Page:19 - News Archived: 3437

Title Date
FanDuel targets eSports with AlphaDraft acquisition - Link Fri, 25 Sep 2015 09:21:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 FanDuel targets eSports with AlphaDraft acquisition September 25 2015 By Chris Kerr September 25 2015 By Chris Kerr Post A Comment More SocialOnline BusinessMarketing Newsbrief Fantasy sports game company FanDuel which recently hired a groupof fomerZynga developers has purchased eSports outfit AlphaDraft. As reported by Recode FanDuel managed to purchase AlphaDraft for less than its 25 million asking price. FanDuel39s new acquisition will help it go toe-to-toe with rival company DraftKings who this week announced plans to stage new video game focused eSports competitions acrossthe U.S. and Canada. Related Jobs 09.26.15 3D Artists 09.26.15 Unreal Programmer 09.25.15 Data Scientist 09.25.15 Associate Product Manager View All Jobs Top Stories Next News Story View All 254634 newswire viewnews254634FanDuel_targets_eSports_with_AlphaDraft_acquisition.php Loading Comments

The mysterious world of game budgets - Link Fri, 25 Sep 2015 07:07:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 Mysterious World of Game Budgets by Ron Gilbert on 092415 054800 pm 6 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. Reposted from the Award Winning Thimbleweed Park Dev Blog. Awards TBD. During last week39s Thimbleweed Park podcast I asked Gary and David what scares them the most about the project. I find this a useful exercise to do with the team to see what they are worried about. The answer always changes as the project progresses and new worries come and go. The common theme from the three of us was the amount of work there is to do. It39s daunting. But as I39ve said several times on this blog that39s normal. I39ve never not been daunted by the amount of work facing me on any game I39ve done. If you39re not daunted by the amount of work there39s probably something wrong and you need to be pushing harder. Be daunted and push yourself right up to the point of being overwhelmed. During the podcast I mentioned my concern about money and seeing the bank account go down each month. This was somehow turned into we39re running out of money which is far from the truth. I am worried about money anyone running a project should be. The thing is I worry about things so they don39t become problems and worrying about money is one of those things. If we didn39t worry about money everyday we would run out of money. It sneaks up on you. Seeing 500000 in your bank account can make you cocky. It can seem like an endless supply of cash and more money than most people including me have ever seen in their bank account. But you have to treat that 500000 like it39s 5000 or even 500. Every dollar matters. It39s why I like to have a budget. It is one of the advantages of having a publisher they will poke your budget full of holes and challenge your assumptions. The downside is they will also push your budget down and it39s not uncommon for developers to then fake the budget so they get the deal which their studio is often dependent on to stay alive. It39s not malicious they and I have done this as well just convince themselves they can make it for less and that39s often not true. I want to know where every dollar is being spent from here until the end of the project. You start putting line items into the budget and you instantly see your money starting vanish. A few line items later and you39re out of money. It39s sobering and a necessary process. It really makes you appreciate spending anything. We had budgets back at Lucasfilm but we were very isolated from the gory ramifications of those numbers. I could make a budget and if I went over by 20 I might get a stern talking to but it39s not like people weren39t going to be paid. When you39re running your own company and project with your own money and you run out people don39t get paid and they don39t like that. In the real world they stop working. I do a first pass budget before I start designing. I often know how much money I have and I want to see how many people and how long I have before that money is gone. If I know I have 15 months and can afford 5 people then that helps me in scoping the design. If I have 24 months and can have 100 people that39s another scope. Once I39ve done the preliminary budget we39ll start designing and then enter pre-production all the while adjusting the budget as I know more.When pre-production is done we can look at the amount of work and do a final budget based on the schedule. Budget and Schedule are two different things that feed into and help refine each other. You can39t do one without the other but they aren39t the same thing. A schedule lists everything you have to make and who is going to make it and when. A budget takes all those people and how much they cost and tells you what the project is going to cost. Below is the current budget for Thimbleweed Park.It39s what I like to call a living budget. You39ll notice that the first monthly column is October not the beginning of the project. Money spent is water under the bridge and is only relevant for historical and educational reasons. What I want to focus my attention on is how much we have and how much we need to spend going forward. Anyone who has a real background in accounting is probably having spasm right now. There are much better ways to do this but I39m not an accountant and neither are most indie devs. This is a much simplified way of budgeting and it works for me. Each month I look at what we spend versus what we expect to spend then make any adjustments to future costs. I then remove the current month column look at the projected total and the bank balance. If there is more in the bank then we39re projected to spend then we39re OK back to programming and designing. Let39s go through the budget. First up are the people. Gary and I are working for peanuts honey roasted. Neither of us can afford to work for free for 18 months and we39re making about a quarter of what we could get with real jobs but we do need to eat and pay rent. Everyone else is working below what they could get but I do think it39s important to pay people. I don39t feel getting people to work for free ever works out and usually ends badly and friendships or you get what you pay for. The reality is that when someone works for you for free you aren39t their top priority. They may say you are they may want you to be but you rarely are and you end up dealing with missed deadlines and hastily done work. It39s important to have team members that can work as professionals and you pay people that are professionals. You should respect people39s time and talent and pay them for their work. It39s what the Kickstarter money was for after all. Everyone is budgeted in at 5 days a week and 8 hours a day as we39re trying to keep normal hours. I have no doubt these hours will go up towards the end of the project but I try to

