to ensure high standards are achieved. Provide feedback to the company regarding service failures or customer concerns. Provide feedback to Live Team to ensure customers have accurate and timely information on service outages. Work continually towards self-development to stay current on customer service sales and supervisory procedures ampamp practices. Assist Customer Service Representatives in troubleshooting tickets that require special handling. Respond to customer inquiries and problem solving in a professional and effective fashion. Qualifications and Experience 2 years of previous experience in a video game customer support environment. Ability to handle complex customer service issues with a focus on providing positive customer interactions and follow-up. Expertise with current web-based CRM tools a plus Zendesk Desk.com etc. Excellent written verbal and critical thinking skills. Professional with the ability to function well within a global organization Proficient with Microsoft Windows and Office application suites. Self-motivated and quickly adaptable to changing priorities and ticket severities. Prior Trendy Entertainment franchise experience andor Tower DefenseAction RPG a plus Dungeon Defenders I Dungeon Defenders Eternity. Free-to-play F2P mobile gaming knowledge. Experience working with local and remote teams. Multilingual knowledge a plus but not required. Bachelors degree or equivalent experience. And last but not least a passion for video games and video game cultureltimg srchttpfeeds.feedburner.comrGamasutraJobs4XeZLNwvVmbQ

AI Engineer Wargaming.net - Link 2015-08-20

WargamingampChicago-Baltimore is seeking an AI Software Engineer to work on our current and upcoming projects.amp We are looking for candidates with significant AI experience in complex environments. Your Focus ampDesign and implement AI systems for upcomingampgames. ampImplement server side AI code for a multiplayer environment. ampWork closely with design and art to being AI to life. ampSupport artists designers and gameplay programmers. What YOU Need to Succeed ampA strong desire to create world-class games. ampExperience in character and vehicle AI animation and client-server environments. ampResponsible for the majority of AI work on at least two past projects. ampExperience using AI in multiplayer environments. ampFirsthand experience using navigation algorithms. ampExcellent working knowledge of state machines and message passing. ampExperience interacting with Physics and Animation systems. ampAbility to write robust maintainable and high-performance code. ampVery solid math background. ampExcellent communications skills. ampExperience with Python and Lua. ampDeep knowledge of C and STLampltimg srchttpfeeds.feedburner.comrGamasutraJobs4eiysbG_r2j8

Senior Game Designer Scripter - MP - Infinity Ward Activision - Link 2015-08-20

Infinity Ward is seeking an experienced Multiplayer Designer that is looking to create gameplay systems game modes and scripted events for an exciting new projectCandidates must have experience with C-style scripting languages and have the ability to think like a programmer to solve problems and accomplish a vision. Furthermore you should be comfortable writing script to handle gameplay systems such as basic AI behavior cooperative mechanics weapons and scripted sequences. Applicants should have the ability to show actual playable levels or gameplay systems that you have personally scripted for an existing title or personal project. Requirements Minimum of three 3 to five 5 years of game industry experience. Knowledge and prior experience with a C style programming or scripting language. Strong game design skills must be able to intelligently discuss the strengths and weaknesses of recent games and be able to list techniques used to make fun FPS combat. Create and refine gameplay mechanics. Passion for First Person Shooters Console or PC. Ability to collaborate well with your team. Prioritize and meet deadlines. Communicate progress with the Lead Designer well and frequently. Prior experience with ID Tech Radiant a plus. MP debugging experience a plus. About usFounded in 2002 Infinity Ward is the original studio behind the Call of Duty franchise. The titles developed by Infinity Ward have won over 200 Game of the Year awards and 100Editors Choice awards among many other industry accolades. In2007 the studio released Call of Duty 4 Modern Warfare a revolutionary title that set the bar for the modern first-person shooter.Our latest releases Call of Duty Modern Warfare 3 and Call of Duty Ghosts broke records with the fastest revenue generating launches of any entertainment product. In 2014 Infinity Ward merged with Neversoft bringing together two talented and accomplished groups under one roof with the goal of creating the best games possible.Infinity Ward is located in Woodland Hills California just outside of Los Angeles.A critically-acclaimed studio Infinity Ward is proud to have one of the most passionate and accomplished development teams in the industry.We love to have as much fun as the games we create and it shows in our relaxed yet diligent workplace environment.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4tI8kG1mtp0M

Senior Game Designer Scripter - SP - Infinity Ward Activision - Link 2015-08-20

Do you want to be a Single-Player Gameplay Designer on some of the best-selling and most critically acclaimed shooters of all time Description You thrive on creating compelling and immersive gameplay with memorable and impactful moments in first-person. You are an expert designer with a technical background adept at problem solving systems creation and scripting unique scenarios. Making use of a flexible C-style scripting language to realize your designs is something youve done on previous projects. You have a proven track record of driving your vision throughout each stage of development across multiple departments. You have years of experience that have honed your design sense and leadership skills. General Requirements 3 - 5 years of experience as a designer and have been through multiple complete game ship cycles. Be a proactive positive expert. As a senior designer youre expected to be a team leader and a go-to person. Be creative and communicate your ideas. As a designer youre expected to be in front of the studio to sell your ideas. Serious passion for games. Whether you enjoy an FPS or a board game you should be able to break down and articulate their strengths and weaknesses. Collaborate with and motivate your peers to create innovative and inspiring gameplay. Ability to take feedback from lead designers to iterate and improve your designs. Comfortable directing input with other disciplines such as art animation audio and narrative. Know our games know why theyre good why theyre bad and how you will make them better. Be confident and articulate if youre passionate about joining Infinity Ward prove it to us.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4jaaQOhZ3TjE

Assistant Graphic Designer Telltale Games - Link 2015-08-19

Telltale games Marketing team is looking for a talented Assistant Graphic Designer to create promotional and marketingsales focused graphics. This person will also be responsible for managing concurrent design tracks and design banner ads landing pages email campaigns and various printed materials including magazine ads packaging etc. Responsibilities Creating promotional and other marketingsales-focused graphics Working neatly within established design guidelines Heavy lifting accurate and quick graphic production and batch processing Managing multiple concurrent design tracks Visualgraphic design across multiple online products including banner ads landing pages application UI Web UI and email campaigns Maintain asset libraries for reusable systematic design Requirements A diverse portfolio that exhibits excellent use of typography color imagery compositionlayout and attention to detail Full knowledge of the Adobe Creative Suite Experience dealing with templates from different platforms Xbox Playstation etc. Proficiency with Windows environment Excellent communication and teamwork skills Passion for gaming is a big plus Minimum 2 years or experience Bonus Skills Information design skills BFAMFA or equivalent industry experience Experience in designing with Xbox Playstation Steam and other gaming platforms in mind Ability to quickly learn new softwareproprietary toolsltimg srchttpfeeds.feedburner.comrGamasutraJobs4NOiFs4l0Bhw

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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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What's Going On?

Featured Shop Items

fpsoft-cloud-pack

 

fpsoft-water-drop-textures