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Sinoalice is an RPG from the Nier Automata creator that’s out now

While plenty know Yoko Taro as the developer of Nier: Automata, fewer may know that he’s also created a mobile game. It’s called Sinoalice, and it’s now available globally on iOS and Android after an initial release in Japan in 2017. The news was revealed from the game’s official Twitter account, which Taro then retweeted with a message saying “Please enjoy killing each other” – lovely stuff, mate, will do.

Sinoalice was initially intended to be with us sooner, with Nexon lined up to publish the title in 2019, but various delays resulted in the rights being transferred back to Pokelabo. We then got a 100-day pre-launch campaign before the release date came.

The basic rundown of Sinoalice is that you’re in a world that’s ruled by The Library. You’re tasked with hopping into various, famous fairytales and helping titular characters, like Red Riding Hood and Cinderella, revive their author. To do that, you need to slay baddies to obtain power. Gameplay-wise, it’s a real-time gacha RPG with cooperative and competitive modes to incentivise getting your buds in on the action.

You pick a character and level up their grid to become more powerful. You can unlock more classes and characters by completing missions and rolling for random weapons that accompany them.

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If that sounds like your kind of thing, you can download Sinoalice on iOS and Android now. If you’d like to see what else is on the horizon, then you can check out our soft launch list, too.

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Get a job: Join Ziggurat Interactive as a remote Brand and Marketing Manager

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: Remote

At Ziggurat, we strive to bridge the past and future to transport people into moments of infinite possibility through meaningful play. We respect our community and are committed to honoring where video games come from as well as partnering with our players to create new, joyful experiences. We deliver this joy by re-releasing and re-imagining gaming experience for contemporary audiences.

Are you looking to work with enthusiastic gamers who are bringing back the heart of gaming one interaction at a time? At Ziggurat, we offer an expansive environment — in our young and growing company — where new and innovative ideas are encouraged and everyone is eager to share knowledge.

Ziggurat is currently seeking a full-time Brand & Marketing Manager to work with our over 200 game titles and help grow our brand and digital presence in the game universe. A successful candidate for this role should possess excellent communication skills, superior knowledge of industry business to business and consumer communication, go to market strategies, and ability to work with and lead a strong team of dedicated performers. The noteworthy Brand & Marketing Manager will be the driving force behind consumer product launch and engagement strategies.

About You:

  • You have brand communications and social media expertise
  • Feel comfortable in a fast-moving small team, start-up environment
  • Self-motivated and task-completion oriented
  • Very organized and able to create sustainable and scalable procedures for you and your team to generate successful outcomes
  • Effective internal and external communicator
  • A team player that works well with others and sees the advantages of collaborating
  • Productive in a remote-working environment
  • Strong Interdisciplinary approach (operations, finance, business development) with special interest and aptitudes with PR
  • Background and experience with crafting and presenting brand materials
  • Have experience working with internal and external teams
  • 2-5 years in the gaming industry with last position held in a similar role
  • Seeking an opportunity to showcase your knowledge and expertise

Digital Brand & Community Manager Responsibilities:

  • Plan and manage integrated campaigns for multi-platform launches
  • Create marketing materials including brand decks & campaign briefs for creative teams around brand/product messaging and features
  • Manage brand management for all IPs across multiple shareholders
  • Strong written, editorial and verbal communication skills, attention to detail and ability to lead multiple projects and tasks
  • Demonstrated ability in developing on-brand messaging that best represents a brand’s voice and tone online and incentivizing user-generated content creation and sharing.
  • Demonstrated experience driving gamer engagement, retention, and online acquisition
  • Ability to develop proven tactical plans that build and amplify our messaging
  • A solid understanding of the game production & development process and how it intersects with marketing objectives
  • Identify and forge strong and trusted relationships with brand advocates and encourage interaction across brand channels
  • Build and exemplify the brand voice and tone in all community interactions, considering factors like platforms, channels, influencers, partners and more
  • Act as subject matter expert in core features, mechanics, metrics, and community sentiment
  • Measure, monitor and build comprehensive reporting (sentiment analysis, community trends, issues, and insights) for regular sharing with stakeholders
  • Identify and establish brand success matrix and deliver to post-mortem analysis for each major launch

Additional Information:

  • Remote full-time position with company headquarters in Denver, Colorado.
  • Unlimited PTO
  • Compensation is a base between $55,000 to $65,000 per year plus Management by Objective bonuses for setting and delivering goals

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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Prioritizing accessibility early on was vital for The Last of Us Part 2’s robust features

“Not only did it allow us to allocate the necessary technical resources to tackle these challenges, but it also gave us time to solicit feedback from the community and make changes accordingly.”