4 soft launch metrics that matter to the success of your mobile game - Link Fri, 25 Sep 2015 04:01:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 4 Soft Launch Metrics That Matter to the Success of Your Mobile Game by Pepe Agell on 092415 031100 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. This article originally appeared on Playbook Chartboost39s blog dedicated to the business of mobile gaming. So yoursquove decided to soft launch your new mobile game to a targeted set of test users. Good call A controlledsoft launchis a tried-and-true way to work out the kinks like pricing for in-app purchases and game play mechanics before your game gets released to a wider audience. Wersquove assembled four key metrics to watch during a free-to-play soft launch. Pay close attention to these numbers and ignore everything else hellip for now to determine whether your game will be entertaining and profitable down the line. First though itrsquos important to remember no games are exactly the same. A metric that would be successful for one game may not be sufficient for another. So your first step is research and planning. Herersquos what to know before you start measuring soft launch success or failure Okay now that we have the basics covered here are the four metrics we think are most important for your soft launch 1. Early retention rates Start by tracking the percentage of users who return to the game. Common intervals are Day 1 Day 7 and Day 28 or Day 30 but Day 28 keeps the calendar days being compared consistent users likely have different habits onSaturdays and Tuesdays for example. Developers often shoot for a minimum bar across genres like the 402010 percent rule for 1728 dayretention. What this tells youHow much users want to return and play again. These numbers are foundational to your success. Low early retention numbers are concerning but can be improved on with changes to the first-time user experience FTUE. Later problems with retention are more worrying. ldquoI find that it is quite difficult to make significant improvements to long term retention without massive changes to the game some of which may be close to the effort of building a different game experiencerdquo says industry consultant Josh Burns. 2. Average revenue per user ARPU For the free-to-play model in-app purchases remain the primary revenue source industry-wide though advertising israpidly growing in importance. Total revenue from both sources is the first indication of whether the monetization strategy is working. ARPU varies hugely across genres but even the most casual games usually need a monthly ARPU of around 3 for F2P games. What this tells youHow users are interacting with ads or making purchases mdash and whether any monetization tweaks yoursquove made were effective.Yoursquoll want to see that users are monetizing decently from the start. 3. Average revenue per paying user ARPPU Unlike ARPU which measures all users ARPPU is total revenue divided by the number of users who paid something mdash anything mdash while playing the game. Separately measuring paying users from the beginning is especially important for free-to-play games since a small percentage of active engaged users will drive the bulk of the revenue. ldquoRevenue averages across a gamersquos entire population ARPU will always underestimate values for paying players because they represent a tiny percentage of most gamesrsquo user bases mdash and even within the ranks of paying players the vast majority of revenue is generated by a small subsetrdquowritesMobile Dev Memorsquos Eric Seufert. What this tells youWhich parts of the monetization strategy should change to encourage more people to spend more money mdash and the amount that payers are willing to shell out while playing your game. Highly monetizing titles have ARPPUs of over 20. As with ARPU this number can and should be increased during soft launch but focusing on the habits of your paying population can help clarify which monetization channels to focus on. 4. Conversion rate Finally look at conversion. ARPPU ignores non-paying users. But those free users mdash and they will be the majority mdash are important during the soft launch stage. Their feedback and support is invaluable and to successfully monetize a game yoursquoll need to improve at converting those people to paying customers. Typical conversion can be 1-2 percent or around 5 percent for strong performers. What this tells youHow and when players turn into paying players. Taken together with the ARPU and ARPPU figures the conversion percentage will let you know if your game has a viable monetization strategy for a global launch. The big picture Success doesnrsquot simply mean hitting your target number for one of the metrics above though. Rather itrsquos about the balance between all of them. Simply put your retention and revenue become part of alifetime value LTVcalculation that will help determine whether you can acquire new users for your game mdashwhile still turning a profit. One last unpleasant yet business-savvy outlook to take is the idea that the initial metrics may simply be hellip terrible. In this case itrsquos best to cut your losses. Large studios like King Wooga and Supercell are notorious for testing dozens of projects for every one that gets final approval and permanently burying the losers. Smaller teams with a dud on their hands may wish to treat their losses differently however. ldquoFor smaller teams focused on single projects it may be just mean making whatever monetization and retention tweaks are feasible and pushing the game out into the market if there is no budget for paid promotion anywayrdquo says Burns. ldquoTherersquos minimal downside for a small team to launch the title if it doesnrsquot require significant effort or expense to maintain if only to collect more user data and use the learnings in the development of future titles.rdquo Related Jobs 09.26.15 3D

How else Heart.Break turns players into coders - Link Fri, 25 Sep 2015 04:01:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 How else Heart.Break turns players into coders September 25 2015 By Chris Priestman September 25 2015 By Chris Priestman 3 comments More ConsolePC Indie Programming Design Video Playing else Heart.Breaktaught me basic coding practice.It39s set in a simulated city in which atoms are replaced with bits meaning that everyday objects run on code and can be manipulated through hacking. The player is cast as a young newcomer who has no experience of coding but who soon slips into the city39s underground world of hackers. Your avatar is moved through the world by simple point-and-click mechanisms but hacking into objects requires players to type code with their keyboards. I think the game could be used in schoolsto teach kids about programming.But creator Erik Svedang disagrees. He feels thatelse Heart.Break contains too much partying drugs and booze to be appropriate for the classroom.I see what he39s saying but I39d still argue that it has the same qualities as a greateducational game.In my experience it39s the only piece of software to incorporate coding into its mechanics without making it feel like a chore. How to make coding fun Tweaking code to change the functions of objects is howelse Heart.Breakbegan as an idea in Svedang39s head. He had misread a description of Monolith39s 2003 gameTron 2.0 thinking that it had players tinkering with code to battle viruses inside a computer.This isn39t the case--it39s a first-person shooter. Svedang was enamored with the concept of allowing players the freedom to use code to solve puzzles. He got the funding to work onelse Heart.Breakfrom Nordic Game Program in 2010. Svedang39s game adheres to two tenets appealto the player39s curiosity and give them freedom to explore instead of forcing them into a rigid lesson structure. quotI wanted to create a game that had a rhythm to it and that let you live inside its worldquot he says. quotSo things are believable even if you don39t progress.quot To this end else Heart.Break has a simulated city that runs on a day-and-night schedule with citizens going about their lives on their own accord. Svedang hides the story and the puzzles within this simulation andteaches actual coding while you play. Unlike other recent games that incorporate programming principles such asInfinifactory and Machineersyou actuallyhave to type things out manually with your physical keyboard. quotI39m trying to convey this magical view of programming. Especially those moments when you understand and can solve issuesquot You start life as a soda salesman. It quickly gets dull. Then you see a hacker fiddling with a fuse box only to beblown up in the process. It immediately implants the idea that hacking is exciting. You become attached to an enigmatic woman called Pixie who shows you where all the cool parties are at. You enter her circle of friends. She stays up drinking and dancing with you. But she refuses to tell you is what her day job is. Of course you eventually find out she39s a hacker. And so Pixie acts as a conduit to suck youinto the underground world of hacking. From there you can consult a number of coding manuals found on floppy disks and get characters to give you tutorials on certain functions. quotTo me it wasn39t interesting to just make a game where you solve programming puzzles that39s another reason why it39s not an educational gamequot Svedang reasons. quotI39m trying to convey this magical view of programmingespecially those moments when you understand and can solve issues. And to get people into the mood to do that you need to lure them in with a believable world.Then you can let them flip the world upside-down when they start hacking it.quot How to make coding seemcool Svedang initially lures you into this quotmagicalquot portrayal of coding through world design. The city of Dorisburg seems to be stuck in the mid-3980s. Data is transferred on floppy disks and computers take up whole rooms being operated with huge red buttons and giant text-heavy monitors. Svedang tells me that he chose this retro aesthetic as he thinks computers had a better look back then. quotNowadays they39re all just invisiblequot he sighs. He adds that he was inspired by quoteverything that makes computers seem cool.quot The eternal image of computer hacking was embedded in the public consciousness by Hollywood with the movie WarGames in the summer of 1983. We know that this kind of romantic fetishized portrayalof coding is inaccurate but it does have the effect of making hackers seem like wizards of the technological age. Svedang draws from the same iconography as Hollywood to depict hacking in else Heart.Break. In fact he goes beyond that conveying it as something closeto a religious act. Hacking in the game is done on quotmodifiers.quot When they39re being used a colorful halo appears around the hacker39s head as if they39ve achieved hacker sainthood. Turning coding into intuitive and forgiving gameplay mechanics While else Heart.Break turns hacking into a form of ethereal magic it also treats it as a science. As said else Heart.Break incorporates actual coding into its challenges. There are 39if39 and 39else39 functions looping is totally possible and accurate syntax is vital if you want your code to work. This is the core of the game and where it all started. quotOne of the first things I did was to design a programming language that I tried to make similar to what people might have experiencedquot Svedang said. Hislanguage is called Spraringk literally quotlanguagequot in Swedish and is inspired mostly by BASIC as that39s what he learned to code with as a child. Svedang39s most challenging goal with Spraringk was to ensure that newcomers to coding wouldn39t be intimidated by it. To this end it contains a few subtle differences that make it less strict than other coding languages. For instance while you can still use semi-colons to end lines of code

