Page:61 - News Archived: 3437

Title Date
100 Games Now Using Steam Workshop - Link Tue, 29 Apr 2014 00:18:15

ltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshopWorkshop109thCollection.jpgquotgt ltbrgt ltbrgtToday we celebrate the milestone of having 100 games utilizing the Steam Workshop for sharing user generated content in the Steam Community. That is 100 plus the nine more titles that added support for Steam Workshop while we were busy writing this announcement. So here you are with 109 opportunities to share your creative energy with the community by creating custom mods or items or to share in the excitement of others and customize your games. ltbrgt ltbrgtEach of the 109 titles use the Steam Workshop in different ways such as for sharing maps in-game items custom scenarios full game conversions character skins new game modes spells puzzles quests characters language packs and much much more. This is all player-driven where you can create custom game modifications or content for your favorite game and share it with the community. ltbrgt ltbrgtYou can see the full list of products on the Steam Workshop home page lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopquot gthttpsteamcommunity.comworkshopltagt ltbrgt ltbrgtltbgtSome Numbersltbgt ltbrgtOver 1100000 maps items and mods have been posted to the Steam Workshop. This includes everything from custom maps in Civilization V and Monaco to custom in-game items for titles such as Dota 2 and Team Fortress 2. ltbrgt ltbrgtOver 12 Million gamers have played a modded game or played on custom maps found through the Steam Workshop. ltbrgt ltbrgtEach of those 12 Million gamers have downloaded an average of 57 items from the Workshop such as custom maps weapons game rules full conversions or other modifications. ltbrgt ltbrgtThe Steam Workshop has served nearly 700 Million downloads to date. ltbrgt ltbrgtGamers have voted over 32 Million times on items in the Workshop with 90 of those being up-votes.

April 28th Workshops Round Up - Link Thu, 17 Apr 2014 14:58:34

Within the past two weeks another six products have added integration with the Steam Workshop bringing us to a total of 99 Workshops in Steam Below are the most recent additions to the Steam Workshop with a bit of information on how each one is utilizing the Workshop for sharing user generated content. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid49600quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps49600header.jpgquotgtltagt ltbrgtBeat Hazard is already a pretty customized game letting you fly a spaceship through your own library of music. But now you can build and share your own custom spaceships in the Steam Workshop. Or pick from one of the over 700 custom ships already shared by the community. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid248610quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps248610header.jpgquotgtltagt ltbrgtThe Door Kickers Workshop hosts custom maps equipment weapons and other mods made by the community. Players were clearly interested in seeing more variety of weapons in the game and Workshop contributors have delivered providing a couple dozen new options to pick from. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid248170quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps248170header.jpgquotgtltagt ltbrgtClickteam Fusion is using the Steam Workshop to share tutorials and bits of source code to help game creators learn and build their own experiences. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid236150quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps236150header.jpgquotgtltagt ltbrgtThe Starpoint Gemini 2 Workshop includes various mods ranging from a simple text change to complete game world conversions. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid222880quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps222880header.jpgquotgtltagt ltbrgtThe Insurgency workshop currently in beta allows you to download custom maps that you can play in your own private games or on game servers running these maps. ltbrgt ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid246680quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps246680header.jpgquotgtltagt ltbrgtSecrets of Rtikon Workshop supports custom levels mods total conversions and even your own games with the powerful editor of Secrets of Raetikon. Share your creations with other players and enjoy what others have built.

