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Don’t Miss: What the Golf? is going on in this Q& A

Copenhagen-based Triband is the studio behind what is easily one of the funniest, most joyful games of the year in What the Golf?

The team answered…most of our questions.

Who are you, and what the heck is What the Golf?

We are Tim Garbos, Peter Bruun, Lasse Astrup, Morten Skouboe, Felix Nordanåker, Simon Post and Rune K. Drewsen and we made a silly golf game, that’s not really a golf game. It’s the golf game for people who hate golf.

What the Golf? is the end product of a crowdfunding campaign. How did that go for you?

When you do a crowdfunding campaign everyone thinks it’s about hitting the hole, but it’s much better to hit the lake or the sand bunker. You need to please the crowd and put up a show to create awareness and build an army of lovers. In other words, don’t do a crowdfunding campaign solely to generate funds. If you get money out of it, that’s nice, but it’s all about hype — we were so lucky that we got both.

How did you manage to get the comedy of the premise right? Was there a lot of iteration? How did you decide what order to present all the little ideas in?

We did what all standup comedians do, we took the game on the road. We showed it on conferences, tested it and noted what people found funny, and kept banging on it to see if we could make it better.

If you test any game with a game tester they rarely say what they dislike. They sit there in your office, eating and drinking whatever you gave them, and they really want to please you. So they won’t tell you if your game sucks. On the show floor, you just to stand back and watch if they laugh, and if they come back with a friend you know you got something.

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What the Golf? contains a great many variations upon the theme of golf. How on earth did you come up with them all, construct them and decide on what order to present them? Did you have any you had to cut, and regret leaving out?

Golf is known all around the world and is mostly played by rich people, so it seemed like a safe target to ridicule. Terry Pratchett once said “Satire is meant to ridicule power. If you are laughing at people who are hurting, it’s not satire, it’s bullying.” which is true and one of the reasons that we picked those blockbuster games we make fun of in What the Golf?

The levels in the game are short, so if we bombard the player with jokes, hopefully, some stick. Doing comedy for a global audience is hard since comedy is very different around the world, jokes can hit and miss. Slapstick, on the other hand, seems to be popular everywhere, so we knew we were going to make a physics game.

A lot of the physics games from the past were funny because they were so hard to control (Octodad, Surgeon and Goat Simulator), so we wanted to make a physics game that was easy to control. 

The catch with a game that’s easy to play and filled with slapstick is that people will write it off as stupid, so it needs to be spiced up with some “clever” fun. If you look at a Marx Brothers movie it’s filled with slap sick but it also has all this wordplay and puns, which is genius because everyone can laugh when someone slips in a banana and the people that find banana slipping a bit below them can laugh of the puns and smart dialog. Pixar is also very good at this in their movies, they always have a “kid” layer and “adult” layer, and What the Golf? has a similar thing. It’s a fun game to play for both gamers and nongamers alike. Everyone can understand that we are making fun of golf, but if you been around the block you will get all the references to other games and pop culture.

I have to ask…how has your experience been with being an Epic Games exclusive for a while?

Here is the recipe for our favorite banana cake.

Ingredients:

125g butter
150g caster sugar
1 teaspoon vanilla extract
1 egg, beaten
2 very ripe bananas, mashed
190g self-raising flour
60ml milk
 
Prep: 10 min  ›  Cook: 35 min  ›  Ready in: 45 min

Grease and line a 2lb loaf tin. Melt butter, sugar and vanilla in a saucepan over a medium heat. Remove from heat and add the mashed bananas, mix well. Add the egg, mix well.

Stir in the flour and the milk.

Pour into the prepared tin and bake at 170 C / Fan 150 C / Gas 3 for 35 minutes, or until a skewer comes out clean.

Ed note: Pictured banana cake not necessarliy representative of preceding recipe.

About the gameplay, it is nice that each basic “hole” is fairly laid back in terms of difficulty, but also that golfing with all these different objects is different. Like the monitor-and-keyboard, the arrow, the ragdoll golfer, the carpet, and the many many other things, they’re not just funny, but they also play differently. How did you do your physics, and were there any implementation issues in development?

