Page:11 - News Archived: 3437

Title Date
New Game Pump It Up Exceed - Link Wed, 7 Oct 2015 20:50:37

Pump It Up ExceedDiscuss Review Want Have Contribute missing cover artaddcover Published byMastiffLLCDeveloped byAndamiroCo.Ltd.ReleasedSep 08 2005PlatformsPlayStation 2 Xbox GenreSimulationThemeArcade RhythmMusic Critic Score User Score PlayStation 2 76 ... Xbox ... ... add review scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

Review of Infestation DOS - Link Tue, 6 Oct 2015 17:58:28

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

Review of Disney Friends Nintendo DS - Link Mon, 5 Oct 2015 16:52:32

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

Review of Borrowed Time Amiga - Link Fri, 2 Oct 2015 09:54:28

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

Review of Mean Streets DOS - Link Mon, 28 Sep 2015 01:24:50

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

Review of Final Fantasy IX PlayStation - Link Sun, 27 Sep 2015 04:17:15

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

Review of Choplifter VIC-20 - Link Fri, 25 Sep 2015 09:01:11

Choplifter VIC-20Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotObjectionquot

Review of River Rescue Racing Against Time Commodore 64 - Link Thu, 24 Sep 2015 17:26:20

River Rescue Racing Against Time Commodore 64Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

Review of B.C. II Grogx26x27s Revenge Coleco Adam - Link

B.C. II Grogx27s Revenge Coleco AdamDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

Jessica Curry takes a break from being joint chief of The Chinese Room - Link Fri, 9 Oct 2015 13:40:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Jessica Curry takes a break from being joint chief of The Chinese Room October 9 2015 By Alex Wawro October 9 2015 By Alex Wawro Post A Comment More Indie BusinessMarketing Award-winning composer Jessica Curry has announced plans to sort of leave UK indie studio The Chinese Room by stepping away from her long-held role as director at the studio to focus on her own musical career. This is notable more for why Curry is distancing herself from the studio she helped create than for how it will affect The Chinese Room39s work -- Curry says that she plans to continue working out of the studio39s office composing music for its games and serving as a director of the company. But she39s stepping away from day-to-day development duties to focus on her own career as a composer in part because of what she describes as the toxic nature of some aspects of the game industry including the pressures of doing creative work within the constraints of a developer-publisher relationship and a tendency to downplay or miscredit her contributions as a woman. quotThere is a famous quote that behind every successful man there is a strong womanquot writes Curry in her farewell post on the company blog. quotWell sod that. Irsquove realized that the only way Irsquom going to get credit for the work that I do is if I take a step away from Dan. I love Dan so so much. He is a talented intelligent shining-souled man. This is not a rejection of him but of the society that still canrsquot cope with the fact that a woman might just be as talented as the man she shares her life with.quot The full blog post is worth reading as Curry does an eloquent job of laying out her perspective on the game industry. For more insight into how she and husband Dan Pinchbeck worked together to guide the development of their latest game check out Gamasutra39s conversation about Rapture with them last year. Related Jobs 10.09.15 Character TD Rigger 10.09.15 Lead ArchitectSenior Developers 10.09.15 School and Library Marketing Associate 10.09.15 Experienced Artist View All Jobs Top Stories Next News Story View All 255882 newswire viewnews255882Jessica_Curry_takes_a_break_from_being_joint_chief_of_The_Chinese_Room.php Loading Comments

Creating scalable backends for games using the open source Orleans - Link Fri, 9 Oct 2015 13:04:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Creating scalable backends for games using open source Orleans framework by Ashkan Saeedi Mazdeh on 100815 013900 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Project Orleans is an open source framework for development of distributed applications. Orleans can be used to develop anything from complete game servers to scalable backend services like leaderboardsanalytics accounthellip.2 Halo titles used it to implement all of their backend services so you can do so as well. The next Halo game is doing that as well. What is the difference with usual architectures Orleans uses the actor based programming model which got popularized in industry by Erlang. By popular I mean many people finally realized the power of actors for implementing logic for distributed applications and tried to use the available tools to do the job. Erlang was the only battle tested available solution at the time. Irsquom not going to teach history here but Erlang did choose to use the actor model and message passing instead of shared memory which everyone else is using more than 30 years before Orleans Akka and other frameworks. So letrsquos define the actor model and see how it is different and then see why Orleans is a better fit for many applications compared to other frameworks and languages. Actor model In this programming model each entity in a system is an actor and actors can only communicate by messages. Each actor has a mailbox which receives messages from other actors and then reads them and execute the corresponding action. Actors are kinda like objects so in your typical game each character becomes an actor with different actions like damage upgrade and move and other actors might request it to move or upgrade to a higher level. So you might ask what is the difference The difference is that each actor is completely isolated from the rest of the world. It only can read messages sent to its mailbox and write messages and send them to mailboxes of other actors. No actor can modify or even check the state of any other actor and global state in the form we know it is none existant. Of course you can have a global actor which holds global state but no other actor has no access to the data other than sending requests for data readwrites by means of messages. This model is perfect for parallelism since you can run multiple actors at the same time without any locks or any other synchronization methods and be sure that theyrsquoll never have many of the problems of our normal multi-threaded programs because they don39t share memory with each other. Also actors are very lightweight compared to threads since changing between them doesnrsquot require any operating system work and no context switches and they donrsquot require many things which threads require to run beside each other. Programs usually share state and memory but actor based programs only can share by message passing so two actors can run on different machines and then contact each other by messages and share stuff easily. Actually from point of view of an actor it doesnrsquot matter where the other actor is most of the times. This model allows us to write distributed parallel programs much easier. Also if an actor fails or throws an unhandled exception all others actors happily continue their lives unlike normal multi threaded programs so it is fault tolerant as well. Orleans compared to Erlang and other classic actor frameworks Excuse me for the terminology because new phenomenon doesnrsquot have accepted terminologies. When you code in Erlang or Akka or other actor frameworks you are responsible for creating and destroying actors. In some systems like Erlangrsquos VM the location of actors is transparent to your program i.e. it doesnrsquot matter from user codersquos point of view where the actor is but in some systems distributing actors over multiple machines is harder. In Orleans actors virtually always exist I mean you donrsquot create and destroy them instead each actor has an ID and when you request its reference and send it a message the runtime creates it for you and after some time which the actor is not used the runtime will destroy it until later on. This is like the concept of virtual memory which you have virtual memory available to you but some of it is sometimes on RAM and sometimes on Hard Disk. The hard disk part is not usable until the memory manager brings it to the RAM. Actors in Orleans are like that as well. It makes it much more productive and easier for developers to write actor based programs since you donrsquot need to handle many failure cases and the runtime will do it for you. As an additional bonus the runtime gets the opportunity of load balancing the system by moving actors from busy systems to unloaded ones. Orleans can do this because an actorrsquos physical address is stored in a table and is not based on consistent hashing and similar algorithms which doesnrsquot allow the actor to move its physical location. If you manage your actors life time yourself you can hand tune the system for specific scenarios if you are a distributed systems expert but the productivity gains and in most cases performance gains of Orleans are really big. Don39t take my word for it try Erlang or even Akka.net at the same time and compare them with Orleans. If you are an Erlang developer Here you don39t need most of the services which OTP provides no superwisers no trees of processes ... Writing a simple Orleans based service Orleans has a good amount of documentation and there is a good amount of material online about actors and actor based designs and everything else. Here in this first post my goal is to create a very simple program as simple as hello world by Orleans and connect by unity to it. Later on I might post more complex stuff if there is interest.

Blog The secret to designing the perfect level - Link Fri, 9 Oct 2015 12:19:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs The secret to designing the perfect level by Yowan Langlais on 100715 121600 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. First of all if yoursquove never heard of the words ldquoToto Templerdquo you39d better watch the following video because this article will be exclusively talking about this game. Pretty intense and chaotic wasnrsquot it If yoursquod like a deeper understanding or probably because yoursquore totally confused about what39s going on in this game you might want to read this article Great now that your Toto Temple Deluxe 101 crash course is completed we can get into how levels were designed for this weird little game. Before I start though donrsquot be afraid of the scroll bar length itrsquos misleading... Sort of... Lots of big pictures in there. Yes it will still be quite a read BUT the article can easily be split into small reading sessions. Herersquos some quick links in case you need it Letrsquos get started First of all letrsquos go back to the very beginning back during TOJam when Toto Temple was a simple platformer with no ldquoDashrdquo ability.Wait whatrsquos a ldquoDashrdquo See what that little guy is doing Thatrsquos a ldquoDashrdquo. Back in that version the game was all about collecting coins consuming them to place traps then push other players into them to steal their belongings so you could place more trapsand more and more As you can see we were trying to make a 2D platformer. No problem but where do I start Personally I always begin with this one and only question What tools do I have and how can I exploit them best The answer is pretty straightforward in this case Thatrsquos it Short list this is going to be a piece of cake Well wersquoll see about that. Creating from scratch Letrsquos get to the drawing board. First of all I need to figure out how big the elements will be in this new world. Toto Temple is designed on a 169 aspect ratio so I usually start with a quick sketch of a possible level to have a slight idea of what Irsquod like the game to look like in term of sizes. I usually work with the other guys to make sure everyone has the same vision of the game. During this step I do not focus on building an actual level. It is solely about getting a rough idea of the world. Too big not enough possibilities... And itrsquos too cramped in there... Ok before you say it drawing is not my specialty but I think I have something there. Once I have a base that everybody agrees with size wise and since I canrsquot leave a masterpiece like that go to waste I proceed to the next step which is making a grid out of it Yes I love grids. Grids are amazing. To achieve the impossible I use Adobe Flashrsquos grid system donrsquot jump the gun Irsquoll explain why in a moment. When doing this I want to make sure the grid fits perfectly within the game ratio in this case the game was planned to be 1280x720 and that a single square size is close enough to the smallest element of the sketch usually the edge of a platform. Once the grid is done I just put the old drawingaside and make a clean version. Never thought a masterpiece could become even better with a grid slapped over it didnrsquot you Then I realise that my grid is too big preventing me from shaping the level the way I want like you can see in the above. Itrsquos similar but not close enough. Next thing I know my grid is now too small making the levelrsquos geometry too complex and tedious to build. So I basically scale it up or down over and over until Irsquom 99.99 satisfied with its size. I ended up with a grid of 40 pixels per 36 pixels by square. As you can see it allows me to be much more accurate than the previous version. If I had a clever quote to say about grids this is where I would write it. A grid But why... Just why Having this grid allows me to apply some basic rules of design like defining the jump height. I wouldnrsquot want to make unreachable platforms without knowing it. I can also define the minimum space required between collisions to make sure players can comfortably move around. Doing symmetry is fairly easy as well because everything is placed pixel perfect.That way everything I do is consistent or at least is supposed to So many things not working in this design... Better delete it before someone sees it. So yes grids are that convenient at least to me But why do I use Adobe Flash for this Well herersquos my top 4 reasons nah not going for the classic top 5 thing Oh and since Irsquove been working with Flash for quite some time now I can almost say I know it like the back of my hand allowing me to work really fast with it All these things allow me to prototype countless of levels in a blink of an eye or two but certainly not three This is crucial to me as even though the game currently only haseight levels I made more than a hundred just to get these. First level here I come Alright back to level design now. With the preparations now completed I can finally start to design the first real level the one that was going to be used in the TOJam version of Toto Temple. I hope you remember the ldquotoolsrdquo I mentioned earlier because this is where we need them. The first two are not that important as they are the basics of any 2D platformer but the last one is what will inspire this whole level Traps. If I recall my golden rule it would go something like How can I exploit Traps best in this level When thinking about traps and 2D platforming I imagine narrow passages and enclosed areas the kind of places where it would feel natural and rewarding to place traps. Herersquos some layout ideas I came up with See where Irsquom going I really liked the idea of having a big central area so I took the last one and refined it a bit. Believe me or not I made THE best level ever created by mankind with it period

