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This Week on Xbox: September 22, 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!

Your Invitation to Feel the True Power of Xbox One X
Starting Saturday, September 23, head to one of several retail locations across the United States hosting in-store demos of Forza Motorsport 7 on Xbox One X, so you and friends can be one of the first to experience true 4K gaming on the world’s most powerful console… Read more

List of Xbox One X Enhanced Games Grows to Over 130, Console Pre-orders Available Today
Last month at gamescom, we unveiled pre-orders for the Xbox One X Project Scorpio Edition, a limited edition console designed for our biggest fans. Thanks to you, we saw record-setting sellouts in the first five days, making Xbox One X the fastest-selling Xbox pre-order ever… Read more

Battlefield 1 Revolution Artwork

Play Battlefield 1 During Xbox Live Gold’s Free Play Days, September 22-24
Between September 22 – 24, all Xbox Live Gold members on Xbox One can enjoy Battlefield 1 for free with Xbox Live Gold’s Free Play Days. Once the event begins, download Battlefield 1 by clicking on the Gold Member area on the home dashboard or downloading directly from the Xbox Store… Read more

Play FIFA 18 First on Xbox One to Win 2 VIP Packages to Watch Real Madrid Play Live
Today, Xbox One owners can kick off a brand new season of the world’s game with EA Sports FIFA 18 ahead of its official launch on September 29 thanks to EA Access. Available exclusively on the Xbox console, EA Access members get FIFA 18 up to five days before anyone else… Read more

Xbox Live Sessions James Corden Hero Image

James Corden to Play FIFA 18 on Xbox Live Sessions on September 24
Xbox is thrilled to announce James Corden, comedian and host of “The Late Late Show with James Corden,” as the next guest to join Xbox Live Sessions. James Corden, and his witty sense of humor, will be sure to entertain viewers as he plays the all-new FIFA 18 on the interactive livestream… Read more

Play Forza Motorsport 7 Today with Xbox One and Windows 10 Demos, Check Out Our Launch Trailer and More!
We’re excited to let everyone know that the official Forza Motorsport 7 demo for both Xbox One and Windows 10 PC is now available for download, with three unique racing experiences showcasing the depth and breadth of the experiences available in the game… Read more

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Rise of Nations: Extended Edition Available Now on Windows 10
Calling all Real Time Strategy (RTS) fans! You might remember that last month, we announced that Rise of Nations: Extended Edition would be arriving to the Windows Store, for a special price and with features like cross-network play with Steam… Read more

Get Ready to Party Like It’s the 1930s at the Cuphead Launch Party
It feels good to say it – Cuphead is almost here! Whether it’s the gorgeous hand-drawn 1930s inspired artwork, the wonderfully jazzy big band soundtrack, the incredibly precise gameplay or frantic antics in local co-op, Cuphead has something to offer everyone… Read more

Ghost Recon Ghost War Hero Image

Ghost Recon Wildlands Adds PvP in Ghost War Open Beta, Starting September 21 on Xbox One
Ghost Recon Wildlands shows that a four-person Ghost fireteam can accomplish just about anything, from stealth to assault to taking down a massive drug cartel. So what happens when two teams of formerly cooperative players draw down on each other? The upcoming Ghost War mode… Read more

Tips and Tricks for Agents of Mayhem
Hey, Xbox gamers! The Tips & Tricks team is here with 5 tips for Agents of Mayhem! This is an open-world, over-the-top action game based in Seoul, South Korea. You play as a team of Super Agents who’ve been given the green light to do whatever they need to in order to grow the agency… Read more

Warframe Plains of Eidolon Hero

At the Heart of Warframe’s Open Zones Lies the Sentients of Eidolon
The day before we held TennoCon 2017, our second annual Warframe convention, in July, I worked late into the night. Of course I wasn’t the only one! Our team here at Digital Extremes burned the midnight oil polishing the Plains of Eidolon demo while trying to calm their nerves… Read more

Creating Living Tracks in Project CARS 2, Available Now on Xbox One
Hi everyone! For today’s release of Project CARS 2, the team at Slightly Mad Studios would like to share some insights on the process of creating the authentic motorsport experience you’re going to discover in-game, particularly how we got all four seasons of weather into Project CARS 2… Read more

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Video: Creating the striking underwater seascapes of Abzu

Giant Squid Studios’ 2016 underwater exploration game Abzu was, if nothing else, visually resplendent.

