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This Week on Xbox: October 6, 2017

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!

Forza Motorsport 7 Now Available Worldwide on Xbox One and Windows 10 PCs
Today is the day! Get ready for the thrill of motorsport at the limit. Gear up for the most comprehensive, beautiful and authentic racing game ever made. Forza Motorsport 7 is here, available worldwide today on Xbox One and Windows 10 PCs, in three different versions. Standard Edition – This edition features the full version of the game running at a silky-smooth 60 frames per second… Read more

Xbox One X: What It Takes to Build a Console
Peanut butter and jelly. Shaq and Kobe. Master Chief and Cortana. If there’s anything we’ve learned during our short time on this planet, it’s that collaboration is the driving force of creation (and tasty sandwiches). We recently heard from Bryan Sparks, Senior Designer, Microsoft Device Design Team, and Leonardo Del Castillo, GM of Xbox Devices Console Development to learn… Read more

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Play Star Wars Battlefront II Open Beta During Free Play Days For All Weekend
We believe games are more fun with friends. Starting Friday, October 6 at 1:00 a.m. PDT to Monday, October 9 at 11:59 p.m. PDT, you can play online in any game you own with your friends for free during our Free Play Days For All weekend on Xbox One and Xbox 360 — Xbox Live Gold membership not required. There’s more! If you’re looking for a new multiplayer experience… Read more

Bringing Middle-earth: Shadow of War to Life in 4K
Next week Middle-earth: Shadow of War will launch on Xbox One and Windows 10 as an Xbox Play Anywhere title, sending us back to Mordor to fight all manner of orcs and other fantastically evil creatures. But it’s this Fall when the Xbox One X hits store shelves that we’re most looking forward to our return to Middle-earth. Not only has the game grown in scope from the 2014 classic… Read more

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Assassin’s Creed Origins: Using All of Bayek’s Tricks in the Nile Delta
Like no other game in the series so far, Assassin’s Creed Origins will push you to use every tool and tactic at your disposal as you hunt for the secret society known as the Order of the Ancients. In our case, this was something we realized during a quest in the latest preview demo, set in the Giza Plateau and in the Nile Delta — both of which looked beautiful running on Xbox One X… Read more

New Xbox One S Assassin’s Creed Origins Bundles Launch October 27
Step back in time and discover the beginning of the Assassin’s brotherhood with two new Xbox One S Assassin’s Creed Origins Bundles (1TB and 500GB) launching October 27. Experience a new way to fight by using powerful weapons to protect Egypt from epic enemies, while exploring the Great Pyramids and uncovering lost tombs across a vast and unpredictable land… Read more

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Dishonored: Death of The Outsider Tips & Tricks
Hey, Xbox gamers! The Tips & Tricks team is here with 5 tips for Arkane Studios’ latest game, Dishonored: Death of The Outsider. Death of the Outsider is a standalone DLC that takes place a few months after the events of Dishonored 2. You play as Billie Lurk: Daud’s most trusted assassin… that is, until her betrayal in The Knife of Dunwall DLC. Now, Billie’s out to find Daud… Read more

Party-Based Dungeon Crawler Battle Chasers: Nightwar Available Now on Xbox One
When people see Battle Chasers: Nightwar for the first time, they’ve got a lot of questions. Is it a Diablo-style dungeon crawler? Is it more of a party-based tactical RPG? Is it action or turn-based? The short answer is: all of the above. It’s a bit of a hybrid. But understanding all the nuances of our strange brew, and why we made the choices we made, requires… Read more

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Taking on Big Game in theHunter: Call of the Wild on Xbox One
Here at Avalanche Studios and Expansive Worlds, we are incredibly excited to bring theHunter: Call of the Wild to Xbox One. It’s the first venture for theHunter franchise into the world of gamepads and comfortable couch gaming and we can’t wait for you to take a stroll in our virtual worlds. A lot of you have been asking to get the game on Xbox One and now it is finally here… Read more

Gears of War Pro Circuit Season 2 Announced with new expected prize pool of $2,000,000!
Xbox, Gears of War Esports, and The Coalition are proud to announce Season 2 of the Gears Pro Circuit for Gears of War 4. Gears players from around the world can compete in marquee live open events for a starting $1,000,000 in cash prizes. With the addition of new regional events and grassroots tournaments, plus crowdfunding through Esports Supporter Packs… Read more

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Video: Game career advice from women who have been there and done that

Getting started in the game industry is hard! Luckily, there are lots of people who have done it and are passionate about helping others do the same.

