Page:12 - News Archived: 3437

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

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

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

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

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

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

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

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

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

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

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

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

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

G2A slams Riots League of Legends sponsorship ban - Link Fri, 9 Oct 2015 10:12:00

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 G2A slams Riots League of Legends sponsorship ban October 9 2015 By Chris Kerr October 9 2015 By Chris Kerr 1 comments More ConsolePC BusinessMarketing Earlier this week League of Legends developer Riot Games formally banned key reseller G2A from sponsoring anyeSports teams involved in the League World Championships. The ban was issued after the retailer violated competition rules by allowing a third-party to advertise and sell boosting services and high-level League accounts through its website. G2A has now issued a statement picked up by PCGamesN accusing Riot of launching an quotaggressive attack directed towards the entire global e-sports communityquot alleging that the developer is on a mission toldquodominate and control the industry.quot Contrary to Riot39s claims which implied G2A was reluctantto find an amicable solution G2A has stated that it tried to find ldquomany friendly waysrdquo to resolve the matter but its attempts were simply met with quotmore and more demands.rdquo Riot39s developer relations manager J Eckert had previously explained that the ban wasnrsquot a decision the company made lightly only coming after ldquomany weeks of back and fourth conversations with G2A.quot quotWe do not at all enjoy affecting the income of the teams but the LCS rules include guidelines specifically against this sort of thingquotadded Eckert. ldquoWe did however keep teams in the loop during the process in an attempt to avoid any surprises.quot In a closing statement G2A branded Riotrsquos decision quotunfair for the e-sport community worldwide.rdquo 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 255840 newswire viewnews255840G2A_slams_Riots_League_of_Legends_sponsorship_ban.php Loading Comments

Battling BitDefender - Link Fri, 9 Oct 2015 10:01:00

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 Battling BitDefender by Robert Basler on 100815 013900 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Originally from onemanmmo.com. There is nothing like trying to get software running in an environment that is actively screwing with it. Rolling Strike Force Alpha I borrowed a laptop with a 3K 3200x1800 screen from a friend to do some debugging on high resolution displays. Bugs like Windows reporting the 3K laptop39s screen resolution as 1067x603 I wasn39t calling SetProcessDPIAware early enough. There were an assortment of minor issues I was able to quickly fix but when I went to test them things really started to go off the rails. Miranda is designed so that I can easily set up a standalone game and patch server on a PC for testing so I set this up on my development PC then downloaded and ran the signed and elevated installer on the 3K test PC. Easy peasy. First try the installer immediately stopped with an error the log showed that the web server was returning an HTTP 403 Forbidden error code downloading laircrashreporter.exe LairCrashReporter is a tool I wrote to - you guessed it - report crashes to Secret Lair Games. Oddly enough checking the logs on the server it showed 200 OK status instead. Somewhere between the server and the installer the status code was being changed. Weird. I tried downloading the file using Mozilla Firefox and up popped an error message from BitDefender the antivirus software installed on the 3K PC stating that laircrashreporter.exe is in fact GenVariant.Kazy.721075 - a Trojan. My first concern was that my development system might be compromised despite the antivirus software it runs but some testing quickly confirmed that laircrashreporter.exe was in fact just laircrashreporter.exe. BitDefender was reporting a false positive. I then ran laircrashreporter.exe against virustotal.com which tests a file against 56 different virus scanners 8 of those reported it was GenVariant.Kazy.721075. That could be a problem. Once I modified the installer to report the 403 error and point the user at their antivirus software BitDefender mysteriously changed its MO. The next test the installer downloaded the file perfectly and it was successfully written to a temporary location while it waited to be moved to its final location. A moment later when the installer went to move the file to its final location the installer crashed on an unhandled exception. Oops my bad that. Checking the log the installer had failed trying to move the laircrashreporter.exe file to its final location because the file it just wrote had vanished. I took a look at BitDefender again and sure enough BitDefender had fixed the temporary file for me by deleting it. Awesome. I spent a lot of time thinking about how to address these attacks by BitDefender but in the end all I could really do was provide additional error messages and hope the user figures it out before they contact Tech Support. Unlike a lot of software projects Miranda verifies its installation on startup so at least it is guaranteed that players can39t get into game with a damaged installation. After two days of struggles I had to admit defeat and add exceptions to BitDefender for the locations where the installer writes files in order to be able to get through the installation. But the first time LairCrashReporter attempted to report a crash BitDefender chimed in yet again with The application laircrashreporter.exe attempted to connect to the internet using TCP protocol on port 50482. BitDefender Firewall detected malicious activity and denied access for this application. So I manually added a firewall exception for laircrashreporter.exe. This issue could probably be addressed by encrypting the crash data but I39ll leave that hack for another day. Steam has a page all about false positives in antivirus software so obviously I39m not the first developer to encounter this. Still it feels like a problem I just shouldn39t have to deal with. Going through all of this made the software better but it is sort of like the devs of Guild Wars figuring out that 1 of their game crashes are actually hardware failures. Oh and since I39m picking on BitDefender it is completely DPI-dysfunctional I practically needed a magnifying glass to read it on the 3K laptop. Related Jobs 10.08.15 Senior Engine Programmer Unreal Engine 10.08.15 Sr. Graphics Engineer Unreal Engine 10.08.15 Server Software Engineer 10.08.15 Senior Game Engineer View All Jobs 255647 blog blogsRobertBasler20151008255647Battling_BitDefender.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 362388 29910633 Loading Comments