– Lead systems designer Matthew Gallant outlines why paying early attention to accessibility was crucial for The Last of Us Part 2.

Over the years we’ve seen more and more triple-A game development studios build an increasing amount of accessibility features and considerations into their major releases, the most recent of which is Naughty Dog with The Last of Us Part 2.

That recent release includes over 60 toggleable settings geared at opening The Last of Us Part 2 up to as many players as possible, including presets and customizations geared at players with varying sight, hearing, and mobility needs.

As for how the studio went about including those features, Naughty Dog explored the process in a recent chat with the team at Can I Play That, and shared its desire to help bring those same considerations to future games from other developers as well.

The full interview itself is a must read for fellow game devs as it dives into the considerations and specific areas of focus that Naughty Dog paid attention to in order to build the accessibility features of The Last of Us Part 2, and will hopefully spark similar decisions in teams that haven’t explored bringing similar options to their own games quite yet.

“By the end of 2017, we had developed our first prototypes for many of the new accessibility features: text-to-speech, high contrast mode, enhanced listen mode, and navigation assistance,” Gallant tells Can I Play Thas. “We had our first accessibility-centered tests in the summer of 2018 [and] scheduled regular tests with consultants and focus testers for the rest of the game’s development. It was absolutely critical that we planned for these features so early in development.”

Doing so gave the team time to work through challenges presented by features like Navigation Assistance and High Contrast mode (“it required a studio-wide effort to make sure they worked consistently across every level in the game”, according to co-lead game designer Emilia Schatz).

As noted in the quote at the top of this story, that time also helped Naughty Dog better work alongside its community and accessibility experts to fine-tune each offering which, interestingly enough, is the subject of another insightful Can I Play That interview, found here

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Don’t Miss: Designing CrossCode to stand out in the retro RPG market

A few weeks ago, the developers at Radical Fish Games released the full version of CrossCode, a Steam Early Access RPG that’s garnered a passionate following built a loyal fanbase over the last few years.

This success was notable in part because CrossCode isn’t a multiplayer game or survival game, it’s a retro-flavored action RPG that aesthetically resembles the SNES era. For this kind of game to succeed on Steam Early Access, and keep players interested in coming back for the full, final adventure, CrossCode’s developers needed to think outside the box while making this game. 

Thankfully, we were able to invite lead developer Felix Klein and game composer Deniz Akbulut onto the Gamasutra Twitch channel for a conversation about CrossCode’s development. Even if you aren’t working on a retro-flavored game, you might be particularly interested to know what they did to create an appealing adventure that succeeded not just because of nostalgia, but community-building and inspired design choices as well. 

We’ve compiled some of Klein and Akbulut’s most insightful comments from our conversation, which you can now read below. 

Klein: There’s a lot of retro games out there that these days are still very popular. There’s definitely this demand to have this classic old graphic style because there’s a lot of nostalgia connected to it. We decided to pretty much… I mean, there’s several reasons, again we have been working with RPG Maker, and it kind of looks like RPG Maker.

One reason is definitely because we’re familiar with this style since we’ve been working with this kind of graphics before. So we could take this experience and apply it to our first project and that was kind of less risky than trying something entirely new, to some extent at least. The other thing is that we also just like the style. It tries to simulate the graphics you have from old Super Nintendo Games like Seiken Densetsu 3 in particular or Terranigma or Chrono Trigger, you know these are all very popular games.

I think actually it’s not that widely spread among indie games these days. Because a lot of indie games with this retro style the sprites are more close to the 8 bit sprites you have from the NES since they are kind of more minimalistic and detailed. If you look for instance at Hyper Light Drifter it has this very fancy grade and shading everywhere, but the base sprites are… They’re not exactly 16 bit because they’re very minimalistic in terms of colors, there’s very few colors. That’s what a lot of indie games do, so there’s not too many that have this 16 bit graphic style unless you do of course count the RPG maker games. There’s a lot of those and they often look like this.