Effective game coding principles Ya aint gonna need it - Link Fri, 9 Oct 2015 11:57:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Effective Game Coding 2 quotYa Aint Gonna Need Itquot by Jesse Attard on 100815 013900 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This is the second of a series of articles featuring an in-depth discussion of programming principles as they pertain to Video Game programming. The topic this time is a very important principle - Ya Ain39t Gonna Need It or YAGNI. If you find you learn better via videoI have one where my facial expression captured in the auto generated thumbnail turned out pretty hilarious below. What is YAGNI This principle comes into play when you39re programming something that you39re guessing you might need at some point in the future. The basic premise is that generally speaking you aren39t going to need it and time spent writing this code was a waste of effort. On the whole this is a time management principle and one that I find comes up commonly in games a field of programming that frequently suffers from the project management holy trinity of feature creep competition anxiety and short deadlines. This actually happens Like many of these principles it sounds obvious. Why would you ever write something that you might never use But in practice this is a very common problem that can cause enormous inefficiencies and can be more difficult to solve than you might initially think. Further it is sometimes difficult to identify when you39re violating this principle. If you39re busy slaving away at your desk while some other programmer is spending half the day playing ping pong and eating office snacks you clearly feel like the more efficient employee. However if the code you are writing will never be used then sadly that slacking programmer is potentially vastly more productive than you. There are two ways this problem usually manifests. One is simple to resolve the other is more difficult. The easy case The more obvious case is when you are developing a new feature that you don39t really have a current use for. You39re doing this on the presumption that you might use it at some point in the future. For example say you39re busy making a first person game. You read some article with a great technique on how to implement a third person camera and you decide to implement it despite that your game doesn39t really need this functionality. You39ll start to justify your decision. They all sound like good reasons Quite convincing really And lo you will have just talked yourself into what39s most likely going to be a waste of time and effort. Why is it a waste of time Only the last two reasons from the above list are valid. Writing code for fun and education is an excellent pastime that I thoroughly endorse. You might even argue that writing some code for fun is worthwhile as an occasional sojourn that reinvigorates your spirits and boosts productivity in the long run.Of course do this too much and a looming deadline will begin to disagree with you. The other reasons the ones you likely told your project manager are patently ridiculous. I39ve seen projects become extremely derailed in situations where unchecked programmers have been spinning their wheels with seemingly zero friction. What39s wrong with the other reasons In addition to the time sink Solution to the easy case I said it was easy - and it is. Just defer working on unnecessary features until you actually need them.Let39s move on to the more difficult case. The hard case The harder case is when you39re working on a feature that you know you need but it39s not clear how much of the logic should be hardcoded versus architecting some more robust system that affords huge customizability for the game designer. It is typically more time consuming to write a highly architected system than hard-coding some basic logic but there are cases where architecture provides a much more graceful solution and gives a net benefit to efficiency. So how do you decide what to do Obviously each game is different and there is no single solution for all situations. Nonetheless this article is about overarching principles and YAGNI gives us a solid ground rule to follow Start with hardcoding and scale up from there. Let39s take a look at some examples to see why this is effective. Examples The most common area of game code where I encounter this problem is Artificial Intelligence. Having seen many AI systems for a variety of games big and small I39ve encountered varying levels of robustness producing similarly varying degrees of success. When I say Artificial Intelligence I39m referring to behaviour of enemies NPCs and the like. Consider this example archetype from a cover shooter The enemy runs to a cover point in range of the player takes cover shoots periodically and retreats to a cover point farther away if the player gets too close. You can break this into two chunks The actions are simple. These are usually hardcoded with certain variables customizable by a game designer such as movespeed or attack range. Behaviours Behaviours are where things start to get fuzzy. You can imagine some example hardcoded implementation that you really shouldn39t take too seriously because it39s just an example and no real AI code would ever actually look like this if distanceToPlayer FLEE_RANGE moveToCoverFAR else if inCover distaceToPlayer FIRING_RANGE shootAtPlayer else moveToCoverNEAR As the YAGNI principle suggests this is probably a good starting point and can even scale to many different enemy archetypes through appropriate use of inheritance and composition. But when you have a huge number of enemies and want to afford greater flexibility to your game designer more of this logic will need to be driven by data. You can start to imagine how such a system would look. Games like Dragon Age have even exposed such a system to the player. class Rule

Creating joy How Butt Sniffin Pugs came to life - Link Thu, 8 Oct 2015 12:33:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Creating Joy Through Accessibility by Gabe Telepak on 100715 121300 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This article wasoriginally published and written for theIndie MEGABOOTH39s blog. Check them out here I came into the indie game scene as a ldquofakierdquo. My fiance Michelle knew how badly I wanted to make games so for my birthday two years ago she bought me a pass for GDC and told me I needed to go. ldquoBut Irsquom not making any gamesrdquo I claimed. ldquoIrsquom not an indie dev Irsquom just some guy who has stickers for his not-yet-existant indie studiordquo But she wouldnrsquot take no for an answer. That March 2014 I went to GDC for the first time. It was there that I found the Alt.Ctrl.GDC exhibit and was captivated by the developers and their immense creativity. Alt.Ctrl.GDC is an amazing exhibit held every year that showcases an on-site exhibit of games with alternative control schemes and interactions. Alt.Ctrl.GDCis now takingsubmissions for 2016 btw Click here to submit However these games are not your average videogame. These are special physical interactive games made with love by developers who want to explore the medium of videogames. Games like Jerry BelichrsquosChoosatron Fernando Ramallo and David KanagarsquosPanoramical and Keita TakahashirsquosTenya Wanya Teens. Upon returning home after playing games like these I was inspired to finally make a videogame and that was the genesis ofButt Sniffin PugsBSP. So here I am a year later getting blessed with crazy opportunities like being chosen to show BSP at festivals getting asked to give talks about its design getting the chance to collaborate with PewDiePie and to be frank a little overwhelmed with all the success. This is our first indie game and itrsquos still a prototype for crying out loud So I thought Irsquod share our little success story. I believe in telling the tale of BSP and its pug butt controller because there are some lessons to be learned. Our development followed the mission statements of my indie studio SpaceBeagles so in the next few paragraphs Irsquoll list these statements how I think we applied them correctly and how that helped BSP evolve over time. CREATE POSITIVE EXPERIENCES THAT GIVE PEOPLE JOY The first version of Butt Sniffin Pugs was a horrible competitive multiplayer game. I was obessed with competitive local multiplayer at the time and was convinced that BSP needed to be the next Towerfall. So we made this gross prototype where there were 50 pugs on screen and it was this competitive multiplayer game ldquofor gamersrdquo. It was only when my fiance Michelle intervened thatBSP started to turn into something good. If Irsquom the ldquogamerrdquo game designer shersquos the ldquonon-gamerrdquo game designer. She was like ldquoI love you but 90 of these ideas are crap. But these two ideashellip exploring in an interactive safe space and doing so with a friend THOSE are good ideas.rdquo She showedme that BSP needed to be a game that was just about fun a game with no necessary objectives where you can just play as pugs with a friend. So we decided to completely redo BSP and for fun submit it toAlt.Ctrl.GDC and make a custom controller for it. We were going to make a game that was based around the feeling of cooperative joy. Why ldquojoyrdquo Because ldquohappinessrdquo is just a state of being. Itrsquos a fleeting sensation based on onersquos self. Joy is the sensation you feel when you experience emotions greater than happiness. Joy is a greater emotion because it moves a person out of a self-centered preoccupation and instead provides an orientation towards othershellip which is more memorable. If we could catalyze a multiplayer experience that revolved around joy not only would it be memorable but it would be fulfilling for us as developers What better way to feel good about your game than by seeing every kind of player young and old have fun with it Thatrsquos why we decided to go all out with an alternate controller. Making the game playable with a giant trackball was familiar made people curious and drew people in. Having a little pug butt on the controller made the two players feel awkward in the beginning allowing theirsocial barriers tocome down early and enabling them tohave fun with somebody they didnrsquot know. Thatrsquos why there are no ldquoobjectivesrdquo. The hook was that every single object was interactive allowing players to bark poop and pee on everything as pugs and experience the joyful interactions that came forth while exploring with a friend. Maybe your game isnrsquot about ldquofunrdquo. Maybe you want to provide another form of entertainment andthatrsquos fine But for me I want to make games that make the world a better place. So Irsquom going to make interactive positive experiences and Irsquom starting with Butt Sniffin Pugs. FUN FIRST ACCESSIBILITY SECOND MESSAGE LAST Getting to meet and collaborate with PewDiePie was definitely a highlight of the show but being able to to share this moment at PAX Prime with akid and his dad really took the cake It was around 6pm which is when the public is immediately ushered out of the halls. A father was pushing his kid in a wheelchair and I could see the dissapointment on his face. It was closing time and Irsquom assuming they werenrsquot able to play manygames due to being wheelchair bound. I yelled ldquoDO YOU WANT TO PLAY SOME BUTT SNIFFIN PUGSrdquo and immediately saw a smile on the kidsrsquo face and took it as a yes. Seconds seemed like hours as I franctically moved wires and cables to pull out this giant pug butt trackball controller so this kid would be able to reach it. I launched the demo and immediately skipped the tutorial hoping hewould get at least 1 minute of fun before getting ushered out. Instead of giving my usual spiel and