30 day PlayStation Now subscription model arrives in the UK - Link Fri, 9 Oct 2015 07:10:00

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 30 day PlayStation Now subscription model arrives in the UK October 9 2015 By Chris Kerr October 9 2015 By Chris Kerr Post A Comment More ConsolePC BusinessMarketing Newsbrief Sony has introduceda new subscription model to its PlayStation Now streaming service in the UK. Priced at pound12.99 the 30 day subscriptionwill give PS4 PS3 and PS Vita users unlimited access to a range of PS3 titles including the likes of The Last of Us Shadow of the Colossus HD and BioShock Infinite. Those who donrsquot want sign up for the long haul can alsorent individual titles with prices rangingfrom pound2.99 to pound7.99. 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 255839 newswire viewnews25583930_day_PlayStation_Now_subscription_model_arrives_in_the_UK.php Loading Comments

Line the pipes or Testing your mechanics for flow - Link Fri, 9 Oct 2015 07:03:00

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 Line the Pipes or Testing Your Mechanics for Flow by Phil Strahl on 100815 013900 pm 4 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Super Mario Bros 3 is an excellent game. But therersquos this one thing that particularly annoys me Every time you die you have to wait for Mario fall of the screen fade to the map and level fade-in. Thatrsquos just five seconds but on a hard level when you fail a lot this becomes a nuisance. I want to try again right now not wait every time With Mario Maker this is even worse and I spend more time waiting for my next attempt than actually playing. It makes the game feel clunky to me not quite flowing. Maybe thatrsquos just me whorsquos having a peeve with Mario 3 and yoursquore welcome to disagree. Still the element of flow is important for any game not just platformers or action games. Even well designed turn-based strategy games can flow like hot butter down your kitchen plumbing. So letrsquos take a look at how flow and core mechanics are related and what they are. Flow Pipes WTF When I am talking about flow here I am referring to the psychological concept coined by Mihly Cskszentmihlyi thanks copypaste function. It is the state yoursquore in when you forget everything around you while yoursquore doing something. A good game can do this a good book listening to music making music gardening dancing pretty much anything you enjoy. You are experiencing flow when you are in the zone where time flies where nothing else matters. To me ldquoto line the pipesrdquo means to do my best when crafting and revising my core mechanics to make flow happen for my players. The core mechanics are the ldquopipesrdquo in this metaphor. They shouldnrsquot introduce any friction to a playerrsquos flow or worse clog it up entirely at some point. And believe me I know a little something about pipes I spent most of my childhood with a certain plumber crawling through them. Well that didnrsquot sound right. But you do get my point. Skinnerrsquos Flow. Flow is different than an urge or compulsion to keep playing. Herersquos an example Diablo III is one of those games that I just canrsquot stop playing because Irsquom hoping for that epic item drop every time I spin the wheel in monster-roulette. I donrsquot enjoy the mechanics in and for themselves as much as I am that little rat in a Skinner box. I enjoy the possible outcome of my activity ldquoYaaay lsquoLegendary Gauntlet of 0.01 Critical Damagersquordquo much more than the activity leading up to it which is also okay. Flow on the other hand is the other way round itrsquos enjoying the activity itself. Flow is the perfect run yoursquore having with Sonic or Mario through a difficult level because the controls feel so ldquotightrdquo. Flow is being completely in sync with the game and nailing ldquoThrough The Fire and Flamesrdquo in Guitar Hero. Flow is self-sustaining fun. Core Mechanics Good core mechanics is what keeps players invested at the most granular level. You might have an evocative world to explore an intricate story arc or captivating art and sound design and thatrsquos all great Thatrsquos what we will remember and cherish the game for when we think back months or years from now. What we donrsquot remember as much is what we actually did for a majority of our playtime. And this minute-to-minute even second-to-second gameplay is the core of your game. Letrsquos take Diablo 3 again as an example. The game is about getting stronger finding better equipment to keep fighting off the hordes of evil and finally beat the Lord of Hell in Heaven. Wow. Thatrsquos quite epic The core gameplay Clicking on enemies while keeping the health globe filled. Fallout New Vegas Running around occasionally shooting stuff. Call of Duty Shooting from behind cover and running where NPCs tell you to run. You get the idea. If you are a game designer or just some weirdo like me you like to examine what exactly it is you enjoy so much in a game. If you donrsquot you should give it a try. Whatrsquos the fun aspect in Diablo 3 in each second what feels so good about playing it To me itrsquos the critical blow you do to enemies the shattering attack that wipes out the hordes surrounding you itrsquos felling that big enemy for big loot. Blizzard are true masters at this. Everything caters to making this fun The subtle screen shake the animations of enemies being thrown back the sparkling effects accompanying every special attack the utterly satisfying and unique sound of a dropped item. I could go on. With finished games itrsquos pretty easy to tell what feels satisfying ldquoPulverizing the enemyrsquos fleetrdquo and whatrsquos really annoying ldquoNavigating an abstruse menu structure for simple tasksrdquo. With your own game the game yoursquore working on itrsquos much harder. You tried a lot of stuff you threw out so much more you iterated over what you felt was working. Yoursquove grown accustomed to it. So much as that itrsquos actually hard to tell whether it would be fun for anyone else. And because you spent so much time with a constantly changing ldquofeelrdquo of your game yoursquore biased and your gut feeling may have become numb. Thatrsquos normal. Herersquos my little trick to kick-start your gut ndash no actual gut-kicking necessary A Kick to the Guts In a Good Way. Here it comes my secret method for this. You need two things. The first is the game mechanics you want to evaluate. They need to be as solid as you can make them no glitches no bugs I know. Doesnrsquot even need to have some kind of progression built in. Just pure and undiluted essence. If your game is a side-scrolling brawler like River City Ransom Castle Crashers or Double Dragon have the playerrsquos basic moves and one enemy type implemented. If you defeat the enemies on screen spawn some more mdash