So it’s kind of like at the same time it’s a curse but also a blessing. Because there are these kinds of people that really like Chrono Trigger and all these old Super Nintendo classics and they really like the style. And then you have these other guys that know there’s tons of RPG Maker games out there and they’re usually not that great, so they see our game and go like “Nah, that’s just another crappy RPG Maker game” so we have both of these people essentially. 

Klein: I think the only part where we pretty much said we wanted to do it like in the old games was roughly the graphic style. It was just about this look and feel you that have in these old games, but even when it comes to graphics it we took a lot of liberties. Because this is definitely not authentic Super Nintendo if you look at it closely. First of all, of course the resolution is 16:9, the resolution is much larger that you have in Super Nintendo game. And there’s also a lot of lighting effects applied to the game. 

That’s actually something funnily that has been done in the RPG Maker community quite often. You very often have these 16-bit Super Nintendo graphics but then people just put Shadow Maps on them because it looks fancy. That’s pretty much what we did as well, just tried to do it a little bit better because we had alpha channels, back then actually we didn’t have any alpha channel which was kind of ridiculous. We still tried to do shadows by blending dark and bright colors over…it often didn’t look too [good]. With modern RPG Maker and also with our engine you of course could do alpha maps, it kind of like has this more advanced lighting look and that’s one example where we didn’t really stay authentic to old games.

When it comes to mechanics, a lot of stuff is actually much more modern. Like you can look with a look stick in arbitrary directions, you can aim… It’s essentially a dual stick shooter in terms of gameplay; you aim with one stick and you move with another, or you play with mouse and keyboard of course. The physics are much more advanced. You actually have more or less 3 dimensional physics since you can jump up and fall down. That is something that I think wasn’t possible on the Super Nintendo. The more that I think about it, I think pretty much the only thing where we tried to stay true to the original was just the pixel art style. I think everything else is actually more inspired by games in general, kind of like just trying to take concepts from any game that we knew we thought would fit.

Akbulut: I can also say something about the music. It’s not really Super Nintendo inspired, it’s more like inspired of PlayStation 1 and 2 games when they started to have streaming audio from CDs. I actually went as far as purchasing like an old—well actually this is not old—a module. Back in the 90s or early 2000s they used these very rack synthesizers, these boxes. Some people call them MIDI boxes, some people call them romplers. They basically contain all these sounds that they used to make music for all the games for PlayStation 1 or PlayStation 2 games, especially in Japan. These actually come from Japan.

I tried to get this very authentic sound of a PlayStation 1 or PlayStation 2 game. Even a game like CrossCode could be on the PlayStation or the PlayStation 2, they haven’t stopped making like 2D top down RPG kind of games after the Super Nintendo. So I thought it would be kind of a cool thing. Also because I’m probably also the only person in the team that grew up with a PlayStation 1, not the Super Nintendo.

Yeah, and most of our team played PlayStation 1 and PlayStation 2 games obviously so that was also a big nostalgia factor for us. 

How do you develop so much content efficiently?

Akbulut: Taking breaks.

Klein: It’s kind of ironic, but because in the beginning, since we didn’t have a lot of experience, with just working full time on something like this. Some of our team members essentially just burnt themselves out from working all the time and then we eventually realized that it’s actually a good thing to take breaks. You’re actually more productive in the end if you do that.

The thing is, we didn’t really have…we didn’t crunch real much on how much people work per day or per week. We do have this kind of thing where people are paid by the hour, so of course if you do work you get paid more essentially, but we never went ahead and said you have to work at least this and that much. 
I mean, that’s essentially one of the most important things is that you just specify tasks pretty clearly and try to work with deadlines because it always helps to have that little bit of pressure you need to actually make decent progress. Because if you’re too relaxed with everything its very easy to get stuck. You kind of like have to find this right balance of setting deadlines to keep working on stuff but also take time for breaks and stuff like that.