We motion-captured everything and got a top-notch science team to analyze the data. Looked at it and translated everything to 0’s and 1’s and put it into Unity.

I love how the game introduces the bonus crown tasks, just as players start to wonder if they can go back to a particular favorite hole, the game reveals they not only can, but there’s little trophy-like objects for doing so. Was there a temptation to have “bigger” rewards in the game?

The crowns are primarily there to make you revisit some of your favorite levels and secondly for the completionists. We tried a lot of different objects but ended up with the crowns since they seemed to communicate the sense of reward best. We have talked about the player unlocking different skins for the golf ball, but it didn’t feel right, so we canned it.

It takes a while before the game’s little kindnesses become evident, like how time slows down when you make a shot while the ball is in motion. The UI is very simple and effective. Did it take a lot of tries to get it right? How about with special cases like multiple “balls?”

We never wanted the game to be hard, and we really wanted it to be so simple and easy that you could get your father to play it. The slow-mo feature was first made for the soccer level, but it turned out so good that we just used it everywhere. Wind is normally a big thing in golf games so we knew we had to do something with that, so adding fans to the levels seemed like the way to go, so there are there to make the level harder but they are also there to show you that times slows down when you aim.

How well has the game done for you? Were you worried that it might not sell well?

We always wanted the game to either flop big time or be a massive success. If we just got an okay sale, it would be much harder to use it. Then we had to sit down and find out what was good and what was bad. You don’t have that problem if it flops, then you know everything is rubbish. Right now it looks like it’s going to be a big hit.

This is for my personal satisfaction mostly, but might be interesting to people… have you played the ridiculous and wonderful Ribbit King, aka kerokeroking?

No, we never played that. But yes the Frog King is inspired by that game.

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Video: A game dev’s guide to organizing your levels and mechanics

In this GDC 2018 session game dev Nathan Fouts looks at different methods to organize level designs and mechanics in a way that’s effective and easy to implement in your own game development process.

In his concise talk Fouts looked at a variety of options including spreadsheets, folder searches, and a specialized “level-search” tool created to examine levels in his game Pig Eat Ball. 

The anecdotes and examples he shared offered some useful perspective on how to better organize the game design process, and now you can learn about it yourself because Fout’s talk is available to watch for free on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying 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 or VRDC 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

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The deck building card game Marvel Duel is available for pre-registration

The latest game in the Marvel universe is Marvel Duel, and it’s ready for pre-registration now in certain territories. The fast-paced card game features your favourite heroes from the entire saga. Although no exact release date has been confirmed, the pre-registration suggests that the full launch of Marvel Duel is not too far away.

Marvel Duel is a game where you collect superheroes to fight for you against the forces of evil. The aim of the game is to build as strong a deck as possible out of the 150+ characters available. It’s clear that the game is all about collecting and upgrading characters, but there are also equipment, abilities, and trap cards needed to build a supreme deck.

Details on the newest Marvel game are surprisingly sparse. However, judging from the game description and screenshots, fans of traditional CCGs will be familiar with the Hearthstone-looking game board. The description also reveals that a mysterious force has altered the iconic events in Marvel history. This means you can expect to see some familiar settings in the story mode.

Marvel Duel Pre-registration: Where can i pre-register

You can pre-register for Marvel Duel on both the App Store and Google Play. It’s worth mentioning that the pre-registrations are geographically restricted to the following countries.

  • Thailand
  • Indonesia
  • Philippines
  • Malaysia

Although we don’t have an exact date of when to expect the game to head west, you can expect to hear more about it in the coming weeks.

Marvel Duel trailer: How does the gameplay look?

Marvel Duel looks like your traditional turn-based card game. If you are familiar with Hearthstone, then you will already know what to expect from Marvel Duel. If you would like to see the trailer, check out the 15 second teaser below.

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Marvel Duel character list: How many characters are there?

Although it is still too early to provide a complete list of characters, the game page states there will be over 150. While flicking through some new screenshots of Marvel Duel, we discovered that there are 183 cards to collect. Whether this is just characters or items included, it’s fair to say that you will see a lot of familiar faces.

Marvel Duel online: Will I be able to fight my friends?

