Page:64 - News Archived: 3437

Title Date
Engine Software Engineer - Infinity Ward Activision - Link 2015-08-19

Infinity Ward is looking for a skilled EngineSoftware Engineerto work on core systems and pipelines in our proprietary engine. You should be comfortable and competent working in both low level and mid-level code. And you should have a good sense for overall software architecture. Responsibilities You will be responsible for the technical success of critical software components drawing assistance from other programmers when necessary. You must be able to anticipate and overcome the technical hurdles and maximize the strengths specific to IWs development tools technologies and techniques. You must take pride in a high standard of work but be willing to prioritize and deliver in the necessary timeframe. The ideal candidate will have experience with both systems and rendering code. Possible tasks would include Performance and memory optimizations to engine subsystems. Improving and optimizing geometry and texture processing pipelines Continued improvements to the material authoring and material factory systems Assisting with andor directing the porting of miscellaneous platform-specific code as necessary Working with occlusion culling and procedural animation systems. You must be a team player Be able to break down and design code features Exchange feedback and suggestions with others Be flexible and responsive to the needs of the team Contribute ideas for features and improvements as the engine evolves Be able to make and stick to a realistic schedule Regularly communicate progress Report problems as soon as they become apparent Requirements Must be fluent in CC 4 years of programming experience Good understanding of multi-threaded programming Strong 3D skills and low-level engine experience are essential. Know when not to use object oriented programming. About Us Founded in 2002 Infinity Ward is the studio that created the Call of Duty franchise. The titles developed by Infinity Ward have won over 200 Game of the Year awards and 100 Editors Choice awards among many other industry accolades. In 2007 the studio released Call of Duty 4 Modern Warfare a revolutionary title that set the bar for the modern first-person shooter. Our latest releases Call of Duty Modern Warfare 2 and Call of Duty Modern Warfare 3 broke records with the fastest revenue generating launches of any entertainment product. Infinity Ward is located in Woodland Hills California just outside of Los Angeles. A critically-acclaimed studio Infinity Ward is proud to have one of the most passionate and accomplished development teams in the industry. We love to have as much fun as the games we create and it shows in our relaxed yet diligent workplace environment. Looking towards the future Infinity Ward strives to continue creating improving and advancing the possibilities of the first-person shooter genre. Join us. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4Mplw04bCZTs

Character TD - NBA 2K16 Visual Concepts Entertainment - Link 2015-08-19

Who we are Critically acclaimed year after year NBA 2K continues to evolve not just basketball but redefines what a sports videogame can be. Visual Concepts VC has not only been ranked the worlds most consistent developer in terms of shipping top-rated titles but also is one of the coolest and least corporate places you can imagine. What we needVisual Concepts is looking to hire a Character TD to join their NBA2K team. We are looking for a bright and talented candidate who is ready for a new challenge and has a proven track record working on AAA titles. As a service department the TechArt group helps artists by developing production tools and pipeline. Job responsibilities include Assist and Contribute to the evolution of the art pipeline by bringing technical solutions Design and maintain artist-friendly Tools and GUIs Simple and Complex Rigging math nodes procedural systems scripted rigs etc... Body and prop rigging Requirements At least 3 years in the game industry or TVfilm Ability to design author and maintain tools used in a production pipeline Understand and work with game engine constraints Fluent in Python andor PyMel Proficiency with industry software tools and pipelines Maya Photoshop etc. Strong knowledge of Maya deformers skinning blendshapes wrap deformers and human anatomy Solid understanding of joint placement and topology edge flow Excellent work ethic self-motivated and proactive willing to learn new skills Not afraid to wear multiple hats and be hands on with art tasks when necessary Must be an effective communicator both verbally and written Ability to take directions well and to thrive in a fast-paced environment Ability to anticipate prioritize and organize work to meet objectives Passion and enthusiasm for video games Desired skills Maya API scripting Face Rigging Knowledge of PyQT PySide Photoshop Scripting Sculpting skills in Zbrush or Mudbox Experience with muscle hair and cloth systems Experience debugging art for game engines Other programming languages like C Javascriptltimg srchttpfeeds.feedburner.comrGamasutraJobs4kGp36V1KCbQ

3D Game Artist Sega Networks Inc. - Link 2015-08-19

Three Ring Design a SEGA studio based out of San Francisco CA is looking for talented Game Artists to work on in-production and new mobile games in our Madison WI studio. Game Artists work closely with production and design teams to produce exceptional compelling artwork for next-generation mobile games. Three Rings Design is seeking passionate generalists who want a hand in all aspects of game art from concept through production and into implementation. Duties and Responsibilities Work with the art team to create strong character and environment art Work with the Lead Artist to exemplify the games signature style Produce characterful high quality 2D art assets for final production Produce characterful high quality low-poly 3D assets along the entire 3D pipeline Animate assets with dramatic appeal within the game world Skills and Abilities Exceptional traditional drawing skills Exceptional low-poly 3D techniques Exceptional animation skills Ability to work collaboratively and drive to work independently Strong time-management and organizational skills A keen passion for making gorgeous industry-leading mobile games Preferred candidates will have 3 years of game development experience What we offer Competitive salaries Company matched 401k plans Complete Medical Dental and Vision benefits Pre-tax FSA benefit plans Free snacks drinks and company lunches Instructions for Applicants Please submit your resume in plain text for .pdf format to including Game Artist in the subject line and a link to an online portfolio containing video screen shots game files or game saves of levels that you have created noting content that you are personally responsible for. Anything else that demonstrates your creative ability such as writing samples artwork design docs etc. is appreciated. Candidates without an online portfolio cannot be considered. Please do not send images and other material in attachments. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4jKUs60yqlew

Character Artist - NBA 2K16 Visual Concepts Entertainment - Link 2015-08-19

Character Artist Who we are amp Critically acclaimed year after year NBA 2K continues to evolve not just basketball but redefines what a sports videogame can be. Visual Concepts VC has not only been ranked the worldamprsquos most consistent developer in terms of shipping top-rated titles but also is one of the coolest and least corporate places you can imagine amp What we need amp An exceptional Character Artist who will help the team add the fine details that make our game stand out among the rest by building textures for clothes uniforms and the shoes of every character in the game.ampThe candidate must have a thorough understanding of anatomy with a strong background in photorealistic sculpting and texturing.amp The candidate will be responsible for creating high and low resolution character models as well as UV normal map and texture creation for our sports games. As a character modeler you will help manage the character pipeline polish outsourced assets work with lighting shaders and ensure quality control. Required Skills Associates degree in Fine Art Computer Graphics or Animation. Bachelors degree preferred.amp At least 3 years experience creating hi-rez character models using Maya.amp At least 3 years experience generating normal maps with ZBrush andor Mudbox At least 3 years experience creating high resolution textures in Photoshop. Thorough knowledge of edge flow and optimal topology layout for deformation Extensive experience with UV layout. Candidate must be organized detail-minded and able to handle multiple tasks under pressure. Work with Art Director Lead Artist and producers to ensure artistic unity with the entire project. Ability to take direction well. Task driven self-motivated and proactive. Strives to deliver the best quality artwork. Positive attitude and a genuine team player. Extra Credit Experience creating practical models and maquettes. Experience creating blend shapesmorph targets. 4 years in the gaming industry or tvfilm. Fine Art background. Experience with cloth or hair simulation Experience with real time shader authoring Experience with Skinning andor Character Rigging Experience with Python Scripting Stays abreast of current 3D trends and techniques. An active gamer with an analytical eye towards visual details of console games. Likes sports amp ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4sqKMCwLTPn0