New Workshops Round Up - Link Tue, 11 Mar 2014 17:39:33

Its been a busy past few weeks with new games adding creative integration with the Steam Workshop faster than we can keep track of. So its time to do a quick round-up to highlight the popular new additions. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid203770quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps203770header.jpgquotgtltagt ltbrgtThis Grand Strategy game lets players modify almost any aspect of the game. Already there are over 250 custom rules events localizations buildings and maps. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid203290quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps203290header.jpgquotgtltagt ltbrgtThe Workshop for the official game of the U.S. Army focuses on map making and the result is quite a few top-notch mapping projects by community members. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid265930quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps265930header.jpgquotgtltagt ltbrgtDo you want a flying goat Do you want a completely new map The developers of Goat Simulator released their dev tools along with the game allowing the community to make just about anything related to goats. Includes goat pinball exploding goats and of course steerable jet packs. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid240970quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps240970header.jpgquotgtltagt ltbrgtWith an in-game map maker this RPG makes it quick and easy to create custom maps to share with the community. Or try out some of the creative works of other fans. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid209670quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps209670header.jpgquotgtltagt ltbrgtThe side-scrolling strategy game Cortex Command was built for modding and the community has wasted no time in creating dozens of items vehicles scenes and game modes to play with. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid205990quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps205990header.jpgquotgtltagt ltbrgtThis turn-based strategy game of fantasy warfare provides a powerful editor allowing for great flexibility in making maps editing quests create scenarios and modifying many aspects of the game. ltbrgt ltbrgtlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid225600quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps225600header.jpgquotgtltagt ltbrgtIn a game about swords it only makes sense that their Workshop lets you create your own custom blades. In fact the community has already made over 160 unique and creative sword designs. Additionally you can check out the dozens of custom masks available.

Race the Sun Launches Workshop Integration and Mapping Contest - Link Tue, 25 Feb 2014 18:37:18

lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid253030quot gtltimg srcquothttpstorefront.steampowered.comvgfxapps253030header.jpgquotgtltagt ltbrgt ltbrgtTo celebrate the launch of Workshop support for Race the Sun Developer Flippfly is kicking off a level building contest. Between now and March 24th create your own custom levels with the built-in World Creator and post to the Workshop for a chance to win great prizes. You can read the full details of the contest including prizes and rules over on the lta classquotbb_linkquot targetquot_blankquot hrefquothttpssteamcommunity.comlinkfilterurlhttpflippfly.comnewsrace-the-sun-level-design-contest-on-steam-workshopquot gtFlippfly websiteltagtltspan classquotbb_link_hostquotgtflippfly.comltspangt. ltbrgt ltbrgtThere is a set of great lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comapp253030guidesbrowsefiltertrendampamprequiredtagsquot gtModding20or20ConfigurationSteam guidesltagt to help you get started using the editor. But dont worry creating levels for Race the Sun is simple and easy regardless of your previous skill level and modding experience. ltbrgt ltbrgtIf you havent picked up the game yet this is a great opportunity. Save 50 when you lta classquotbb_linkquot targetquot_blankquot hrefquothttpstore.steampowered.comapp253030quot gtget Race the Sun on Steamltagt before March 17th. ltbrgt

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

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

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

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

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

Games for health Is the FDA holding them back - Link Thu, 20 Aug 2015 17:38:00

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 Games for health Is the FDA holding them back August 20 2015 By Christian Nutt August 20 2015 By Christian Nutt Post A Comment More SmartphoneTablet BusinessMarketing quotThe qualities of a good video game things that hook you... could be a perfect vessel for actually delivering medicine.quot - Matt Omernick executive creative director at health-gaming startup Akili speaking about how the qualities that make games great could also make them therapeutic A new story from NPR which includes both text and a radio segment looks at how games could be a positive direct force for health -- but considers whether the U.S. government39s Food and Drug Administration which regulates them like medicine might get in the way of that progress. The game developer profiled in the story Akili bills itself as offering quota different type of medical productquot on its homepage quotwe39re in the process of building clinically-validated cognitive therapeutics assessments and diagnostics that look and feel like high-quality video games.quot Where do you draw the line If the FDA is delaying the uptake of these games that is in some sense the goal To make sure that anything marketed as having a positive effect on health is effectively regulated and safe. But is it too much the story39s author asks quotMost startups can bring a new video game to market in six months. Going through the FDA approval process for medical devices could take three or four years mdash and cost millions of dollars.quot It39s an interesting issue to consider and one that will necessarily be sorted out. Games will continue to evolve to fill in the cracks in our lives. NPR considers the issue more fully in its story. 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 251884 newswire viewnews251884Games_for_health_Is_the_FDA_holding_them_back.php Loading Comments

GameFly expands streaming service to Samsung TVs - Link Thu, 20 Aug 2015 16:36:00