Marvel games are always keen on uniting players through guilds or alliances. Sometimes these features are added after launch. In Duel, there are some elements of a community. For example, the leaderboards tab and the duel game mode. It would surprise us if Marvel Duel had no in-game friends list or private match capability, but it’s still too early to tell.

Marvel Duel Download: How to get an APK

If you are looking to get your hands on an APK of Marvel Duel, you can do so from APKPure. We have yet to try it out ourselves, but there are plenty of trustworthy sites offering their own versions if you can’t wait.

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Get a job: Klang Games is hiring an AI 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: Berlin, Germany

About Klang Games

KLANG IS A WELL-FUNDED ENTERTAINMENT STUDIO EXPLORING THE FUTURE OF HUMANITY THROUGH VARIOUS FORMS OF MEDIA. WE AIM TO PRESENT DEEP, MEANINGFUL SUBJECTS IN A WAY THAT’S CAPTIVATING, EASY-TO-DIGEST, AND ENTERTAINING FOR ALL AGES.

At the heart of Klang is Seed, a large-scale, persistent virtual world that we believe will redefine the MMO landscape and have a positive impact on our species.

We aspire to bring people together through engaging media experiences and by building strong communities.

Do you want to dig deep and build compelling systems for a highly ambitious AI-driven MMO simulation game?

Klang is looking for an AI Engineer (f/m/x) who enjoys a collaborative and creative work environment to join us in one of the most exciting cities on the planet!

Key Responsibilities:

  • Design and implement persistent simulation systems that run 24/7 based on game-design requirements and within technical constraints
  • Identifying technical solutions that manage tight performance budgets, are scalable and are easy to maintain
  • Research and develop existing game AI systems such as

.Utility AI .Pathfinding and Navigation .Influence Maps .Planning Behaviour (GOAP)

  • Handle complexity that comes with distributed servers using SpatialOS and an ECS architecture
  • Being part of an Agile software development team, working with partners in Art, Game Design and Quality Assurance
  • Mentoring junior colleagues in own domain
  • Providing input on the technical direction for an ambitious MMO project

Who We Think Will Be A Great Fit:

  • You have multiple years of experience with the Unity Engine and Editor as a Software Engineer
  • You have multiple years of experience with the C# programming language as a Software Engineer
  • You have experience working on game AI systems
  • You are able to understand fundamental engineering concepts, their strengths and applications, and differentiate those from implementation details or variations
  • You have the ability to learn quickly
  • You are confident about your own skillset, your results, and their quality
  • You are able to fluently communicate in English inside and outside of your own domain

What Will Differentiate You From Other Great Candidates:

  • You have worked multiplayer networked games. Ideally persistent ones
  • You have worked on complex AI systems in large-scale games
  • You have worked on either MMO games, simulation heavy or performance-intensive games

Bonus:

  • You are a fan of large scale MMOs

Benefits:

  • An opportunity to work on a groundbreaking project from its inception with a lot of room for professional and personal development
  • Our own cafeteria serving free lunches daily
  • Competitive salary and 27 days of paid vacation
  • Flexible office hours (with core hours)
  • Monthly public transport travel pass
  • Monthly company co-contributions to private pensions
  • Free and discounted memberships with Urban Sports Club
  • Monthly team events and activities
  • A dog-friendly office, adjustable standing desks, and mobile aircon units for hot summers
  • Relocation assistance and visa support
  • Remote on-boarding

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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Don’t Miss: An oral (‘Sporal’?) history on the development of Maxis’ Spore

On September 7th, 2008 Maxis released one of the most ambitious games of its time, Spore

The single-player sandbox god game was met with a mixture of acclaim and criticism at first after a number of fans were upset it didn’t meet the expectations set in demos shown during Will Wright’s 2005 GDC talk and various E3 showings. It would eventually be recognized as a project that pioneered procedural generation that still has an active player base ten years later.

Over the entire course of development, as the team at Maxis grew from an idea in Will Wright’s head to a team of over 100 developers, every designer that touched some aspect of Spore new it was something incredible. Even if the initial concept would have to change and scale over the course of development.