I mean, in our case, it’s somewhat unique since, I don’t think I actually mentioned this in now in the interview, but everyone’s working remotely. We don’t really have an office, so we just communicate over the internet. That’s also why it’s pretty hard to control how much everyone is working. A lot of it is based on trust, essentially, so you just trust that people stay in the team and pretty much do their work. 

There have been times where some members have been distracted with other things, like some of our team members… I mean everybody’s essentially on contractor basis, and some had some other customers that they had to take care of so sometimes it happened that some team members just couldn’t work for a few weeks or a few months.

And we just try to stay flexible in that sense, always presuming that some people might not be available and just keep a list of tasks and whenever somebody is available you can just keep em working on the task. At least like the core members that really made most of the content development have been full time employees more or less. So I think that was the important factor to keep things rolling, even though everyone wasn’t available all the time.

Klein: I think part of it is probably since we are trying to be very transparent with how we operate. That is, we’re often writing update posts. Actually not too often. In the beginning we did this every few weeks. And later we only did it every month or every two months. However, we also do game dev streams actually on Twitch about every week, every weekend we just stream development of the game and people can join the chat and talk with us, ask us questions, we talk about recent development and changes and what we’ve been working on. 

I think that’s one factor, so people see that we are always available that way. And then of course we also have our public discord server. Where we are also in the chat and people can ask us directly anything and most of the time somebody from our team is also available to answer. Then of course we’re also very active in Steam forms. When people write stuff we answer rather soon and even to minor questions we always try to answer directly and if people see that the developers are always there, they always do stuff, they always reacting to things, I think that’s very important so people have confidence in the project.

Of course we do have a publisher, something I should also mention, that is Deck13, also a German developer actually. They’re working on The Search. But they also help smaller developers like us, mostly in terms of marketing and also to give us advice how to manage the development of games like this. They definitely also have a big part of why it worked out since they have always been doing marketing and other things, making the game available on a lot of stores and things like that.

To be honest, it’s kind of stupid because we really didn’t think much about [Early Access.] What happened is just, we started with the crowdfunding, and we looked at other games that did crowdfunding as well and we saw that most of these games offered a beta perk. Which means you get an early beta version of the game. And then we thought, yeah let’s do that too, and then we offered a beta version as a special perk and that beta version essentially became the Early Access version. And then we thought that “well since this is an option, let’s just do that” so we would just give our backers the beta version and this would also be offered on Steam as Early Access.”

What’s kind of funny is how the prizes are calculated for these things. Because if you come from crowdfunding, it’s always that the beta version is usually worth more than getting the final game. Because you essentially have two options: either you wait long for the final game, or you get an early version and then you also get the final game. So the latter kind of sounds like it has more value, that’s why you offer it for a higher price.

But on Early Access its more like the opposite. You often offer a game for a lower price because its not finished, and then you raise the price when the full version comes out.  It was kind of weird since we actually offered the beta version for I think 25 euro, so it was more expensive than the Early Access version on Steam. And that was a little bit critical because all of these people already bought this expensive game, and then other people got the Early Access version for less essentially and that was a little bit complicated. 

But, in the end it was fine and people accepted this. One compromise we made is that, especially people actually bought the game on IndieGogo for €15, they kind of argued “man those people on steam that just bought the game for €20, or then there’s a sale and its essentially €15 and they already get the game now” and then we decided to give all our backers that just bought the game also access to the early access version, a little bit later so that the true beta backers still got it first. That is what makes it a little complicated.

Again, the problem with RPGs and that they’re not the best platform for Early Access is definitely true. That’s something that we noticed very early on. I think we just make sure, we have been aware that this is a game where people only play the story only once mostly. Like most people play RPGs like this only once to experience the story, maybe try to do everything, then it’s done and you play another game. So it was always about finishing the story, and once the story’s finished you want to have the complete game because people should not be able to complete the game when its not finished because they’re not going to play it again.

So that’s why we decided to do the story last essentially. We first developed the gameplay mechanics, those have been there in the very beginning, most of them anyway, and then we decided to add content first, that means different areas, towns, dungeons. And also some optional quests, those have been more or less developed first. And the story has been developed at the very end. The very last update, version 1.0, actually added about 50 percent of the, half of the story has been added in the very last update. That way we made sure that people can still experience most of the game at least in a very polished way. In general the development was structured that we tried to polish things early on. 