At GDC 2017, Giant Squid’s Matt Nava gave a behind-the-scenes look at the processes he and the Abzu team developed to create it.

According to Nava, the game’s vibrant underwater setting presented many technical and artistic challenges uncommon in most games, such as animating vast amounts of fish, simulating huge dynamic kelp forests, and modeling undersea lighting and atmospherics.

Additionally, the team needed to devise a method of creating artistically authored terrains that were visually integrated with the variety of objects in a given scene, yet pliable enough for near constant large scale revision.

His talk was interesting because he explained the solutions/tricks he and the team devised to tackle these problems, sharing examples of from various stages of development.

Now, you can watch Nava’s full talk for free over on the official GDC 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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Your Invitation to Feel the True Power of Xbox One X

Starting Saturday, September 23, head to one of several retail locations across the United States hosting in-store demos of Forza Motorsport 7 on Xbox One X, so you and friends can be one of the first to experience true 4K gaming on the world’s most powerful console.

Experience firsthand the gorgeous graphics of Forza Motorsport 7 on Xbox One X. Forza Motorsport 7 immerses players in the exhilarating thrill of competitive racing. Built from the ground up to be UHD at 60 frames per second and true 4K resolution in HDR, Forza Motorsport 7 will be the premiere 4K gaming experience. From mastering the new motorsport-inspired campaign to collecting a wide range of cars to experiencing the excitement of driving at the limit, this is Forza reimagined.

Games play better on Xbox One X. With 40% more power than any other console, experience immersive true 4K gaming. Blockbuster titles look great, run smoothly, and load quickly even on a 1080p screen.  In case you’ve missed it, here’s a peek at what’s under the hood:

  • Faster processing and smoother gameplay: The 8-core Custom AMD CPU is clocked at 2.3GHz to bring enhanced AI, real world detail, and smoother interactions to your gaming
  • More memory, bigger worlds: 12GB GDDR5 of graphic memory add speed and power to game performance to enable bigger worlds, further horizons, and quicker load times
  • Immersive worlds, life-like detail: A 6 Teraflop GPU enables 4K environments and characters to become more realistic than ever, with more detail and smoother animations
  • Memory bandwidth means faster load times: Game graphics are faster and more detailed with 326 GB/sec memory bandwidth, to keep your gaming momentum flowing

Xbox One X also works with all your Xbox One games and accessories as well as Xbox Live, the most advanced multiplayer network, giving you more ways to play.

Try it out for yourself with a friend or three. Check out Best Buy to find a store hosting demos near you, and stay tuned for more details for demos at Microsoft Stores and GameStop locations.

Xbox One X is available November 7 — reserve yours today.

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How presence in VR is beneficial for human research

VR has many practical uses outside the sphere games and entertainment. The multiple applications where the technology can be utilized leaves a lot of room for innovation. With that, it comes as no surprise that VR has been used by researchers interested in using the tech to gain insight into human cognition.

During VRDC 2017 in San Francisco today, head of virtual reality and game design at IBM Research Aldis Sipolins lead a discussion about what VR means for human research, and how game design overlaps with experimental design.

When Sipolins experienced VR for the first time, it was with an Oculus DK1 and two motion controllers velcro’d onto the side of his head. With a little work he was able access Minecraft. Being able to peer around a cube in 3D space was a game changer and from then on, he knew VR was going to be invaluable for his work going forward. “I can’t overstate how important this is.” He said. 

For Sipolins, testing behavior and studying human cognition in VR is a no brainer. “We bring people into the lab and test them using pen and paper. But it makes sense to test things in 3D because we live in 3D.” Scientifically speaking, VR accurately mimics how we see. 