“The first time I talked to him he said he wanted this to be a game about Drake’s equation. The improbability of our universe,” lead designer Chris Trottier tells me over Skype. “He wanted players to go through all these deep failures so they’d appreciate how incredible it is that we are here. He came off that quickly though, but it was clear how massive he wanted it to be early on.”

Ten years after release members from all aspects of the Spore project were eager to reflect on the challenges, highlights, and overall experience of developing a game as influential as Spore. What follows is a series of excerpts taken from conversations conducted separately with lead designer Chris Trottier, technical artist Kate Compton, lead designer Stone Librande, software engineer Dave Culyba, lead gameplay engineer Dan Moskowitz, and associate producer Guillaume Pierre. (Unfortunately, Will Wright remains elusive…)

Stone Librande

Stone Librande: Working on Spore was wonderful. A lot of industry nowadays is making sequels to previous games, so you take an existing game and just add plus one to it. Spore was so different that there wasn’t a lot of models that we had for it. Will had this Powers of Ten vision from starting from a cell and zooming all the out to a galaxy level. It was really like ‘what?’ It wasn’t like any game before it, so the whole team was super excited about it.

Chris Trottier: Spore was an interesting team since it was a hundred people who were used to being the smartest person in the room and when you have people who are used to being brilliant it gets hard for them to say “I’m good with doing whatever works for everyone else.”

We had a lot of passionate personalities that created a culture of debate. It was kind of this competitive team, and people were focused on making whatever they were working on the best, which is great — it’s good to have passionate designers, but there was this focus on local excellence over the handshakes that made the game whole.

Dan Moskowitz: I had worked at Sony for five years prior to joining Maxis. I had worked on PlayStation 2 games and that had been my experience up until that point. I worked at a really cool research lab as an undergrad and joining Maxis felt like going back to that a little bit. I remember when I first joined there was an intern whose whole job was to prototype weather patterns, and that was unheard of for a normal video game company. We had someone working on that interstitial sort-of background part of the game because we wanted the weather to have some kind of real simulation behind it.

That feeling of creating creative tools was baked into the culture at Maxis, we were more into things that let you build worlds the way you wanted.

Guillaume Pierre: When I first saw the design document, back in 2003,  I was like ‘good luck with that.’ Part of the game was like Pac-Man, part of it was like Diablo, another part was like SimCity. I just thought that there was no way that this game was ever going to come out. 


A blurry photo of the Spore team in 2008 (provided by Guillaume Pierre)

Kate Compton

Kate Compton: Will’s a huge astronomy buff and the rest of the team had some of the most diverse set of outside interest that I had ever seen in a games team. People didn’t just play video games for their hobbies and work. We had people into biology and physics, we had an ex-nurse — people just came in with a wad of ideas and since this was a game about everything, everything was in scope. So we had a lot of different prototypes floating around including a very sophisticated particle simulation of oceans to Drake’s equation about how life propagates across galaxies.

There was just a lot of stuff like that. The gameplay was always the tricky part. You can have a lot of independently interesting situations but you need to tie them together.

Dave Culyba: I had no prior experience before joining Spore. So one of my takeaways was wow, making games is complicated and frequently messy. It’s not at all this clearly defined plan that you had, it was a powerful lesson in that the scope of the game was big as if we had it all figured out. The demo did a great of presenting this impression of what the game could be, but it barely scratches the surface of what the game needed to be. Figuring all that stuff out like what makes the different parts fun, why would you do this versus that, how do these link together, and how do you even manage to make it work in the first place.

Another interesting aspect was figuring out the scope of the game in terms of schedule. There was this impression that the game was both an infinity away from being done and always just about to ship.
Innovation with a vision — but what about game design?

Pierre: Chris Hecker and Soren Johnson, who host a podcast together, said something like how Will was more interested in building a game studio and seeing all the different developers interact with each other, like that was his game. He hired a lot of talented people based off their personalities and such, he wanted to see how they interacted and came up with a game.

Guillaume Pierre

Librande: We had a really strong vision, but we didn’t have strong game design behind the vision. Like what is the player actually doing from a gamer point of view. If you take a look at the creature editor outside of the rest of the game, it’s just wonderful, it makes you smile. Even today it’s such a fun toy and it’s easy to see why it’s compelling. But once you start think about game systems like what the goal is, how will we make them feel like their leveling up, what’s the skill progression, and things that are traditionally associated with games. A lot of that was just missing. 