John Carmacks pursuit of the holy grail of VR content - Link Thu, 24 Sep 2015 17:34:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 John Carmacks pursuit of the holy grail of VR content September 24 2015 By Kris Graft September 24 2015 By Kris Graft Post A Comment More ConsolePC SmartphoneTablet VR Oculus CTO and video game programming legend John Carmack said at Oculus Connect in Hollywood today that for the last year his focus has been doing the best with what hersquos got hardware-wise. Oneunderlying message at his sprawling Oculus Connect keynote was that content rules. Even though the mantraldquocontent is kingrdquo is repeated ad nauseum the concept can be easily lost for a company focused on VR hardware advancements like Oculus Rift. Even though VR hardware isn39t perfect and has many problems left to be solvedldquoLots of people are having a great time with the existing content and existing hardwarerdquo Carmack said. Carmack said that if he had to choose between a magic wand today that could make perfect hardware that solved all the existing VR hardware problems and anothermagic wand that would make perfect content for the existing hardware hersquodchoose the latter. The biggest focus for Carmack over the last year was content-focused He pursuedMinecraftpushing for a deal to get the hugely popular game on Oculusrsquo VR hardware. ldquoIt was my holy grailrdquo he said. He and the Oculus team were successful in getting Minecraft a commercial VR release as was revealed this morning at Connect but the deal was difficult to make happen namely due to Microsoftrsquos acquisition of Minecraft developer Mojang in the middle of Carmack39s VR experimentation with the game. Those bumps in the roaddidnrsquot faze Carmack too much and he kept pushing for Minecraftmdashso much so that his co-workers pointed out that hersquos ldquobasically working for Microsoftrdquo when he spends time working on Minecraft in VR. ldquoI definitely played more hours of Minecraft VR than all other Gear VR games combinedrdquo he said. The deal went right down to the wiremdashCarmack didnrsquot get confirmation that the Minecraft announcement for this weekrsquos Oculus was a go until around 1230 a.m. the day of the announcement. Before that he said ldquoI told them if this doesnrsquot happen Irsquom gonna cryrdquo So why is Minecraft so important to Oculus and Carmack He said the game has first-person interface a world with presence ldquoI have memories of being in that gamerdquo he said limitless potential for creation of new content and last but not least an army of passionate players who want to make that content. ldquoI think itrsquos the single most important application for VRhellipThis was a huge huge win for merdquo Carmack said. Carmack also gave some quick pieces of advice to game developers working in VR. ldquoLean harder on the audiordquo he said. The final commercial Oculus Rift will have integrated headphones but Carmack said that was a point of contention at one time among the Oculus team which was eventually convinced that audio is an integral part of VR immersion. quotAnimation is highly underutilized in game development for VR. Animation is where I want to see more in-your-face sorts of thingsquot he added. quotThatrsquos something we have great potential to do in virtual reality.rdquo Related Jobs 09.26.15 Unreal Programmer 09.25.15 QA Engineer 09.25.15 Visual Effects Artist VFX 09.25.15 Gameplay Designer View All Jobs Top Stories Next News Story View All 254595 newswire viewnews254595John_Carmacks_pursuit_of_the_holy_grail_of_VR_content.php Loading Comments

High hopes for Gear VR as it shines a light on Samsungs tech - Link Thu, 24 Sep 2015 17:16:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 High hopes for Gear VR as it shines a light on Samsungs tech September 24 2015 By Christian Nutt September 24 2015 By Christian Nutt Post A Comment More SmartphoneTablet BusinessMarketing VR This November Samsung will launch a much more consumer friendly of Gear VR its smartphone-based headset housing developed in collaboration with Oculus VR. It supports more Samsung handsets and is both lighter and cheaper -- at 99. Gamasutra spoke to Jim Willson and Tom Harding two of Samsung39s directors of immersive products who both work on its Milk VR service for Gear VR about the company39s hopes for this new headset. The Innovator Edition launched a year ago aimed primarily at developers and the earliest of adopters. quotWe had to ensure we had the ecosystem built up that39s why we targeted developers we targeted content creatorsquot Willson said. quotWhen a consumer purchases Gear VR we wanted the wealth of content to be available to them.quot Apparently this November Samsung feels confident enough to pull the trigger on a real consumer launch. It will include super-mainstream video app Netflix Twitch stream viewing and of course all of the games and apps that have already been released. Taken in tandem with the new lighter and cheaper hardware quotit39s about multiple components lining upquot and making a launch and quotbroader adoptionquot among consumers feasible Willson said. quotWe felt that the timing was rightquot as the experience was now truly worthwhile for consumers. quotAnd that was a collaboration between Samsung and Oculus.quot Over the course of the conversation it became clear that it39s important to Samsung quotto get it into many people39s hands as possiblequot in Harding39s words because Gear VR showcases not just the potential of VR but the strength of Samsung39s technology and makes its phones attractive to buyers. The pair seemed quite hopeful that the Gear VR will take off when it39s released this fall. But it39s also just one piece of Samsung39s overall mobile strategy quotIt39s a really compelling medium and we invest in VR as in wearables in generalquot Harding said. But it39s a compelling one for the smartphone giant the partnership quotleverages our technologyquot said Harding creating quota perfect storm of all those thingsquot -- CPU GPU and AMOLED display -- according to Willson to allow consumers to quotsuddenly have access to all of these amazing 360 experiencesquot -- games and videos both -- that Gear VR offers. Related Jobs 09.26.15 3D Artists 09.26.15 Unreal Programmer 09.25.15 Data Scientist 09.25.15 Associate Product Manager View All Jobs Top Stories Next News Story View All 254596 newswire viewnews254596High_hopes_for_Gear_VR_as_it_shines_a_light_on_Samsungs_tech.php Loading Comments

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

Moby Poll Whats your favorite SimCity game 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. quotGet over herequot

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

Moby Poll Whats your favorite SimCity game 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 57 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

Moby Poll Whats your favorite SimCity game 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. quotThou hast lost an eighthquot