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 GameFly expands streaming service to Samsung TVs August 20 2015 By Christian Nutt August 20 2015 By Christian Nutt Post A Comment More ConsolePC BusinessMarketing In June GameFly launched a streaming service this summer which puts triple-A games onto TVs -- but the only catch was that it was exclusively targeted at Amazon39s Fire TV Android set-top box. That39s no longer the case The company has expanded the service to Samsung Smart TVs in Europe Asia and the Americas. The news came to Gamasutra via The Next Web. Game streaming is a long-promised disruptor of the PC and console space but has yet to truly take off however as it becomes more technologically feasible and available on wider-adopted devices like Samsung39s popular HDTVs there39s more of a chance it39ll significantly catch on. Sony has also launched its PlayStation Now service which streams PlayStation 3 games on Samsung39s TVs. Cable provider Comcast and Electronic Arts have also inked a deal to bring games to TV subscribers. 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 251881 newswire viewnews251881GameFly_expands_streaming_service_to_Samsung_TVs.php Loading Comments

Get a job Be a Senior Software Engineer at NetherRealm Studios - Link Thu, 20 Aug 2015 16:07:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 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 Get a job Be a Senior Software Engineer at NetherRealm Studios August 20 2015 By Staff August 20 2015 By Staff Post A Comment More ConsolePC SmartphoneTablet Programming Recruitment The Gamasutra Job Board is the most diverse active and established board of its kind for the video game industry Here is just one of themany many positionsbeing advertised right now. Senior Software EngineerNetherRealm Studios Location Chicago IL NetherRealm Studios a division of WB Games Inc. seeks a Senior Software Engineer to join the team behind theMortal Kombat X InjusticeandWWE Immortalsmobile games. Our small creatively-independent team brings premium action games to the iPhone and iPad utilizing WB39s most valuable and exciting properties. As a member of our studio39s 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. You39ll be working to support our designers39 vision on a team open toyourcreative input as well. As a senior engineer you39ll be helping our team establish and maintain excellent coding standards style and philosophy. You39ll use your industry experience to lead by example contributing to our team39s culture of growth and self-improvement. JOB RESPONSIBILITIES JOB REQUIREMENTS 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 veteran39s status including protected veterans as may be required by federal law sexual orientation or any other category protected by law. InterestedApply now. Looking for a new jobGet started here. Are you a recruiter looking for talentPost jobs here. 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 251880 newswire viewnews251880Get_a_job_Be_a_Senior_Software_Engineer_at_NetherRealm_Studios.php Loading Comments

Blizzard plans to share some Hearthstone data via upcoming API - Link Thu, 20 Aug 2015 15:47:00

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 Blizzard plans to share some Hearthstone data via upcoming API August 20 2015 By Alex Wawro August 20 2015 By Alex Wawro Post A Comment More ConsolePC BusinessMarketing Developers looking for a little more insight into how people playHearthstonemay appreciate the news that Blizzard is planning to release an official API for its popular F2P cross-platform card game in the near future. The game has become a big hit for parent company Activision Blizzard in the roughly 18 months since its launch quotfar exceeding expectationsquot financiallyand driving some mobile F2P game makers to reconsider how they make games. Itmay soon be easier to study as a Blizzard employee took to its official forum recently to say that the company willrelease its ownHearthstoneAPI though when it is due out or what data you can expect to pull from it is yet unclear. Fans of the game have already created a number of unofficial APIs for the game to surface data like card images and descriptions but an official Blizzard API could offer up more valuable data like player stats andmatch outcomes. 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 251879 newswire viewnews251879Blizzard_plans_to_share_some_Hearthstone_data_via_upcoming_API.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

Game sound is magic Insights into immersive audio - Link Thu, 20 Aug 2015 14:24:00