“Binocular disparity is the difference between what your eyes see.” He said, hand outstretched in front of his face. He described what his left eye could see, and what features his right eye could distinguish. We can’t get this same experience from a 2D screen, and a lot of that has to do with presence. 

“VR is good for science because of presence.” explains Sipolins. “Your brain’s an idiot and VR fools it.” Presence in VR is a game-changer for human research, and is used in tandem with machine learning by researchers to get a window into human cognition. He goes on to define the concept of ecological validity, which is how much of the artificial reality you create in the lab translates to the real world.

A great example of this in VR are those who tend to hurt themselves in immersive experiences because the line between what’s real and what’s not has become blurred. VR has the power to illicit this behavior. Sipolins gives an example of how behavioral studies that seek to study the brain often use rudimentary or clunky techniques. He mentions the struggle of asking a patient to press buttons inside of an MRI machine, and how VR solves the largely solves this issue of presence.  

VR gives you presence, which gives you ecological validity and this is good for research. “You can break presence in a million ways, but the most tragic is when you go to do something and it won’t let you. This is the difference between pressing B to jump and just jumping.” He said when mentioning input and output in games.

“If you want to change what someone sees, you can add and remove visual input in VR which means you can create entirely new behaviors. VR enables behavior that would be impossible in real life.” 

It’s easy to see why Sipolins has a positive outlook on the future of VR, especially when it comes to using the technology for research. “VR gives us a better way to understand the human condition, it can be whatever you want. It doesn’t matter if it’s game design or level design. Good design is good business. Whatever you’re doing, just do good.”

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Campo Santo’s Nels Anderson opens new game dev studio: Caledonia

Nels Anderson, formerly of Campo Santo, announced that he has opened up his own game development studio to develop a yet unannounced “sweet video game.” 

The studio itself is called Caledonia and, beyond that, details are scarce. But Anderson notes that he has already assembled a squad of developers to join him on the project, though he hasn’t disclosed who will be joining him on his new team quite yet. 

Anderson himself was one of the first members of Firewatch dev Campo Santo, and served as a designer for that project. Prior to his days at Campo Santo, Anderson spent time at Klei Entertainment, first as a programmer in 2008 and later as the lead designer on Mark of the Ninja in 2010. 

“Ok, things are real enough to say I’ve started a cool team of people to make a sweet video game. We’re Caledonia,” Anderson announced over Twitter. “Will be talking about the team and game soon-ish, but mostly this is just because I know there are all kinds of things I don’t know, so I’ll be picking the brains of you very smart people about things, and now you’ll have some idea of what I’m nattering on about!”

Update: An earlier version of this story branded Anderson a cofounder of Campo Santo. Anderson later contacted Gamasutra to say that Sean Vanaman and Jake Rodkin are technically the only cofounders. “Founder? More like flounder!” Anderson told Gamasutra, referring to the well-known species of flatfish.

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Get a job: Mindshow is hiring a VR Software Engineer

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: Los Angeles, California

The Big Picture

Mindshow is PC-based virtual reality software that lets you make animated movies in VR with your body and voice. Become 3D cartoon characters, act out a show, and share it with your friends. Come take a look at what we’re building: http://store.steampowered.com/app/382000

We’re looking for top software engineers to help us lead the charge. The ideal candidate has real-world experience developing AAA game titles, solid knowledge in the fundamentals of engineering and computer science, and a passion for virtual reality. You love learning new technologies and quickly applying them to practice. If this sounds like you, then you’ll love it here… we’ve got some cool stuff for you to work on. Send us your resume.