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

Moby Poll Whats your favorite SimCity game 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 57 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. quotYou point I punch.quot

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

Moby Poll Whats your favorite SimCity game 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 57 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. quotYou must construct additional pylons.quot

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

Moby Poll Whats your favorite SimCity game 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 57 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. quotWakka wakka wakkaquot

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

Moby Poll Whats your favorite SimCity game 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 57 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

Moby Poll Whats your favorite SimCity game 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. quotYou must construct additional pylons.quot

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

Moby Poll Whats your favorite SimCity game 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 57 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. quotWait thats not how it happened.quot

This Day In HistoryCovers Of Day on Mobyx27s Twitter - Link

Moby Poll Whats your favorite SimCity game This Day In HistoryCovers Of Day on Mobys Twitter As part of an attempt to bring MobyGames at least tentatively into the 21st century ho ho well now be alternately featuring a This Day In History game and a Cover Of The Day on MobyGames Twitter feed. Please check it out follow us and try to faveRT us as much as possible so we can grow our social media following Submitted by Simon Carless 57 on Jun 07 20155 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

New Game All-Star Baseball 2000 - Link Sat, 26 Sep 2015 17:29:44

Moby Poll Whats your favorite SimCity game All-Star Baseball 2000 Game Boy ColorDiscuss 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. quotSay fuzzy pickles.quot

New Game International Superstar Soccer Advance - Link Sat, 26 Sep 2015 12:20:52

Moby Poll Whats your favorite SimCity game International Superstar Soccer Advance Game Boy AdvanceDiscuss 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 Humble Mobile Bundle 14 - Link Sat, 26 Sep 2015 11:11:56

Moby Poll Whats your favorite SimCity game Humble Mobile Bundle 14 AndroidDiscuss Review Want Have Contribute 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. quotJobs done.quot

New Game Dead Effect - Link Sat, 26 Sep 2015 10:55:42

Moby Poll Whats your favorite SimCity game Dead EffectDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

New Game Ice Age Village - Link Sat, 26 Sep 2015 10:52:33

Moby Poll Whats your favorite SimCity game Ice Age VillageDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

New Game Onx26x27nanoko Mahjongx26x2606 Super Real Mah-jong - Link Sat, 26 Sep 2015 10:50:21

Moby Poll Whats your favorite SimCity game Onx27nanoko Mahjongx2606 Super Real Mah-jong AndroidDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

New Game MyTown 2 - Link Sat, 26 Sep 2015 10:34:26

Moby Poll Whats your favorite SimCity game MyTown 2Discuss Review Want Have Contribute 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. quotJobs done.quot

New Game Disney Gnome Village - Link Sat, 26 Sep 2015 01:56:46

Moby Poll Whats your favorite SimCity game Disney Gnome VillageDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game I Want You for Santax26x27s Army - Link Sat, 26 Sep 2015 01:55:21

Moby Poll Whats your favorite SimCity game I Want You for Santax27s Army 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. quotYou fight like a dairy farmerquot

New Game XenoTroid - Link Sat, 26 Sep 2015 01:54:58

Moby Poll Whats your favorite SimCity game XenoTroid 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 Tearaway Unfolded - Link Fri, 25 Sep 2015 23:41:10

Moby Poll Whats your favorite SimCity game Tearaway Unfolded PlayStation 4Discuss 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 Jones On Fire - Link Fri, 25 Sep 2015 16:19:12

Moby Poll Whats your favorite SimCity game Jones On FireDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

New Game Gunman Clive HD Collection - Link Fri, 25 Sep 2015 10:18:57

Moby Poll Whats your favorite SimCity game Gunman Clive HD Collection Wii UDiscuss Review Want Have Contribute missing cover art1moreaddcover Published byHrbergProductionsDeveloped byHrbergProductionsReleasedSep 03 2015Official SiteGunman Clive HD CollectionPlatformWii U GenreActionPerspective3rd-PersonPerspective Platform Side-ScrollingMiscCompilationShovelware ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game XenoMiner Swarm - Link Fri, 25 Sep 2015 10:18:28

Moby Poll Whats your favorite SimCity game XenoMiner Swarm 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 Meridian New World - Link Fri, 25 Sep 2015 08:30:11

Moby Poll Whats your favorite SimCity game Meridian New World 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. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game 2088 - Link Fri, 25 Sep 2015 07:37:47

Moby Poll Whats your favorite SimCity game 2088Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotJobs done.quot

New Game Lara Croft GO - Link Fri, 25 Sep 2015 06:29:26

Moby Poll Whats your favorite SimCity game Lara Croft GODiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

New Game Tri-Heli II - Link Fri, 25 Sep 2015 03:42:20

Moby Poll Whats your favorite SimCity game Tri-Heli II Atari STDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game Brothers A Tale of Two Sons - Link Fri, 25 Sep 2015 02:37:24

Moby Poll Whats your favorite SimCity game Brothers A Tale of Two SonsDiscuss 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 One Girl - Link Fri, 25 Sep 2015 02:31:51

Moby Poll Whats your favorite SimCity game One Girl Z-machineDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBoomshakalakaquot

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

Moby Poll Whats your favorite SimCity game River Rescue Racing Against Time Commodore 64Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBig Money Big Prizes I love itquot

Review of B.C. II Grogx26x27s Revenge Coleco Adam - Link Sun, 20 Sep 2015 20:29:56

Moby Poll Whats your favorite SimCity game B.C. II Grogx27s Revenge Coleco AdamDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

Review of Traffic Department 2192 DOS - Link Thu, 17 Sep 2015 21:06:44

Moby Poll Whats your favorite SimCity game Traffic Department 2192 DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

Review of Eternam DOS - Link Tue, 15 Sep 2015 14:20:47

Moby Poll Whats your favorite SimCity game Eternam DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

Review of Davidx26x27s Midnight Magic Commodore 64 - Link Mon, 14 Sep 2015 03:01:42

Moby Poll Whats your favorite SimCity game Davidx27s Midnight Magic Commodore 64Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

Review of Battle Arena Toshinden PlayStation - Link Sun, 13 Sep 2015 16:52:51

Moby Poll Whats your favorite SimCity game Battle Arena Toshinden PlayStationDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWakka wakka wakkaquot

Review of Golden Axe III Genesis - Link Sun, 13 Sep 2015 12:26:46

Moby Poll Whats your favorite SimCity game Golden Axe III GenesisDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThe cake is a lie.quot

Review of Microchess Apple II - Link

Moby Poll Whats your favorite SimCity game Microchess Apple IIDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou fight like a dairy farmerquot