Technical Artist ndash NBA2K16 Visual Concepts Entertainment - Link 2015-08-19

Who we are amp Critically acclaimed year after year NBA 2K continues to evolve not just basketball but redefines what a sports video game can be. Visual Concepts VC has not only been ranked the worldamprsquos most consistent developer in terms of shipping top-rated titles but also is one of the coolest and least corporate places you can imagine.ampamp amp What we need We are on the lookout for a Technical Artist with a passion for modeling to join the NBA2K16 team. We are looking for a bright and talented candidate who is ready for a new challenge and has a proven track record working on AAA titles.amp As a service department the TechArt group helps artists by developing production tools and pipeline. amp Key Responsibilities Assist and contribute to the evolution of the art pipeline by bringing technical solutions. Design and maintain artist-friendly Tools and GUIs. Bridge the gap between Modeling and Rigging. Simple and Complex Rigging math nodes procedural systems scripted rigs etc... Face Body and prop rigging. Technical Modeling tasks. amp Required Skills Ability to design author and maintain tools used in a production pipeline Understand and work with game engine constraints. Fluent in Python andor PyMel. Proficiency with industry software tools and pipelines Maya Zbrush Photoshop etc. Strong knowledge of Maya deformers skinning blendshapes wrap deformers and Human Anatomy. Solid understanding of joint placement topology edge flow. Excellent work ethic self-motivated and proactive willing to learn new skills. Not afraid to wear multiple hats and be hands on with art tasks when necessary. Must be an effective communicator both verbally and written. Ability to take directions well and to thrive in a fast-paced environment. Ability to anticipate prioritize and organize work to meet objectives Passion and enthusiasm for video games amp Extra Credit At least 3 years in the game industry or TVfilm Maya API scripting. Knowledge of PyQT Photoshop Scripting Proficient sculpting skills in Zbrush or Mudbox Experience with muscle hair and cloth systems. Experience debugging art for game engines Other programming languages like C Javascript. Likes sportsltimg srchttpfeeds.feedburner.comrGamasutraJobs4L1H3p1FbHKA

Senior Recruiter Red 5 Studios - Link 2015-08-19

The Discipline The Administrative team at Red 5 Studios echoes the motivations of the designers artists and programmers to thrive on innovation and never fear change. The Administrative team which incorporates Finance Business Localization IT Human Resources Talent Acquisition and Facilities share the same passion as our designers and are both unique and creative in their approach to support Red 5 Studios. You will join a team that is fully dedicated to the studio its games and making every member of Red 5 Studios feel like family. amp Responsibilities Support the Talent Acquisition team with coordinating meetings recruiting events and special projects Interact with various candidates hiring managers and Red 5 Tribe members to schedule interviews Provide qualified ampprospects through unique sourcing techniques finding the passive candidates who have made a difference in the games industry and are open to hearing about the great opportunities that Red 5 Studios and Firefall has to offeramp Assist with opening closing and posting requisitions in the Taleo Applicant Tracking System Manage company content on the Red 5 jobs page as well as various job boards Generate ad-hoc reports and maintain weekly recruiting reports as needed Act as the candidateamprsquos guide and main point of contact during on-site interviews Assist in the development of training materials relating to recruitment processes Overall support for career fairs or other recruitment related special events Other assigned duties and special projects as needed amp Qualifications Must be able to maintain a very high level of confidentiality Positive attitude and the ability to be proactive resourceful and flexible Ability to manage multiple responsibilities and prioritize - strong sense of urgency Proficient in the usage of the entire Microsoft Office Suite Knowledge of social media and itamprsquos usage in attracting top talent Effective interpersonal skills with a strong attention to detail Unyielding passion for games amp Pluses AIRS recruitment techniques training and certification Previous experience with the Taleo Applicant Tracking System Knowledge and interest of Boolean Operators and other research tools ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4AxomnbkhdOU

Unity Developer- Madision Sega Networks Inc. - Link 2015-08-19

Three Rings one of SEGAs premiere online games studios is growing our Madison WI team. Were looking for game developers with strong mobile and server-side backgrounds who want to join a fun team of bright engineers who get stuff done. Ideal candidates will be equally comfortable discussing scene graphs matchmaking algorithms scaling high-traffic server applications and optimizing database queries with a team of passionate peers. Candidates should enjoy a self-directed fast-paced environment that gives you room to apply your expertise and make an impact. What You Would Do Build amazing games. Get stuff done quickly. Be passionate take pride in your work and have a sense of ownership. Contribute in game design and architectural discussions - and be responsible for implementing all or parts of a project. Work in a collaborative and open setting with experts in marketing publishing and the live operation of online games. What You Need To Have Experience shipping games on iOS and Android. A broad understanding of major game systems graphics clientserver physics etc. A minimum of 3 years experience working with object-oriented languages. C and Java preferred but not required. Familiarity with Unix environments and SQL MySQL Postgres. Knowledge of good software engineering practices and a willingness to learn. The ability to work in a high-energy environment. About Us Our expertise is in MMO development and mobile games. We work in small teams of 5-8 engineers to make amazing things. We encourage autonomy and personal ownership. We believe that good work gets done as part of a balanced life. We encourage new ideas and creativity. Our office is a fun friendly place complete with a fully stocked kitchen a steampunk submarine and other geeky goodies. We live for games and are looking for people who share our passion. We Offer Competitive Salaries and Bonus plans Complete Medical Dental Vision FSA Free snacks and drinks and in office bar Company trips and parties we like fun Applicants are encouraged to submit their cover letter and resume in plain text or pdf format to with Unity Developer included in the subject line. No recruiters please candidates only. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4nWxJODYvnms