Vertical layering in game music LittleBigPlanet and beyond - Link Fri, 9 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 Arrangement for Vertical Layers Pt. 2 by Winifred Phillips on 100615 014500 pm 2 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Welcome back to my three-part blog series on the art of arrangement for dynamic music systems in games In this series of articles Irsquom discussing the techniques of arrangement as they pertain to interactive game music by exploring examples from the music I composed for video games from the LittleBigPlanet franchise. In part one of this series we went over the role of the arranger the importance of an interesting and creative arrangement and the relationship between arranging for traditional linear and non-linear interactive music. We also reviewed arranging techniques that apply to melody and how these should or should not be applied in an interactive composition. If you haven39t read part one please click here to read that entry first and then return here to continue reading part two. Okay are you back now Ready Here we go The countermelody A countermelody is a second melody playing simultaneously with the main melodic line. Usually the countermelody is perceived as subordinate to the foreground melody of the composition but when we give it lots of love and attention the countermelody can be as memorable and pleasing as the main melody of the piece. Not only does this make the overall composition stronger but it works beautifully with the Vertical Layering construct of the LittleBigPlanet dynamic music system. When we create a countermelody for an interactive track it39s always best for us to keep in mind that this melody should be strong enough to stand on its own... because it may have to do just that. As we discussed in part one of this blog series a melody in Vertical Layers often needs to stand in near or even complete isolation. When all the other layers are deactivated the main melody has to be strong enough to carry the track forward and continue to entertain the gamer. This may also be true for the countermelody if it has been assigned to a layer separate from that which the main melody occupies. Separating the melody and countermelody can be tremendously useful for this interactive music system because then two of the layers contain unique simultaneous foreground melodic content that can either coexist or be played separately. Of course it39s also possible to assign the melody and countermelody to the same layer and we can decide to do that if it seems that these melody lines are too interrelated to sever. Let39s now embark on a few arrangement concepts that work very effectively for countermelodies. Then wersquoll wrestle with some arrangement techniques for countermelodies that can be questionable within the Vertical Layering system. Effective technique voice leading step-wise movement As we discussed in the first part of this blog series step-wise movement voice leading involves the creation of a sequence of notes that proceed smoothly and give the impression of logical development. The satisfaction that the listener experiences from hearing such natural sensible movement in a melody arises from a long history of established conventions and practices in music theory. These include the many musical scales that have been formalized and named over the years this long list will give us an idea of how many of these musical scales exist. The more familiar the musical scale the more comfortable it will feel to the listener. Melodies typically follow the step-wise movement established by scales and leaps within these melodies are designed to feel compatible with them. In the previous blog we discussed how step-wise movement can make an isolated foreground melody feel satisfying on its own. This same principle applies to a countermelody that occupies its own layer within the Vertical Layering system. When that layer is played by itself it should also feel rewarding and enjoyable. Step-wise movement will help the countermelody to continue to make aesthetic sense even when detached from the rest of the arrangement and played on its own. In this example from the LittleBigPlanet 3 Stitchem Manor track we39ll first hear the layer containing the melody which is carried by the violin section. Then we39ll hear the countermelody performed by woodwinds. Finally we39ll listen to both the melody and countermelody layers playing together. As we can see from the above example both the melody and countermelody follow step-wise movement and the same scale and harmonic structure so that the shape and movement of the melodic lines remains pleasing both separately and combined. This example also demonstrates another arrangement technique that works well within this interactive system Effective technique polythematic polyrhythmic motion One of the best ways for us to help the countermelody stand on its own as a viable melody in its own right is to distinguish it clearly from the main melody. We can emphasize contrast with two techniques that pertain to the ways in which melodies move. Polythematic music is sometimes defined as music structured around multiple melodies but the term can also refer to the ways in which these melodies interact. Focusing on contrasting opposites in musical structure the polythematic approach emphasizes contrary rhythms textures movements and energy levels. If the main melody on top is sustained and slowly mellifluous the countermelody underneath will feature short punctuated notes and energetic leaps. The emphasis is always on finding the greatest contrast between one melody and the other. This arrangement technique helps to clearly differentiate the two melodies giving them unique musical identities. Polyrhythmic music is often defined as the juxtaposition of two contrasting time signatures for instance a jig rhythm set against a traditional common-time march. These