The Key Masters Reselling and the game industry - Link Fri, 25 Sep 2015 13:49:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 Key Masters Reselling and the Games Industry by Paul Kilduff-Taylor on 092515 123100 pm 8 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. Last year after something Proteus developer Ed Key mentioned on Twitter we noticed that copies of our game Frozen Synapse were being sold on several sites that we didnrsquot recognise. Thatrsquos not a pleasant moment for any developer it instantly feels like someone is making a cheeky profit at your expense. The persistent background buzz of piracy is one thing but another company profiting from our games without our knowledge is an entirely different sensation. Itrsquos important to check these things out though so we emailed the sites in question to ask them if they had a valid distribution agreement with us and if they could show us a copy. Fast2Play Kinguin and G2Play are sites which are all owned by a company called 7 Entertainment. Fast2Play is a store where keys are sold to customers whereas Kinguin is a ldquomarketplacerdquo which allows users to sell keys between themselves. G2A are a separate entity their business also has both store and marketplace components. All of these sites had listings for the game but were unable to supply any proof that they were genuine copies that we had authorised. We had never received a share of sales from any of them. Fast2Play immediately responded to our enquiry by saying simply ldquoProduct has been disabled on the store.rdquo I asked them if this constituted an admission of illegal activity to which I received no reply. Frozen Synapse remained on sale on the rest of their sites until several days later when more unanswered emails prompted its short-term removal. It was at that point that Game Informer decided to write about the story interviewing Ed Key and I about it httpwww.gameinformer.combnewsarchive20140328retailer-scam-resells-humble-bundle-games-reaps-profit.aspx 7 Entertainment then responded to the article httpwww.gameinformer.combnewsarchive201403297-entertainment-updates-terms-to-prohibit-the-resale-of-humble-bundle-keys.aspx It was at that point that I decided to leave things. Wersquod achieved a commitment from them to stop selling keys from Humble Bundles for profit a concept which was pretty much universally panned by customers and developers alike. The traditional indie response to situations like this is to spend our limited resources elsewhere specifically on things which directly benefit legitimate customers. However some recent developments have caused me to renew my interest. G2A and 7 Entertainment have taken out some very high-profile sponsorships with a particular focus on esports and Twitch streaming. This kind of activity can be profoundly powerful in establishing the legitimacy of a brand it seems to partially explain G2Arsquos rapid growth Itrsquos not just indies who have tangled with the key resellers. Ubisoft got into a difficult situation with Far Cry 4 keys which were purchased with stolen credit cards and then resold via Kinguin and G2A. Kinguin responded by effectively blaming EA and then appealing to gamers ldquowho simply donrsquot want to pay publisher suggested pricesrdquo. As many players had bought their keys via reselling sites believing that they were legitimate Ubisoft were then forced to backpedal. Polygon published a comprehensive look at the matter and revealed the confused chaotic nature of key marketplaces. Apparently nothing has changed since the original Game Informer article publishers and developers ignoring the situation has simply allowed these sites to grow. Irsquoll begin by taking a look at the legality of reselling then move on to some developer perspectives and finally conclude with a few thoughts of my own. Is it legal The question of legality here is paradoxically simple and complex. If you believe that the EULArsquos which Valve Humble and other distributors use are valid and enforceable then reselling is clearly prohibited. If not then the situation is far more vague. If yoursquore content with that as a summary then please feel free to skip this long section and continue at ldquoThe Indie Perspectiverdquo below If yoursquod like a full exploration of the legal issues then read onhellipI now wish Irsquod written this in Twine. I spoke to Tilly McAdden and Alex Tutty from Sheridans law firm in the UK. Tilly and Alex specialise in games and technology they deal with these issues on a daily basis. Could you give me a general summary of the issues here For the purposes of these answers we will use the terms ldquosellrdquo and ldquosalerdquo etc. but in fact what we are talking about is paying money for a key which provides access to a piece of software which is covered by a licence. More specifically in relation to downloads and software keys when you buy these in order to use them you need to download the software which involves making a copy of it. The unauthorised reproduction or copying of proprietary software products in most cases amounts to copyright infringement. This is because generally speaking all uses of the software like many other copyright protected products physical and digital require the express permission of the rights holder. So it follows that if the desired use of the game such as reselling is omitted from the End User Licence Agreement ldquoEULArdquo then it cannot be used in that way without further authorisation from the rights holder. Or alternatively where the EULA does include terms which permit the further reproduction of the software or game you can indeed make a further copy as long as it is used within the prescribed terms of the EULA. At the end of the day any use of the software or game outside the specific terms of the EULA would not be permitted and in the instances of any transfer which involves making another copy would amount to

How will the Rift really do We talk to Oculus Nate Mitchell - Link Fri, 25 Sep 2015 13:31:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 How will the Rift really do We talk to Oculus Nate Mitchell September 25 2015 By Christian Nutt September 25 2015 By Christian Nutt Post A Comment More ConsolePC Indie BusinessMarketing VR How is the launch of the Oculus Rift VR headset going to go Given how things kicked off it feels like we39ve been waiting a long time for the Oculus Rift to hit the market. But it will -- and not too long from now. This year39s Oculus Connect is the final significant pre-launch event for the company and so Gamasutra sat down with VP of product Nate Mitchell to discuss his expectations for its introduction. quotIt39s exciting I feel like we are on the precipice of a couple different thingsquot said Mitchell. With the November introduction of the new Gear VR there39s quotmobile VR going out on a consumer levelquot on top of the quotsustained presence and the next-gen VR gaming that we39ve been talking about for three years. That39s exciting.quot But when asked what kind of expectations he has for consumers to actually buy the devices he hedged a bit. While he has hopes toward quothopefully making VR a little more mainstreamquot with actual sale of Oculus39 products he admitted the company isn39t quite sure how many people are going to take up VR and just what they might ultimately do with it. quotIt39s exciting. We39ll see. We39re going to learn a lot in this first generation of VRquot Mitchell said. quotWe have lofty goalsquot he said. quotWe39d love to change the world as fast as possible.quot But he seemed to be aware that this may not be as easy as real VR devotees make it sound. quotAt the end of the day I think that if you look at many of the most successful consumer hardware products of all time most of them sold in the very low millions of units in their first year -- especially new product categories things like Kindle and iPod. They sold in the hundreds of thousands in their first generation.quot quotThe barrier of entry in terms of price is something we need to dropquot he admitted. While the price of the Rift is not yet known we do know that competitor PlayStation VR will sell for approximately the price of a new video game console and we also know that a fairly beefy PC is required to use the Rift. He admitted also that the products don39t always immediately connect with audiences. When it comes to the current iteration Gear VR quotEven after people try it they say 39This is amazing. I am not sure why I want this in my life.39quot What39s the answer to that quotThe other big thing that people need is content.quot Oculus has been investing in games of course and also founded initiatives like its Story Studio which produced the impressive Henry demo showcased at Oculus Connect. And that39s also why there39s a year between the launch of the Innovator Edition of Gear VR and its consumer version -- comments echoed by Samsung in our interview about the product. Henry But the company also intends to lean heavily on independent developers to innovate on its platform one of the best pieces of news out of the show is that when the product becomes commercial there will be a quotConceptsquot area on the Oculus storefront for devs to post works-in-progress. In other words Oculus Share isn39t dead and you don39t need a slick commercial game to connect with the Oculus audience. This should both help continue to foster innovation in VR game design via idea-sharing and keep vested commercial interests from completely controlling the marketplace. Developers too will be able to get feedback on their early work from peers and players both. There39s another advantage to keeping things open quotDifferent types of content brings different audiencesquot said Mitchell. quotAudiences make the ecosystem better for developers.quot quotWe39re going to see a lot of indie developers in the space in general because so many indie developers believe and they can afford to take a riskquot Mitchell said. quotGenerally I expect a lot of indies to be successful because their budgets are lower and they believe in the dream.quot quotIf we can sell enough that developers start being successful and they can reinvest in the systemquot he said quotwe can start the cycle and kickstart the chicken and the egg problem. I think we can make this thing into a thriving ecosystem.quot Oculus Touch In fact Mitchell expects small-scale games to be the norm as the platform launches the economics may prevent anything else. It39ll be quothard to do a 5 6 7 million dollar game because the audience isn39t there yetquot he said. But if developers quotcan sell to 30 40 50 percent of this community who is so hungry for these Touch games these Rift gamesquot they will find major success he thinks. So is the audience for Rift indistinguishable from its development community Mitchell doesn39t think so. quotSuddenly if you39re a consumer and you39re listening it sounds like 39I39m ready to buy this thing.39 I think there39s a big audience that39s going to come.quot But those big 39ifs39 linger quotPrice is going to be one of the biggest barriers to entry. It39s just not going to be some insane insane console launch but if we can build this thing year over year and keep growing the community and the ecosystem then we can make VR that changes the world.quot Related Jobs 09.26.15 3D Artists 09.26.15 Unreal Programmer 09.25.15 Data Scientist 09.25.15 Associate Product Manager View All Jobs Top Stories Next News Story View All 254666 newswire viewnews254666How_will_the_Rift_really_do_We_talk_to_Oculus_Nate_Mitchell.php Loading Comments