Unity Developer- Philadephia Sega Networks Inc. - Link 2015-08-18

Three Rings one of SEGAs premiere online games studios is growing our Philadephia PA team. Were looking for game developers with strong mobile and server-side backgrounds who want to join a fun team of bright engineers who get stuff done. Ideal candidates will be equally comfortable discussing scene graphs matchmaking algorithms scaling high-traffic server applications and optimizing database queries with a team of passionate peers. Candidates should enjoy a self-directed fast-paced environment that gives you room to apply your expertise and make an impact. What You Would Do Build amazing games. Get stuff done quickly. Be passionate take pride in your work and have a sense of ownership. Contribute in game design and architectural discussions - and be responsible for implementing all or parts of a project. Work in a collaborative and open setting with experts in marketing publishing and the live operation of online games. What You Need To Have Experience shipping games on iOS and Android. A broad understanding of major game systems graphics clientserver physics etc. A minimum of 3 years experience working with object-oriented languages. C and Java preferred but not required. Familiarity with Unix environments and SQL MySQL Postgres. Knowledge of good software engineering practices and a willingness to learn. The ability to work in a high-energy environment. About Us Our expertise is in MMO development and mobile games. We work in small teams of 5-8 engineers to make amazing things. We encourage autonomy and personal ownership. We believe that good work gets done as part of a balanced life. We encourage new ideas and creativity. Our office is a fun friendly place complete with a fully stocked kitchen a steampunk submarine and other geeky goodies. We live for games and are looking for people who share our passion. We Offer Competitive Salaries and Bonus plans Complete Medical Dental Vision FSA Free snacks and drinks and in office bar Company trips and parties we like fun Applicants are encouraged to submit their cover letter and resume in plain text or pdf format to with Unity Developer-Philadelphia included in the subject line. No recruiters please candidates only. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4fxTaVvYpC10

Associate Producer Sanzaru Games Inc. - Link 2015-08-18

Sanzaru Games Inc. has an immediate Associate Producer position working on next generation console ampamp PC games. Responsibilities Manage project schedules while highlighting task priorities departmental interdependencies and resource risks. Plan for project deliverables including internal and external needs. Understand marketingPR needs and incorporate into project deliverables. Liaison with the Publishers to ensure hardware needs are met account dependencies are resolved systems are integrated and approvals are met. Demonstrate sufficient technical knowledge to successfully create region and platform specific builds. Create build notes for delivery to the Publishing and QA teams. Collaborate with the Localization team to ensure a system is in place for translating testing and iterating. Communicate expectations with external contractors such as Writers Audio and Cinematic teams assisting them where needed while aligning their goals to that of the project goals. ExperienceSkills 2 years of industry experience working on different platforms. Project Management skills including schedule resource planning and risk analysis. Working knowledge of the game development cycle. Technically inclined with the ability to quickly comprehend system setups is a big plus Strong problem solving skills above and beyond project management is a big plus Self-motivated organized and detail oriented. Ability to multi-task and adapt quickly to a dynamic environment. Excellent verbal and written communication skills and ability to interact effectively.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4DfeE2GXh7as

Unity Engineer Backflip Studios - Link 2015-08-18

We are looking for smart creative engineers with programming and game design talent. ampYou will use the Unity3D engine to create fun new games for iPhone iPad and Android devices. ampYou will have a lot of input into the design and visual aspects of the game as well as coding core algorithms and gameplay features. amp Requirements - CS fundamentals and solid understanding of low level concepts - Software Architecture and design expertise - Strong background in C. ampBackground in C is a plus - Expert level understanding of Unity3D - At least 4 years professional software development experience - Previous iPhone development experience andor game development experience - Ability to work fast quickly get up to speed with existing code and learn new concepts easily - Desire to create fun gamesltimg srchttpfeeds.feedburner.comrGamasutraJobs48H67mYKi1ko

Associate Producer Cloud Imperium Games - Link 2015-08-18

Cloud Imperium Games the creator of the epic space sim Star Citizen is seeking an incredibly passionate skilled and eager Associate Producer to join the Production team in our Santa Monica CA studio. Responsibilities ampbull Serve as a driving force for production facilitating communication organization and accountability across each department.ampbull Identify and track at-risk aspects of development and patch releases guiding them to successful completion and deployment.ampbull Own specific projects and pipelines that relate to the overall success of the game and drive them to a timely completion.ampbull Own small feature schedule creation and drive it through to completion ampbull Attend and take notes in any team meetings and report updates to the leadership team.ampbull Create track and manage all tasks for their feature pipeline or departmentampbull Work with developers to ensure that their tasks are broken down and time estimates are routinely provided.ampbull Compile and send out regular reports on team progress and accomplishments.ampbull Identify and communicate all issues that may prevent the team from completing established goals and deadlines.ampbull Work with team leads to identify and allocate resources necessary for the successful completion of project goals.ampbull Provide direction and motivation to team members making sure that goals and deadlines are achieved.ampbull Work with the team to develop efficient work methods and pipelines.ampbull Communicate with all members of production providing visibility on work status risks and opportunities.ampbull Schedule and attend meetings as requiredampbull Serve as custodian of team health and foster a culture of success.ampbull Represent the project and be a great ambassador for the studio at all times including at PR events E3 GDC etc. Requirements ampbull A minimum of 2 years production experienceampbull Understanding and experience with software development from source to live release.ampbull Leadership or project ownership type roles in past employment.ampbull Ability to effectively communicate and collaborate with all disciplines and departments.ampbull Expertise in software development methodologies and project management.ampbull Working knowledge of feature developmentampbull Unsurpassed verbal and written communication.ampbull Skilled in risk assessment management and scheduling.ampbull Unrelenting self-motivation and initiative.ampbull Passion for Video Gamesampbull Ability to juggle many things at once and bring order to chaos. Excellent problem solver.ampbull Experience delivering technical projects in a commercial environment.ampbull Organized driven enthusiastic and self-motivated. ampbull The ability to cope well and perform under pressure working to tight deadlines. ampbull A team thinker - able to work within a team and to actively work to make that team perform cohesively and collaboratively.ampbull Highly analytical and able to deliver to deadlines.ampbull Excellent relationship-building skills.ampbull Must be willing to work in Santa Monica CA Pluses ampbull Previous experience with animation and concept pipelineampbull Previous QA experience.ampbull Knowledge of space simulations FPS games and MMOs.ampbull Knowledge of Perforce and build systemsampbull Proficiency with Jira and Confluence.ampbull Experience with maintaining a live productampbull Experience working with outsource groupsampbull Passion for sci-fi games and space simulations. ampltimg srchttpfeeds.feedburner.comrGamasutraJobs405XwjqnQ314