A former mentor recalls the early career of Satoru Iwata - Link Fri, 9 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 .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 A former mentor recalls the early career of Satoru Iwata October 9 2015 By John Andersen October 9 2015 By John Andersen 1 comments More ConsolePC Programming Design Production History The late Satoru Iwata is well-remembered for his role as the president and CEO of Nintendo. But not many know the details of his early yearsin game design when he exercised his prodigious programming skills. And while he did not become an official Nintendo employee until 2000 his relationship with the companydates back to1983 ndash a year when Nintendodesperately needed programmers who could harness the technology of their new Famicom system which would be known overseas as the NES. This article features an interview with one of Iwata39s early mentors who would go on to be a colleague at HAL America the North American publishing subsidiary of HAL Laboratories. It also attempts to nail down the details of the first Nintendo games that Iwata ever worked on one of which would reportedly turn out to be an adaptation of a hit American arcade game. Commodore-crazy college kid ldquoI have known Iwata for over 30 yearsquot YashTerakura recallsin an email. quotIwata was one of many college and high school students who used to flock my office to gather new information on Commodore computers.I think he was a sophomore or junior in university at the time.rdquo quotIwata was a so-called 39otaku.39 Of course we did not have that term at that time. I would say that he and other students were Commodore groupies.quot Terakura would go on to be a colleague of Iwata39s at game developer HAL Laboratory where he would establish an American subsidiary called HAL America andserveas president of the publishing operation that brought HAL games to the NES SNES and Game Boy. But when they first met Iwata was a college kid eager to learn more about computers. Terakura was the manager of engineering for Commodore Computers at the time working on the development of the Vic-20.quotIwataused to come to my office to help me when I was in Commodorersquos Tokyo officequot says Terakura. Terakura remembers Iwata as curious and devoted assistant.ldquoIn 1979 or1980 Iwata was stopping by my office almost every day after schoolquot he writes. quotHe helped me make test programs sorted my books and floppy disks and did other minor things.He was helpingso that he could obtain news about our new products as well as technical information not available to the public.quot Satoru Iwata with former Commodore Computer engineer and HAL America president Yash Terakura rightin November 2002 Image courtesy of Terakura quotHe was aso-called 39otaku.39 Of course we did not have that term 39otaku39 at that timequot says Terakura. quotHe and other students were Commodore groupies.rdquo Working with theFamicom CPU Iwata enrolled in the Tokyo Institute of Technology and majored in computer science in April 1978 at the age of 18.Read more backgroundhere.During his sophomore year he began working part-time for game developerHAL Laboratory which was officially establishedin February of 1980. quotIt was my good luck that the Famicom system39s CPU was the 6502. The CPU was unknown to all but those who had a special liking for it.quot ldquoIwata was a software engineer but he wanted to learn more about hardwarequot recalls Terakura.quotI did teach him some hardware engineering.quot Nintendo was doing some hardware engineering of its own in 1981. According to an ldquoIwata Asksrdquo feature Masayuki Uemura head of Nintendorsquos Research amp Development Department 2 was put in charge of working on a system to play video games on home television sets. This was just one year after the release of the Game amp Watch and four months after the release of the Donkey Kong arcade game. Uemura would work with semiconductor manufacturer Ricoh on developing the CPU of what would eventually be the Famicom. The engineers at Ricoh suggested a 6502.7 CPU a modified version of the 6502 CPU. Read more about the development of the Famicomhere. The 6502 core CPU RP2A03 on a NES Nintendo Entertainment System NTSC board manufactured by Ricoh is bordered in red ldquoIt was a CPU unknown to all but those who had a special liking for itrdquo Iwatahas said.ldquoIt was my good luck that the Famicom system39s CPU was the 6502. By chance the computer I used for fun in university was a Commodore PET.Its CPU was a 6502 so by the time I started working I was a 6502 expert.quot ldquoIwata knew a lot about 6502 machine language the programming siderdquo says Yash Terakura. quotI taught him about the hardware aspect of the 6502.quot Iwata would join HAL Laboratoryfull-time in April 1982 after graduating from the Tokyo Institute of Technology bringing his knowledge of the 6502 with him. What was Iwata39s first Nintendo game Nintendo and Atari were close to signing a deal in 1983 that would have given Atari worldwide rights to sell the Famicom system outside Japanas chronicled in the book Game Over by David Sheff.Nintendo would provide the Famicom hardware and develop software while Atari would market sell and distribute all of it outside Japan.Satoru Iwatawould develop software for thisNintendo-Atari deal. In his second year at HAL Laboratory Iwata had heard about Nintendorsquos plans to introduce its 8-bit Famicom console to Japanese retailers. He had the confidence to approach Nintendo directly in 1983 seeking an opportunity to develop games and program for the console. The first Nintendo Famicom game that Iwata would produce was not a Nintendo property but an arcade game Atari had licensed from Williams ElectronicsJoust.At that time Atari had already acquired a license for Joust from Williams Electronics releasing it for the Atari 2600 5200 and even the Apple II and PC under its Atarisoft label. According to an Atari inter-office memo with terms of the deal disclosed dated June 14th 1983 One month before the Famicom would be

Zynga launches ads that are games into its games - Link Thu, 8 Oct 2015 17:11:00

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 Zynga launches ads that are games into its games October 8 2015 By Christian Nutt October 8 2015 By Christian Nutt 8 comments More SmartphoneTablet BusinessMarketing Players of Zynga games will soon engage with the publishers new quotSponsoredPLAYquot ads a solution developed in-house at the socialmobile game company to deliver advertisements in the form of mini-games. The tech and the interactive ads were created by Zynga39s internal Studio E quotan in-house studio focused on the creative ideation and development of high-engagement in-game brand integrationsquot according to the company39s press release accompanying the product launch. quot... SponsoredPLAY offers a new way for brands to reward and engage users in gamequot said said Julie Shumaker the company39s vice president of Global Brand Sales in a statement. The company put the ads -- some featuring Progressive insurance branding which you can see below -- through a beta process in its Farmville franchise and reportedly saw a quotdouble-digitquot increase in players engaging with the ads as compared to video ads. Players also spent much longer with the ads than is typical Zynga claims quotbetween 15 and 25 seconds... five-to-seven times the industry average for static ads.quot Players liked them better than traditional ads too -- and the brands benefit from that the company said. This is backed up by a third party source mobile ad company Celtra gave similarly rosy statistics to VentureBeat 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 255791 newswire viewnews255791Zynga_launches_ads_that_are_games_into_its_games.php Loading Comments