Compton: It was amazing to see procedural generation used for so many things. The skin generation system, all the procedural mesh generation of the characters, the multiplayer layers animation systems, and there were entire procedural music systems — there was so much that we tended to even forgot the music guys were back there in a room working on things. We cross-fertilized, and now that I look back on with the scope of all the tools you can use in procedural content generation–we were using all of them. We were using wildly different algorithms and tools behind the spaceship and the creature generators.

I had this idea of having a variation of general stuff. You have some filler, some kind of memorable stuff, and then some hero stuff. Imagine you have a landscape and you have a lot of fairly identical stuff and maybe some of it is mathematically identical, like if you have the same five types of trees that are just rotated and scaled differently. And then you have a couple of things that draw the eye, things that you’ll remember, like a mountain. You have to have a background of different but not interesting things, and then the super interesting memorable stuff.

The uniquely designed Earth planet that Compton created

For example, we had a decent distribution of the generative planets but you definitely began to see the same ones over and over again. I did put in a couple of Easter eggs, like a cubic planet and a perfect model of Earth that I made from USGS data. If you saw either they’d stand out. 

Moskowitz: The coolest piece of tech that was in all of Spore was the procedural animation system. That was the system driving the character animation in the editors. It’s what let you build a fully-rigged creature that had nine legs touching the ground and they would all walk naturally.

We worked with the system so as you were building, the creator would react and play animations, like looking at its own arm as you put it on or smiling and making a noise. What you create immediately emotionally responds to you, if it was just static and you were creating it just to look at I don’t think it would be nearly as fun to play with. Each creature would use a certain mouth and have certain sound effects, which led to variation and attachment you would get to your creature. It was also just experimentation, people would rip off the leg just to see what happens and watch the creature wriggle around like a worm and be absolutely delighted by it. 

Chris Trottier

Trottier: One cool thing is that all the prototypes or game modes started as conversations and then moved to us playing aloud by talking. ‘Ok then this happens? Then what do I do when I see such and such?’ 

It would then lead to us pulling in staplers and cars, and then it was just constantly ‘ok we need more cars, what are the cars doing? There just rumbling down the freeway.’ So many of those kinds of conversations to get to the quick prototype we built in order to prove a level could be all about vehicles. 

I remember a prototype we built around the idea of first contact–what was the interesting challenge to winning over the natives. There’s always the scenario where you just blast them away, but then what if your goal changed? What if you were herbivores early on and you had been in this peaceful situation, or you have a species with a ton of babies so they are maternalistic society, and then you come upon another civilization obsessed with building?

We’d picture five or six civilizations and, given that as the blank slate, we’re going to go in and try to make first contact with all of them them. We’d try to figure out what the game was, what did we actually want to do that worked for each of them. We did a bunch of prototyping around crowd behavior and how to read whether they were scared by you or into you, if they’d pull towards you or run away, start cowering and thinking of you as the enemy, and what are the things you actually did to change all that.

It came down to what can we could actually deliver, what’s interesting there. What types of gameplay will survive across civilizations and what types of civilizations would last. It’s like checking your appetite across your belly. I know I want to eat all of it, but what actually fits?

Culyba: An interesting thing about the development of Spore is that the teams were split in different ways. There was creature, tribe, civilization, space, and editors teams, but it was much more of an exploration than I think it appeared at first. It was less about this clear idea of what we wanted the game to be, and more proposals and ideas on where we can take things. It was big concepts that may come together to create things and when you do that you deal with a lot of unknowns.

Librande: It wasn’t really enforced, it was just everyone had so much work they had to do. We all had common tech but everyone had their own set of ways of thinking about things. Like in the civ game you can rotate and control armies around the entire planet, but in the creature game you’re only on one island. The kind of tech you need to play an RTS on a rotating globe is different than what you need RPG-like game on an island. Each team needed different solutions to their problems and everything was going on at the same time, which was why there was a lack of integration between everything.