Max Gentlemen A cross-platform postmortem of a game that lost us a lot - Link Thu, 8 Oct 2015 07:06:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Free Cross-Platform Arcade Game One Year Postmortem Max Gentlemen by Ryan Wiemeyer on 100615 014500 pm 10 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. originally posted on our bloghttphatsproductions.comblog2015max-gentlemen-one-year-postmortem Hi Irsquom Ryan Wiemeyer indie darling one half of The Men Who Wear Many Hats. We made a game called Max Gentlemenan arcade-style extreme manners simulator about stacking hats inspired by a spam email for penis pills. Letrsquos discussthisgame about hats and gentlemen that lost us a lot of money. Max Gentlemen is a game that was first created in one month for an arcade cabinet. It was designed to be an arcade game. I even heard the famed creator of Robotron and Defender Eugene Jarvis said something along the lines of ldquoNow this is a great arcade game.rdquo We might have just left it at that but we brought the game to PAX East 2013 on a tiny arcade enclosure for iPad and everyone kept asking us when they could buy it. ldquoOh I guess we should put this outrdquo I concluded. Hot on the heels of Organ Trailrsquos success I was experiencing imposter syndrome. I was worried that no one took us seriously as developers since our hit game was just two pop culture phenomenons mashed up together. I wanted to feel original and creative. Max Gentlemen was a game to legitimize my design skills to myself. Meanwhile a peer of ours Whitaker Trebella got his game Polymer in some free Starbucks promotion and broke 1 million units or something in no time flat. I thought to myself ldquoI want to make a game that puts out 1 million unitsrdquo I was jealous and inspired. Those go hand in hand for me jealspiredhellip inspelous. So I get this great idea to spend 3 more months on Max Gentlemen clean it up a bit and put it out for free as a sort of good-will promotional game to grow our audience. Now Irsquove always struggled with the value of my own games. No matter what price you put a game out for there will be a handful of people saying the game is too expensive or not worth it. This is something I have dangerously internalized and I constantly devalue my work. Organ Trail was 2.99 on mobile with at least 4 hours of gameplay compared to one round of Max Gentlemen which took 2 minutes. The idea of charging for it was out of the question. This was mistake number one. The Plan The game that Max Gentlemen eventually replaced Wizards and Warpdrives was a massively scoped game where you control a variety of spaceships in a co-op experience that took advantage of cross platform play between mobile and PC. We werenrsquot 100 sure how well we could get the cross platform play to work but we thought that Max Gentlemen would be a great testing ground for the tech since it was just a small game. This was mistake number two. Fuck it this was such a bad idea itrsquos also mistake number three. We thought it would be a cool selling point but players donrsquot even understand what cross-platform co-op even means. We were also discussing business approaches to Wizards and Warpdrives. We wanted anyone to hop in and play a really simple version of the game for free with their friends with the full game being the purchase point. We thought we should test this model for Max Gentlemen as well. This was mistake number four. Inspired by great free co-op experiences like Space Team we figured it was more important to get users playing against each other and that making the barrier to entry as low as possible was necessary. We even knew that Space Team had poor conversion and we still pushed on. We had a lot of ideas for characters and hats that we could sell. I hated the idea of selling content that had design differences I was afraid of the pay-to-win mess a lot of games have so we went with pure cosmetics. Letrsquos call this... mistake four and a half. There were very many more mistakes but Irsquom going to stop counting them. We never thought that this game would make very much money but we had hoped to make back various out of pocket expenses like contractors. I hoped for about 10000 in profit. It was a planned failure since we never intended to pay ourselves for our time but mostly break even on costs get new fans and do something fun. So the plan was Our core team consisted of two programmers one terrible me and one part-time artist. We all somehow thought ldquoYea we can do this in three months.rdquo ... Max Gentlemen took 1 year to finish and 1 more year to release the final DLC pack. Kickstarter Since this game was going to be more ldquofor showrdquo promotion and having a good time than anything why not run a Kickstarter campaign We had a success story with Organ Trail after all. There was enough Organ Trail money lying around that we technically didnrsquot need funding for Max Gentlemen but I found that Kickstarter was the best place to share your game find an audience and cultivate it. We decided to have fun with it. We came up with ridiculous merch ideas like the body pillow or the temporary tattoos. We made a funny video and fake stretch goals and we launched with the insanely low goal of 500. We tried to keep all the pledge tiers as close to the cost of the goods involved so we would just barely get to keep anything and more people would want to back the game. It was promotion first and fore-most. We were showing off and having fun. The Kickstarter is still my second favorite part of the game. We raised 12345. So we totally fucked up our Kickstarter. Likehellip really fucked it up. Running a Kickstarter even a goofy kind-of-fake not-really-fake one takes a lot of time. It adds at least one month of work. Follow up is a constant thing you have to think about as well. Even though we got a third party to deliver our physical goods for us there were a lot of mistakes that ended up coming back to haunt me

Fundraising after failure - Link Thu, 8 Oct 2015 04:00:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Fundraising After Failure by John Warren on 100715 121600 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Wersquove seen it for years in crowdfunded games spaces. ldquoWow did you see that X raised 57000 for Yrdquo ldquoCan you believe G raised 380000 for Hrdquo ldquoI canrsquot believe they released Z in this state after raising 218000.rdquo ldquoThey ran away with 82000.rdquo The latter is what we seem to hear the most especially in the past few weeks. Three prominent undelivered Kickstarter campaigns though the problem certainly persists beyond that particular site have been the subject of scrutiny lately. In the case of a game calledMansion Lord the creators were able to pocket 30000 considerably less actually after cuts are taken to complete the game. Theyrsquove been radio silent for over a year. The creators ofMidoramanaged to raise over 73000 to build an actionadventure game. As of this week theyrsquove admitted itrsquos not enough to finish the game and even went so far as to admit they always knew it wouldnrsquot be enough but didnrsquot do anything about it. The very sung story ofUnsung Storyrings familiar but boasts one of the more bombastic totals to go unfulfilled at over 660000. A few weeks ago they released a timeline at least thatrsquos a start for their release but curiously it was full of features not initially discussed. Itrsquos almost unfair to single these campaigns out because it has happened so many times to other projects. I am not writing to rail against Kickstarter or crowdfunding in general. In fact Irsquom very much on the side of developers releasing things when theyrsquore ready. Irsquom a developer myself who has hit deadlines missed deadlines been straight up wrong about budget estimates been miraculously close on budgets etc. Irsquom here to talk to developers who might have failed in the crowdfunding world and want to work their way up to deliver on the promise of projects many others believe in. Your game can have life after running out of your crowdfunded cash but make sure yoursquore ready for that uphill climb to delivering your final product. John Warren is the CEO Lead Designer atMinicore Studios. He hit deadlines for iOS gameTumblewords missed a lot of them forThe Sun at Night is currently behind onMurder at Mystery Manor and ahead of schedule onCaptain Wheelie The Weenie Warriors. When hersquos not making his own games hersquoshelping other game companiesrun their businesses and raise private funds. originally published on Medium Related Jobs 10.09.15 Character TD Rigger 10.09.15 Lead ArchitectSenior Developers 10.09.15 School and Library Marketing Associate 10.09.15 Experienced Artist View All Jobs 255492 blog blogsJohnWarren20151007255492Fundraising_After_Failure.php 932786 33695573 Loading Comments

Video Why game designers should study dance music ampamp comedy - Link Wed, 7 Oct 2015 16:10:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Video Why game designers should study dance music comedy October 7 2015 By Staff October 7 2015 By Staff Post A Comment More ConsolePC SocialOnline SmartphoneTablet Indie Serious Design Video Vault quotDancers are brilliant at telling a story and making an emotional connection through actionquot said writer Susan O39Connor at GDC 2014 last year.quotDancing is just a game with rules.quot O39Connor is a veteran writer who39s worked on games likeBioshock Tomb Raiderand the now-cancelledStar Wars 1313. She was one of many speakers at the GDC39s Microtalks panel but her quick five-minute talk titled simply quotGame Development is Hardquot called on game developers to seek fresh inspiration in dance music and comedy. Her argument Dance music and comedy all feature artists using timing and motion to create connections with people and elicit emotional reactions. Study how they use sound and movementargues O39Connor and you might learn something about how to make more engaging games. It was an intriguing talk and now you can watch O39Connor39s brief segment of the full panelover on the GDC Vault39s official YouTube channel. About the GDC Vault In addition to this presentation theGDC Vaultand its newYouTube channeloffers numerous other free videos audio recordings and slides from many of the recentGame Developers Conference events and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC GDC Europe and GDC Next already have full access to GDC Vault and interested parties can apply for the individual subscription viaa GDC Vault subscription page. Group subscriptions are also available game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via theGDC Vault group subscription page. Finally current subscribers with access issues cancontact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech Related Jobs 10.08.15 Senior Level Designer Amazon Game Studios 10.08.15 Senior Game Designer 10.08.15 Game Designer for live service fm 10.08.15 UI ARTIST - PLAYRAVEN View All Jobs Top Stories Next News Story View All 255605 newswire viewnews255605Video_Why_game_designers_should_study_dance_music__comedy.php Loading Comments

Modders pick up Spacebase development where Double Fine left off - Link Wed, 7 Oct 2015 15:44:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Modders pick up Spacebase development where Double Fine left off October 7 2015 By Alex Wawro October 7 2015 By Alex Wawro Post A Comment More ConsolePC Indie Design A group of Spacebase DF-9fans calling themselves Derelict Games releasedasignificantupdate to the game last month that fixes known problems and adds new features nearly a year after Double Fine broughtthe game off Steam39s Early Access service and ceased developing it. While it39s not uncommon to see games receive post-launchpatches and mods this case is intriguing because of the way Double Fine releasedSpacebaselast year abruptly withan apologyto fans about not being able to continue development and an olive branch in the form of a full source code release. At the time we highlightedSpacebaseas an example of thepotential perils of Early Access as Double Fine conceded that itwanted to continue working on the game but couldn39t justify the expense. The studio39s decision to releasesource code seems to have paid off as Kotaku notes that the Derelict Games patch adds much-needed features missing from the original Spacebaseand showcases continuing community engagement with the game. Of course more than a few modern game developers got their start making mods for other games. Related Jobs 10.08.15 Senior Level Designer Amazon Game Studios 10.08.15 Senior Game Designer 10.08.15 Game Designer for live service fm 10.08.15 UI ARTIST - PLAYRAVEN View All Jobs Top Stories Next News Story View All 255601 newswire viewnews255601Modders_pick_up_Spacebase_development_where_Double_Fine_left_off.php Loading Comments

So youre going to be an indie parent - Link Wed, 7 Oct 2015 13:42:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs So Youre Going To Be An Indie Parent by Adam Saltsman on 100715 121600 pm 15 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Irsquove been meaning to make some notes about what itrsquos like to be a fun-employed dad in a creative industry. Nowrsquos as good a time as any I suppose. Also shoutouts to Kert Gartner whorsquos talked about this stuff before too. Oh and my best friend haha with a particular focus on moms in indie games. So yea lately I feel like Irsquove been having the same conversation over and over which I donrsquot mind but always makes me think ldquohmm I should write this down.rdquo This conversation starts like this ldquoWersquore having our first child soon Wersquore excited but sort of terrified. How does this workrdquo The way it works is this you are about to do the best work of your life. You are about to become fully realized in ways you never even imagined. Your understanding of what you are capable of and what you and your partner are capable of together is going to be sort of humbling and inspiring at the same time. Yoursquore going to be filled with regret about all the time you wasted before this - you could have made 10x as many games instead of perfecting that Dark Souls speedrun - but then those are the experiences that made you who you are so deal with it. Dealing with that is good practice because dealing with things is what you are going to do now. A quick assurance about output I did the best work of my life only after our kids were born. It feels like wersquore playing for keeps now. Time spent on the computer is The Real Deal. If yoursquore into that feeling that sense that you are spending your time well parenting is kind of a constant adrenaline high spinning plates and juggling tasks at a level that would make champion League players take notice. I think some people are able to do this naturally without the pressure of oh shit what if I fail my growing family but for us the external demands did change and also changed our perspective. On some level at least for us wersquove become Just Plain Better People. Demands will be made of your ability to empathize to relate to forgive to be patient to get up earlier to focus more to GIVE more. Itrsquos easier than it sounds because in all likelihood you will WANT this because this is what makes it work. That said there have been specific things where my expectations didnrsquot really align much with reality that I would love to just note here in case it overlaps with anyone else or helps with those jittery 9 months before The Big Day. Recreational video games or recreational anythings really are probably going to be a thing of the past for you for a few years. There will be some exceptions but the way itrsquos worked for me is something like this in any given day Irsquove gothellip maybe 16-18 hours of Being Awake Time. A chunk of that time is probably going to be dedicated to the aforementioned creative industry in which you choose to work because yoursquore a passionate idiot. A chunk of that time is going to go to just raw maintenance - fixing things cleaning things improving things including yourself. A chunk of that time is going to go to family. A chunk of that time is going to go tohellip bleh letrsquos call it ldquomedia consumptionrdquohellip but that includes movies books etc as well as games. The hours in the day are going to be shorter and yoursquore going to have to decide what to do with them. For us spending our work time on games frequently means spending our recreational time with movies TV novels and non-fiction bookshellip and yes sometimes games. But the all-night CSGO servers and DotA2 marathons are probably not going to cut it. And letrsquos be honest some weeks the amount of recreation time yoursquore going to have at all is just not going to be much. Period. But every week is different. And yoursquoll feel pretty good about this because if itrsquos not obvious this is a CHOICE you are making now. This isnrsquot a situation of ldquough my family is taking away my video gamesrdquo itrsquos more like ldquooh man. i like this game but i donrsquot think i have time for a 7th hobby right now I want to play blocks with my hilarious two year old instead.rdquo Will it suck to play Splatoon less In some ways. But Splatoon will still be around when your kids go off to kindergarten in a few years and you can play ALL MORNING while theyrsquore at school. Suckers You are going to have less wiggle room in general. This is kind of a catch-all term that we use for lots of things around here - schedules mistakes last minute meetings visitors popping in spontaneous appointments sleeping in budgets monthly burn rates and so on. This was a thing that I absolutely took for granted and despite not having any particularly rosy view of the future was legitimately surprised to see it disappear almost entirely especially after child number two arrived. This is the thing about things you take for granted though - you kind of canrsquot anticipate them disappearing because you donrsquot even know theyrsquore there. Anyways for me it works like this now. Did you stay up too late last night Too bad. Yoursquore up at 7am anyways and therersquos no time to nap. That is Sleep Lost Forever. Donrsquot miss bedtime Impulse-purchased a bunch of stuff Well this makes groceries tricky because the only other option is to take the kids out of preschool which is about eleven different kinds of catastrophic. Want to go out to eat Figure it out as far in advance if you can. Babysitters have crazy schedules and you have to accommodate that if you want some of that sweet sweet alone time. Again this sounds kind of grim or scary but most of the time it actually just feels like your schedule MATTERS now. Even simple things are significant and meaningful. You may find