Get a job Hangar 13 is hiring an experienced Graphics Engineer - Link Thu, 8 Oct 2015 15:46:00

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 Get a job Hangar 13 is hiring an experienced Graphics Engineer October 8 2015 By Staff October 8 2015 By Staff Post A Comment More ConsolePC Programming Art Recruitment The Gamasutra Job Board is the most diverse active and established board of its kind for the video game industry Here is just one of themany many positionsbeing advertised right now. Senior GraphicsRendering EngineerHangar 13 Location Novato CA Let39s talk some truth Making games is hard. It39s a collision of art and technology thatrsquos about as predictable as a tornado. There39s no secret formula no foolproof blueprintmdashbut it certainly helps to have a reason for making games in the first place. quotEvery Player39s Story is Unique.quotAt Hangar 13 that39s why we make games. Wersquore currently creating an intense action game set in an immersive world and with a strong narrative but player agency is at the heart of everything we do. We want to give players the freedom to choose how to overcome challenges and make meaningful decisions that shape the world and characters around them. SUMMARY Hangar 13 is looking for a seasoned graphics programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge 3D graphics. Research develop implement and debug high-end and photorealistic graphics techniques applicable to characters and large-scale environments. RESPONSIBILITIES bull Design and Write code that fulfills the functional graphical and technical requirements of the project. bull Provide the Lead Programmer with feedback regarding the time allotted to assigned tasks. bull Assist the artists with the creation of cutting edge environments and effects within technical requirements. bull Work with proprietary existing software technology and build new technology in order to fulfill the projectrsquos technical requirements. bull Research coding techniques and algorithms in order to keep current on technological developments and advancements in the game industry. bull Identify technical and developmental risksobstacles and generate solutions to overcome identified risks. QUALIFICATIONS bull Bachelorrsquos degree in Computer Science or related discipline. bull 5 years of programming experience on graphics programming. bull Experience developing for games preferably action FPS or 3PS titles bull Shipped one or more AAA game titles. bull Expert knowledge of real time rendering techniques in relation to lighting and visual effects bull Experience with multi-processor programming. bull Experience developing for game consoles. bull Experience working on multi-platform software projects. SKILLS bull Expertise in CC bull Thorough understanding of 3D math. bull Commitment to code quality documentation and sound testing procedures. bull Ability to research analyze and optimize code to meet performance requirements. bull Ability to learn and master new technologies and code. bull Ability to work independently and efficiently under reasonable deadlines. ABOUT HANGAR 13 Hangar 13 is the newest 2K development studio. Wersquore focused on creating AAA games for console and PC. The studio is comprised of industry veterans drawn from a diverse range of studios who have collectively shipped hundreds of titles across a wide variety of genres. We are located just thirty minutes north of San Francisco where wersquore currently building our own proprietary engine and tools in service of our current title Mafia III. InterestedApply now. About the Gamasutra Job Board Whether you39re just starting out looking for something new or just seeing what39s out there the Gamasutra Job Board is the place where game developers move ahead in their careers. Gamasutra39s Job Board is the most diverse most active and most established board of its kind in the video game industry serving companies of all sizes from indie to triple-A. Looking for a new jobGet started here. Are you a recruiter looking for talentPost jobs here. Related Jobs 10.08.15 Senior Engine Programmer Unreal Engine 10.08.15 Sr. Graphics Engineer Unreal Engine 10.08.15 Server Software Engineer 10.08.15 Senior Game Engineer View All Jobs Top Stories Next News Story View All 255778 newswire viewnews255778Get_a_job_Hangar_13_is_hiring_an_experienced_Graphics_Engineer.php Loading Comments

Unity seeks to preserve old Web Player games as it kills the tech - Link Thu, 8 Oct 2015 15:24:00

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 Unity seeks to preserve old Web Player games as it kills the tech October 8 2015 By Alex Wawro October 8 2015 By Alex Wawro 3 comments More SocialOnline BusinessMarketing Unity has plottedout the end of its venerable Web Player browser game platform today in a public roadmap while also promising to investigate alternative solutions for makingold Unity Web Player games playable in modern browsers. This is chiefly notable from a historian39s perspective as we39ve long known that Unity is switching gears to focus on generatingbrowser games via its WebGL exporteras companies like Google and Microsoft remove support for the Netscape Plug-in API NPAPI from their browsers. The Unity Web Player requires NPAPI support to work so when Unity 5.4 launches next March it will no longer allow developers to export Unity Web Player games -- they39ll have to use the WebGL exporter which has different demands and limitations. Looking ahead this puts a boatloadof Unity Web Player games published over the past decade at risk of becoming effectivelyunplayable as modern browsers phase out NPAPI support. quotUnity deeply understands the importance and historical relevance of Web Player powered games and keeping this back catalogue of games playable is something we care aboutquot reads an excerpt of the above-mentioned company blog post.quotWe have formed a working group to investigate alternative technical solutions and will update the community as we progress.quot 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 255773 newswire viewnews255773Unity_seeks_to_preserve_old_Web_Player_games_as_it_kills_the_tech.php Loading Comments