Dan Moskowitz

Moskowitz: On the project there was this constant push and pull between player creativity and the game design of what you wanted to let the player do. For example, we wanted to have the trees to have fruit at different height and the players who make tall creatures could have the luxury of reaching that fruit and become more advanced. 

But then there were all these design constraints where you can’t just let players make the creatures’ height whatever they want, there has to be a cost for that. It was like, should we put more design elements that were constrictive in the editor, or should we let the player do whatever they want and have the game be more stats-based? We wanted to let the player do whatever they want with the creature, rather than have the things you add to the creature determine the outcome.

Compton: Will Wright’s a big fan of the old BattleBots show they used to have on where people make robots and then pit them against each other. There was a moment when that died when people realized that a wedge bot, kind of an extruded door stop robot, was the ultimate design in robots. It’s really boring and impossible to defeat, it just wears down the other more interesting robots.

If we had went for hard-Darwinism and survival of the fittest with Spore, where you have to be able to design something that needs to survive in this world, we were gonna get a lot of things that are just like wedge bots. All of the weird, strange, wonderful, oddball creatures that were just streaming out of the creature creator– we didn’t want to tell players that those were bad.

Pierre: We always came back to consequences. Like when you did something in cell game it might affect something else in tribe game or space game. We had to figure out how much of an impact we wanted things to have. Keeping something meaningful without creating an exploit.

Dave Culyba

Trottier: There was this weird thing where the design team was often arguing for less. As the game goes on and on and on we wish we could afford to have it become exponentially complicated, to give all of these one off cool things meaning as the species got more evolved. But we’re were limited in the amount of stuff we could do.

The argument ended up being for fewer cool things so we could give them all meaning. Not just in the creature game, but throughout their development as a civilizations. You could think of examples for how something would stay meaningful across all the games. If we did claws, they could have a different battle style in tribe game or whatever. You can imagine how a feature would change from level to level but at the end of the day this thing had to be built in less than a decade at a semi-reasonable budget. We had to choose the things that would resonate most across levels, and of course that’s shitty at times.

Librande: I got moved over to the creature game after finishing the cell game and that’s when we started to have discussions about how these games aren’t really lining up well together. They were all done in different silos and the connections between different games were tenuous, sometimes not even thought about at all.

We got an extra year of development time just to work on that problem, to fit all the games into one story. Most people don’t realize this but if you play Spore multiple times through you’ll get different space races with different characteristics. If you play really aggressively throughout the different games you’ll end up with a very aggressive race with a lot of military power. But if you play very peacefully in the beginning, where you’re a vegetarian, you’ll get into space and become what we called a shaman where you could terraform planets and add trees. Most people I’ve talked to don’t realize there are those branching paths, and that’s something we had to do after all the separate games were created instead of at first.

We looked at the outputs of the games in three main ways: aggressively, passive, and then a mixture of both. We would take the outputs of each of those and send them to the next game. So once we got to space we had a history of how you chose to play. 

The final iteration of many to create Spore’s branching paths system (provided by Stone Librande)

Instead of trying to figure out the results of every single combination we decided to create a formula that would just tell you the answer. You start in the middle on the gray dot and if you go one way you become a shaman, the other way a warrior, and down the middle a trader. Mapping out this space was a challenge because it was so big and had so many possibilities.

Culyba: It’s almost like Spore was six years of pre-production from a certain perspective, with all the time going to trying to figure out what this game was going to actually be, as opposed to a well-defined project where we just need to figure out the colors. Innovation is a necessity in gaming, but it’s also risky and unknown. Spore was trying to do way more innovation than people thought it was. If you look at the original pitch, Will talks through different modes in terms of classic games. There’s comfort in the idea that the game will be leveraging gameplay that’s well-known, but the reality is that when you play Spore you don’t think of Pac-Man, Diablo, or Civilization. The gameplay had to be different than what it was inspired by, so Spore was innovating on gameplay more than it thought it was.

Librande: There’s always the bittersweet moment when you ship and then you find out if it holds up against its expectations. I believed that it was a game that would last for a really long time, and if it came out and the reaction isn’t really strong, there was still this feeling of ‘well let’s wait ten years and let’s see.’ Spore has really proven to be this evergreen title. 