A number of those people took the stage at the Career Seminar during GDC 2017 to offer would-be game devs — especially women — some advice gleaned from their own experiences entering the game industry and working at companies like Hangar 13 (Mafia III), Microsoft/343 Industries (Halo 5) and more.

It was a great set of microtalks, packed with advice meant to help anyone who has felt marginalized, pushed aside, or lacking in confidence.

It’s well worth watching, as you’ll probably walk away with practical tips and tricks you can use on your path to a meaningful career in game development. Now, you can do so completely free via the official GDC Vault YouTube channel!

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Take a gander at how Valve designs the look and feel of Dota 2 heroes

Valve has shared an insightful breakdown of the various design concepts its team keeps in mind when creating new heroes and skins for Dota 2.

While the intent of the newly updated document is to prove a useful tool for Dota 2’s community of custom content creators, the breakdown itself is ripe with the sort of information game developers, artists, and designers find useful. 

With well over 100 playable characters in Dota 2, it’s no doubt extremely important that each possible combatant has an unmistakable look on the battlefield that quickly and clearly communicates its identity to friend and foe alike. To that end, Valve says that the page itself embodies the kind of general design concepts and principles that improve the readability and quality of Dota 2’s robust cast of characters.

The post runs through a number of guidelines for elements such as informative silhouettes, value gradients, value patterning, color and saturation, color schemes, character color key palettes, areas of visual rest, directionality, and much more. Following that, the breakdown shows character artwork for a handful of heroes in the game and describes how all the principles apply to each design. 

The full rundown can be found over in Valve’s Dota 2 Workshop. If docs like this are your kind of thing, be sure to check out the rest of the developer’s workshop resources on a wide variety of topics from loading screens to visual item effects. 

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Get a job: Infinity Ward is hiring a Sr. Multiplayer Animator

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Woodland Hills, California

Infinity Ward, developer of numerous award-winning games, including Call of Duty: Infinite Warfare, is seeking a Senior Multiplayer Animator, with experience in game development and a passion for First Person Shooters.   

Job duties include:

  • Create high-quality 3rd person multiplayer character animation demonstrating a strong sense of posing, timing, and weight
  • Work closely with the Animation Director, Animation Programmers, and MP team to set a new bar for 3^rd person player animation in a shooter
  • Accept direction and cooperate with the team to meet production deadlines

Requirements:

  • 5+ years of professional experience in Games
  • Authoring of animation trees and state machine experience is a must
  • Proficiency in realistic keyframe animation and Mocap
  • Expert level skills in Maya
  • Comfort with scripting languages
  • Must be extremely creative with a high level of craftsmanship
  • Possess the necessary skills to be self-directed and self-motivated
  • Detail oriented with a strong desire to contribute to a uniquely creative environment
  • Must have strong problem solving skills and enjoy coming up with new ideas
  • Excellent communication and organizational skills
  • Strong passion for animation and video games
  • Flexible, receptive and open to change

Applicants must provide samples of prior work including at least some examples of 3rd person character locomotion.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Feature: Four Horses Discusses the Process of Bringing Kid Tripp to the Switch

Not long ago Kid Tripp arrived on the 3DS eShop, an auto-running platformer that offers snappy but challenging stages. Some balked at its mobile origins but that was to do it a discredit; in our view it’s a well-constructed and fun game.

Four Horses produced that version and is now working on a Switch port, so we caught up with director and programmer Michael Waites to learn more about the process of jumping a generation in hardware, and why this was always a ‘console’ game despite its smart device origins.

How has the development process been on Switch?

So far, it is all going well. I’ve taken a little break from it to help out another publisher with a conversion of a Unity project but I expect to be back onto it shortly.  Some of the work on the other project crosses over with Kid Tripp anyway, such as handling all the controller configurations that are possible and other aspects, which have inspired ideas to make Kid Tripp even greater on the Switch, so it is all good!
 
When did it start?

I started the conversion to Switch in the week of the launch of the 3DS version. Getting the game running with identical content to the Nintendo 3DS version was fairly rapid as all it involved was getting my in-house engine up and running on the Switch.  All that remains is to get the Switch-specific functionality added.

What attracted you to develop for Switch? 