Character TD Rigger Insomniac Games - Link 2015-10-09

Ready to build Are you ready to be in on the foundation of some amazing characters and weapons If you are then Insomniac Games is looking for you. 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 Essential 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 then we look forward to hearing from you Please use the link below to apply for the role. We look forward to hearing from you Please note that we also have this opening in our NC studio Thanksltimg srchttpfeeds.feedburner.comrGamasutraJobs4rrKJtXsfCdw

School and Library Marketing Associate The Walt Disney Company - Link 2015-10-09

MARKETING INITIATIVESSampampL website- manage SampampL section of disneybooks.com up to date with blog posts teachers guides awards and conference news etc.YALSA Galley Mailing- Write and send seasonal mailing to YALSA galley teen group distribution.Big Mouth- Coordinates mailing of selected galleys andor FampampGs and to industry influencers aka Big Mouths.Special Mailings- Coordinates special mailings of specific titles to targeted teacherlibrarian lists oversees Learning Magazine special prize mailings.REVIEWS ampamp AWARDSContact- Main contact for all awards coordinators and committees maintains correspondence per submission dates policies and results.Submissions- Culls lists from eligible titles for each award submits titles per varying policies. Follows up with awards chairs that appropriate titles have been received. Fulfills requests.Reviewers- Sends out galleys and FampampGs to reviewers 4-6 months before publication with pub slip material to ensure timely reviews. Follows up with finished books upon publication. Notify reviewers of any pub date or content changes after materials have been sent.Reviews- Collects tracks and distributes reviews to appropriate distribution list with special tracking for starred reviews.Catalog Checklist- Compile list of titles available for each season twice a year. Write and email out catalog checklist digital mailing to key reviewers bloggers librarians and teachers for each season and then coordinate with warehouse to fulfill requests.CONFERENCESAuthor Travel- Work with authors to book travel for SampampL conferences and events. Compile and send final schedule to authors.Show Duties- Attend 6-8 national conferences a year with the SampampL Marketing Team. Assist with booth setup and displays escorts authors participate in previews author dinners awards dinners and ceremonies conference events etc. Booth duties include galley and promo giveaway hand sell titles answer queries and collect information and contacts for database lists. Support author signings and booksellinggiveaways.ADPROMO reports to Manager PromotionsPromotion Grid- Coordinate weekly promotions meeting with the NY office includes reserving conference room setting up call printing out handoutsProject management- manage promotional projects as assigned primarily but not exclusively franchise including routing as needed for approvals and edits and updating status of the project.ADMINISTRATIVEGeneral Requests- Main contact for any general request or query including reviewerblogger requests school visits follow up and support for authors promotional material requestsDatabase Maintenance- Maintains SampampL lists in Pubs adding and removing contacts as applicable incorporating awards committees and reviewers.Donations- Manages donations to charitable causes of unused galleys and promotional materials as well as selective book donations.SAP knowledge and training- Responsible for author set ups vendor maintenance etc. within SAP system. Orders supplies for department.Author reimbursements- Ensures authors submit receipts for expenses incurred during conventionsschool visits then submits invoices and completes process in SAP with necessary follow up and troubleshooting.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4Hjp2BBZIHJo

VV-Cinematic Animator-Temporary Activision - Link 2015-10-09

Cinematic Animator-Temporary Vicarious Visions developer of numerous award winning games including Skylanders Super Chargers Skylanders Swap Force Guitar Hero On Tour and Marvel Ultimate Alliance 2 is seeking a passionate motivated and experienced Animator to join our team of talented developers in creating next generation games for the Xbox 360 PS3 and Wii platforms. This position is temporary likely lasting 12 months. Candidates must be able to relocate to Albany NY and work onsite. No remote work. Your responsibilities will include Work closely with the Animation Leads developing defining and maintaining high-end cinematic animations. Seek out guidance from leads and other experienced artists to provide the best quality artwork and most efficient methodologies. Proactive in creating solutions and solving problems. Participate in peer reviews giving and receiving team feedback. Able to work with team members of other disciplines. Such as communicating with technical artists and engineering support for implementing your cinematic animations in-engine. Generating and presenting ideas for Artist development. Task tracking throughout development cycle. The skills amp experience were looking for Must show the ability to animate with high quality timing weight and acting skills. Excellent skills and understanding of character motion in a range of styles. Experience animating in 3D Software such as Max andor Maya. Must have a passion to create the best quality artwork possible for any game genre or platform that is assigned Xbox360 PS3 Wii NDS handheld. Task driven self-motivated amp proactive. Adept to changing requirements. Must have a positive attitude and be a team player. Provide Samples of your animation online with a clear explanation of what you did. Youll really get noticed with these Experience with cinematic production Character modeling. State machine setup and understanding e.g. Havok Behavior. Passion for Video Games. Pre-production skills such as Storyboarding and Animatics. Rigging and Point Weighting character meshes. Work with facial animation. Experience with camera layoutltimg srchttpfeeds.feedburner.comrGamasutraJobs4ARy6W-79UPw

Senior Engine Programmer Unreal Engine Seasun Games - Link 2015-10-09

Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a talented Senior Engine Programmer to join our mobile gaming company. Ideally you are a quick learner who can write optimized code in the fast paced mobile space where the focus is on speed and execution. This key role will be responsible for developing the core technologies that drive our game engine. This role will work closely with the development director to help define the features and architectural vision for the engine. Qualified candidates must be experienced with the Unreal Engine and be proficient with writing extensible and maintainable code under deadline pressure. Responsibilities Code primarily in C to develop our next-gen game engine Define technical specifications for our game engine Produce well documented optimized extensible code Perform code reviews Qualifications Demonstrated interest in games Bachelors Degree Solid knowledge of UE3 or UE4 Strong linear algebra knowledge and understanding of game design patterns Experience developing large software projects that are clean and extensible 10 years experience in engine development Familiarity with iOS and Android development tools and processes is a plusltimg srchttpfeeds.feedburner.comrGamasutraJobs45u0tcv6Y5a8

Art Director Seasun Games - Link 2015-10-09

Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a talented Art Director to join our mobile gaming company. Ideally you are a visionary artist and skilled communicator who can thrive in the fast paced mobile space where the focus is on speed and execution. As part of the project leadership group you would work to establish the visual style for our games and actively communicate it to all team members. Your outstanding art direction is needed to distinguish our games from the competition. Responsibilities Establish the visual style for our games Actively communicate visual goals to all team members Ensure art vision meets the gameplay and technical needs of our games Responsible for the final art quality of our games Provide feedback mentorship and assistance to all artists Requirements 8 years experience Shipped 4 games as lead artist or art director Ability to create and adapt to various game art styles Excellent social communication and leadership skillsltimg srchttpfeeds.feedburner.comrGamasutraJobs48z-PdBlhhKg

Sr. Graphics Engineer Unreal Engine Seasun Games - Link 2015-10-09

Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a talented Sr. Graphics Engineer to join our mobile gaming company. This role will own the full rendering stack for our mobile games and work with other team members on implementation of new rendering features. Ideally you would have experience architecting high performance solutions to displaying complex 3d graphics on mobile GPUs. Qualified candidates must be experienced with the Unreal Engine and be proficient with writing extensible and maintainable code under deadline pressure. Requirements Own the rendering stack for our mobile titles Collaborate with team members on the art pipeline and rendering technologies Identify technical and developmental risks and generate solutions to overcome the identified risks Be our technical expert on mobile graphics rendering Qualifications BSMS in CS Engineering or related field 5 years graphics programming experience Shipped one or more AAA game titles Expert knowledge of real time rendering techniques in relation to lighting and visual effects Expertise with Unreal 3 or 4 engines Familiar with rendering algorithms and design patterns iOS and Android programming experience is desired.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4BM7BYRH_omk

Publishing CoordinatorBeijing Seasun Games - Link 2015-10-09

Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a Bilingual Coordinator to join our mobile gaming company. Ideally you are an outgoing and positive self-starter who can thrive in the fast-paced mobile gaming space where the focus is on speed and execution. Your passion for gaming organization skills and language ability will be put to the test as you play a vital role in facilitating the communication between the teams in California and China. This role will be at our Beijing China location. Responsibilities Facilitate communication between the US and Beijing teams Get in peoples faces Proper communication doesnt happen over email. Go talk to them Process information and development requests in a timely manner Translation of documents and emails update documents take and distribute detailed meeting notes Schedule and coordinate travel and other requests Requirements Demonstrated passion for games Able to readwrite and speak fluent English and Mandarin Understanding of gaming and technical terminology in both English and Mandarin Excellent organization and multitasking skills Able to work independently with little direction Chinas earliest and one of the most successful game developers Seasun Entertainment Inc. a subsidiary of Kingsoft Corp Ltd. listed on HKES 3888 has now came to the North American market to launch its large scale mobile game. We are looking for a Bilingual Coordinator to join our mobile gaming company. Ideally you are an outgoing and positive self-starter who can thrive in the fast-paced mobile gaming space where the focus is on speed and execution. Your passion for gaming organization skills and language ability will be put to the test as you play a vital role in facilitating the communication between the teams in California and China. This role will be at our Beijing China location. Responsibilities Facilitate communication between the US and Beijing teams Get in peoples faces Proper communication doesnt happen over email. Go talk to them Process information and development requests in a timely manner Translation of documents and emails update documents take and distribute detailed meeting notes Schedule and coordinate travel and other requests Requirements Demonstrated passion for games Able to readwrite and speak fluent English and Mandarin Understanding of gaming and technical terminology in both English and Mandarin Excellent organization and multitasking skills Able to work independently with little direction ltimg srchttpfeeds.feedburner.comrGamasutraJobs4a9_IejLjuf0