Compton: The expression I’d like to use is that it’s kind of like a dandelion or the City of Atlantis. Atlantis has all the greatest scientist in the world, mythologically speaking, building pyramids, lasers, or alien technology. It sinks and everyone leaves on boats and each boat heads to a different continent where they continue to build. I think that’s what happened with Spore and why it was important that Spore stopped and that everyone went all over the place. We’ve got Maxoids from Spore working on Oculus, Tilt Brush, Riot, Valve, on dozens of indie projects. There are some of us teaching, like the dandelion can’t make more dandelions until it scatters its seeds to the wind. That happened with Spore

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8,000 games have been pulled from the App Store in China over missing ISBNs

Apple announced last month that it would soon bring its App Store policies in-line with Chinese regulation and require paid and in-app purchase-bearing games and apps to receive official government approval to appear on its storefront starting in July.

According to Niko Partners analyst Daniel Ahmad, Apple has now pulled somewhere in the ballpark of 8,000 games from the iOS App Store due to their lack of a government issued ISBN. The company has also now said that developers looking to keep their monetized games up on the App Store in China have until July 31 to supply it with a government issued ISBN or risk a similar fate.

“As you may know, Chinese law require games to obtain an approval number from China’s National Press and Publication Administration […] After July 31, your game will no longer be available on the App Store in China mainland until an approval number is provided with your next submission.” reads the email shared by Ahmad over Twitter.

It’s not a new policy for paid games or games with in-app purchases in China, though a series of loopholes and efforts on Apple’s end have kept the platform from fully enforcing ISBN requirements until just recently. However the process to obtain government approval isn’t a quick or simple one by any means, complicating things for unsanctioned apps that may have grown comfortable on the App Store in China over the past several years.
 

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Sony Make 250M Investment in Epic Games

Epic Games, creators of the popular Fortnite series, as well as Unreal Engine, have just announced they have received a $250M investment from Sony, makers of the PlayStation consoles.  It was announced in June that Epic Games were looking for investments valuing the company at 17B dollars.  While this does not appear to be that investment, it does in fact value Epic Games at over 17B USD.

The $250M dollar investment represents an ownership stake of 1.4%, a far cry from the 40% Tencent received for it’s 2012 $330M investment.  The ultimate question is… what does Sony get out of this?  Dean Takahashi at VentureBeat discusses exactly that subject:

The deal is important for Sony because it needs allies in the upcoming console war. Later this year, Sony plans to launch the PlayStation 5 game console in competition with Microsoft’s Xbox Series X. But Epic has said that its Unreal Engine 5 and Fortnite will work with all game platforms, as Epic has generally been neutral when it comes to making cross-platform technology. If Sony gets any advantage from investing in Epic, it isn’t clear from this deal.

In a statement, Sony CEO Kenichiro Yoshida said that Epic’s technology keeps it at the forefront of game development and that is exemplified in the features of Fortnite. Epic CEO Tim Sweeney, meanwhile, said in a statement that both Sony and Epic have created businesses at the intersection of creativity and technology and they share a vision of real-time 3D social experiences that will lead to a convergence of gaming, film, and music. He also said the parties plan to build a “more open and accessible digital ecosystem for all consumers and content creators.”

The bolded point above is perhaps the most important part for game developers, Unreal Engine should not be affected by this investment.  You can learn more in the video below.

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FNA–Now with Vulkan Support

FNA is an open source project making it easy to port and maintain XNA based games to several different platforms.  FNA has been used to port a huge number of indie games including the likes of Celeste, Bastion, Axiom Verge, FEZ, Owlboy, Rogue Legacy and more. 

The goal of FNA is described as:

Our goal is to preserve the XNA game library by reimplementing XNA itself, with an incredible focus on accuracy. We want to reproduce XNA as it was made by Microsoft, while providing an experience that feels “at home” on all of our target platforms. We don’t use game-specific hacks in our code: either we do it right or we don’t do it at all.