Game System Designer Game Circus LLC - Link 2015-08-18

RESPONSIBILITIES Help drive design for existing and new games Devise creative solutions to gameplay ampamp balancing issues working closely with our product ampamp data analysis teams Interpret game mechanics for the mobile platform Refine balance of live game economies Collaborate with other designers to review specs improve design processes and strengthen game design as a vital pillar of the company Produce and take ownership of design specs balance spreadsheets and other game documentation Analyze game metrics and player behavior to monitor and promote game health Develop feature sets for new titles with an emphasis on solid balance and progression Deconstruct mechanics and systems in casual mobile titles Recognize and stay abreast of game design trends patterns and consumer preferences REQUIREMENTS 2 years of professional experience as a game designer Passion for making engaging casual games Ability to reason both creatively and logically Advanced Excel knowledge with the ability to apply formulas to tune a game Ability to identify and offer solutions for gameplay and balancing issues Comprehensive knowledge of game mechanics -- know whats out there whats working what isnt and how to improve Experience as a team player -- great ideas come from everywhere. Were highly collaborative Adaptability to a rapidly shifting fast-paced creative environment Comfort juggling multiple responsibilities to collaborate and excel in a small-team environment NICE TO HAVE Understanding of the freemium market Knowledge of mobile technology its boundaries and unique potential as it applies to games Experience managing games post-launch where the game is continuously updated and improved Experience developing games in Unity Non-design game development experience such as art programming etc. Experience designing AB tests to help guide design direction. Familiarity with scripting languages or other technical skills related to game development Experience creating rule sets such as skills classes etc.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4tvLU_w8RYpk

Contract 2D Game Artist WildTangent - Link 2015-08-18

OverviewWildTangent Studios the companys mobile development studio creates apps and games for Android and iOS. A few of our releases include Poker PLAY Swipe 3 Word Science and the famous Polar Bowler We are a boutique mobile studio located in downtown Seattle. Being that we are a small team every member plays an integral role in the operations of the business. We need highly motivated individuals who are passionate about mobile development collaborative yet able to function effectively as individual contributors wear multiple hats and share their creative ideas in a fast-moving and ever changing start-up environment. ResponsibilitiesWildTangent is looking for an experienced Contract 2D Game Artist who can create polished assets UI environments characters animation and FX for free-to-play mobile games. This is a contract position expected to last approximately 3 months. This person will need to work in-house in an iterative fast paced environment. Qualifications UI experience is required.Proficiency with Photoshop is required.Unity experience preferred.Mobile experience preferred.AnimationFX experience preferred.Must be able to work independently and effectively prioritize their work.Must be able to assess and make estimates on the time effort and risks of any given task.Must be able to follow established pipelines and protocols. Must be able to follow established art styles and UI design aesthetics. Must work well with the other disciplines of game development Programming Game Design QA Marketing and Management.Upbeat friendly personality required.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4d9YP2wKqneY

Marketing Artist Tilting Point - Link 2015-08-18

Summary The marketing artist will be responsible for the development of visual and video assets for the marketing social media in-game UA and community efforts of Tilting Points partner games. The role will conceptualize and develop creative ads working with existing assets and contracting additional freelance artists as needed. The marketing artist will also create gameplay trailers and videos working closely with developers and internal teams. Responsibilities Contribute to the conceptualization design direction and development of beautiful and engaging user facing visual art and video assets across Tilting Points portfolio of games Develop creative ads to support the user acquisition campaigns for mobile games targeting unique demographic and interest-based targets across multiple campaigns and mobile games Work with marketing team and developers to ensure that the visual identity is in line with the marketing strategy Support the product team in developing in-game promotional art designing email communications and in-game visual communications Create assets for the games social media and community needs Produce video assets such as trailers and gameplay videos from gameplay capture to editing creating title graphics sound design and visual effects motion graphics Review recommend and manage external freelance artists or creative vendors appropriate to each project and game Work with freelancers and external vendors when necessary to outsource additional workload Maintain excellent communication internally and externally with our development partners Skills Minimum of 2 years experience developing artwork in video games or related field Mobile gaming experience is a huge plus Solid understanding of color composition typography and graphic styles Excellent Photoshop Illustrator InDesign advanced skills Excellent PremiereFinal Cut Pro and After Effects skills Experience with 3D software Autodesk Maya 3DSMax and character posing is not required but a big plus Ability to research recommend direct and manage appropriate external vendors and artists A passion for games and mobile gaming Self-starter able to work autonomously Strong written and oral communication skills and ability to work with creative partners Ability to work on multiple projects in parallel while meeting changing deadlines and priorities Positive attitude and a love for problem solving Tilting Point is a small company that seeks only elite talent working with the worlds leading developers. We are a lean organization and a prospective candidate should have experience or interest in working in organizations of this scale Contact Please also forward portfolioreel links.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4osPomEX9UeM

Community Manager CrowdStar - Link 2015-08-18

Come join us at the forefront of interactive entertainment for women CrowdStar is redefining mobile and social games for women developing original games unlike anything youamprsquove seen before. ampWith Covet Fashion Crowdstar developed a whole new genre of fashion entertainment with the only app that lets you style head-to-toe looks with actual brands - including BCBGMAXAZRIA Rebecca Minkoff Rachel Zoe J Brand and 150 more. Not only are we changing how women game weamprsquore also changing how they discover and shop for clothing shoes and accessories. Weamprsquore more influential than social media and friends ampamp family when it comes to fashion discovery and purchases.ampWith millions of users spending 60 minutes a day within the app we are poised for expansion and looking for a Community Manager to help take us to the next level.Work with a talented team of programmers designers and artists who create compelling mobile games. Were breaking new ground and expect creativity from every team member. If youre passionate about games and technology join us and play a critical role in shaping the future of social games. Our team is built of experienced entrepreneurs and technologists. Were looking for smart and motivated individuals. As a moderator of online communities you will be responsible for Gathering input from power users for future product and content development. Relaying major customer service issues to the teams. Performance testing security testing submitting detailed bug reports. Holding community events to increase user retention. Creating tutorial videos FAQs blog entries articles. Requirements 2 years of online customer service experience. ampExperience w iOS Android Kindle devices and phpbbvbulletin a plus. Excellent conflict resolution skills. Familiar with Facebook Twitter Tumblr Pinterest and Instagram platforms. Excellent writing and interpersonal communication skills. Well-organized and detail-oriented. Ability to multi-task and self-manage in a fast-paced environment. Experience with JIRA Zendesk Helpshift and Asana is a plus. Gaming customer service a plus. CrowdStar Benefits ampampAt CrowdStar spontaneity is routine. While hard work is appreciated having fun is non-negotiable Company trips to Mexico and Friday Happy Hours are as important to us as delivering a world-class product to a thrilled customer. amp Of course a competitive salary stock and a killer benefits package are bonuses ampamp amp Flexible and generous vacation policy Catered lunch and dinner daily Weekly in-office yoga XBOX Big Screen TV Ping-Pong Foosball Darts and a vintage arcade console Life Drawing Classes Complete medicaldentalvision benefits- employees covered at 100 401k Life and Disability Insurance amp Our office is in downtown Burlingame CA just two blocks from Caltrain and next to dozens of coffee shops restaurants and shopping in the area.ltimg srchttpfeeds.feedburner.comrGamasutraJobs40MqrQtYsxFI