Server Software Engineer Visual Concepts Entertainment - Link 2015-10-09

Youre rare. Never satisfied with anything less than coding perfection you are constantly looking for ways to out-scale outperform and outclass the current best standards of excellence. There is never a moment when you are not visualizing complicated software systems and looking for ways to make them better simpler and faster. Scalable Check. Reliable Check. Redundant Check. Bugs Nope. Not on your watch. You are a stickler for incredible detail and when you write code youre creating a masterpiece and youre not satisfied with anything less. You know that there is nothing more amazing than designing and writing code that solves cool problems for millions of users on powerful computers across multiple data centers and does so with grace and ease. Why write code that runs on one system when it can run on a thousand This is not an IT role. Youre not a technician. Youre not a database administrator. Youre a software engineer. And you bring a proven deep understanding of software architecture and computer programming to the task at handle of designing implementing optimizing and perfecting software running in C and Python for massively-multiplayer online features and functionality in some of the best videogames on the planet. Requirements - Minimum BS in Computer Science or equivalent experience - Minimum 3-5 years of experience writing server backend code - Fluent CC and understanding of object-oriented programming - Fluent in Python PHP Perl or Ruby with an emphasis on Python - Deep understanding of distributed and scalable systems - Experience with multithreaded programming - Experience writing code for security and virtual currency transactions a plus - Experience optimizing database connections and queries a plus - Experience with online gaming architecture a plus - SQL database experience a plus MySQL Microsoft SQL Server or other - PS4 PS3 Xbox One or Xbox 360 development experience a plus About Visual Concepts A pioneer in video games across multiple generations and the creator of some of the top-rated video game franchises including 2K Sports and the NBA 2K series Visual Concepts is widely regarded as one of the worlds top studios. A subsidiary of Take-Two Interactive Software Inc. TTWO Visual Concepts continues to innovate in gameplay creativity and technology. With studios in Marin County California Shanghai China and Seoul South Korea Visual Concepts is a culture of excellence and passion for building amazing products year after year and offers top candidates the opportunity to learn and grow with some of the smartest and most creative minds in the industry. www.vcentertainment.com.ltimg srchttpfeeds.feedburner.comrGamasutraJobs48foR4tsw1iE

Senior Game Engineer Sega Networks Inc. - Link 2015-10-08

Three Rings one of SEGAs premiere studios is hiring a Senior Game Engineer in their San Francisco CA location to support in-development titles. Were looking for developers with a full stack background developing clientserver based games 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 environment that gives you room to apply your expertise and make an impact. Resposibilities Build amazing games Be passionate take pride in your work and have a sense of ownership. Contribute in game design and architectural discussions - and be responsible for various parts of a project. Work in a collaborative and open setting with experts in all aspects of a games life cycle. Qualifications 1 year of mobile development experience including shipping at least one app or game. 5 years experience working with object-oriented languages. C and Java preferred but not required. High familiarity with Unix environments and SQL MySQL Postrgres. Experience with version control systems preferably Git and SVN. Knowledge of good software engineering practices and a willingness to learn. The ability to work in a team environment. Bonus if You Have A broad understanding of major game systems- graphics physics etc. Experience with the Unity game engine. A basic understanding of clientserver systems and Unix environments. Familiarity with agile processes particularly Scrum. We offer Competitive Salaries and Bonus Plans Complete MedicalDentalVisionFSA Relocation Assistance Company trips and parties we like funltimg srchttpfeeds.feedburner.comrGamasutraJobs45n3EaMNUfb8

Unity Engineer Backflip Studios - Link 2015-10-08

We are looking for smart creative engineers with programming and game design talent. You will use the Unity3D engine to create fun new games for iPhone iPad and Android devices. You will have a lot of input into the design and visual aspects of the game as well as coding core algorithms and gameplay features. Requirements - CS fundamentals and solid understanding of low level concepts - Software Architecture and design expertise - Strong background in C. Background 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 games - Eligible to work in the U.S.ltimg srchttpfeeds.feedburner.comrGamasutraJobs48H67mYKi1ko

Sr. Technical Artist Amazon - Link 2015-10-08

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones that redefine the boundaries of player experience and that change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. We believe in a future of immersive highly engaging game experiences that will collectively cut across age gender and nationality. You share our belief and are among the top few technical elite in the world. Amazon Game Studios is looking to take risks and invent We want people that are driven to make the best games in the industry. In this role you will work closely with the Technical Art Lead enabling artists to execute high quality assets by adhering to the high visual standards and vision set by the Art Director and graphics engineering team. The perfect candidate will be a relentless creative problem solver a hardworking self-motivated team player able to work across multiple disciplines and potentially lead a small tech art team. You will be proficient at scripting and automating applications such as Maya or 3DSMax comfortable troubleshooting and inventing within game engines. You will have a proven track record of building and guiding talented artists and a desire to implement new production methods to deliver a high visual quality that delights customers. If the opportunity to help create Amazons next big hit is the challenge you have been looking for we want to hear from you Qualifications Implement new techniques and tools that increase art quality and efficiency. Proactively identify and solve problems before they affect the development team. Portfolio demonstrates tech art experience in several of the following characters rendering visual effects or environments. Experience troubleshooting workflow issues and scripting Version Control systems such as Git SVN or Perforce A minimum of 6 -10 years of experience with high-end game engines. Experience leading and mentoring a team of technical artists and providing direction. Shipped at least 1 AAA title in a Lead role. Work with multiple team disciplines on optimization tasks and help create the best processes for future development. Communicate solutions to art design and programming teams including documentation and training others increasing the teams skills through mentorship of skills process and artistic techniques. Preferred Qualifications Work closely with art director and leads to drive and evangelize the artistic vision of the game. Exceptional understanding of next generation asset creation pipelines tools software and customization systems. Expert knowledge of working with shaders and normalspecdiffuse maps to get the best look within game engine technical limitsconstraints. Able to troubleshoot and fix complex workflow issues in artist software version control systems and game engines. Examples of inventing new techniques or processes. Passion for making and playing great games with an awareness of current titles and industry trendsltimg srchttpfeeds.feedburner.comrGamasutraJobs4mNKfW9abnH4

Sr. Software Development Engineer - AI Programmer Amazon - Link 2015-10-08

At Amazon our goal is to create great PC games. We believe in ground-breaking games that can redefine the boundaries of player experience and change the way the world sees digital entertainment. Games have the power to connect people at a massive scale and creating these experiences will produce some of the futures most influential voices in media and art. We seek the best game developers in the world to join our team and become the architects of this vision. Join us and youll have the power of Twitch AWS and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Portal Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza and Bioshock. Amazon Game Studios is looking for a Senior AI Development Engineer with extensive development experience and strong software engineering skills. The ideal candidate is a natural problem solver with a passion for gaming enjoys working with artists and game designers enjoys finishing projects and obsesses about the quality of the game constantly. This is a senior role working hand-in-hand with the engineering manager and other key team members to drive architecture and technology choices that enable a world-class game. As our AI expert you will have the opportunity to take ownership of designing developing and deploying major new AI featuressystems end-to-end. Your first priority is being a champion for the gamer Building games that thrill and entertain our players and constantly create new ways to delight customers. Qualifications Bachelors degree in Computer Science or Computer Engineering or equivalent experience. 7 years of professional software engineering experience in AI working on multi-discipline teams. At least one released game on which you were a primary contributor. Self-published titles are acceptable. Strong Computer Science fundamentals in object-oriented design algorithms and data structures. Advanced software engineering skills including the ability to write expert-level maintainable and robust code in a popular object oriented language like C C or Java. Preferred Qualifications 7 years of game development experience with multiple shipped titles. PC or console development preferred. Has contributed source code changes to an in-house or third-party game engine. Is able to work with constantly changing requirements and produces software that is adaptable to changing conditions. Experience working on large-scale commercial online game services. Experience working in AgileScrum. Excellent communication skills and ability to work effectively on shared projects with designers artists testers and other developers.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4FJJ82QsU4nE

Lead Game Programmer Amazon Games Amazon - Link 2015-10-08

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones that redefine the boundaries of player experience and that change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. We believe in a future of immersive highly engaging game experiences that will collectively cut across age gender and nationality. You share our belief and are among the top few technical elite in the world. Amazon Game Studios is looking to take risks and invent We want people that are driven to make the best games in the industry. You are a veteran game programmer with broad game development experience and world-class software engineering skills. Your leadership has been a critical component of the success of your past projects. You enjoy iterating with artists and game designers to break down technology barriers and deliver experiences that delight customers. Youre a natural problem solver with a passion for games. You lead by example and make everyone around you better. The Role Lead a team of engineers responsible for gameplay and other aspects of a high-end PC game title. Develop project plans and commitments for yourself and your team then deliver consistently against those commitments. Coach your team members and grow their capabilities over time. Drive the architecture and technology choices that enable a world-class user experience. Hire world-class game developers and retain them. As an individual contributor design develop and deploy significant new game features. Be a champion for the user Insist on the highest standards and create engaging features that delight customers. Qualifications 6 years of game development experience on medium to large sized teams with at least 1 shipped title. 10 years of professional software development experience with multiple completed product cycles. Strong Computer Science fundamentals in object-oriented design algorithms and data structures. Advanced software engineering skills including the ability to write expert-level maintainable and robust code in C. Experience leading a team of engineers to deliver a combined result Good communication skills and ability to work effectively on shared projects with designers artists testers and other developers. Preferred Qualifications Hiring and performance management experience Experience improving extending and debugging large complex 3D game engines Specialized skills in a particular area of game development e.g. AI physics graphics animation networking Facility with additional languages lua C Java Experience building high-fidelity latency-tolerant real-time synchronous multiplayer gameplay Multiple shipped AAA console or PC titlesltimg srchttpfeeds.feedburner.comrGamasutraJobs4k3_02xdXBzk

Sr. Animation Programmer Amazon Games Amazon - Link 2015-10-08

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones that redefine the boundaries of player experience and that change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. We believe in a future of immersive highly engaging game experiences that will collectively cut across age gender and nationality. You share our belief and are among the top few technical elite in the world. Amazon Game Studios is looking to take risks and invent We want people that are driven to make the best games in the industry. You are a veteran game programmer with deep experience building character animation and combat systems. Your contributions have been a critical component of the success of your past projects. You enjoy iterating with artists and game designers to break down technology barriers and deliver experiences that delight customers. Youre a natural problem solver with a passion for games. You lead by example and make everyone around you better. The Role Be responsible for designing and developing character animation and gameplay systems. Ensure features exceed the needs of designers artists other engineers and most importantly the player. Own broad game feature areas end-to-end. Assist in developing project plans and commitments then deliver consistently against those commitments. Relentlessly pursue great customer experience across all aspects of the product. Qualifications You possess these basic qualifications 5 years of game development experience on medium to large sized teams with at least 1 shipped title. 8 years of professional software development experience with multiple completed product cycles. Responsibility for core character animation and combat systems on at least 1 shipped title. Strong Computer Science fundamentals in object-oriented design algorithms and data structures. Advanced software engineering skills including the ability to write expert-level maintainable and robust code in C. Good communication skills and ability to work effectively on shared projects with designers artists testers and other developers. Preferred Qualifications You possess many of these preferred qualifications Multiple shipped titles including AAA console or PC titles Facility with additional languages lua C Java Experience building high-fidelity latency-tolerant real-time synchronous multiplayer gameplayltimg srchttpfeeds.feedburner.comrGamasutraJobs4JjZiiiZ7rSQ