The Everyday View

  • Implement the Mindshow virtual reality application for the Vive and Oculus on the PC, and for emerging mobile VR platforms
  • Develop high-quality, modular code that is well engineered and architected to support long-term development and product evolution
  • Collaborate with designers and artists to develop new features, characters, environments, and props, and contribute original ideas towards all aspects of production and development
  • Work with QA (in addition to testing your own code and performing peer reviews of other people’s code) to ensure the application is rock solid
  • Analyze code performance and architect optimizations
  • Keep up to date with technological developments and advancements in virtual reality

The Kind of Person We’re Looking For

  • Hands-on experience developing AAA-quality game titles for the PC or game consoles using leading 3D game creation engines
  • Formal training and experience in software engineering and computer science
  • Excellent software design and programming skills using C# or C++
  • Highly skilled in developing software for 3D computer graphics, math, motion capture, animation, gameplay, 3D user interfaces, physics, and networking
  • 3+ years’ work experience (outside of college) within agile Scrum engineering teams

Plusses The Get You Noticed

  • Portfolio of prior AAA game titles
  • Real-world experience with software architectures and design principals used for large-scale engineering projects, such as inversion of control, separation of concerns, and MVC, and knowledge on how to apply them within a game object / component engine
  • Experience with virtual reality (Vive, Oculus, PSVR) and VR SDKs (SteamVR plugin for Unity, Unity VR API, OpenVR)
  • Experience developing shaders in HLSL
  • Experience developing multi-user systems, real-time networking, digital content distribution, and social network integration

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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Talking Point: Nintendo Switch and Third-Parties – Let’s Be Realistic

The past few months has brought a steady stream of good news for Nintendo Switch owners. For fans of the eShop it’s been a terrific period, with lots of varied and talented developers confirming their games for the hardware. We’ve also – gradually – seen an increase in third-party support from the big players in the retail scene, and that’s what we’re addressing today.

After the Wii U was dropped by most major publishers after around 18 months of its life, it’s satisfying to be back in a position where Nintendo’s latest hardware is gaining support. The powerful portable / home console hybrid has achieved its most important goal in its first half year – a stong start in terms of sales. In fact all that’s held it back, particularly in territories like Japan and North America, has been logistics and manufacturing. The big N has struggled to meet demand, though has been making encouraging noises about ramping up manufacturing; restocks have been improving, too. The Switch is hot right now, getting favourable coverage in the broader media (and not just dedicated gaming sites) and also on social media. It’s a cool little device, and plenty of people are interested in it.

Nintendo, undoubtedly, will try to capitalise as much as possible, which will mean trying to get as many units as it can onto store shelves. Yet in some ways the well-earned buzz clashes with the stark reality; right now – as of 30th June – Nintendo’s official figure for hardware sales is 4.7 million units, now it may be somewhere between 6 and 8 million, depending on restocks. Forget the fact it’ll hit the Wii U lifetime sales as quickly as Nintendo can manufacture the systems – we’re in the early days and have a small-ish userbase. Nintendo’s financial year estimate was still 10 million as of 30th June; that’ll likely climb if manufacturing picks up, but it’s a reminder that we’re in the early days and any developer bringing games to the system is gambling on two things – a high adoption rate from early buyers, and ‘evergreen’ potential.

That’s how it is for all systems in their first year, of course, but coming back to retail third-parties the situation is more complicated for Switch. Outside of unique titles on the 3DS, a lot of these publishers haven’t even attempted to sell to a Nintendo audience in a big way for 3-4 years, maybe even longer. People online like to criticise these publishers for not ‘backing’ Switch, but a bit of realism helps – these companies are gambling on a new system when its predecessor (in some cases) burned them quite badly. Add to that the fact Nintendo produces concept-based hardware that makes ports quite challenging to produce, and it’s not so simple as ‘lazy third-party publishers are naughty’. Some of them are, no doubt, but let’s not tar the whole lot with the same brush.

Yet some big companies are stepping up with Switch, which is the encouraging thing. Plenty hold a grudge against Ubisoft, but it’s delivered the excellent Mario + Rabbids Kingdom Battle, while Rayman Legends: Definitive Edition is a pleasant option. Let’s not forget, either, that the company put Switch up first in its big E3 reveal of Starlink: Battle for Atlas, a game that looks like an enticing fit for the Nintendo audience. Then there are the tasty recent announcements. L.A. Noire raised eyebrows and will have Switch-exclusive controls, and Bethesda turned heads recently with DOOM and Wolfenstein II: The New Colossus. The latter two from Bethesda are bonafide current-gen big hitters, and they’ll be playable on a portable. DOOM on a portable, what a delicious phrase.