When we actually released a dungeon, it was more or less already finished, how it was supposed to be in the final game. Of course we sometimes tweaked things when we got some feedback about some puzzles being too difficult or other things we of course made adaptions. But otherwise we had this very linear development process, and I think that’s why its worked. Its essentially like you’re watching a TV show and just you watch maybe one season then you wait maybe a year or two and you watch another season and that’s ok. And that’s kind of like how our game worked too. So you kind of like play the first few hours and then you wait and we release another patch and you can play another hour and do a few more quests.

And we always make sure that you can keep your save. At the very beginning we actually didn’t do that and then we very quickly noticed that we should really make sure to keep saves compatible so people can keep using their saves and not play all the content again. So I guess that’s how it worked. We have two types of Early Access players. We have one type that actually really enjoys the gameplay they just play whenever we release something then they play the game again and again. Those are actually amongst the most valuable; it’s very good to have these kinds of players since they give you a lot of good feedback about the game.

Then you have the other players that just buy the game, play a little bit, and then decide to wait until it’s finished. We have those probably a lot but it kind of still works. They just play the beginning and think “Ok, that’s great. I’m just gonna wait.” and it’s, again, its not the perfect draw for Early Access but overall I would say that it actually worked really well. We’d probably do the same thing again for the next project. I would do it again, Early Access for a single player RPG.

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Godot SDFGI

Godot just got a new feature for the upcoming Godot 4.0 release, SDFGI, or Signed Distance Field Global Illumination.  It is described accordingly on the Godot website:

SDFGI stands for Signed Distance Field Global Illumination. It means this technique makes heavy use of Signed Distance Fields (an Euclidean distance based representation of the signed distance function of a grid) to create this lighting.

While implementation is not final, and there will probably be many improvements to quality and performance, it seems to be good enough for general use now.

I would like to thank hugely Matias Goldberg for his enormous help on this, our patrons for their continued support, and Tim Sweeney and Epic Games for their confidence in helping us finance our research via Epic Megagrant. This new technique was developed entirely in the open and implemented under our MIT license, so anyone is welcome to use it in their own engines and games.

Now in terms of what SDFGI actually does:

SDGFI is something akin to a dynamic real-time lightmap (but it does not require unwrapping, nor does it use textures). It’s enabled and it automatically works by generating global illumination for static objects. It does not require raytracing, and it runs in most current (and some years old) dedicated GPUs, even medium-end budget CPUs from some years ago (SDFGI was developed and tested on a GeForce 1060, running at a stable 60 FPS).

Light changes are real-time, meaning any change in lighting conditions will result in an immediate update. Dynamic objects are supported only for receiving light from the environment, but they don’t contribute to lighting. Some degree of support is planned for this eventually, but not immediately.

In the video below, we look at traditional Global Illumination, then show an example of the new SDFGI, including a small tutorial on how to use it.  Godot creator Juan Linietsky also has a video on his channel about SDFGI should you wish to learn more.

GameDev News


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Get a job: Join the Digital Extremes team as a Intermediate/Sr. FX Artist

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: London, Ontario

Founded in 1993 by James Schmalz, Digital Extremes ranks as one of the world’s top independent video game development studios. Originating with the co-creation of Epic Games’ multi-million unit selling Unreal® franchise including Unreal and Unreal Tournament, Digital Extremes went on to develop Dark Sector®, BioShock® for the PlayStation®3, the BioShock 2 multiplayer campaign, and The Darkness® II. The studio has reached its greatest critical and commercial success with the free-to-play action game, Warframe®, boasting a global community of 50 million registered players on PC, PS4™, Xbox One and Nintendo Switch™. For more information about Digital Extremes, visit www.digitalextremes.com. To sign up for Warframe, visit www.warframe.com.

WHY WORK AT DIGITAL EXTREMES

Our culture is centered on providing great opportunities to our employees so that everyone feels they are making a meaningful impact. Developing new and existing talent is our long-term focus. We are honored that our work environment has been consistently recognized as one of “Canada’s Top 100 Employers”. We summon you to join our elite team! 