Senior Software Engineer Client Gameplay Programmer C Limbic - Link 2015-08-18

The creators of the worldwide mobile hitZombie Gunshiparelooking for an experienced game developer to work onthe next big sequel calledZombie Gunship Inc.aPvP server-based 3D mobile game.This role will work closely with our other supertalented engineers artists and game designers. Your mission Contribute to the design and implement game featuresfor our upcoming mobile game. Your qualifications Expert level inC Experience with mobile game development and shipping games on iOS and Android. Passion for playing and making games. Our Perks The opportunity to be part of building an amazing game from the ground up. Medical dental and vision insurance. We pay 100 of premiums. Work in our awesome snackdrink-equipped officelocated in the best part of San Francisco. Flexible work hours ampamp vacation policy. Work witha highly skilled and committed team of 8-10 people. Team Events Weeklymonthly online Gaming Nights where we play popular multiplayer games. Refer a Friend We rely on your referrals to help us build a successful team.If you refer someone to us for a full-time position and we hire them you will receive a 1000 referral bonus after 180days of successful employment. Certain rules restrictions and eligibility requirements apply. To make a referral or to learn more about the Referral Bonus Program please contact us at About LimbicLimbic is an established mobile game developer with a track record of making hit mobile games. Our games have been downloaded over 36 million times to date on iOS and Android. Apply today and join us in making our next hit TO APPLYEmail us your Cover Letter and Resume to or visit httpwww.limbic.comcareers.html andinclude a list of your 5 favorite mobile games.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4LzNpzc2irTg

Software Engineer Zindagi Games - Link 2015-08-18

Zindagi Games is looking for Software Engineers to join our Programming Team Weamprsquore located in Camarillo California... just minutes from the ocean- midway between Los Angeles and Santa Barbara. We offer excellent benefits medical dental vision life 401k 980 work week etc. Please visit our website for further details. Weamprsquore looking for experienced programmers with one or more successful titles under their belt. Key Qualifications Minimum of bachelor degree in Computer Science Professional experience from iOS and Android development Fluent in CCCObjC Enjoy working on mobile games Strong background in data structures algorithms and problem solving skills including analytical decision making. Great communication skills verbal and written Excellent 3D math skills Self motivated but also a great team player Bonus Skills Unity experience Java Script NoSQL Databases graphic programming knowledge Responsibilities Create clean efficient and well tested code Work on game and system code involving real-time 3D graphics Meet deadlines Flesh out expand implement and iterate on game designs Analyze organize and optimize code Must possess legal authorization to work in the USltimg srchttpfeeds.feedburner.comrGamasutraJobs4mhEJbb3GouM

Project ManagerProducer Tripwire Interactive LLC - Link 2015-08-18

Tripwire Interactive is currently looking for a Project Manager to join the team behind the hit Killing Floor and Red Orchestra series. With our continued success and growth there is now the opportunity for a Project Manager to help us drive future updates and new titles ever more efficiently and effectively to completion across multiple platforms. The Project Manager will have a strong understanding of how each discipline operates and how they rely on each other will have the experience to anticipate production issues and the drive to find and implement solutions. Do you have the skills experience and ability were looking for If you do apply now and help us take our games to the next level Responsibilities Reporting to the Senior Producer create and maintain the detailed plans for multiple projects within the studio as well as drive the daily weekly and monthly taskingmonitoring of the teams Assist in producing and maintaining the related budgets and cost forecasts for the projects Agree development schedules with internal and external teamsteam leads and with executive management and then manage those projects to schedule highlighting task priorities departmental interdependencies resource issues and risks Understand and plan for all project deliverables including internally and externally required builds and marketingPR needs Lead project planning and management meetings identifying production issues and conflicts between schedule cost and project scope targets and offering solutions Maintain communications with all team members team leads and executive management internally and externally Suggest and assist in process improvement initiatives Qualifications Project management experience including Scrum Kanban and traditional waterfall methodologies and tools as well as the ability to prioritize and solve problems Strong communication and inter-personal skills leading to a demonstrated ability to work within a team structure Attention to detail and the ability and desire to handle potentially stressful development environments 3 years experience related directly to the duties and responsibilities specified Knowledge of project management principles practices techniques and tools Ability to develop project budgets and projections Strong resource planning experience skill in organizing resources and establishing priorities Minimum of 1 shipped product with production credit. Preference to applicants with 3 years industry experience Bachelors Degree Experience of JIRA Tripwire Interactive offers a highly competitive salary and benefits package 401K health care quarterly profit share and a professional but non-corporate environment. This position is full-time onsite at our studio in Roswell GA. Please submit your cover letter with resume and salary requirements srchttpfeeds.feedburner.comrGamasutraJobs47uAKlcV3eys

Gameplay Engineer Sanzaru Games Inc. - Link 2015-08-18

Sanzaru Games Inc. has an immediate Gameplay Engineer position working on next generation console ampamp PC games. Only developers who want to craft immersive experiences and bring gameplay to life should apply. Responsibilities Constructing gameplay systems from the ground up Quickly iterating over gameplay systems based on team input Debugging and optimizing gameplay systems Working closely with other engineers to contribute on game architecture and technical design ExperienceSkills 1-2 years of industry experience 1 shipped game title Proficient in C Strong 2D3D math skills Competent physics knowledge Ability to blend into and extend an existing codebase Avid gamer Working knowledge of Unreal Unity3d a big plus Ability to collaborate with team members to bring gameplay to life Bachelors in Computer Scienceltimg srchttpfeeds.feedburner.comrGamasutraJobs4Azu0IjBDQ4M

Unity Developer - San Francisco Sega Networks Inc. - Link 2015-08-17

Three Rings one of SEGAs premiere online games studios is growing our San Francisco CA team. Were looking for game developers with strong mobile and server-side backgrounds who want to join a fun team of bright engineers who get stuff done. Ideal candidates will be equally comfortable discussing scene graphs matchmaking algorithms scaling high-traffic server applications and optimizing database queries with a team of passionate peers. Candidates should enjoy a self-directed fast-paced environment that gives you room to apply your expertise and make an impact. What You Would Do Build amazing games. Get stuff done quickly. Be passionate take pride in your work and have a sense of ownership. Contribute in game design and architectural discussions - and be responsible for implementing all or parts of a project. Work in a collaborative and open setting with experts in marketing publishing and the live operation of online games. What You Need To Have Experience shipping games on iOS and Android. A broad understanding of major game systems graphics clientserver physics etc. A minimum of 3 years experience working with object-oriented languages. C and Java preferred but not required. Familiarity with Unix environments and SQL MySQL Postgres. Knowledge of good software engineering practices and a willingness to learn. The ability to work in a high-energy environment. About Us Our expertise is in MMO development and mobile games. We work in small teams of 5-8 engineers to make amazing things. We encourage autonomy and personal ownership. We believe that good work gets done as part of a balanced life. We encourage new ideas and creativity. Our office is a fun friendly place complete with a fully stocked kitchen a steampunk submarine and other geeky goodies. We live for games and are looking for people who share our passion. We Offer Competitive Salaries and Bonus plans Complete Medical Dental Vision FSA Free snacks and drinks and in office bar Company trips and parties we like fun Applicants are encouraged to submit their cover letter and resume in plain text or pdf format to with Unity Developer included in the subject line. No recruiters please candidates only. ltimg srchttpfeeds.feedburner.comrGamasutraJobs456ACPNzZA8g