Game audio industry survey 2015 - Link Fri, 25 Sep 2015 13:21:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 GameSoundCon Game Audio Industry Survey 2015 by Brian Schmidt on 092415 031100 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. GameSoundCon recently conducted its annualsurvey of audio professionals in the game industry asking questions about compensation use of live musicians contract terms and other issues affecting the game audio industry. The results are compiled in the Game Audio Industry Survey the most comprehensive survey of its kind in the game industry. Our goal was to We ran our 21-question survey from July 29 to Aug 13 2015 and promoted the survey heavily via social media and other game and music industry web sites and received 622 responses. Because of the stratified nature of the game industry itself we broke out the data across large budget games professionally produced casualsmall scale games and indy games. Of course it is impossible to draw a sharp line between the three categories outlined above. Nevertheless we believe it serves as a useful distinction so that wersquore not comparing the compensation from Activision or Microsoft with that of a 3-person dev company making an iPhone game in their basement. The Survey covered 6main topics covering 1 Compensation 2 Work and EnvironmentGetting Gigs 3 Additional Compensation BonusesRoyalties 4 Use of Live Musicians Middleware 5 Contract Terms PROs 6 Education Of the over 600 responses 591 were deemed usable we have compiled and analyzed the results. Note that ldquoproject feesrdquo or ldquoSalariesrdquo areexcludingany optional payments such as bonuses royalties profit sharing etc or any other benefits such as 401k matching health care etc. Some of the highlights One thing that caught our attention Compensation had two definite peaks one at around 50000 and one significantly higher in the150000 range. There is a correlation between those higher salaries and management or creative direction i.e. ldquoAudio Directorrdquo and reflects the very competitive salaries for those with the requisite skills and experience and also shows great career growth potential in the field. This also explains why surveys like the Gamasutra annual salary survey tends to show pretty high numbers for audio professionals since the senior-level audio directors and top-shelf composers are more likely to have attended gdc and therefor participated in the Gamasutra survey. The other thing that caught our attention was the continued underrepresentation of those identifying as female in game audio a trait sadly in line with the rest of our industry. Although female representation did double from 2014 it still hovers at an unacceptably low 7 Conclusions It is difficult to draw generalization from such a broad and diverse industry. Itrsquos clear however that top video game composers and sound designers with the right skills and experiencecan command top dollar for both large-scale projectsXbox Playstation large PC titles etc. and smaller-scale games despite the highly competitive nature of the industry. Experience in games and knowledge of how they work is highly valued regardless of whether itrsquos a huge AAA blockbuster or a small mobile game. Read the Full Report The complete GameSoundCon Audio Industry Survey 2015 complete with charts and graphs can be viewed herehttpwww.gamesoundcon.comsurveyc1hp9 Brian Schmidt is a 28-year game audio veteran and an independent Game Audio Consultant Composer and Sound Designer atBrian Schmidt Studios LLCand is founder and Executive Director ofGameSoundConheld this year onNovember 3-4 inLos Angeles CAand creator ofof the audio game companyEargames. Brian sits on the GDC Advisory Board and is President of theGame Audio Network Guild Related Jobs 09.26.15 3D Artists 09.26.15 Unreal Programmer 09.25.15 Data Scientist 09.25.15 Associate Product Manager View All Jobs 254554 blog blogsBrianSchmidt20150924254554GameSoundCon_Game_Audio_Industry_Survey_2015.php 864808 25113853 Loading Comments

Reminder Submit your talks now for the GDC 2016 Summits - Link Fri, 25 Sep 2015 12:17:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 Reminder Submit your talks now for the GDC 2016 Summits September 25 2015 By Staff September 25 2015 By Staff Post A Comment More ConsolePC SocialOnline SmartphoneTablet Indie Serious Programming Art Audio Design Production BusinessMarketing GDC Heads up would-beGame Developers Conference 2016speakers Now isyour chance to propose a talk for one of the first-class Summits at GDC 2016 Thecall for submissionsto present lectures and panels for boththespecialized Summitseach of which focuses on a specific sector of the game industryandthe new Virtual Reality Developers Conferencethat kick off the2016Game Developers Conferencecloses nextFriday October 2nd at 1159 PM PT. Until then you cansubmit your pitches for Summit talks with each Summit having dedicated industry Advisory Board members to evaluate your talks. This year39s GDC Summits include the return of multiple popular Summits and the expansionof the new eSports Summit to two full days.The full GDC Summit line-up for 2016 is as follows TheGDC Summits and VRDC will take place on the first two days of GDC March 14th and 15thsignaling the start of the five-day conference. The perennially popular Game Career Seminar is alsoaccepting submissions and will take place on Friday March 18th to close outGDC 2016. Organized by the UBM Tech Game Network GDC 2016takes place March 14-18at the Moscone Convention Center in San Francisco California.For more information regarding the submission process and guidelines for the GDC summits please visit theonline submission portal. For more information about GDC 2016 please visit theofficial GDC website. Gamasutra and GDC are sibling organizations under parent UBM Tech Related Jobs 09.26.15 Unreal Programmer 09.25.15 Mobile Platform Developer 09.25.15 QA Engineer 09.25.15 Gameplay Programmer View All Jobs Top Stories Next News Story View All 254345 newswire viewnews254345Reminder_Submit_your_talks_now_for_the_GDC_2016_Summits.php Loading Comments