Technical Animator Amazon - Link 2015-10-08

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones that redefine the boundaries of player experience and that change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to shape the future of games. You will work alongside talented industry veterans including key contributors from dozens of titles Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Dawn Of War II Halo The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. We believe in a future of immersive highly engaging game experiences that will collectively cut across age gender and nationality. You share our belief and are among the top few technical elite in the world. Amazon Game Studios is looking to take risks and invent We want people that are driven to make the best games in the industry. In this role as Technical Animator will be responsible for developing and maintaining animation systems rigging pipelines and processes used by the animation. You will work closely with the Technical Art Lead enabling artists to execute high quality assets by adhering to the high visual standards and vision set by the Art Director and character animation team. The perfect candidate will be a relentless creative problem solver a hardworking self-motivated team player. You will be proficient at scripting and automating applications such as Maya or 3DSMax comfortable troubleshooting and inventing within game engines. You will have a proven track record of building tools and guiding talented artists in their use. If the opportunity to help create Amazons next big hit is the challenge you have been looking for we want to hear from you Qualifications Work close with animation and character teams team to assist in implementation of new techniques and tools that increase art quality and efficiency. Work with the animation team to define create and maintain the animation pipeline. Design and support complex character facial and weapon rigs in Maya. Own the skinning process for a variety of characters garments and gear. Support and improve the integration of animation assets from Maya to game engine. Able to learn all required features and functions of the animation system editor and tools. Able to identify and solve problems before they affect the development team. Able to follow direction and react to critiques in a timely manner Good communications and organizational skills. Able to work in cross discipline teams of art design and programming - to document and explain their work clearly and concisely Preferred Qualifications A minimum of 3 years of experience with high-end game engines. Portfolio demonstrates technical animation experience in several of the following rigging facial rigs skinning mocap node graphs animation trees similar engine editors and 3rd party animation technologies. Experience troubleshooting workflow issues and scripting Version Control systems such as Git SVN or Perforce Solid knowledge of next generation asset creation pipelines tools software and customization systems. Solid familiarity with MaxScript MEL Python or other scripting languages. Able to troubleshoot and fix complex workflow issues in artist software version control systems and game engines. Proven capability at inventing new techniques or processes. Proven ability to learn new tools and techniques. Able to accurately estimate the time to complete individual tasks. Have shipped AAA PC or console titles in a similar position. Passion for making and playing great games with an awareness of current titles and industry trends. Pluses Being an avid gamer Skill in one or more related disciplines illustration animation visual effects or technical art Proven ability to mentor and share knowledge effectively.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4lwktMd6ehrs

Senior Level Designer Amazon Game Studios Amazon - Link 2015-10-08

At Amazon our goal is to develop ground-breaking PC games that become cultural touchstones redefine the boundaries of player experience and change the way the world sees digital entertainment. Join us and youll have the power of Twitch Amazon Web Services and the entire Amazon ecosystem to help shape the future of games. Youll work alongside talented industry veterans including key contributors from titles like Half Life 2 Left for Dead Thief System Shock 2 Age of Empires Shadow of Mordor Guild Wars The Last of Us Gears of War Forza Bioshock and Sunset Overdrive. Amazon Game Studios is looking to take risks and invent We believe in creating immersive highly-engaging game experiences that cut across age gender and nationality. As a passionate member of the worlds technical elite you share our belief in making the best games in the industry. Amazon Game Studios is looking for an exceptionally skilled and enthusiastic Senior Level Designer. In this role you must own the quality and goals of our Level team while creating the worlds and game situations for players to enjoy. You will be responsible for designing grey-box maps as well as scripting engaging scenarios and systems for a third-person competitive melee-action game. The ideal candidate will have a thorough knowledge of game design theory and tools pipelines possess strong leadership skills production-sensibilities and the talent to produce and implement the highest quality work. You should be able to work independently and be comfortable with taking direction and critique on your designs. Youll be sharing your hard-earned knowledge while working within a highly collaborative multidisciplinary team of designers artists and programmers as you continue to develop your skill set by learning from your teammates. Responsibilities Work closely with the Creative Director and leads on delivering to design specifications. Design build and script levels for an exciting and innovative new project. Work directly with Environment Artists to create functional fun and visually compelling worlds. Collaborate closely with art animation programming FX and sound team members to achieve a top-of-class immersive experience. Work with all departments on the scheduling and integration of the Game Design as well as game feature development goals and execution. Collaborate with Creative Director and fellow designers on meta-game systems and AI. Generate documentation to clearly communicate ideas and goals to team. Spearhead and deliver work on time within a schedule. Develop data-gathering methods for game balancing and tuning through focus testing then implement changes based on the data. Qualifications 5 years of experience designing and building levels for video games. Must have shipped at least 1 AAA title as level designer. Direct experience making balancing and pacing levels. Strong methodology and problem solving ability with focus on creative and fun gameplay. Deep understanding of the competitive multiplayer game landscape. Proven experience in a professional game production pipeline. Very comfortable working in game editors and understanding enginegame constraints and opportunities. A portfolio with samples of your work. Preferred Qualifications Have shipped multiple titles. Must have the ability to take constructive criticism and maintain a professional attitude. Independently self-motivated team player with excellent communication skills. Knowledge of Maya 3D Max Photoshop Zbrush and other 2D3D applications. Experience with AAA Game Engines such as Source Unreal or CryEngine. Familiarity with programming and scripting languages such as C C Lua or Javascript.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4Ol6zPEUYVCs

Lead Character Modeler Telltale Games - Link 2015-10-08

Responsibilities Create appealing characters for Telltale games while working with the Art Director Concept Artists Designers Riggers and Animators to balance quality and game performance. Model UV and texture polygonal game characters accurately from provided concept art while keeping the appeal and the essence of the concept. Maintain the consistency of the art style for all characters for project assigned. Model and Texture in a variety of styles. Follow art directions and Telltale technical requirements. Organize represent and communicate on all elements of the Character Modeling creation process and pipeline for project assigned. Oversee and mentor other Character Modelers on the team in terms of model appeal best topology practices technical aspects of the proprietary tool etc. Establish character pipelines and help drive Character Modeling forward in the studio. Manage outsourcing communication and assets with various outsource vendors. Essential Skills Minimum of 5 years of work experience as a Character Modeler or similar role and at least 1 shipped title as a Lead Character Modeler. Proven experience with creating both realistic as well as stylized character models. Strong understanding of human anatomy a must. Proven ability to create excellent looking textures in a variety of styles both from reference and painting from scratch. Proper and imaginative use of materials and shaders. Required understanding of how rigging and animation impact character creation with regards to spans and geometry topology. Ability to assess and implement clean efficient geometry for maximum performance in the engine. Expertise in Maya ZBrush and Photoshop other packages are also encouraged. Self-driven excellent verbal and written communication team player. Experience working and directing outsourcing as well as mentoring junior team members Strong drawing and painting skills are essential. Please submit a link to a demo reelwork samples with your application in order to be considered for this position stills are favored over video reels. Candidates must be legally authorized to work and accept new employment in the U.S. Telltale Games is an Equal Opportunity Employer and ADA compliant. ltimg srchttpfeeds.feedburner.comrGamasutraJobs4J25_byiLHAI

Tools Programmer Red 5 Studios - Link 2015-10-08

The Discipline The Programming team at Red 5 Studios is comprised of some of the brightest minds in the games industry. Our team challenges conventional practices and follows a variety of approaches in producing creative solutions to build an online game played by millions. Whether its working on large scale deployment virtual cloud environments computer graphics gameplay programming tools development in-game UI web-enabled technologies artificial intelligence distributed computing or databases there is always a thought-provoking challenge for our engineers covering the full spectrum of computer science. We take pride in our development process and encourage ownership of projects - if you build it you own it. Working in a varied environment including Linux and Windows we have programs that have been written in over twenty languages. At Red 5 we are building a programming team that fosters creativity and autonomy in a large-scale development environment. Responsibilities Work hand in hand with the development team to improve process and design on various disciplines such as content creation tools world creation UI encounter tools game content mission creation installerlauncher and patcher Support the art team and world artists in their efforts to improve the pipeline and delivery of world class art objects to final production Collaborate with the UI Team on design sense and workflow improvements Qualifications 3-5 years of direct application programming experience C C and .NET development experience Previous work in developing database driven applications Great design sense for workflow and user interface Experience creating multi-user applications Knowledge and understanding of DirectX on 3D rendering 3D Math and Graphics familiarity Excellent communication skills Passionate gamer Pluses Linux and Unix Build Process experience Extensive knowledge of HTML JavaScript CSS and client-side frameworks e.g. jQuery Prototype etc. Previous experience with an MMO development studio with a large scale AAA game title Thorough understanding of cross-browser compatibility Some experience with graphic design programs e.g. Photoshop Illustrator etc. Passion for games The Studio Red 5 Studios creator of the free-to-play MMO shooter Firefall www.firefall.com is a video game developer dedicated to bringing together millions of gamers from across the planet by creating immersive worlds intriguing stories and compelling characters. Right now at this very moment Firefall is being played around the world. In the past month weve had players login from such distant lands such as Uruguay Morocco and yes even Kazakhstan. It is already a global community with a virtual store that is generating revenue today. Red 5 Studios has roughly 150 employees--large enough to find the resources or talent that you need to bring your vision to life but small enough where you have the opportunity to make a massive difference. Every employee leaves their indelible mark on the identity of Firefall.Everyone. THIS is the place to come if you seek mastery of your chosen vocation. These are the fertile grounds where you can learn from like-minded individuals that come from a cornucopia of industry-renown studios such as Naughty Dog Bungie Insomniac Blizzard and Microsoft. Every employee brings a significant knowledge base and we solicit best business practices from previous experiences. THIS is the studio to join if you want a chance to contribute to a fundamental shift in the way games are crafted. Firefall encompasses an original art style a proprietary in-house engine and a determination to make the free-to-play model work without being pay-to-win. We believe the free-to-play experience can be a win-win scenario for both the consumer and us alike. With no barrier to trying the game we believe it welcomes the greatest number of gamers possible. By having to work for gamers micro-transactions it forces us to be ever vigilant on quality forging a tight relationship with the community that will give the world of Firefalls New Eden a very long lifespan with years of continued development. THIS is the place for you if you value autonomy. If you want a chance to stretch your skills and excel in your chosen vocation without the constant Orwellian presence of a publisher or middle management questioning your every move this is for you. We trust our employees. We empower one another to make the game that we want to play. Were on a mission to create a living breathing world unlike any other for players to explore. We arent constrained by a specific title or role and individuals are often asked to tackle many challenges. We understand the challenges of bringing a AAA online game to life and we invite you to join us on this exciting adventure.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4w7vX8kzlYxo

Software Engineer E-Line Media - Link 2015-10-08

Company Description E-Line Media harnesses the power of games to engage audiences through meaningful entertainment and to empower learners to thrive in a complex rapidly-changing digitally connected planet. The Companys consumer division publishes really fun games that explore the human condition provide a gateway to new ideas and empower players to shape their world. E-Line partners with leading foundations academics nonprofits and government agencies to help insure that its products pair great artistry with informed authenticity. Description Software Engineer Software Engineer Job Purpose Architect develop and debug educational products and games with an online focus. Qualified applicants will possess the following experiences Experienced with C or Java in a client-server environment. Professional experience with a relational database understanding transactions joins DDL and DML. Strong knowledge of Web Development and experience with Java and Javascript. Familiar with REST API web services Software design patterns Software debugging Ability to work in a team and structured tasking environment. Documents and demonstrates solutions by developing documentation flowcharts layouts diagrams charts code comments and clear code. Improves operations by conducting systems analysis recommending changes in policies and procedures. Provides information by collecting analyzing and summarizing development and service issues. Develops software solutions by studying information needs conferring with users studying systems flow data usage and work processes investigating problem areas following the software development lifecycle. Proactive work habits Pluses Unity3D Experience Mobile development Android and iOS SDK Knowledgeable of clientserver architecture. At least 1 online product shipped Network Programming in any language Relocation Note We dont support international relocation just domestic relocation.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4pcNt0VkwYG4