Executive Producer Boss Fight Entertainment Inc. - Link 2015-08-17

Boss Fight Entertainment is looking for an Executive Producer to join our veteran game development team. This role involves organizing and collaborating with members of the Boss Fight team from every part of the studio as well as partners outside the company to deliver exceptionally high quality mobile games primarily based on iOS and Android platforms. Candidates should have a significant amount of production experience be highly familiar with the gaming industry and have first-rate organizational communication and motivational skills. The ideal candidate is someone who has a passion for gaming an infectious positive attitude and a proven record of success. Responsibilities Lead a team at scale on a key game franchise. Own product quality overall user experience and advocate for the player. Motivate the team to accomplish their goals of producing quality games that delight the player. Work collaboratively with product managers engineers artists designers QA etc. to drive results and outcomes. Effectively communicate the core experience of the game to other parts of the Boss Fight team. Help ensure that the teams product leverages the ideas and resources of the larger organization. Primary communicator with Boss Fight executives and our publishing partners regarding project status. Create an organizational structure processes and project plan that allow the team to efficiently produce high quality work on time and on budget. Initiate foster maintain and manage others toward positive working relationships with internal and external organizations. Passionately articulate goals and team principles to help form a stimulating and fun work environmentculture. Required Skills 7 years of experience working on high quality games in the console mobile or web space. Previous experience shipping AAA or equivalent quality games in mobile. Free to play experience. Excellent written and verbal communication skills. Ability to work in a team environment with maturity and leadership. Inspired and enjoys inspiring others. Organized and can help organize others. Please apply on our website httpbossfightentertainment.comcareersltimg srchttpfeeds.feedburner.comrGamasutraJobs4Rsoh-uuKn9M

UI Artist Sanzaru Games Inc. - Link 2015-08-17

Sanzaru Games Inc. has an immediate UI Artist position working on next generation games. Only developers who want to craft immersive experiences and breathtaking worlds need apply. amp Responsibilities Create and implement fresh easy to understand interfaces wrapped in beautiful visuals Work closely with Art Leads to develop concepts mockups storyboards and game assets Work closely with designers and engineers to implement UI structure flow and player messaging Creates a broad range of UI game assets including icons fonts backgrounds animation and effects Refine improve and optimize interface pipeline and process into next generation technology Develops experiments and advances UI using the lasting techniques ampamp software Maintains improves and advances the UI game assets Understands hardware limitations and best techniques ensuring optimal quality amp ExperienceSkills 3 years of industry experience with outstanding portfolio Strong understanding of interface flow messaging and ease of use Strong understanding of form color composition and movement Working knowledge of Photoshop Flash Illustrator and Maya Working knowledge of Unreal ampamp Unity a big plus Ability to multi-task and adapt easily to change Excellent verbal and written communication skills and ability to interact effectivelyltimg srchttpfeeds.feedburner.comrGamasutraJobs48iJ-JBA6Rbc

Concept Artist Sanzaru Games Inc. - Link 2015-08-17

Sanzaru Games Inc. has an immediate Concept Artist position working on next generation games. Only developers who want to craft immersive experiences and breathtaking worlds need apply. amp Responsibilities Create and design concept material and detailed illustrations for characters props vehicles and environments Help develop the game look feel and overall artistic vision Work within a production environment closely with the studio Art Director and project art leads Assemble influential research and reference material for the team Occasionally storyboard and create matte paintings as in-game content amp ExperienceSkills 1-2 years of industry or related experience Strong composition and render skills Clear understanding of anatomy and how things move ampndash both real ampamp stylized Solid understanding of architecture and industrial design Knowledge of cinematic techniques language and shot composition Proficiency in Photoshop Painter Sketch-Up etc. Ability to multi-task and adapt easily to change Excellent verbal and written communication skills and ability to interact effectivelyltimg srchttpfeeds.feedburner.comrGamasutraJobs4OrVIHAIyV7s

Senior Server ArchitectEngineer Nuclear Division - Link 2015-08-17

In this position you will architect and develop a game backend that supports a high number of concurrent users while at the same time guaranteeing fast response times. Develop the platform that drives our online multiplayer games Implement robust flexible and well-architected systems System architecture specification including requirements gathering and documentation Databasepersistence fabric design Server API specification Social media and middleware integration Server performance profiling optimization Develop automated processes and tests for frequent and regular releases while ensuring server stability Work with a small team of engineers artists and designers to build compelling video games Establish best practices assist mentor other engineers on the team and identify problem areasopportunities for improvement SKILLS AND ABILITIES 5 years of experience building large-scale mobile web backend systems Strong programming skills coupled with demonstrable architecture design abilities Proficient with scalable server-side programming concurrency synchronization and distributed systems Deep knowledge of SQL relational databases such as MySQL or alternative NoSQL databases such as MongoDB Strong knowledge of cloud computing services like AWS or Microsoft Azure and infrastructure automation Strong practical knowledge of server technologies like REST asynchronous non-blocking systems Netty Node.js Strong metrics monitoring and performance optimization experience HIGHLY DESIRED Experience building multiplayer games Familiarity with integrating mobile app technologies like push notifications Resource-constrained client-side experience mobile console etc. Agile development experience Scrum Kanban etc.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4vF4Il7W8tG8

Mobile Game Designer immediate opening Zindagi Games - Link 2015-08-17

SUMMARY OF POSITION Zindagi Games is looking for a Mobile Game Designer for our office based in Camarillo Ca. Zindagi is a cutting edge development studio at the forefront of new technology and social designs in the mobile space. Weve shipped 5 successful titles across various platforms and our latest hit mobile game Crazy Kitchen is climbing the charts. Our studio and culture is geared towards producing the best quality games in the world in a state of the art facility and has industry leading work conditions and benefits. As a Mobile Game Designer you will design exciting new game mechanics and systems and work closely with the engineering team to see those designs through to implementation. You will become champion and product owner for your designs and will validate launched mechanics and systems with collected data results. JOB RESPONSIBILITIES Create systems and mechanics catered to a games specific target demographic Create game design documents that clearly communicate ideas concepts and requirements across multiple disciplines Monitor key game health metrics and be able to formulate productdesign decisions based on the data Make decisions based on live data and analyticstrends Be a team player willing to work in a fast-paced environment Enjoy challenges and problem solving Must have a passion for game development JOB REQUIREMENTS 1-2 years experience making successful games as designer in the mobile or social space. Strong documentation skills Data Driven Deep Understanding of the current mobilesocial landscape Familiarity with Unity is preferred Familiarity with using an Analytics dashboard is preferred e.g. MixpanelUpsightKontagent BENEFITS Full Medical Dental and Vision 980 work week. This means that we will work 9 hours Monday - Thursday then 8 hours one Friday and the other Friday we have off. 3 weeks 120 hours of PTO to start and increases after 5 years. 401k plan with company matching No Crunch - We havent crunched on any of our titles and we dont plan to Please visit our website for further details Must posses legal authorization to work in the US Direct hires onlyltimg srchttpfeeds.feedburner.comrGamasutraJobs4zGANPt6NuEY