No such thing as a random number Developing games in 1981 - Link Fri, 25 Sep 2015 12:06:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 No Such Thing as a Random Number by David H. Schroeder on 092415 031100 pm 10 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Previous PostEverything I Learned About Computer Games I Didnrsquot Learn at Yale 1981. Manycomputer games were home-grown anddistributed on audio cassette tapesstuffed in plastic sandwich bags with sparse photocopied instructions. I was four years out of college and seeking creative employment. Reading ads for such games in the budding computer hobbyist magazines like Creative Computing Byte and Compute I wondered if any of these odd new machines could reproduce the thrills I experienced in the arcade corners of the local taverns and 7-11rsquos as I talked aboutin my previous post. Could I play Donkey Kong at home Could I write something like Donkey Kong at home and get others to play it in their homes And needing a job I wondered ndash Is anyone making money doing this Which of the machines described sobreathlesslyin the magazineswere going to stick around The Tandy Radio Shack TRS-80 The Commodore PET The Texas Instruments TI-994a The Atari 400 The Commodore VIC-20 The Timex Sinclair 1000 Or the Apple II I couldnrsquot afford to buy any of them. If the nearby Seattle Central Community College had stocked their computer lab with something other than Apple IIrsquos would I have written my first game Crisis Mountain for that type of computer Yes of course I would have. But that lab had Apple IIrsquos and so that was the mountain I began to climb. Signing up for a lab course that granted me access to those Apple IIrsquos I explored the nooks and crannies of that amazing machine looking for the canvas on which I could try to re-create Donkey Kong. The two text screen pages No. The two Lo-Res graphics pages No too chunky. The two High-Res graphics pages Ah-Ha There were the tiniest dots I quickly wrote a game loop in AppleBASIC that mimicked the bones of Donkey Kong in High-Res graphics ndash it was a jerky little line running back and forth among rolling dots. The movement on the screen was clearly not fast enough to recreate the excitement of Donkey Kong. AppleBASIC didnrsquot go deep enough. So I soaked up every book I could find in the computer lab and taught myself 6502 machine code. There werenrsquot many tools to make this process easier but those that I found were precious. Thank you Roger Wagner Thank you CallA.P.P.L.E Thank you Gibson Light Pens Computers are now so deeply woven into our culture I strain to remember how they astonished me at the time. But all this was new Forgive the clichndashbut it was a golden age ndash my golden age. Andfor this creative introvertit would last only a fewyears ending far too quickly. Because eachbit each byte each pixel each click of the speaker each check of the joystick was mine and mine alone. To each of these features I had direct and exclusive access at a permanent address. Everything stayed where I put it. To this day if you play the original Crisis Mountain every byte in your computer is there in exactly the same place as it was on my computer. Between me and an audience this was as close as I would ever get to a Vulcan mind-meld. How would a running figure on screen ldquoknowrdquo where the solid ground was How would a rolling boulder ldquoknowrdquo where and how it could alter its path There were no tools to automate the relationships between screen co-ordinates and the behavior of animated images. The computer accepted only raw numbers and every bit of every number was precious so pencil and paper were essential to figuring all thisout. Above and Below Here I am giving structure tothe action on the screen by graphingcalculatingand condensing huge lists of numberson paper. Then I wouldenterthese numbers into the computer one at a time. I completed Crisis Mountain and got my first advance on royalties from Synergistic Software. It was one of the proudest moments of my life. I bought an Apple II for myself and took it home. Now ndash how could I make my second game even better What would I write next To be continued... --------------------------------------------------------------------------------------------- These are my memories... Growing up in a world with three TV channels and paper mail... My years writing some of the earliest 8-bit games CRISIS MOUNTAINDINO EGGS SHORT CIRCUIT... And now reviving my best-selling game asDINO EGGS REBIRTH. Related Jobs 09.26.15 Unreal Programmer 09.25.15 Mobile Platform Developer 09.25.15 QA Engineer 09.25.15 Gameplay Programmer View All Jobs 254347 blog blogsDavidHSchroeder20150924254347No_Such_Thing_as_a_Random_Number.php 999872 35501903 Loading Comments

The mysterious world of game budgets - Link Fri, 25 Sep 2015 07:07:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 Mysterious World of Game Budgets by Ron Gilbert on 092415 054800 pm 6 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. Reposted from the Award Winning Thimbleweed Park Dev Blog. Awards TBD. During last week39s Thimbleweed Park podcast I asked Gary and David what scares them the most about the project. I find this a useful exercise to do with the team to see what they are worried about. The answer always changes as the project progresses and new worries come and go. The common theme from the three of us was the amount of work there is to do. It39s daunting. But as I39ve said several times on this blog that39s normal. I39ve never not been daunted by the amount of work facing me on any game I39ve done. If you39re not daunted by the amount of work there39s probably something wrong and you need to be pushing harder. Be daunted and push yourself right up to the point of being overwhelmed. During the podcast I mentioned my concern about money and seeing the bank account go down each month. This was somehow turned into we39re running out of money which is far from the truth. I am worried about money anyone running a project should be. The thing is I worry about things so they don39t become problems and worrying about money is one of those things. If we didn39t worry about money everyday we would run out of money. It sneaks up on you. Seeing 500000 in your bank account can make you cocky. It can seem like an endless supply of cash and more money than most people including me have ever seen in their bank account. But you have to treat that 500000 like it39s 5000 or even 500. Every dollar matters. It39s why I like to have a budget. It is one of the advantages of having a publisher they will poke your budget full of holes and challenge your assumptions. The downside is they will also push your budget down and it39s not uncommon for developers to then fake the budget so they get the deal which their studio is often dependent on to stay alive. It39s not malicious they and I have done this as well just convince themselves they can make it for less and that39s often not true. I want to know where every dollar is being spent from here until the end of the project. You start putting line items into the budget and you instantly see your money starting vanish. A few line items later and you39re out of money. It39s sobering and a necessary process. It really makes you appreciate spending anything. We had budgets back at Lucasfilm but we were very isolated from the gory ramifications of those numbers. I could make a budget and if I went over by 20 I might get a stern talking to but it39s not like people weren39t going to be paid. When you39re running your own company and project with your own money and you run out people don39t get paid and they don39t like that. In the real world they stop working. I do a first pass budget before I start designing. I often know how much money I have and I want to see how many people and how long I have before that money is gone. If I know I have 15 months and can afford 5 people then that helps me in scoping the design. If I have 24 months and can have 100 people that39s another scope. Once I39ve done the preliminary budget we39ll start designing and then enter pre-production all the while adjusting the budget as I know more.When pre-production is done we can look at the amount of work and do a final budget based on the schedule. Budget and Schedule are two different things that feed into and help refine each other. You can39t do one without the other but they aren39t the same thing. A schedule lists everything you have to make and who is going to make it and when. A budget takes all those people and how much they cost and tells you what the project is going to cost. Below is the current budget for Thimbleweed Park.It39s what I like to call a living budget. You39ll notice that the first monthly column is October not the beginning of the project. Money spent is water under the bridge and is only relevant for historical and educational reasons. What I want to focus my attention on is how much we have and how much we need to spend going forward. Anyone who has a real background in accounting is probably having spasm right now. There are much better ways to do this but I39m not an accountant and neither are most indie devs. This is a much simplified way of budgeting and it works for me. Each month I look at what we spend versus what we expect to spend then make any adjustments to future costs. I then remove the current month column look at the projected total and the bank balance. If there is more in the bank then we39re projected to spend then we39re OK back to programming and designing. Let39s go through the budget. First up are the people. Gary and I are working for peanuts honey roasted. Neither of us can afford to work for free for 18 months and we39re making about a quarter of what we could get with real jobs but we do need to eat and pay rent. Everyone else is working below what they could get but I do think it39s important to pay people. I don39t feel getting people to work for free ever works out and usually ends badly and friendships or you get what you pay for. The reality is that when someone works for you for free you aren39t their top priority. They may say you are they may want you to be but you rarely are and you end up dealing with missed deadlines and hastily done work. It39s important to have team members that can work as professionals and you pay people that are professionals. You should respect people39s time and talent and pay them for their work. It39s what the Kickstarter money was for after all. Everyone is budgeted in at 5 days a week and 8 hours a day as we39re trying to keep normal hours. I have no doubt these hours will go up towards the end of the project but I try to