Dont Miss An inside look at how Valve developed Portal - Link Thu, 8 Oct 2015 14:35:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH Contents Thinking With Portals Creating Valves New IP 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 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 Features Thinking With Portals Creating Valves New IP by Jeep Barnett Erik Wolpaw Kim SwiftDesign Postmortem Production Game Developer Magazine North America 7 comments November 4 2008 Page 1 of 4 As Valve re-releases an update of Portal for Xbox Live Arcade Gamasutra is proud to present a Game Developer magazine-reprinted article by the creators of the 2007 Game Developers Choice awards Game Of The Year discussing the creation of the GlaDOS-domineered cerebral action-puzzler. This article originally appeared in the January 2008 issue of Game Developer magazine. To our genuine delight Portal became one of the most notable games of 2007. Though Portals development path was by no means perfect during the two years we spent creating the game we refined what we think is a terrific process. A rigorous playtesting schedule iterative story design and a marketing strategy that helped mitigate some of the games riskier elements all contributed to a fresh enjoyable experience for players -- one which remained accessible despite its unconventional narrative and gameplay mechanics. Getting Started Perhaps the most unconventional element of Portals development was the way in which the project arrived at Valve. All of us on the Portal team with the exception of our writer Erik Wolpaw were students at DigiPen Institute of Technology a university focused on video game development. As a part of the curriculum each year we had to form teams and create a game from scratch using our own code and artwork. The requirements for the games range from a text-based game for our freshman year to a fully 3D game with simulated physics for our senior year. For our final game project seven of us got together and created a game called Narbacular Drop. We knew that we were going to be graduating soon and we needed a great project to put on our resumes. When trying to come up with the game design for our project we focused on creating a game that was simple and unique. Simple because from our previous school projects we learned that there are never enough hours in a day to do what youd like. Unique because we figured we could get more attention for a new idea and since we were in school there was no risk in trying out an original concept. After throwing around a few ideas we were able to come up with the game design for Narbacular Drop the predecessor of Portal. In that game you were able to create two interconnected portals a red and a blue and place them dynamically around the level using them to solve challenges and traverse the various maps in the game. Nuclear Monkey Softwares Narbacular Drop Every year DigiPen holds a job fair for graduating seniors during which they bring in developers from across the country to take a look at students projects -- and hopefully offer them interviews. During our job fair Valve sent over a couple of representatives who took a look at Narbacular Drop and they subsequently invited us to come to their offices and demonstrate the game for Valve founder and managing director Gabe Newell. We ecstatically accepted and the following week we found ourselves in one of the conference rooms at Valve with Gabe Newell sitting with rapt attention on a couch. About fifteen minutes into our demo Gabe stopped us and asked what we planned on doing after we graduate. After we answered Gabe offered us a job on the spot to make the game in full using the Source engine. Needless to say we all accepted the offer and started working on Portal in July 2005. Working at Valve straight out of school certainly required some adjustment. One of the wonderful things about Valve is how intelligent and helpful everyone is. Weve learned many things that have helped us to become better game developers. Page 1 of 4 Related Jobs 10.08.15 Publishing CoordinatorBeijing 10.08.15 Art Director Mobile Games 10.08.15 Senior Project Manager 10.08.15 Monetization manager View All Jobs Top Stories

PopCap hops on the theme park bandwagon with a real-life PvZ arena - Link Thu, 8 Oct 2015 14:21:00

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 PopCap hops on the theme park bandwagon with a real-life PvZ arena October 8 2015 By Alex Wawro October 8 2015 By Alex Wawro Post A Comment More ConsolePC BusinessMarketing EA-owned PopCap Games is the latest video game company to make eyes atthe amusement park business announcing plans today to open aPlants Vs. Zombies Garden Warfare attraction at the Carowinds theme park in next spring. This is the latest in what seems to be a trend of high-profile game companiesmaking deals to build physical theme park attractions or even whole parks in Ubisoft39s case based on their popular franchises. PopCap isn39t the first EA-owned studio to try this either -- last week BioWare announced plans to open aMass Effect3Dattraction at California39s Great America theme park next year. PopCap39s proposedPlants Vs. Zombies Garden Warfare 3Z Arena is also billed as a 3D experience in which two opposing teams of players will file into separate rooms sit in quotmotion-basedquot seats and compete against each other by shooting targets on giant screens using handheld blasters. 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 255771 newswire viewnews255771PopCap_hops_on_the_theme_park_bandwagon_with_a_reallife_PvZ_arena.php Loading Comments

U.N. retracts apologizes for error-ridden cyberviolence report - Link Thu, 8 Oct 2015 13:46:00

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 U.N. retracts apologizes for error-ridden cyberviolence report October 8 2015 By Alex Wawro October 8 2015 By Alex Wawro 1 comments More ConsolePC BusinessMarketing quotWe apologize very much for the errors and I hope we39ll be able to rectify them. Our priority is to get it back up in 100 percent correct state.quot - ITU spokesperson Sarah Parkes speaking to Motherboard about why the Broadband Commission39s recent report on online violence against women and girls has been taken down. The Broadband Commission has retracteda report on online violenceit touted at a recent United Nations eventcalling for a greater effort to combat online harassment and violence especially against women and girls. While the original report advocated against online harassment somemembers of the game industry felt italso unfairlytargetedvideo gamesby among other things citing research that describedplayers of violent games being transformed into quotkilling zombies.quot The Broadband Commission has now removed that report from multiple places on its websitethough for the moment youcan still readthe original via this direct link and replaced it with a promise to post a revised version quotas soon as all relevant inputs have been taken onboardquotand a list of highlights from the reportthat do not mention the video game industry. quotThe big problem was footnoting which was not up to standard and we very much regret thatquot International Telecommunications Unionspokesperson Sarah Parkes told Motherboard when asked about why the report was retracted.quotThat is being revised very thoroughly. We are adamant that we will have these footnotes all corrected.quot The ITU and UNESCO established the Broadband Commission five years ago in response to a call from the U.N. for more advocacy towards the organization39s Millennium Development Goals and Parkes tells Motherboard that the report is meant quotto raise awarenessquot and quotstimulate debatequot about online harassment and violence. Suggesting that playing violent video games has a deleterious effect on a person39s behavior outside of games is just one aspect of that. quotIt39s a difficult area because there are certainly studies that show no link to real world violencequot Parkes told Motherboard. quotBut I think on the other side of the debate there39s still some question because there39s no longitudinal study. This is an area where it39s complicated and I think we need to rely on the psychological studies.quot Of course some scholars are still calling on advocacy groups to stop linking violent video games to aggressive behavior. 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 255768 newswire viewnews255768UN_retracts_apologizes_for_errorridden_cyberviolence_report.php Loading Comments