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 quotSound is Magicquot - Insights for the Game Music Composer by Winifred Phillips on 081815 012800 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. From May 19th to the 20th of this year the British Broadcasting Corporation39s Research and Development department presented a two-day conference to explore the future of immersive sound. Called quotSound Now and Nextquot the event featureda distinguishedspeaker list that included accomplished audio engineers producers educators inventors researchers musicians and composers. The event offered a wealth of fascinating presentations on the future of audio and I recommend visiting the site andchecking out the awesomevideo resources from the event which include complete session videos made freely available for streaming from the site. For game composers and sound designers one of the best sessions was presented byNick Ryan an award-winning audio engineercomposeraudio consultant who is best known in the game industry for his sound design work on thePapa SangrePapa Sangre IIandThe Nightjaraudio games for iOS. These three games utilize binaural sound to immerse players in an audio-only interactive environment which Nick Ryan callsquotinhabitable audio.quot Nick39s presentation at the quotSound Now and Nextquot conference was entitledquotSound is Magic.quotAccording to Nick audio has a unique power to bring about an emotional and perceptual impact by virtue of the collaborative relationshipbetween the sound source and the listener. When a sound isseparated from its original source i.e. when it39s not possible to see the source that39s emitting the sound listeners will instinctively use their imaginations to supply the nature of the sound39s origin. This imaginative contribution on the part of listeners has the potential to draw themmore fully into the experience. quotI profoundly believe that we are co-authors in everything that we listen toquot Nick tells us. Nick Ryan sound designer for Papa Sangre Papa Sangre II and The Nightjar Early in the presentation Nick introduces us to his initial work in binaural spatial audio by describing a project he produced in 2002 for BBC Radio 4. quotThe Dark Housequot was a popular interactive radio drama a ghost story recorded on location in a large house. The actors wore baseball caps with microphones embedded in the brims. While the project was ostensibly a traditionally linear radio drama it was structured so that the audience could decide from which character39s perspective the story would be told and the audio mix would switch to the perspective of the character who had received the most votes. In this way the audio mix of the program changed drastically as the audience cast their votes during the broadcast. The entire program is available for listening here Nick stresses that this project illustrates the power of adding interactivity to an audio experience. Moving on to his work in video game development Nick launches into a discussion of his work on Papa Sangre a game set in a completely quotnon-sightedquotrealm of the afterlifeinhabited byvicious unseen monsters. Sharing a few observations about gamers39 experiences in Papa Sangre Nick points out that visually-impaired players would usually breeze through the game in an hour whereas sighted players found it to be crushingly difficult. Also Nick describes a phenomenon whereby sounds associated with personal movement such as footsteps stimulated the motor cortex of the brain to be active making listeners feel as though they were actually in motion. This motor cortex stimulation contributed to the immersive qualities of the gaming experience in Papa Sangre. The effects of sound on the brain are tremendously fascinating and I explored some of the effects of music on brain activity in my bookA Composer39s Guide to Game Music- so I was especially interested to hear more about that phenomenon in Nick39s talk. To learn more about Nick39s work on Papa Sangre and another audio-only game titled The Nightjar check out this sound design mini masterclass that Nick gave for the British Academy of Film and Television Arts Continuing with his presentation for the BBC quotSound Now and Nextquot conference Nick described a collaboration with Volkswagen and the famous electronica duo known as Underworld to allow a car to essentiallydrivea piece of music associating an interactive musical composition with the turning braking acceleration and de-acceleration of the vehicle. While it isn39t a game-related project it is fascinating when considered in terms of the interactive music possibilities that could be translated into gaming applications. Here39s the final video result of quotVolkswagen Golf GTI Play the Road.quot And here39s a behind-the-scenes video that explores the making of this interactive music system for driving Finally Nick brings the entire concept of quotSound is Magicquot to a culmination by describing his collaboration with John Matthias to create a four movement piece for string orchestra entitled quotCortical Songs.quot A computer simulates the way in which human neurons naturally behave sending these signals to tiny flashing lights on the music stands of the string players. The musicians respond to these flashes as theywould respond to a conductor issuing cues- as though the simulated neural activity was leadingthe orchestra. The magic of the human mind is now expressed through sound expressing Nick39s concept ofSonification-- the aural expression of silent phenomena. Here is an excerpt from a performance of the composition The quotSound Now and Nextquot conference offered an abundance of inspiring ideas from top practitioners in their fields and I urge everyone to check out the site and see some of the other presentations that are available online. Alsobe sure to check outthe complete presentation given by Nick Ryan --