I’m a huge fan of Nintendo, both the games they make and the hardware they release, so as soon as I heard about the Switch I wanted to own one for game playing. I love the design of the console and wanted to get set up as a developer as soon as possible as I have a few ideas for games that make some use of the unique hardware. Getting Kid Tripp onto the platform seemed to be a good springboard to getting hold of the development hardware, getting familiar with it and then going on to develop the ideas I have into full games.

What was your exposure and interest to the rumours of the ‘NX’? 

Sadly no different to any other Nintendo fan. As a developer, I had no early access to the hardware or any information about it.  It wasn’t until what seemed like an age after the launch of the hardware in March that I got access to the Switch developer site. In some ways, I’m happy with that because I did enjoy all the hype as a consumer.

It must be exciting to launch on Nintendo platforms that have huge popularity at the moment, one well established and the other in its infancy? 

It really is. I never thought I’d be self-publishing a game on Nintendo hardware within a year of its launch, but that is going to happen.  Plus, the 3DS has had a special place in my heart since its launch. Hopefully I’ll be able to develop and publish on its eventual successor, too!

The game is certainly charming visually, yet has elements and a degree of difficulty associated with classic platformers. How was this aesthetic/ gameplay balance approached (to appeal to different ages and skill types)?

I wasn’t involved in the design of the original game, so I don’t have too much information on that front. I do know that Mike Burns, the original creator, spent many hours with friends and family balancing and tweaking the levels based on their feedback. I’ll hand over to him!


Mike Burns: I started making Kid Tripp as a hobby way back in 2011. At the time there wasn’t a huge catalog of challenging, quality platformers on the iOS App Store, so I figured I’d jump in and help fill the void. I’m a big fan of New Adventure Island (the TG-16 one — I actually discovered it on the Wii Virtual Console!). It’s fast, colorful, and fairly tough. One of the cool ways that the Adventure Island games differ from the Mario games is that they kind of subtly encourage the player to never stop running. The more I played it, the more I realized I could beat pretty much the entire game without ever letting go of the right arrow on the d-pad. I think that’s what sparked the idea to bring that kind of classic platformer gameplay to mobile devices (via an autorunner.).

The decision to go with the game’s cute pixel art style was definitely influenced by games like Adventure Island and Super Mario Bros. (Bright, colorful pixel art just makes me happy!) The difficulty was a bit of a different story. The plan was always to make a tough game, but the funny thing is that I didn’t think the game was particularly hard when I first finished it up. I had spent about two or three years testing it almost daily, so by the time I got around to creating the final level design the physics were totally second nature to me. The thing is, because I designed the levels to feel challenging for me, personally, they ended up being super difficult for people who had never played the game before.

That said, I did offset the difficulty with some other design choices, so I think it worked out pretty well in the end. For instance, the player respawns practically instantly, and the levels are short enough that dying doesn’t feel like a huge loss of progress. The satisfaction of beating a super tough level is always just a few seconds away (which works great for holding a player’s interest), but it’s also really easy to just put down and jump back in later. I knew that that was a really important thing to have, especially for a game people would be playing on their phones.


With the ‘endless runner’ genre being linked predominantly with iOS, was this technically expanded and tweaked for consoles? 

Michael Waites: The original game was developed as a console game that could be played easily on a touch screen with two fake buttons, so to a degree it already was a console game. Having said that, the game is considerably more difficult to play in two button mode as there are three controls – running, throwing stones and of course, jumping.  We made the decision to split those controls fully for the console versions but retain a Hardcore control option that just uses two buttons the same as the iOS version. I don’t know if anyone really wants to use those “authentic” controls, but I didn’t want to make any irreversible changes to the original game.

How was the transition from one to two screens – from iOS to the 3DS, and now being able to transfer between home and portable with the Switch?

In some ways it was really difficult, mainly because we decided to just use the top screen – it is that decision which was difficult.  We had some ideas for things we could put on the touch screen such as a permanent display of your current statistics and a little mini-map of the level with markers for all the places where you lost a life, but in the end we figured that it was additional work that would only delay the release without adding any value for the player. If you take your eyes off the top screen whilst playing, you tend to lose a life!

So, with that in mind, how did you decide on unique features for each system? 

Since the game was already designed we were never going to be making any changes that would affect the content of the game, so unique features were never factored into the game. I was always going to be making use of the 3D effect of the 3DS, though. I personally don’t like getting multi-platform games on the 3DS that don’t utilise the 3D effect when they could do. For the Switch, the only thing I can confirm right now is that we are supporting all controller configurations – attached to the console, dual Joy-Con, single Joy-Con (left or right) and Pro Controller. We are experimenting with another feature based on the controller, but until we know if that is going to add value to the project are keeping it to ourselves!