Xbox Live Indie Games - the Moby-archiving - Link Thu, 17 Sep 2015 02:21:51

Xbox Live Indie Games - the Moby-archiving Since news spread that the Xbox 360s Xbox Live Indie Games service is gradually closing - with no new games allowed from Sept. 2016 and the service closed in Sept. 2017. Due to the online nature of the store theres obviously some danger that info on these games will be permanently lost.Luckily one of our top contributors Patrick Bregger has shot out of the gate like a rocket and dedicated himself to archiving screenshots and info from _every single_ XBLIG game. Right now hes going backwards from Z and has added a couple of hundred games to our previous total - theres now nearly 400 up there.We salute his fortitude to get through all the Zombie games for starters - there are nearly 100 including Zombie Sausages 2 Zombie Cow-Milking and the actually pretty good Zombie Accountant.We wanted to highlight this for two reasons - one to thank Patrick PROFUSELY because these synopses screenshots and credits are great amp just dont exist anywhere else. And secondly he definitely needs some help - so if anyone would like to message him or post in this thread thats be great Submitted by Simon Carless 58 on Oct 04 20155 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

MobyGames - text-only covers now accepted - Link Fri, 11 Sep 2015 21:02:54

MobyGames - text-only covers now accepted Along with the recent lifting of the exception on accepting multiple discsdiskettes with the same artwork and different disc numbers our exception on accepting text-only covers has been lifted as well.Below are a couple of sample covers which we had on file as accepted. This just shows the inconsistency when it comes to such things. It was hard to say which is irrelevant as text-only and which text is more important or if some minor graphics were included so it can be accepted. 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

MobyGames Call For Help - coders contributors - Link Sat, 5 Sep 2015 16:21:31

MobyGames Call For Help - coders contributors As we continue to add original credits screenshots info and cross-linked info on the history of video games daily MobyGames needs your help to expand In particular we need aid in two areas1. Coders who can understand Perl can help Were still stymied in accomplishing a lot of bug fixes and new features due to lack of coding help. If you know Perl and can volunteer some time to get up to speed on our codebase we would be _very_ appreciative. Please message Simon if you can help out. 2. Contributors to underdocumented historic platforms Check out this forums thread but we think the Apple II ZX Spectrum Arcade TRS-80 amp TI-994A are all missing a LOT of releases. In addition platforms like GBC GBA DS and Wii are missing a number of licensed amp more minor releases - of course no games are minor in the end. So if you can help out and could specialize in any of these platforms - please contribute now - appreciated Submitted by Simon Carless 58 on Sep 11 201517 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

MobyGames - media scan rules change - Link Sun, 30 Aug 2015 16:55:13

MobyGames - media scan rules change Heres a new rule For media scans for games that were on two or more floppy disks CDs or DVDs MobyGames policy was always EITHER to accept all media if they have different art or text marking them Disc 1 Disc 2 Disc 3 etc OR accept only one media if it only differed in number marking it as Disc 1N.Now the embargo has been lifted and there is no need for comments such as quotDisc 1Nquot because all magnetic disks or optical discs are accepted even if they differ only in number.From now on something like this is welcomed when you submit cover scans Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

User milestones - MAT Karsa x26 friends - Link Sat, 1 Aug 2015 16:57:24

User milestones - MAT Karsa amp friends Were so happy to see MobyGames contributors blast through some new milestones and time to honor them here. Thx to CavalaryKarsa for the tipsFirstly MAT gets an entire paragraph because he just hit 100000 MobyPoints - the 7th person in our history to do that Congrats amp infinithanks to him...In addition Karsa Orlong is now officially in the all-time Top 10 for contributions Picard just hit 30000 total points and Infernos just topped 10000 and is now 80 overall. Please keep the amazing work coming...And one final note as spotted by Kabushi - MobyGames now has over 3 million individual lines of credits all entered by our amazing contributors Wow. Submitted by Simon Carless 58 on Aug 30 201519 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

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

MobyGames Twitter feed - cover ideas wanted Now that our covers are unwatermarked theres never been a better time to show off some of the amazing video game cover art scanned by MobyGames members. And thats just what is happening at the MobyGames Twitter feed which is updated daily with new pics. Its actually doing pretty well if you look at the number of retweets and favorites for each post.When we started this we asked MobyGames Approvers for some cover picks and now wed like your help Please comment on this post and pick some of your favorite cover art on the site and well gradually flow it onto Twitter and FacebookGoogle as time permits Submitted by Simon Carless 58 on Aug 01 201541 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