After Fallout 4 Bethesda aims to even out its rocky release schedule - Link Thu, 20 Aug 2015 14:19:00

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 After Fallout 4 Bethesda aims to even out its rocky release schedule August 20 2015 By Alex Wawro August 20 2015 By Alex Wawro Post A Comment More ConsolePC BusinessMarketing quotWe ultimately want to build to a point where we are doing three or four big titles a year. I would prefer not to be in the same place we were in in 2011 where we had four titles and then went super quiet.quot - Bethesda39s Pete Hines lays out the publisher39s plan to even out its release schedule. Publisherdeveloper Bethesda Softworks is enjoying a surge in popular acclaim this summer due in large part to a strong showing at itsinaugural E3 showcase. During the event Bethesda laid out release windows for a number of its high-profile games includingFallout 4andDoom and surprisingly released its first mobile title on the spot -- the remarkably successfulFallout Shelter. But amidst this wave of goodwill Bethesda PR exec Pete Hines has been speakingto the press about the company39s desire to even out its release schedule it hasn39t released a standout gamesinceSkyrimin 2011 and how it tries to benefit from having a diverse crew of developerslike Arkane Studios Tango Gameworks and id Software servingone banner. quotWe are getting to the point where these studios that we have acquired have now put a thing out figured out how they work together and are starting to hit a bit more consistencyquot he recently told MCV. quotWe are pretty aware of who we are and we ultimately want to build to a point where we are doing three or four big titles a year.quot What may be more interesting from a developer39s perspective is Hines39 recent comments toMetro UK about exactly how these studios work together and share information. quotWhen we have games in development we send certain builds or milestones along the way to people at all of the other studios as part of our playtesting. So guys at Id will play The Evil Within guys at MachineGames will play it guys at ZeniMax Online will play itquot he told a Metro reporter.quotNot the whole studio and obviously if you were to go to Todd Howardrsquos Fallout 4team right nowand say lsquoHey can you playtest this they would say 39Yes Irsquod love to play Doom but I was here working for 18 hours yesterday39quot Both interviews are worth reading if you39re curious about how Bethesda perceives itself in relation to the game industry as a whole and the Metro interview in particular includes much deeper commentary from Hines about how Bethesda is responding to popular criticisms as it prepares to shipFallout 4later this 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 251864 newswire viewnews251864After_Fallout_4_Bethesda_aims_to_even_out_its_rocky_release_schedule.php Loading Comments

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

AIAS annual game industry scholarship winners announced - Link Thu, 20 Aug 2015 10:44:00

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 AIAS annual game industry scholarship winners announced August 20 2015 By Chris Kerr August 20 2015 By Chris Kerr Post A Comment More Serious BusinessMarketing The Academy of Interactive Arts and Sciences has announced the winners of its annual scholarship program awarded by academy39s philanthropic arm the AIAS Foundation. Each year four recipients are awarded a cut of the 10000 Randy Pausch andMark Beaumont Scholarship Funds however this year each winner will also receivea complimentary pass to the 2016 D.I.C.E. Summit and 19th D.I.C.E. Awards show. This year39s winners Sumeet Khobare Lauren Scanlan Debanshu Singhand Ryan Sligh have each been granted a 2500 share of the fund with Don Daglow president of 4thRing Inc. and AIAS Foundation president commending the group39s shared commitment towards quotbuilding great games.quot quotTheir interests specialties schools and career plans are all very different but they share a commitment to building great games in our constantly growing and evolving creative industryquot said Daglow. quotI am excited to see where their professional journeys bring them and the exciting products they will in turn help bring to the world.quot 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 251841 newswire viewnews251841AIAS_annual_game_industry_scholarship_winners_announced.php Loading Comments