Art Director Mobile Games PerBlue - Link 2015-10-08

PerBlue is looking for an experienced and highly motivatedArt Directorto guide the creation of artistic assets in our mobile games. Were a quickly growing independent studio whose free-to-play mobile games have been played by millions of people around the world. Ideal Candidate You must have a great eye for visual style and a track record of building awesome brands and characters. Youll work with our product leads engineers and designers to bring our characters to life and build strong lasting game brands. You should be a great communicator passionate and very goal-oriented. Youre a creative thinker but thrive while working within constraints. You should be focused on business results and building to the market. Responsibilities Youll work closely with product leads to set the artistic style and vision within our games including theme characters environments and brand. While leveraging your knowledge and understanding of the artistic game development process youll shape and continually improve the artistic direction of our products. Youll ensure consistency and maintain the highest of quality throughout the entire development process. Youll lay out challenging benchmarks while also cultivating creativity and empowering your team members. Specific Requirements ampamp Qualifications 5 years creative team leadership experience. Prior experience at a game studio mobile console or PC. Excelled in prior Art Director or Art Lead roles. Thorough understanding of 2D and 3D art asset production pipelines and software tools. Effectively provide constructive feedback both verbal and written to drive the creative process and deliver superb results. Ability to effectively communicate with producers and management. Desired Skills Close attention to detail and results-focused. Proactive and able to take ownership of processes and projects. Ability to lead mentor manage and direct in order to perform management duties. Strong understanding of mobile technological constraints and challenges. Compensation and Benefits We offer 6 weeks of paid vacation and health dental and vision insurance as well as 401k. We have a catered lunch program a snack-stocked kitchen and a refrigerator full of liquid refreshments. Youll get membership to our local hackerspace Sector67 and enjoy our regular socials. Youll be part of an energetic and collaborative environment and work with a great team. We have flexible hours and are located in a vibrant neighborhood in beautiful downtown Madison. PerBlue is an independent game development studio based in Madison WI with a highly skilled team of amazingly talented people. Weve been named a Top Developer by Google a Best Place to Work by Madison Magazine and Madisons Favorite Tech Startup by the Isthmus. This is a full time position based in Madison WI. Compensation is competitive and based on experience.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4Pgt6MKYnjKk

DevOps Engineer PLAYSTUDIOS - Link 2015-10-08

Job Description Were looking for DevOps Engineers to configure new environments launch new games and maintain live products. Candidates must be self-motivated team players who thrive in a fast-paced dynamic environment. If youre a smart creative ambitious engineer committed to building stellar products we want to talk to you. This is an exciting opportunity to join a world-class team and bring our games to even more fans worldwide. Responsibilities Support a regular cadence of updates and hotfixes for multiple products across game platforms Set up new Microsoft IIS game backend environments Optimize our build process and develop backend automation tools Poll services and infrastructure to assess health and alert on KPI metrics Troubleshoot infrastructure to identify and resolve issues Document and communicate releases Work with DevOps team to release high quality products on schedule Requirements Experience managing the development lifecycle of products with regular updates Thorough understanding of HTTP server technologies and RESTJSON interfaces Experience supporting Microsoft IIS service stack of services including MSDeploy Experience in setting up and maintaining Microsoft IIS Hyper-V farms Python and BashPowerShell experience Experience setting up and maintaining Hyper-V instance farms Systems administration experience Ability to collaborate with QA to support standardized release process Experience with Mercurial Microsoft TFS Perforce or other RCS Excellent communication and organizational skills BS or MS in Computer Science Information Science IT or similar About PLAYSTUDIOS PLAYSTUDIOS is a developer of engaging casual games for the worlds largest social and mobile platforms. Founded by a team of experienced gaming and technology entrepreneurs PLAYSTUDIOs free-to-play application myVEGAS combines the best elements of popular social games with established gambling mechanics. Players enjoy an ever-growing collection of slot and table games and the opportunity to earn an unprecedented selection of valuable real-world rewards.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4ZmwJ51r_5MA

Database Engineer PLAYSTUDIOS - Link 2015-10-08

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

Game Server Engineer PLAYSTUDIOS - Link 2015-10-08

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

Game Engineer Nuclear Division - Link 2015-10-08

In this position you will develop and implement various game systems and tools for core mobile titles and contribute to pushing the boundaries of mobile gaming in a positive direction. Together with a team of exceptional designers artists and engineers you will be evolving a high-profile franchise into the next big thing in mobile gaming. RESPONSIBILITIES Implement and maintain robust flexible systems for all aspects of game development Client and server programming Profile and optimize game systems Collaborate with designers artists and other engineers to implement and fine-tune features Contribute innovative ideas toward all aspects of game production and development SKILLS AND ABILITIES 3 years of recent game programming experience having shipped at least one game Strong programming skills and knowledge of algorithms and data structures Strong knowledge of C Java or C Strong 3D math abilities Familiarity with Unity3D Performed multi-disciplinary client engineering within multiplayer games At ease working within the grain of existing code paradigms Rapid learner able to absorb and understand complex systems quickly HIGHLY DESIRED EXTRAS Shipped at least one mobile title Familiarity with cloud-based game server engineering and databases AI programming experience Agile development experience Scrum Kanban etc.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4pum8DTVBNBA

Senior Project Manager Age of Learning Inc. - Link 2015-10-08

As a Senior Project Manager with our production team you will play a critical role in managing mission critical projects for our core product. You will engage and support our internal development and creative teams and establish scalable process. The ideal candidate has project management experience within a mobile live ops and online development environment in entertainment educational content games and working with internal and external teams. The ideal candidate will be self-directed motivated and comfortable working in an extremely fast paced environment. Flexibility and adaptability are key attributes needed for success. This individual should also have strong analytical project management and coordination skills to handle a variety of activities and complexities spanning the organization. Responsibilities Develop and manage end-to-end project plans setting milestones and managing communication between audio design engineering and QA teams. Must have shipped at least two AAA titles as an associate manager role from concept to launch. Perform risk management and change management on projects to identify and avoid any potential setbacks. Drive internal and external process improvements across multiple teams. Interface with partner companies and communicate roadmaps and status. Manage cross-functional development projects. Provide hands-on project management during analysis design development testing implementation and post implementation phases. Provide day-to-day coordination and quality assurance for projects and tasks. Coordinate communication within internal team and external partners. Continually drive process innovation and improvement e.g. through retrospectives etc. Document and share learnings e.g. in team with TDs DDs or Studio wide. Ensure all teams have all the necessary information to do their job. Coordinate with project stakeholders e.g. required reporting and expectation management. Proactively assessing and mitigating risk for assigned scope. Unrelenting self-motivation and initiative the ability to make sense of the ambiguous. Experience 6 years professional experience in project management specific tomobile online entertainment games industry. A proven track record of shipping products andor ushering multiple clients through product and platform launches. Live Ops and free-to-play experience. Calm and deliberate with the ability to thrive in a fast-paced environment juggling multiple development projects and external partners. Working knowledge of production tools e.g. Atlassian Perforce MSOffice Project. Communicate the impact of product changes to stakeholders. A Strong background in Project Management including experience developing work-breakdown structures and project plans most notably in Microsoft Project.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4YXR2GHyyTmI

Software Engineer Respawn Entertainment - Link 2015-10-08

Write programming code for video game development using C and C. Design schedule and implement game application and engine software features that meet established art design and animation team requirements. Revise complex software code to implement game feature changes while maintaining consistent application performance. Perform coding and data optimization improving both memory and execution speed. Fix complex code errors. Requirement Bachelors Degree in Computer Science or related or foreign equivalent. Two 2 years of experience in job offered or as a Programmer or related occupation Require experienceskills in the following areas 1. C2. 3D math skills3. Develop for Microsoft Window Microsoft Xbox 360 andor Sony PlayStation 34. Multi-threaded programming5. Network Programming6. Profile and optimize games to run at high frames rates7. Work with modify and add new features to a game engine A foreign degree adjudged as a similar US degree by an authorized US credential evaluator. Job Site Van Nuys California To apply please send resume to jobsrespawn.com.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4ByDtW7n-4_g

Senior Concept Artist Ready At Dawn Studios - Link 2015-10-08

The Senior Concept Artist is responsible for creating original and imaginative concept art for characters environments and other game assets. A successful candidate is expected to present a clear and comprehensive process of research and exploration that supports their final art and have a strong understanding of efficient ideation techniques. The ability to work both independently and in cooperation with Leads and other Artists to complete assignments and a demonstration of strong artistic interpretation skills is also required.Requirements Outstanding portfolio that demonstrates a strong artistic style and design sensibility Strong use of research and reference material that supports idea generation and problem solving Excellent drawing skills in both traditional and digital formats experience in Photoshop Painter etc. Excellent understanding of human and animal anatomy form proportion and scale and the ability to bend those rules in a creative and stylistic way Superior eye for light value color and composition Excellent communication skills and ability to take direction and accept critical review of your work Familiarity with and passion for gamesAdditional Skills Pluses Strong understanding of general 3d and game art production techniques Some basic Maya experience or comparable 3d software Please send samples of your work with your application.Ready At Dawn is currently looking for all levels of Concept Artists.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4onCerA3ja-k

Unreal Engine Technical Artist Confidential - Link 2015-10-08

SUMMARY OF POSITIONNetherrealm Studios a division of WB Games Inc. seeks a skilled Technical World Artist who will drive thecreation of in-game assets events and destruction. This person will work closely with Senior World Artists Lead Environment Artist and the Kore Engineering Team to improve existing pipelines and implement innovative solutions with complex technical requirements. This person will be well versed in the game engine and content creation tools. JOB RESPONSIBILITIES Utilize Unreal KismetBlueprint and Cinema Tools to implement NPC crowds stage elements and scripted events that breathe life into game environments. Apply a broad range of skills with Autodesk products PBR materials animation and destruction to assist in creation of dynamic level elements. Prepare and construct rigsweighting for NPCs and other environmental dynamic objects. Problem solve and determine out-of-the-box solutions for complex technical requirements. To ensure that the high-quality bar established in the art direction is maintained and the levels run at defined frame-rates. JOB REQUIREMENTS BA in art or related field or equivalent experience. At least 1 year of experience in the industry or sufficient demonstration of skillset. At least 1 published AAA game or sufficient demonstration of skillset. Experience with the Unreal Engine or Unity Engine. Strong understanding of Python and Mel script is a plus. Knowledge of Maya with a core understanding of the inner workings of the tool. Good understanding of scripting inside the Unreal engine with Kismet and or Blueprint. Understanding of Physically Based Rendering PBR art pipelines for XboxOne PS4 and PC. Solid understanding of shaders and material expressions. Experience dealing with rigs and weighting. Understanding of animation pipelines including character and environment setups. Knowledge of profiling tools to determine performance issues. Excellent communication skills. Solid organization skills with adherence to file structures naming conventions and other established protocols. Excellent ability to self-manage and meet deadlines. Must be able to work well within a team. Willingness to provide and accept direction and the ability to embrace change. Ability to collaborate productively with others. Must be able to buy into the established art vision of the game and ensure this is delivered in its entirety at the end of the project. Must have an active passionate interest in current video games to help drive the game to the next level. Portfoliowebsite demonstrating technical artistic ability that includes Unreal based work. The Warner Bros. Entertainment Group of Companies is an equal opportunity employer and considers all candidates for employment regardless of race color religion sex national origin citizenship age disability marital status military or veterans status including protected veterans as may be required by federal law sexual orientation or any other category protected by law.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4nUkrDWuwfmE