We’d like to thanks Michael Waites and Mike Burns for their time.

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Warframe dev Digital Extremes to set up shop in Toronto

The developer behind the free-to-play online action title Warframe has announced that it is opening up a second Canadian studio in Toronto this coming November.

Digital Extremes has long based its operations out of London, Ontario and, according to GamesIndustry.biz, the new studio will be only a short drive from HQ. While Digital Extremes works in both game development and publishing, its newest camp in Toronto will focus on the development side of its business

“Toronto has become a hub of impressive game development over the past 7-8 years. Being only two hours down the road from our headquarters in London, expanding to Toronto is a logical choice to continue growth plans for Digital Extremes and keep up with the pace of our growing stable of games,” said Meredith Braun, Digital Extremes VP of publishing. 

“Our philosophy has always been to grow smart at a pace that’s manageable. We’re looking for the best people possible to join us in making games that touch people’s lives and grow fantastic communities.”

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Cybergadget’s Slim Switch Dock Offers LAN Play – Releases This December

Japanese accessory maker Cybergadget has announced that it has created a Switch dock that allows a wired internet connection (without an adapter), meaning that games like Splatoon 2 would be easier to enjoy in LAN play. The third-party dock will come ready with two USB ports (2.0 & 3.0) along with the normal connections needed for setup. It’s also pitched as a slimmer version of the standard system dock. 

The product has been designed to maintain visibility of the screen even when docked, and therefore if you remove the HDMI cable you can actually play in tabletop mode while charging and using that LAN port.

The Switch dock is now up for pre-order at the price of 7980 Yen (approx £54.13), however can only be purchased in Japan unless you are willing to pay for shipping costs. Check out the images below:

 

 

 

 

What do you think of this Switch dock? Would you like to see a release in the West? 

[via gamer.ne.jp, gonintendo.com]

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Play Star Wars Battlefront II Open Beta During Free Play Days For All Weekend

We believe games are more fun with friends. Starting Friday, October 6 at 1:00 a.m. PDT to Monday, October 9 at 11:59 p.m. PDT, you can play online in any game you own with your friends for free during our Free Play Days For All weekend on Xbox One and Xbox 360 — Xbox Live Gold membership not required.

There’s more! If you’re looking for a new multiplayer experience to try during the Free Play Days For All event on Xbox One, the Star Wars Battlefront II open beta also runs for free from Friday, October 6 at 1:00 a.m. PDT to Monday, October 9 at 11.59 p.m. PDT.

Honestly you should play the Star Wars Battlefront II even if you’re not actively looking for something new — it’s going to be spectacular and one of the largest ever distributed by EA. So, be sure to get started with your download as soon as possible. During the multiplayer beta, you’ll have the chance to try Arcade Challenges against AI foes, try your hand in the multi-stage Galactic Assault mode, and team up with your squadron of friends in Starfighter Assault.

Star Wars Battlefront II Hero Image

Plus, everyone who plays the beta will receive a specially curated Founder’s Crate filled with goodies as a thank you from the developers, including credits, an exclusive emote for Darth Maul, and a rare trooper Star Card to give them a head start in battle.

If that’s not enough, tune into Mixer (including Mixer Channel One) or watch on your Xbox One during the whole weekend to watch some of our top streamers livestream the Star Wars Battlefront II open beta. There will be lots of sci-fi movies as giveaways to viewers, so come hang out. It’ll be a great time!

As a reminder, these offers are only available from October 6 – 9, so log on your Xbox One or Xbox 360 now to get in on the action. For more details on Free Play Days For All, visit Xbox.com.

Star Wars: Battlefront II arrives on Xbox One on November 17, but don’t forget with EA Access you can jump in early beginning November 9 in the EA Access Play First Trial and save 10% if you decide to buy the whole game only on Xbox One.

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Video: 8 Handy Tips to Help You Get Started in Stardew Valley on Switch

To say Stardew Valley has a lot for you to do is a little bit of an understatement. With so much farming, mining, fishing and rummaging through bins to do, it can be a bit overwhelming the first time you set out.

As such we’ve put together the video above with 8 handy tips that should help you on your way to becoming the farmer you’d always dreamed you might be (at least in a video game). Do you have any tips of your own for fresh-faced farmhands? Let us know what they are down there in the comments.