Nintendo 2DS to get 30 price drop on August 30 - Link Thu, 20 Aug 2015 09:17:00

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 Nintendo 2DS to get 30 price drop on August 30 August 20 2015 By Chris Kerr August 20 2015 By Chris Kerr Post A Comment More ConsolePC BusinessMarketing Newsbrief Nintendo39s cheap and cheerful2DS handheld system will be getting a price drop at the end of the month. As of August 30 Nintendo39sentry level optionwill be given an RRP of99.99 a whole 30 less than the current suggested retail price of 129.99. Even with the price drop the 2DS will still come packaged with a digital copy of Mario Kart 7 - a deal that Nintendo of America39s VPScott Moffitthopes will make the system an quotattractive introductory option for first time gamersquot. 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 251808 newswire viewnews251808Nintendo_2DS_to_get_30_price_drop_on_August_30.php Loading Comments

Ngmoco founder Neil Youngs N3TWORK buys Swedish mobile startup - Link Thu, 20 Aug 2015 09:15:00

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 Ngmoco founder Neil Youngs N3TWORK buys Swedish mobile startup August 20 2015 By Christian Nutt August 20 2015 By Christian Nutt Post A Comment More SmartphoneTablet BusinessMarketing Earlier this year Ngmoco founders Neil Young Bob Stevenson and Alan Yu pivoted their mobile online video service N3TWORK to game development with eyes toward the big prize of creating a massive Puzzle amp Dragons-style mega-success for the West. Now the company has made its first acquisition Swedish studio Nio Games led by Paul Wilkinson -- a game industry veteran whose resume stretches back to the days of the NES and who more recently was Director of Mobile Development at King39s Stockholm studio. Gamasutra has learned that it39s not just an acqui-hire quotNio was working on a product that they were close to completing. We acquired that title and the team and it forms the basis of a new product that wersquore building togetherquot N3TWORK co-founder Neil Young told Gamasutra. Some staff who have experience from studios like Zynga Playfirst and EA among others will remain in Sweden while others relocate to San Francisco Young told Gamasutra. Terms of the buyout are not being disclosed. There39s a bit more detail in Young39s blog post on the buy. For more on N3TWORK read Gamasutra39s February interview with Young about his vision for mobile success. 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 251756 newswire viewnews251756Ngmoco_founder_Neil_Youngs_N3TWORK_buys_Swedish_mobile_startup.php Loading Comments

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

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

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

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

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

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

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

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

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

Our 6th ever MobyGames 100k user Gigantic congratulations to LepricahnsGold who has made it to 100000 contribution points on MobyGames He is only the 6th ever user to make it to that historic milestone - the others being Sciere Cor13 formercontrib Kabushi and Patrick Bregger.While were here - another notable recent milestone is that 666gonzo666 hit 50000 - massive thanks to himIf youd like to join them please go ahead and contribute now - MobyGames is only possible through our amazing users contributions. Submitted by Simon Carless 54 on Jun 14 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGood thinking little buddy.quot

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

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

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

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

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

Moby Milestone 50000 Unique Games April 2015 We now have 50000 unique games documented in our database Every single game was hand entered by contributors and carefully verified by our approvers. Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSay fuzzy pickles.quot

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

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

In Memoriam PolloDiablo Astrid Beulink - Link

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

New Game Monsters in Hell - Link Thu, 20 Aug 2015 20:07:21

Monsters in Hell ZX SpectrumDiscuss Review Want Have Contribute missing cover artaddcover Published bySoftekInternationalLtd.Released1983PlatformZX Spectrum GenreActionPerspective3rd-PersonPerspective PlatformThemeArcade ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

New Game Pac-Man and the Ghostly Adventures - Link Thu, 20 Aug 2015 20:05:05

Pac-Man and the Ghostly Adventures Nintendo 3DSDiscuss Review Want Have Contribute missing cover artaddcover Published byNamcoBandaiGamesAmericaInc.Developed byIntiCreatesCo.Ltd.ReleasedNov 05 2013Official SitePac-Man and the Ghostly AdventuresPlatformNintendo 3DS GenreActionPerspective3rd-PersonPerspective Platform Side-Scrolling ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

New Game TRON Light Cycles - Link Thu, 20 Aug 2015 19:59:14

TRON Light Cycles Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published bySinclairQLPreservationProjectReleasedDec 15 2010PlatformSinclair QL GenreActionPerspectiveTop-DownMiscLicensedTitle ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBig Money Big Prizes I love itquot