The rewards of a career with Digital Extremes include:

  • Competitive salary with bonus opportunities
  • Excellent benefits and paid time off
  • Matching RRSP plan
  • Employee Assistance Program (EAP)
  • Professional development and career support
  • Fitness and parking/transit subsidies
  • Daily lunches prepared onsite by our in-studio Executive Chef and professional kitchen staff
  • All-day snacks and drinks, sleep pods, massage chairs, cold brew, dog therapy days and more

ABOUT THIS POSITION

Digital Extremes is seeking an experienced Intermediate/Senior FX Artist to join our team. You will be utilizing traditional art training and knowledge of 3D art, design and computer graphics software to build efficient, high quality special effects while keeping in mind technical specifications relating to memory usage and gameplay speed. You will need to have an excellent understanding of what makes real time special effects work in addition to an understanding of game engines, tools, pipelines and development processes. Preferred extras include experience working with Maya, AfterEffects, Houdini, and Photoshop, as well as a thorough knowledge of the game development process. An understanding of scripting languages such as Python or Lua is also an asset.

RESPONSIBILITIES

  • Utilize traditional art training and knowledge of 3D art, design and computer graphics software to build efficient, high quality special effects, keeping in mind technical specifications relating to memory usage and gameplay speed
  • Keep up-to-date with contemporary effects techniques and research new effects technologies and solutions
  • Cooperate closely with art, design, audio and development department to deliver first class visual effects that exceed the state of the art
  • Work under the creative guidance of the Art Director
  • Deliver work on time and according to schedule as prepared by the Art Director
  • Actively participate in the feedback loop including accepting feedback from and providing feedback within the art and level design team as required, staying current on the scope and understanding of the project
  • Multitask effectively, prioritize competing demands, and follow through on details

REQUIREMENTS

  • 2+ years’ previous experience creating high quality VFX for film or video games
  • Excellent understanding of what makes special effects work – particle systems, postprocessing effects and shaders (specular and normal maps)
  • University degree in visual arts with specialization in graphic design, commercial art, graphic communications or cartooning or completion of a college diploma program in graphic arts
  • Understanding of game engines, tools, pipelines and development processes
  • Working knowledge of a commercial 3D package
  • Good communication skills across multiple disciplines; ability to follow direction and to collaborate successfully with others
  • Ability to handle and prioritize multiple tasks, to meet deadlines and to excel under production conditions
  • Strong work ethic, self-direction and artistic vision, dedicated work ethic
  • Have a genuine enthusiasm and interest in video games

JOIN US

Digital Extremes is an equal opportunity employer committed to diversity and inclusion. We welcome and encourage applications from people with disabilities. Accommodations are available upon request for candidates taking part in all aspects of the recruitment process. We thank you for your interest, however, only those candidates selected for the next steps in the hiring process will be contacted.

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: Blizzard’s postmortem of Diablo II

The original Diablo went gold on the day after Christmas in 1996, after a grueling four-month crunch period. We hadn’t put any thought into what game to do next, but as most developers can probably relate to, we were pretty certain we weren’t ready to return to the Diablo world after such a long development cycle. The only thing we were certain of was that we wanted to avoid another crunch like we had just experienced. Diablo II went gold on June 15, 2000, after a grueling 12-month crunch period.

After Diablo shipped, we spent about three months recovering and kicking around game ideas for our next project, but nothing really stuck. The idea of returning to Diablo began to creep into the discussions, and after a couple of months of recuperation, we suddenly realized we weren’t burned out on Diablo anymore. We dusted off the reams of wish-list items we had remaining from the original, compiled criticisms from reviews and customers, and began brainstorming how we could make Diablo II bigger and better in every way.

Diablo II never had an official, complete design document. Of course, we had a rough plan, but for the most part we just started off making up new stuff: four towns instead of the original game’s one; five character classes, all different from the previous three; and many new dungeons, vast wilderness tile-sets, and greatly expanded lists of items, magic, and skills. We wanted to improve upon every aspect of the original. Where Diablo had three different armor “looks” for each character, Diablo II would use a component system to generate hundreds of variations. Where Diablo had “unique” boss monsters with special abilities, Diablo II would have a system for randomly generating thousands of them. We would improve the graphics with true transparency, colored light sources, and a quasi-3D perspective mode. Level loads would be a thing of the past. The story would be factored in from the beginning and actually have some bearing on the quests. We knew creating this opus would be a big job. Because we had the gameplay basics already polished, we figured we would hire some new employees, create some good tools, and essentially make four times the original game doing only two times the work. We estimated a two-year development schedule.