Character TD Rigger Insomniac Games - Link 2015-08-17

Ready to buildamp Are you ready to be in on the foundation of some amazing characters and weaponsamp If you are ampndash then Insomniac Games is looking for you.amp We are searching for a Character TD Rigger who would be responsible for creating character setups including the rigging of various characters weapons vehicles and props and for support of the Animators and others with scripts and tools. This role contributes to the design implementation and maintenance of the animation and rigging pipeline. You would be responsible for developing scripts in support of the art pipeline too. Read on ampEssential Duties and Responsibilities include the following Create high quality animation rigs systems setups and workflows Write and maintain scripts using Python Assist the animation character and programming teams in troubleshooting setup and animation problems as they arise Develop and maintain a 3D asset pipeline with fellow production teams Complete the work assigned at the highest quality possible while staying on schedule Other duties may be assigned EducationExperience Bachelors degree B.A. from a four-year college or university or two to four years related experience andor training or equivalent combination of education and experience. One to four years of experience in character setup Python scripting and a comprehensive understanding of all technical aspects of Maya animation. One to two years of animation training covering all basic animation principals. Must possess an understanding of skeletons facial animation methodologies constraints deformers and other Maya tools and systems used for character animation Good understanding of skin weight painting and skin deformation Good understanding of Game Engine requirements and rig parameters for Game Engines Experience using traditional key framed animation and motion capture. Experience in Motionbuilder a plus If this sounds like the opportunity for you ampndash then we look forward to hearing from youamp Please use the link below to apply for the role.amp We look forward to hearing from youamp Thanksltimg srchttpfeeds.feedburner.comrGamasutraJobs444jIlvXn5Gc

Lead Artist- Madison Sega Networks Inc. - Link 2015-08-17

Three Rings one of SEGAs premiere online games studios is growing our Madison WI team. We are looking for a Lead Game Artist to work closely with production and design teams to produce exceptional compelling artwork for next-generation mobile games. Three Rings is seeking a passionate leader who wants a hand in all aspects of game art from concept through production and into implementation. Duties and Responsibilities Responsible for the overall look and feel of the game Quickly iterate concept art to determine stylistic goals Produce benchmark assets to guide other artists in style and quality Develop and maintain the Art Bible Determine the most efficient tools and technical process for production Lead and manage the art team Partner with Production to develop tasks and schedules for the art team Requirements At least 5 years industry experience working in a team Exceptional 2D and 3D art skills including experience with animation and technical art Remarkable leadership skills and a passion to lead and mentor others Excellent communication skills and experience working with other disciplines and managerial levels Superb organizational skills with the ability to manage time and resources in a team environment Keen passion for making top-notch industry leading mobile games We Offer Competitive salaries and bonus plans Complete MedicalDentalVisionFSA Free snacks and drinks and an in office bar Company trips and parties we like to have fun Applicants are encouraged to submit a resume and cover letter to including Lead Artist in the subject line and a link to an online portfolio containing video screen shots game files or game saves of levels that you have created noting content that you are personally responsible for. Anything else that demonstrates your creative ability such as writing samples artwork design docs etc. is appreciated. Candidates without an online portfolio cannot be considered. Please do not send images and other material in attachments.ltimg srchttpfeeds.feedburner.comrGamasutraJobs45bLn27fGC_s

Gameplay and Prototyping Engineer ToyTalk - Link 2015-08-17

ToyTalk is seeking an experienced Engineer for prototyping ampamp implementing unique and innovative gameplay systems. You will be working alongside the Chief Creative Officer and with a fast moving team that is engaged and passionate about making high quality unique experiences for our customers. Candidates should have a love of unusual and innovative games and enjoy working closely with fellow engineers designers and artists in a creative and supportive atmosphere.ResponsibilitiesPartner with engineers designers and other disciplines to create robust and fun gameplayDiscuss and review technical proposals and designs with engineers designers artists and managersAbility to discuss technical topics with both engineering and nontechnical peopleCreate and program new gameplay systems with a particular emphasis on character conversation and artificial intelligence.Experience writing and maintaining technical design and system documentationWorks with managers to ensure time estimates are accurate and achievableRequirementsCC programming proficiency. Must have worked on and shipped at least one title as a Software EngineerExperience with gameplay scriptingExperience working with a game engine and its proprietary development toolsA selfmotivated and problem solver with excellent debugging skillsA deep passion and enthusiasm for making great gamesPreference to candidates with3 years of applicable professional games industry experience as a Software EngineerIndie game making experience. Experience working with Unity and its proprietary development toolsHaving participated in an Indie game jam of any kind is a plus.Will also entertain candidates who prefer a contract position.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4AKOQkSKCA6U

Senior Programmer Double Fine Productions - Link 2015-08-17

Senior Programmer Double Fine has an immediate opening for an ambitious visionary and experienced Senior Programmer for its San Francisco development studio. The ideal candidate has considerable experience contributing to a large cutting-edge code base and has the ability to architect and implement critical game engine components. The role requires prior experience developing for modern game systems such as PS4 Xbox One or Windows. Additional key qualifications for this role include good problem solving skills the ability to motivate collaborate with and mentor others and a passion for adding the extra polish that that trulysetsDouble Finegamesapart from othergames. Responsibilities Contribute innovative and original ideas on all aspects of game production and development. Design develop and maintain the core engine systems that power Double Fines games. Mentor more junior programmers on systems design programming best practices and debugging techniques. Develop technical design specifications as well as implementation and test plans. Create software systems that are intrinsically scalable and cross platform. Create or improve tools as necessary to support specific featuressystems. Continuously test debug profile analyze and optimize across on all applicable platforms. Requirements Five or more years experience in the creation and delivery of state-of-the-art performance-minded games with two in-game credits required. Demonstrated proficiency in C. Proficient with linear algebra and general 3D mathematics. Comfortable working with internal and externally developed code. Effective communicator and collaborator with engineers and team members from other disciplines. A natural curiosity for all aspects of game development and a willingness to work on a wide variety of systems. Excellent analytical and communication skills. Self-motivated and passionate about making video games. Commitment to personal and peer development and sharing best practices. Must be legally authorized or able to immediately obtain legal authorization to work in the US. Pluses Hands-on experience developing for Unreal4 or the PS4 Bachelors degree or higher in Computer Science Computer Engineering Software Engineering Math or related field Experience with Maya plug-ins and art pipelines Experience designing and implementing threaded asynchronous software Interest in creating tools art pipelines Maya plug-ins etc Experience with real-time physics animation and inverse kinematicsltimg srchttpfeeds.feedburner.comrGamasutraJobs4y89AStnDAx4