How else Heart.Break turns players into coders - Link Fri, 25 Sep 2015 04:01:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS September 26 2015 Latest Blogs View All Post RSS September 26 2015 Features View All RSS September 26 2015 Special Reports Press Releases September 26 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 How else Heart.Break turns players into coders September 25 2015 By Chris Priestman September 25 2015 By Chris Priestman 3 comments More ConsolePC Indie Programming Design Video Playing else Heart.Breaktaught me basic coding practice.It39s set in a simulated city in which atoms are replaced with bits meaning that everyday objects run on code and can be manipulated through hacking. The player is cast as a young newcomer who has no experience of coding but who soon slips into the city39s underground world of hackers. Your avatar is moved through the world by simple point-and-click mechanisms but hacking into objects requires players to type code with their keyboards. I think the game could be used in schoolsto teach kids about programming.But creator Erik Svedang disagrees. He feels thatelse Heart.Break contains too much partying drugs and booze to be appropriate for the classroom.I see what he39s saying but I39d still argue that it has the same qualities as a greateducational game.In my experience it39s the only piece of software to incorporate coding into its mechanics without making it feel like a chore. How to make coding fun Tweaking code to change the functions of objects is howelse Heart.Breakbegan as an idea in Svedang39s head. He had misread a description of Monolith39s 2003 gameTron 2.0 thinking that it had players tinkering with code to battle viruses inside a computer.This isn39t the case--it39s a first-person shooter. Svedang was enamored with the concept of allowing players the freedom to use code to solve puzzles. He got the funding to work onelse Heart.Breakfrom Nordic Game Program in 2010. Svedang39s game adheres to two tenets appealto the player39s curiosity and give them freedom to explore instead of forcing them into a rigid lesson structure. quotI wanted to create a game that had a rhythm to it and that let you live inside its worldquot he says. quotSo things are believable even if you don39t progress.quot To this end else Heart.Break has a simulated city that runs on a day-and-night schedule with citizens going about their lives on their own accord. Svedang hides the story and the puzzles within this simulation andteaches actual coding while you play. Unlike other recent games that incorporate programming principles such asInfinifactory and Machineersyou actuallyhave to type things out manually with your physical keyboard. quotI39m trying to convey this magical view of programming. Especially those moments when you understand and can solve issuesquot You start life as a soda salesman. It quickly gets dull. Then you see a hacker fiddling with a fuse box only to beblown up in the process. It immediately implants the idea that hacking is exciting. You become attached to an enigmatic woman called Pixie who shows you where all the cool parties are at. You enter her circle of friends. She stays up drinking and dancing with you. But she refuses to tell you is what her day job is. Of course you eventually find out she39s a hacker. And so Pixie acts as a conduit to suck youinto the underground world of hacking. From there you can consult a number of coding manuals found on floppy disks and get characters to give you tutorials on certain functions. quotTo me it wasn39t interesting to just make a game where you solve programming puzzles that39s another reason why it39s not an educational gamequot Svedang reasons. quotI39m trying to convey this magical view of programmingespecially those moments when you understand and can solve issues. And to get people into the mood to do that you need to lure them in with a believable world.Then you can let them flip the world upside-down when they start hacking it.quot How to make coding seemcool Svedang initially lures you into this quotmagicalquot portrayal of coding through world design. The city of Dorisburg seems to be stuck in the mid-3980s. Data is transferred on floppy disks and computers take up whole rooms being operated with huge red buttons and giant text-heavy monitors. Svedang tells me that he chose this retro aesthetic as he thinks computers had a better look back then. quotNowadays they39re all just invisiblequot he sighs. He adds that he was inspired by quoteverything that makes computers seem cool.quot The eternal image of computer hacking was embedded in the public consciousness by Hollywood with the movie WarGames in the summer of 1983. We know that this kind of romantic fetishized portrayalof coding is inaccurate but it does have the effect of making hackers seem like wizards of the technological age. Svedang draws from the same iconography as Hollywood to depict hacking in else Heart.Break. In fact he goes beyond that conveying it as something closeto a religious act. Hacking in the game is done on quotmodifiers.quot When they39re being used a colorful halo appears around the hacker39s head as if they39ve achieved hacker sainthood. Turning coding into intuitive and forgiving gameplay mechanics While else Heart.Break turns hacking into a form of ethereal magic it also treats it as a science. As said else Heart.Break incorporates actual coding into its challenges. There are 39if39 and 39else39 functions looping is totally possible and accurate syntax is vital if you want your code to work. This is the core of the game and where it all started. quotOne of the first things I did was to design a programming language that I tried to make similar to what people might have experiencedquot Svedang said. Hislanguage is called Spraringk literally quotlanguagequot in Swedish and is inspired mostly by BASIC as that39s what he learned to code with as a child. Svedang39s most challenging goal with Spraringk was to ensure that newcomers to coding wouldn39t be intimidated by it. To this end it contains a few subtle differences that make it less strict than other coding languages. For instance while you can still use semi-colons to end lines of code

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