It’s a really good time, then, with others like Rocket League also on the way. Yet we’re also seeing occasional retail releases of the risk averse and sloppy kind – let’s peg NBA 2K18 with that label. On the one hand it’s impressive to get that on the Switch, but it’s not there yet; we had a good debate in our team on how to score it, or not as the case was. We’ve set a timed deadline (albeit loosely) for an update fix before we slap a score on, but our review certainly didn’t recommend a purchase – far from it, as we were rather damning of what it has to offer at launch.

That naturally makes us nervous about titles like FIFA 18 and WWE 2K18; will they be really solid ‘custom’ versions, or buggy messes?

It’s a minefield then, which is unsurprising. Yet with recent reveals we’ve seen borderline over-confidence from some Switch fans about third-party prospects; on social media, YouTube and comments sections we’ve seen language like “third-parties have no excuses now” and “I want all the games”, and we think a bit of context and sanity is needed. The Switch could have some enticing multi-platform games in the future, and if sales momentum remains high for the hardware publishers may even consider some left-field exclusives. But don’t start placing your bets on all the biggest triple-A multiplatform games of 2018 and beyond rushing to Switch.

Some will throw Wolfenstein II at us now, but let’s throw a phrase back – id Software. This team and their id Tech 6 engine are sensational, and DOOM is an example. It is gorgeous and mostly 60fps on PS4 and Xbox One, when many major games on those systems struggle to hit a solid 30; when playing DOOM on PC the scalability to support humble rigs is seriously impressive. It’s that fantastic technology that is helping bring the likes of DOOM and Wolfenstein II to the Switch, along with the seemingly talented Switch specialists at Panic Button.

Digital Foundry addressed this and did an intriguing video where they built a PC to mimic a Switch, a slightly inelegant but interesting idea. It demonstrated the sort of compromise required, and also showed how games using other engines toil terribly. As DF admitted the testing wasn’t perfect – for one thing console development allows talented teams to get ‘close to the metal’ and extract every ounce of performance, whereas a PC gets distracted more by background tasks. In other words, you can conceivably do more with a Switch than a PC build clocking similar numbers.

Yet still, there’s another factor. Every Switch release has to support its portable mode, even if an Indie game like VOEZ is portable only. When docked the Switch works harder because it has a solid power supply, but undocked the clock speeds are reduced in the interest of efficiency. In theory it helps that the handheld only goes up to 720p because of the screen, but the discrepancy between docked and portable resources is a factor. Sometimes the docked performance is only a little better – games like The Legend of Zelda: Breath of the Wild and Mario + Rabbids Kingdom Battle are 900p docked, and other times there’s a bigger difference. At launch LEGO City: Undercover ran pretty well docked but was rather messy on the portable. Conversely, some games don’t quite nail the extra speed available docked and mess up the balance in boosting resolution, making games run better in portable mode. Mostly developers make it work, but any Switch game review needs to test a game in both configurations in case there’s a difference.

The overall picture seems to result in the Switch, even docked, not quite supporting all modern engines to make porting seamless, and then developers need to cater to the portable performance and perhaps prioritise that area. That may explain why the likes of Bethesda and EA continually focus on their upcoming games as ultimate portable experiences; EA focused on that angle with its FIFA marketing, and Bethesda showcased DOOM that way to the press, focused on tabletop / handheld demonstrations.

Take all of this together, and it’s over-optimistic to simply expect a golden future of major games making their way to Switch without hiccups – E3 should have taught us that. What we can hope for, provided the Switch maintains its excellent momentum, is cleverly targeted ports with some exclusive features, and in the longer term maybe more unique releases as publishers take more of a financial punt on Switch projects. Yet the Switch hardware has its limits, and with developers chasing the gravy train on PS4 / PS4 Pro / Xbox One / Xbox One S that drifts towards optional 4K and visual splendour, not all games will work on Nintendo’s hardware. Not all engines are as adaptable as id Tech 6, and no matter how talented the Switch porting houses are – that are making some of these third-party games possible – there will always be steps that are too far.