While the player characters are only seen in the game as 75 pixels tall, all were modeled and rendered in high resolution for use on the character selection screen and in promotional materials. Here, the Paladin stands tall.

The Diablo II team comprised three main groups: programming, character art (everything that moves), and background art (everything that doesn’t move), with roughly a dozen members each. Design was a largely open process, with members of all teams contributing. Blizzard Irvine helped out with network code and Battle.net support. The Blizzard film department (also in Irvine) contributed the cinematic sequences that bracket each of Diablo‘s acts, and collaborated on the story line.

Almost all of Diablo II‘s in-game and cinematic art was constructed and rendered in 3D Studio Max, while textures and 2D interface elements were created primarily with Photoshop. The programmers wrote in C and some C++, using Visual Studio and SourceSafe for version control.

Creating detailed sketches of settings, such as this hut in the Act III dock town of Kurast, preceded the actual modeling of background art.

Blizzard North started out as Condor Games in September 1993. The first contracts we landed were ports of Acclaim’s Quarterback Club football games for handheld systems and, more significantly, a Sega Genesis version of Justice League Task Force for Sunsoft. Silicon and Synapse, a developer that would later change its name to Blizzard Entertainment, was developing a Super Nintendo version of Justice League Task Force. Condor ended up pitching the idea for Diablo to Blizzard, and halfway through the resulting development process Blizzard’s parent company acquired Condor, renaming us Blizzard North. Throughout a tangled history of corporate juggling and ownership changes, Blizzard North has remained a very independent group. Our staff has grown steadily from about 12 at the start of Diablo to 24 at the start of Diablo II, and finally to our current group of more than 40. We concentrate 100 percent of our efforts on game development. To help keep this focus, Blizzard’s headquarters in Irvine manages other functions, such as quality assurance, marketing, public relations, technical and customer support, as well as the operation of the Battle.net servers. Our parent company, Havas Interactive, deals with business functions such as sales, manufacturing, and accounting.

Much time was spent perfecting Act I since it would likely be used in a beta test or demo. The Amazon was the first character to be completed.

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Report: Latest Xbox Lockhart rumors point towards an August announce

The (yet unconfirmed) idea that Xbox’s next-generation debut would take the form of a multi-console family of systems has circulated for some time now, but even with the Series X mostly unveiled those rumors haven’t died down.

The latest rumblings suggest that Xbox is looking to reveal a sister system for the Series X via online showcase in August. According to Eurogamer, those in the know say the system once codenamed Lockhart is likely to be the Xbox Series S, and was originally planned to be announced alongside the Series X before the global pandemic complicated those plans.

At the end of last year, and before the Series X was officially unveiled, insiders confirmed to Kotaku that a dual console approach was still in the cards for Xbox’s next generation. Just last week, security researcher TitleOS (via WindowsCentral) found mention of Lockhart in the release notes for the June Xbox Development Kit, particularly of a profiling mode that’ll let developers target different specs depending on the system.

As with earlier mentions of Lockhart, these latest reports bill the console as a lower-powered (and likely more affordable once next gen prices are revealed) alternative to the full Series X, similar to how the Xbox One X compares to the Xbox One S but launching all at once rather than over the span of years. 

On the other side of the next-gen console watch, no such rumors exist for PlayStation’s PlayStation 5 line. Instead, the competing console maker has opted to announce two versions of the PlayStation 5 with only one key difference: the option to buy an system without a disc drive and leave all concerns of physical media behind.