Because our platform focus is exclusively on fully open platforms, our primary focus is on the desktop. To that end, FNA supports Windows, macOS, and GNU/Linux with a single assembly file. We don’t use preprocessor conditionals for platforms; our platform model requires that we build a library that works on any platform, regardless of where it was built. When you build an FNA title with Visual Studio, you can expect it to function on Windows, Mac, and Linux with that one set of output assemblies. Additionally, FNA has support for iOS, tvOS, Xbox One, Nintendo Switch, and Google Stadia.

A more recent development reported on Gaming On Linux, is the creation of FNA3D, a new backend supporting different 3D back ends, including new alpha level support for the Vulkan framework.  The one thing FNA does not support is the Content Pipeline, although you can use the MonoGame content pipeline.  The reasons why FNA didn’t implement the XNA pipeline is described here.  There is a project to make getting up and running using FNA and MonoGame’s content pipeline available here

If you are interested in learning more about XNA/FNA/MonoGame, we have a tutorial series available here.  You can learn more about FNA in the video below.

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Deck building Witcher RPG Thronebreaker suddenly releases on iOS

CD Projekt Red, in a sudden turn of events, has launched Thronebreaker on iOS. No one seems to have known that The Witcher RPG was coming to mobile, but it’s a pleasant surprise nonetheless! You can also download Thronebreaker on the App Store right now, for those of you that can’t wait. Since Gwent: The Witcher Card game launched on mobile not so long ago, we’ve been waiting for Thronebreaker news, as a deck building RPG that uses the same card system – check our Gwent review to find out more!

CD Projekt Red originally developed Thronebreaker as the story mode for Gwent, before deciding to create The Witcher Tales and spin it off into its own game. We’re glad it did, though, as Thronebreaker is both an excellent RPG and deck building game.

For those that don’t know, Thronebreaker follows the story of Queen Meve, a beloved character from the books who knights Geralt, hence his ‘of Rivia’ title. Her story involves traipsing across The Continent, trying to reclaim her kingdom, as, all while, the second Nilfgaardian war rages around her.

You can watch the iOS release trailer below if you want to see how it plays:

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In celebration of Thronebreaker coming to mobile, CD Projekt Red are giving away a set of rewards, including the soundtrack, some concept art, and an annotated map of Lyria – one of Meve’s kingdoms. Gwent players can also claim some benefits from jumping into Thronebreaker, such as unique ornaments, and 20 new cards.

We’re excited to see Thronebreaker finally take its rightful place on mobile, as a game that is perfectly built for the platform. If you want to find out more about creating the art of The Witcher universe, we spoke to Gwent’s art director not so long ago about creating Gwent’s card art – check it out!

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Unreal Engine Launch Live Link iPhone App

Unreal Engine have just launched a new iPhone App called Live Link that enables real-time facial capture for Unreal Engine using an iPhone 10x or newer.  The requirements are Unreal Engine 4.25 or higher as well as an iPhone with a “True Depth” front facing camera.

Details of the App from the Apple App Store:

Virtual production-ready facial animation in real time from your iPhone — Live Link Face for UnrealEngine.

Stream high-quality facial expressions to characters and visualize them with live rendering in UnrealEngine. Record facial tracking data that can be further fine-tuned in animation tools to achieve a finalperformance and assembled in Unreal Engine’s Sequencer. Shoot professional-grade performance capture with an integrated stage workflow.

Facial animation via front-camera and ARKit:

    • Stream out the data live to an Unreal Engine instance via Live Link over a network.
    • Drive a 3D preview mesh, optionally overlaid over the video reference on the phone.
    • Record the raw facial animation data and front-facing video reference footage.

Timecode support for multi-device synchronization:

  • Select from the iPhone system clock, an NTP server, or use a Tentacle Sync to connect with a master clock on stage.
  • Video reference is frame accurate with embedded timecode for editorial.

Control Live Link Face remotely with OSC:

  • Trigger recording externally so actors can focus on their performances.
  • Capture slate names and take numbers consistently.
  • Extract data automatically for archival.

Browse and manage the captured library of takes within Live Link Face:

  • Delete takes, share via AirDrop.
  • Play back the reference video on the phone.

You can learn more about the new Live Link application on the Unreal Engine blog and learn more in documentation available here.  Learn more in the video below.

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