Senior Unity Developer Fishermen Labs - Link 2015-10-08

Fishermen Labs is rapidly growing development studio with offices in LA Seattle and Czech Republic. Were looking for a Senior full time Unity game developer to work in our LA office near the LAX airport. We are looking to expand our AR and VR team. If you want to work in a collaborative challenging and fun environment Fishermen Labs could be the place for you. We Offer Competitive Salary Flexible Work Schedule Close to an airport Office with a view Medical Requirements 6 years of experience in games 3 years of experience using unity game engine 3 shipped title experience with deployment using xcode and android SDK staunch work ethic responsible self managing love games Cjavascript Responsibilities play a key role in developing ARVR and mobile games for ios and android develop gameplay and overall game architecture. help design fun and addicting mobile games collaborate with artist and animators to push graphics envelopes have fun while working Pluses experience with augmented reality or VR 3d art or photoshop experience rigging experience shader experience cghlsl please email applications to jobsfishermenlabs.comltimg srchttpfeeds.feedburner.comrGamasutraJobs4iyBi2JDn388

Senior Game Designer SEGA Networks Demiurge Studios Inc. - Link 2015-10-08

Demiurge Studios is seeking a talented experienced Designer to help lead our team to victory. Youll collaborate with our internal design team during all stages of development and help us perfect the game when its launched Your communication skills organization focus on iteration and polish are all legendary. Youve led a team of designers who would love to work with you again and youve got a portfolio of gamecontent design that demonstrates your elite skills. Most importantly you love games of all sorts - and its clear to you that the best most rewarding game of all... is making a good game for others to enjoy. Responsibilities Collaborate with artists engineers producers and team management in an iterative agile development process Drive gameplay and content design through all development phases including post-launch Create fun challenging content for a variety of game genres Task schedule and review design teams output Conceive design and pitch original intellectual properties Provide both high-level game design direction and hands-on design implementation Demonstrate proven design practices and mentor junior designers Author and refine game design documentation Qualifications 3 years of professional video game industry experience as a leadsenior Game Designer 3 Complete product cycles from concept to ship Strong knowledge of basic game design and design theory Reliable schedulingtime management skills Ability to learn new tools and workflows with minimal supervision Excellent organizational analytical interpersonal and communication skills Proficiency with MS Word Excel Passion for Video Games Four year degree or equivalent experience Applicants must be currently authorized to work in the United States on a full-time basis Preference to applicants with At least one complete product cycle on a free-to-play mobile or PC title Working knowledge of 3DS MaxMaya and Photoshop Experience with level editors such as Unreal Editor or Unity Game programming or scripting experience Rapid prototyping experience Outside interests 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.ltimg srchttpfeeds.feedburner.comrGamasutraJobs4RAFudsHniRU

7 Characteristics of a Successful Game Studio - by Michail Katkoff - Link Thu, 08 Oct 2015 01:39:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs 7 Characteristics of a Successful Game Studio by Michail Katkoff on 100915 125800 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Some of you have likely read Ed CatmullrsquosCreativity Inc. The book dives into the creative process at Pixar and describes how the studio managed their creativity which resulted in a seemingly endless string of blockbuster movies and it provides insight into how Pixar maintained its creativity throughout tremendous growth. Reading the book had me reflecting on my own experience in game development and pondering why some studios farebetter than others despite having fewer resources. Now donrsquot get me wrong. Irsquom not pretending to be Ed Catmull. I have only six years of experience in the games industry. I havenrsquot worked in AAA studios or in tiny indie studios. But I do have experience in making free-to-play games for web and touchscreen devices in a few of the top studios and Irsquove had the opportunity to work closely with some of the most talented people in the games industry. So what makes for a successful game studio thatrsquos able to ship quality games and sustain itself in a competitive industry Based on my experience Irsquove identified seven characteristics that make a game studio successful 1. COMPACT TEAMS Irsquom an advocate of right-sized teams on a game project starting very small in the beginning and conservatively scaling as the design becomes clear and therersquos need for new talent. In successful studios game projects start off with an experienced and already gelled core team of four to six professionals and grow up to fifteen to twenty strong as the project moves from concept to pre-production production and live operation. The growth of the team is organic as new team members get brought in on absolute need-to-have basis. For a couple reasons ambitious team sizes actually slow down the development instead of speeding up the progress.Overall look to stay lean and make sure that people who join accelerate the progress instead of slowing the team down. 2. Value software over presentations Essentially a game team has only one goal to create a hit. In the beginning progress towards the end goal is exhibited through prototypes and later on through internal and external play tests. Successful studios make fast progress towards first playables and start iterating based on the qualitative feedback these builds generate. In the end the ultimate test for a game team is the soft launch during which the game has to reach key performance indicators KPIs. Studios musthave the guts to shut down projects which fail to reach KPI goals or respond successfully to the qualitative feedback the team receives. Closing projects is important because launching a low-performing game globally can become a bad long-term decision for the studio as a whole. It caneat up resources that are neededto kick off new projects or support growing games. Fast and tangible progress can be made andmeasured by playing ever-evolving internal builds. Putting emphasis on the playables gets the team into the groove of hitting milestones with builds that have been improved based on feedback. Regularly reviewed internal playables also boost teamsrsquo morale and give a sense of progress towards launch as the builds improve and feedback gets increasingly positive. 3. Use benchmark games Benchmarks allow the team to get a game built quickly and have it playable so that playtests and soft-launch data can start guiding the development. In my experience the more unique and complex the game becomes in development the greater the risk grows. Successful game studios tend to limit the risk of over-innovation by choosing very clear benchmark games from mobile web or board games. With clear benchmarks development done in pre-production and production is based on proven concepts meaning that the features or systems the team is building exist in one or two reference titles. In addition to decreasing risk strong benchmarks cut development time as designers engineers and artists have a playable version to learn from. Blizzard39s Hearthstone is heavily inspired by Magic the Gathering. Designers of the game have been able to keep the deep deck building meta-game while significantly lowering the entry barrier. Another approach to using benchmarks though a bit riskier and time-consuming is to first thoroughly deconstruct the benchmark game. After that the team creates their own noticeably differentiated game based on the benchmark. Building on benchmarks is something Blizzard is extraordinary at with games like Hearthstone which is based on Magic the Gathering Heroes of the Storm which used League of Legends as a foundation benchmark and Overwatch which is strongly inspired by Team Fortress. 4. Play your games until exhaustion Teams who love to play their game end up building a great game. Often especially early on in development itrsquos hard to play the game yoursquore building. The build is buggy and lacks most of the final art. Yet by constantly playing it the team ends up not only clearing away all of those bugs and nagging user experiences but also actually creating something that players will love. In my experience playing the game to exhaustion is actually the secret sauce of tuning and user experience at many successful studios. Simulators help finalize the set in-game values. Play tests push user experience. The first step is always to play the game as a team. 5. Respect your players Our players are our fans. They play our games even more than we do. They create communities inside and around our games making them into phenomena. Successful studios aim to create games that not only delight their players but also challenge them. If a studio doesnrsquot think much about their players it will show in the

Effective Game Coding 2 ampquotYa Ain039t Gonna Need Itampquot - by - Link Wed, 07 Oct 2015 12:16:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 9 2015 Latest Blogs View All Post RSS October 9 2015 Features View All RSS October 9 2015 Special Reports Press Releases October 9 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Effective Game Coding 2 quotYa Aint Gonna Need Itquot by Jesse Attard on 100815 013900 pm 1 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This is the second of a series of articles featuring an in-depth discussion of programming principles as they pertain to Video Game programming. The topic this time is a very important principle - Ya Ain39t Gonna Need It or YAGNI. If you find you learn better via videoI have one where my facial expression captured in the auto generated thumbnail turned out pretty hilarious below. What is YAGNI This principle comes into play when you39re programming something that you39re guessing you might need at some point in the future. The basic premise is that generally speaking you aren39t going to need it and time spent writing this code was a waste of effort. On the whole this is a time management principle and one that I find comes up commonly in games a field of programming that frequently suffers from the project management holy trinity of feature creep competition anxiety and short deadlines. This actually happens Like many of these principles it sounds obvious. Why would you ever write something that you might never use But in practice this is a very common problem that can cause enormous inefficiencies and can be more difficult to solve than you might initially think. Further it is sometimes difficult to identify when you39re violating this principle. If you39re busy slaving away at your desk while some other programmer is spending half the day playing ping pong and eating office snacks you clearly feel like the more efficient employee. However if the code you are writing will never be used then sadly that slacking programmer is potentially vastly more productive than you. There are two ways this problem usually manifests. One is simple to resolve the other is more difficult. The easy case The more obvious case is when you are developing a new feature that you don39t really have a current use for. You39re doing this on the presumption that you might use it at some point in the future. For example say you39re busy making a first person game. You read some article with a great technique on how to implement a third person camera and you decide to implement it despite that your game doesn39t really need this functionality. You39ll start to justify your decision. They all sound like good reasons Quite convincing really And lo you will have just talked yourself into what39s most likely going to be a waste of time and effort. Why is it a waste of time Only the last two reasons from the above list are valid. Writing code for fun and education is an excellent pastime that I thoroughly endorse. You might even argue that writing some code for fun is worthwhile as an occasional sojourn that reinvigorates your spirits and boosts productivity in the long run.Of course do this too much and a looming deadline will begin to disagree with you. The other reasons the ones you likely told your project manager are patently ridiculous. I39ve seen projects become extremely derailed in situations where unchecked programmers have been spinning their wheels with seemingly zero friction. What39s wrong with the other reasons In addition to the time sink Solution to the easy case I said it was easy - and it is. Just defer working on unnecessary features until you actually need them.Let39s move on to the more difficult case. The hard case The harder case is when you39re working on a feature that you know you need but it39s not clear how much of the logic should be hardcoded versus architecting some more robust system that affords huge customizability for the game designer. It is typically more time consuming to write a highly architected system than hard-coding some basic logic but there are cases where architecture provides a much more graceful solution and gives a net benefit to efficiency. So how do you decide what to do Obviously each game is different and there is no single solution for all situations. Nonetheless this article is about overarching principles and YAGNI gives us a solid ground rule to follow Start with hardcoding and scale up from there. Let39s take a look at some examples to see why this is effective. Examples The most common area of game code where I encounter this problem is Artificial Intelligence. Having seen many AI systems for a variety of games big and small I39ve encountered varying levels of robustness producing similarly varying degrees of success. When I say Artificial Intelligence I39m referring to behaviour of enemies NPCs and the like. Consider this example archetype from a cover shooter The enemy runs to a cover point in range of the player takes cover shoots periodically and retreats to a cover point farther away if the player gets too close. You can break this into two chunks The actions are simple. These are usually hardcoded with certain variables customizable by a game designer such as movespeed or attack range. Behaviours Behaviours are where things start to get fuzzy. You can imagine some example hardcoded implementation that you really shouldn39t take too seriously because it39s just an example and no real AI code would ever actually look like this if distanceToPlayer FLEE_RANGE moveToCoverFAR else if inCover distaceToPlayer FIRING_RANGE shootAtPlayer else moveToCoverNEAR As the YAGNI principle suggests this is probably a good starting point and can even scale to many different enemy archetypes through appropriate use of inheritance and composition. But when you have a huge number of enemies and want to afford greater flexibility to your game designer more of this logic will need to be driven by data. You can start to imagine how such a system would look. Games like Dragon Age have even exposed such a system to the player. class Rule

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