Senior Software Engineer Demiurge Studios Inc. - Link 2015-08-17

Weamprsquore looking for outstanding engineers to join our team If you have a passion for gameplay physics networking tools andor graphics weamprsquod love to hear from you. As an engineer at Demiurge Studios youamprsquoll work with other engineers artists and designers to deliver innovative games for the PC Android and iOS devices. Demiurge development teams are cohesive highly skilled and well-supportedamphellipcome join us Responsibilities Work closely with art and design to understand and define game features and system requirements Author technical design documents for the team which specify what will be developed and how Provide time estimates and development plans for feature development Implement test debug and maintain source code Provide ongoing support to art and design Track your development progress and keep production management well-informed Think creatively and work proactively to solve any blocking issues for yourself and your teammates Deliver high quality functional systems on time and to specification Review the work of other engineers and provide constructive guidance in a highly collaborative environment Make educated trade-offs among scope quality and pace. Assist with live server operations and take turns responding to outages with the team Must-Have Qualifications 4 years game industry experience Strong C programming and software architecture skills ampampBS or higher in Computer Science or similar discipline Physics Math EE etc. Excellent written and oral communication skills Has an interest in good software engineering practices and maintaining code quality Self motivated and able to achieve development goals with minimal supervision Has a passion for games and plays them regularlyamp Must be eligible to work in United States ampHas outside interests Preference to Applicants with Engineering credits on one or more shipped titles for iOS or Android Prior Python and Django experience Database development experience with SQL Previous experience architecting APIs with JSON Experience setting up automated build systems and unit test frameworks. Comfortable working in PC and Linux environments Experience developing games using agile methodologies Creating games is our passion. Founded in 2002 and acquired in 2015 by SEGA Networks we bring years of expertise to our projects. Our developers build fun accessible mobile games like our recent hit Marvel Puzzle Quest. Based in Cambridge MA Demiurge has contributed to titles such as Bioshock Rock Band and Mass Effect. ampltimg srchttpfeeds.feedburner.comrGamasutraJobs4t2wWGyK3W6Q

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Improve Player Retention Reacting to Behavior Server Scripts - Link Mon, 27 Apr 2015 15:55:07

Picture this. After youve fought hard to release your game and youre lucky enough to get a pretty decent number of users downloading your game they get tangled up in Level 8 and cant manage to get past it.According to your analytics service they seemed to be enjoying the game so far but now the users are logging in at a lower rate. Youre losing active users. Whats going onTheres no question they like your game. Why would they play up to Level 8 if they didnt The thing is maybe you overestimated the users ability to reach enough proficiency in the game to advance to further levels. Level 8 might be too difficult for most users and thats why they are no longer logging in to the game. Thus youre losing users.There are many solutions to the problem. You could reduce the number of enemy waves add player stamina change the timing of the game or add more game levels before they get to Level 8 allowing users to be more game-savvy by then.You do what you have to doOk you decide to modify the games parameters to ease it on your users so they keep on enjoying the game and choose to stay. Say youre a programming beast and that youre able to swiftly adjust the code and successfully test the game mechanics in one day. Thats good and all but you still need Google Play or the App Store to approve it and publish it - a day for the former and a whopping 7 days for the latter.The lack of control over the response time for the in-game modifications hampers your ability to make the game progress. I dont want to be a bummer but youre still losing users.Having passed the period of time for the changes to go live - which seemed longer than you care to admit - users still have to accept to download the latest version of the game. Some of them do it right away some might do it at a later time or never at all. After all that rush to get the newest version active it is still up to your game users having the latest version if you want to see whether the fixes have a positive effect.Right you continue losing users.Its really hard to get good feedback from the users - and react accordingly - when not all of them are running the latest version.You can turn it aroundThe use of external servers to store game mechanics data is a rapidly increasing tendency among game developers. Offering flexibility and a quick response is key to be adaptable to the needs of your users. Imagine a service that cuts your response time to a minimum gives uninterrupted game play to your users and lets you test different approaches at the same time.Why store parameters in an external server1 Never let others dictate your response timeYour response time shouldnt be much longer than what you spend on tweaking your code. Fixing it to have the changes go live barely at the same time youll be able to deliver a quicker response to your users needs and keep them engaged. Getting user data faster allows you to decide if the changes came to effect or if you need another iteration of changes.2 Dont annoy users with a game update downloadHaving your users experience the updated game on-the-go releases their need to download any game updates manually. Theyll always play the latest version of the game so youll get very reliable user data because there wont be different versions running at the same time.3 Find solutions on-the-goUpload different solutions to the same problem to simultaneously test which one performs better among users. Split testing subtle code differences will return twice as many data which means reducing the time you spend to find the best adjustments for the game.Server side scripts allow maximum configurabilityTake this as an example. You could create a config collection in the server side to keep a simple config JSON. This would be the code for it. levels 1 difficulty 1 time 60 2 difficulty 3 time 70 3 difficulty 5 time 80 4 difficulty 7 time 90 5 difficulty 9 time 100 adsplatform iads coinseveryday 1 10 2 20 330 4 60 5 100 Every time a user opens a new game session you can check if this config has been changed or not. If it has itll start the download of the new games config and will start using them right away.Besides you can also implement AB testing with one custom script very easily.Create two or three JSON config samples in the collection.Define a custom script - new server function - called getGameParameters.Call this function every time a user logs in to your game.This function will be a simple Javascript - using a round robin technique - that will decide what JSON has to be sent A B or C. This way the decision point is on server side can be easily changed and you will be able to test different simultaneous configurations to get better results.Now you know you can improve user experience storing game mechanics in the server side what other situations do you think you could use this for your gameId like to know Leave a comment. This was originally posted in Gamedonia blog.

Modeler needed rev-share - Link Thu, 20 Aug 2015 09:30:08

Unpaid PositionHello We are a small group of game developers. We are hard at work on a demo of our 3D actionRPG game. It will have a fantasy theme and will be built using the Unreal Engine 3. We will however keep a moderate scope in mind whilst still attempting to create something meaningful. We are looking for a modeler to join our team. -Blender 3D is preferable however 3ds Max and Maya are acceptable -must have knowledge of mesh optimization for game engines -must be able to bake normal maps and do textures PBR is a plus Please Reach me on Skype to apply. Skype name imransadiq1995 Thanks for readingFree

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Floating Point Softwares is an Indie company started in 2015
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