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Wicked Engine Gets DX12 And Vulkan Raytracing Support

The open source cross platform C++ powered game engine Wicked Engine, just got raytracing and path tracing support for both DX12 and Vulkan renderers.  Available as both a low level framework for building your own game engine, or as a fully capable engine on it’s own, Wicked Engine boosts the following features:

  • DirectX 11, DirectX 12 & Vulkan renderers
  • Image rendering,animation : 2D,3D space
  • Font rendering (True Type)
  • Networking (UDP)
  • meshes,objects,armatures,animation,materials,lights,hit-spheres,wind,world info,dynamic cameras,ribbon trails,particle systems
  • 3D mesh rendering
  • Skeletal animation
  • Physically based materials
  • Animated texturing
  • Normal mapping
  • Displacement mapping
  • Parallax occlusion mapping
  • Real time planar reflections
  • Cube map reflections (static and real time)
  • Refractions (screen space, blurred)
  • Interactive Water
  • Gaussian Blur
  • Bloom
  • Edge outline
  • Motion Blur
  • Lens Flare
  • Light shafts
  • Bokeh Depth of Field
  • Chromatic aberration
  • Multithreaded rendering
  • Tessellation (silhouette smoothing, displacement mapping)
  • GPU-based particles (emit from point, mesh, animated mesh)
  • Soft particles
  • Hair particle systems (grass/vegetation)
  • Instanced rendering
  • MSAA (Forward rendering only)
  • FXAA
  • TAA (Temporal Antialiasing)
  • Supersampling
  • Deferred shading
  • Directional lights + cascaded shadow maps
  • Spotlights + shadow maps
  • Point lights + shadow cubemaps
  • Soft shadows (PCF)
  • BULLET Physics: rigid body, soft body
  • 3D Audio (Xaudio2)
  • Input: keyboard, mouse, controller (rawinput, xinput), touch
  • Controller feedback (vibration, LED)
  • Backlog: log,input,scripting
  • Gamma correct, HDR rendering
  • Resource Manager
  • Screen Space Ambient Occlusion (SSAO, HBAO, MSAO)
  • Screen Space Reflections
  • Skin shader (Subsurface scattering)
  • Stencil layering
  • Deferred decals
  • Forward decals
  • Color Grading
  • Sharpen filter
  • Eye adaption
  • Lua Scripting
  • Dynamic environment mapping
  • Impostor system
  • Tiled forward (Forward+) rendering (+2.5D culling)
  • Tiled deferred rendering
  • Occlusion culling with GPU queries
  • Texture atlas packing
  • Tiled decals
  • Area lights: Sphere, Disc, Rectangle, Tube
  • Frame Profiler
  • Voxel Global Illumination
  • Huge draw distance support with reversed Z-buffer
  • Force Fields GPU simulation
  • Particle – Depth Buffer collisions
  • Ocean simulation (FFT)
  • Translucent shadows
  • Refraction caustics
  • Local parallax-corrected environment maps
  • Volumetric light scattering
  • Smooth Particle Hydrodynamics (SPH) Fluid Simulation
  • Ray tracing, path tracing (on GPU)
  • Entity-Component System (Data oriented design)
  • Lightmap baking (with GPU path tracing)
  • Job system
  • Inverse Kinematics
  • Springs
  • Terrain Rendering (material blending)

Wicked Engine is open source under the MIT license is and is available here on GitHub.  You can learn more about Wicked Engine in the video below.

GameDev News


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PUBG Mobile’s next map looks like its smallest yet

PUBG Mobile is getting a new map that has been designed with players on the go in mind. That comes from The Verge, which reports that the new map is called Livik and is as large as two kilometres by two kilometres. Matches on Livik support 40 players a game and are intended to last 15 minutes each.

While PUBG Mobile has primarily been designed to bring the PC experience to mobile phone users, Livik has been crafted to accommodate mobile players. That means the design facilitates quick matches you can play on your daily commute to and from work. “We want more people to enjoy PUBG Mobile in a more flexible way,” producer Rick Li explains to The Verge. “The initiative for this map is bringing more flexibility to those players who have tighter schedules and circumstances to accommodate for.”

While the map is notably smaller than others, Li reassures that there are still plenty of points of interest that help games go quicker. The Nordic-themed map features a volcano, hot spring, and a waterfall. While Li didn’t give much else away, he reckons that the current of the waterfall will mix up PUBG Mobile matches. There’s currently no word on when we’ll be able to play Livik, but apparently it’ll be “soon”.

If you’re curious as to what else is happening in the world of Tencent’s battle royale, then you can check out our PUBG Mobile update guide. If you fancy a go yourself, you can find it on iOS and Android.

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We also have a list of the best mobile multiplayer games, so you have more options for games you’d like to play with your friends.