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

RIP Nintendos Satoru Iwata - 1959-2015. So sad to hear today that Nintendo President Satoru Iwata passed away - and at the relatively young age of 55 too. Many people online are linking to the MobyGames profile of Iwata which only exists because MobyGames contributors typed in the credits for literally hundreds of seminal Nintendo games. The site admins would like to honor Iwata-san for his vital contribution to the history of games amp thank all of you for doing so much to preserve his history - even before his sad and unexpected passing. Submitted by Simon Carless 58 on Jul 13 20151 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

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

Scieres 300k MobyPoints milestone This is fairly unbelievable but veteran MobyGames contributor Sciere has just hit 300000 points on the site... wow This includes 2585 games 24000 screenshots... I could go on - heres his stats. Sciere also makes sure were up to date on newer console and PC games more than almost any other user - so MASSIVE thanks for him for this - otherwise wed be a past-only websiteAlso thanks to some forum notes the other milestones must be pointed out piltdown_man reached 90000 points Terok Nor reached 20000 points Indra reached 20000 points amp Freeman reached 20000 points. Congrats to all of them Submitted by Simon Carless 58 on Jul 10 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

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

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

Our 6th ever MobyGames 100k user - Link

Our 6th ever MobyGames 100k user Gigantic congratulations to LepricahnsGold who has made it to 100000 contribution points on MobyGames He is only the 6th ever user to make it to that historic milestone - the others being Sciere Cor13 formercontrib Kabushi and Patrick Bregger.While were here - another notable recent milestone is that 666gonzo666 hit 50000 - massive thanks to himIf youd like to join them please go ahead and contribute now - MobyGames is only possible through our amazing users contributions. Submitted by Simon Carless 58 on Jun 14 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

New Game Wild Ones - Link Fri, 9 Oct 2015 12:23:17

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

New Game Reign of Pirates - Link Fri, 9 Oct 2015 08:45:34

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

New Game Smugglers - Link Fri, 9 Oct 2015 08:43:14

Smugglers WindowsDiscuss Review Want Have Contribute missing cover artaddcover Published byNielsBauerSoftwareDesignDeveloped byNielsBauerSoftwareDesignReleasedMar 01 2001PlatformWindows GenreStrategyPerspective3rd-PersonPerspectiveThemeSci-FiFuturistic Turn-based ... Critic Score100 point score based on reviews from various critics. viewreviews addreview 2.0 User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGood thinking little buddy.quot

New Game Ackyx26x27s XP Breakout - Link Fri, 9 Oct 2015 08:41:51

Ackyx27s XP BreakoutDiscuss 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. quotGood thinking little buddy.quot

New Game Alone in the Dark Kollekcionnoe Izdanie - Link Fri, 9 Oct 2015 08:37:16

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

New Game TowerFall Ascension TowerFall Dark World - Link Fri, 9 Oct 2015 08:34:40

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

New Game Camx26xE9ra Cafx26xE9 le jeu Camx26xE9ra Cafx26xE9 2 - Link Fri, 9 Oct 2015 08:32:47

CamxE9ra CafxE9 le jeu CamxE9ra CafxE9 2 WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

New Game Fallout Anthology - Link Fri, 9 Oct 2015 08:29:41

Fallout Anthology WindowsDiscuss Review Want Have Contribute missing cover artaddcover Published byBethesdaSoftworksLLCReleasedOct 02 2015PlatformWindows MiscCompilationShovelware ... Critic Score100 point score based on reviews from various critics. viewreviews addreview 5.0 User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game 1C Space Collection - Link Fri, 9 Oct 2015 08:26:18

1C Space Collection WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

New Game Planetary Annihilation Collectorx26x27s Edition - Link Fri, 9 Oct 2015 08:24:46

Planetary Annihilation Collectorx27s EditionDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

New Game All Zombies Must Die Bundle - Link Fri, 9 Oct 2015 08:21:10

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

New Game Morningstar Descent to Deadrock - Link Fri, 9 Oct 2015 00:09:40

Morningstar Descent to DeadrockDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou fight like a dairy farmerquot

New Game Planeto Quiz - Link Fri, 9 Oct 2015 00:05:59

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

New Game Wayne the Brain and the Insane Physics Crane - Link Fri, 9 Oct 2015 00:05:31

Wayne the Brain and the Insane Physics Crane Xbox 360Discuss 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. quotGood thinking little buddy.quot

New Game Way of the Exploding Balls - Link Fri, 9 Oct 2015 00:04:59

Way of the Exploding Balls Xbox 360Discuss 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. quotWhy thats the second biggest monkey head Ive ever seenquot

New Game Dark Souls II Season Pass - Link Fri, 9 Oct 2015 00:02:22

Dark Souls II Season PassDiscuss 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

New Game Dark Souls II Crown of the Ivory King - Link Fri, 9 Oct 2015 00:01:22

Dark Souls II Crown of the Ivory KingDiscuss 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. quotWhy thats the second biggest monkey head Ive ever seenquot

New Game Dark Souls II Crown of the Old Iron King - Link Thu, 8 Oct 2015 23:59:21

Dark Souls II Crown of the Old Iron KingDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

New Game Dark Souls II Crown of the Sunken King - Link Thu, 8 Oct 2015 11:12:33

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

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

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Welcome to FPSoft.eu

Floating Point Softwares is an Indie company started in 2015
focusing mainly on Android, iOS, HTML5 and PC game development.
Currently we also offer non-game related solutions, 
such as mobile apps depending on the demand, as well as pixel & vector graphics.

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