New Game Legend of Grimrock II - Link Thu, 20 Aug 2015 19:08:12

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

New Game The King - Link Thu, 20 Aug 2015 19:07:05

The King Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byMicroDealLtd.Developed byCHRobertsonConsultantsReleased1986PlatformSinclair QL GenreActionPerspective3rd-PersonPerspective PlatformThemeArcade ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBoomshakalakaquot

New Game Hopper - Link Thu, 20 Aug 2015 19:05:02

Hopper Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byMicroDealLtd.Released1985PlatformSinclair QL GenreActionPerspective3rd-PersonPerspective Top-DownThemeArcade ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

New Game Pengi - Link Thu, 20 Aug 2015 19:04:32

Pengi Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byGigasoftReleased1985PlatformSinclair QL GenreActionPerspectiveTop-DownThemeArcade Puzzle-Solving ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

New Game Hoverzone - Link Thu, 20 Aug 2015 19:03:43

Hoverzone Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byTalentComputerSystemsReleased1987PlatformSinclair QL GenreActionPerspective3rd-PersonPerspective Side-ScrollingThemeArcade Sci-FiFuturistic Shooter ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou fight like a dairy farmerquot

New Game Stone Raider - Link Thu, 20 Aug 2015 19:01:15

Stone Raider Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byMicroDealLtd.Developed byOzoneMicrowareReleased1986PlatformSinclair QL GenreActionPerspective3rd-PersonPerspectiveThemeArcade Puzzle-Solving ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

New Game Voyage of the Beano - Link Thu, 20 Aug 2015 19:00:27

Voyage of the Beano Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byCGHServicesReleased1990PlatformSinclair QL GenreAdventurePerspective1st-PersonPerspectiveThemeInteractiveFictionwithGraphics ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

New Game E.V.A. - Link Thu, 20 Aug 2015 18:59:02

E.V.A. Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byWestwayLtd.Released1985PlatformSinclair QL GenreActionPerspective3rd-PersonPerspectiveThemeSci-FiFuturistic Shooter ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotObjectionquot

New Game The Lost Pharaoh - Link Thu, 20 Aug 2015 18:57:55

The Lost Pharaoh Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byTalentComputerSystemsDeveloped byGrafsoftReleased1986PlatformSinclair QL GenreActionPerspectiveTop-DownThemePuzzle-Solving ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

New Game Jungle Eddi - Link Thu, 20 Aug 2015 18:55:10

Jungle Eddi Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byTalentComputerSystemsDeveloped byGrafsoftReleased1986PlatformSinclair QL GenreActionPerspective3rd-PersonPerspective Platform ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGood thinking little buddy.quot

New Game Droidzone - Link Thu, 20 Aug 2015 18:42:11

Droidzone Sinclair QLDiscuss Review Want Have Contribute missing cover artaddcover Published byDigitalPrecisionLtdReleased1985PlatformSinclair QL GenreActionPerspective3rd-PersonPerspectiveThemeSci-FiFuturistic Shooter ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

New Game Deviants - Link Thu, 20 Aug 2015 18:38:12

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

New Game Formation Z - Link Thu, 20 Aug 2015 18:19:29

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

New Game TeleGames - Link Thu, 20 Aug 2015 18:17:28

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

New Game Barney Bear Goes to School - Link Thu, 20 Aug 2015 18:15:43

Barney Bear Goes to SchoolDiscuss Review Want Have Contribute missing cover artaddcover Published byFreeSpiritSoftwareInc.Released1990PlatformsAmiga CDTV DOS GenreEducationalPerspective3rd-PersonPerspectiveEducationalMathLogic ReadingWriting Critic Score User Score Amiga ... ... CDTV ... ... DOS ... ... add review scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game 4 Most Fight and Fright - Link Thu, 20 Aug 2015 18:14:57

4 Most Fight and FrightDiscuss Review Want Have Contribute missing cover artaddcover Published byAlternativeSoftwareLtd.Released1991PlatformsCommodore 64 ZX Spectrum GenreActionMiscCompilationShovelware Critic Score User Score Commodore 64 ... ... ZX Spectrum ... 3.0 add review scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

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

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Welcome to FPSoft.eu

Floating Point Softwares is an Indie company started in 2015
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