And you know what? That has to be ok. Besides, the Switch has a lot more going for it than this specific space. It has Nintendo games, first and foremost, and then particular development partners eager to work with Nintendo on specific types of Switch-exclusive games. It has a thriving eShop scene, and the potential for lots of unique and fascinating titles to download. Plus it has the system’s fundamental positives – intuitive multiplayer, the ability to share games with friends and family wherever you go, portable and TV play; you know, that Switch Life.

Add a select range of tasty current-gen multiplatform games to that mix, and we have a system that could be a huge success in the coming years for Nintendo.

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Nintendo Accounts now support two-step verification via Google Authenticator

Nintendo has now joined the ranks of game companies that allow players to add an additional layer of security to their online accounts. 

The company has added two-step verification as an optional feature for Nintendo Accounts through the Google Authenticator app.

Going forward, players that choose to enable the feature will need to enter an additional six-digit code generated by the Google app when logging into their Nintendo Account.

In essence, two-step verification prevents would-be troublemakers from accessing an account with just a stolen password since they’d also need access to the account owner’s smartphone to log in.

PlayStation notably introduced two-step verification to PlayStation Network accounts just over a year ago, though Sony’s security offering sends codes via text message rather than through its own or a third-party app. Games like World of Warcraft and Final Fantasy XI and XIV have also made use of the security feature in the past, providing verification codes via physical authenticators prior to the rise of smartphones.

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Alt.Ctrl.GDC needs your unique alternative controller games!

The 2018 Game Developers Conference has opened a call for submissions to ALT.CTRL.GDC, that popular on-site special exhibit which highlights unique control methods for playing games.

The perennially popular ALT.CTRL.GDC showcase will take place from March 21 to March 23, 2018 at the Game Developers Conference 2018. The deadline for submissions to the showcase is December 1st, and organizers welcome all indie-centric one-of-a-kind game peripherals, contraptions, and novelties which enhance game experiences and challenge traditional forms of input.

To get your cranial and actual circuits buzzing, consider that last year ALT.CTRL.GDC visitors played a game of give-and-take with a re-purposed printer motor in Doggy-Tug-of-War, touched colorfully-tinted tummies to make mix and match colors in U.F.O. Bellies, crawled for their lives by pulling on a carpeted treadmill in Zombie Crawler, and revisited their childhood imaginations while titling and shooting in a cardboard box in Space Box.

The ALT.CTRL.GDC 2017 Award winner, Fear Sphere, was a spine-tingling inflatable escape-room that players stepped inside and illuminated with a flashlight that doubled as a portable video projector, while another player stood outside to help guide the sphere-engulfed player to safety.

Teams for each chosen submission will be asked to showcase their games to GDC attendees at the ALT.CTRL.GDC exhibit area. They’ll also receive a pair of All-Access Passes and a pair of Expo Passes, for a total of four free passes to GDC 2018.

For the second year in a row, one of the games selected to be part of the GDC 2018 ALT.CTRL.GDC showcase will win the ALT.CTRL.GDC Award ($3,000) at the IGF ceremony during GDC, with judging taking place on-site.

In exchange for the passes and free exhibit space, teams will be responsible for their own travel and the delivery of their exhibit submission to GDC in San Francisco. Those interested in participating in ALT.CTRL.GDC should fill out this online form in its entirety. Any questions about the form or the exhibit should be directed to ALT.CTRL.GDC’s organizer, John Polson.

This will be the fifth year that ALT.CTRL.GDC appears at GDC, and organizers are looking forward to the remarkable outpouring of creativity and ingenuity that has become a hallmark of the interactive exhibit. Organizers are also preparing a host of other exciting interactive exhibits for the upcoming GDC which will be announced in the coming months.

GDC 2018 will itself take place Monday, March 19 to Friday, March 23, 2018 at the Moscone Convention Center in San Francisco, California. More information about Game Developers Conference 2018 is available via its official website.

GDC and Gamasutra are sibling organizations under parent company UBM Americas