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Don’t Miss: Creating the ‘hidden horror’ of Observer

Observer is a cyberpunk horror game from Polish studio Bloober Team, who also developed Layers of Fear. They take pains to say that their latest title it isn’t a survival horror experience–they prefer to call it “hidden horror” or “catharsis 2.0.”

Gamasutra had the pleasure of talking to Bloober’s Rafal Basaj about making the game in a recent Twitch stream. He discussed how the team wrestled with whether or not to incorporate distinctly Polish trappings and locales in the game, how they sold its unique brand of scares to the public, and how they settled on pricing.

We’ve transcribed some of the more interesting passages of the conversation below.

You can watch the stream embedded above, or click here to see it. And for more developer insights, editor roundtables, and gameplay commentary, be sure to follow the Gamasutra Twitch channel.

STREAM PARTICIPANTS:

Alex Wawro, editor at Gamasutra

Kris Graft, editor in chief of Gamasutra

Rafal Basaj, brand manager at Bloober Team

Graft: What was the inspiration behind Observer? Obviously, there are cyberpunk vibes going on here, can you talk a little bit about the idea came to be?

“The main writer of Layers of Fear, Andrzej Madrzak, came to us with two page-and-a-half story outlines. I don’t remember the other one but the first one was cyberpunk-horror. We loved the idea.”

Basaj: When we were finishing Layers of Fear, going from early access to the full release, we were thinking about our next project, and one of our ideas was to change the setting as much as we can, to do something else unconnected with horror, we wanted to explore some other environments. So we asked the main writer of Layers of Fear, whose name is Andrzej Madrzak, whose name is a pain to pronounce for anyone outside of Poland. (laughs)

So the guy said, “Okay, I’m going to write a few things up and see where it leads.” He came back to the office around a week later, I believe it was around December 2015 or so, and he was like, “I have two scripts. They’re completely different.” There was like a page-and-a-half for each story, it was a very small gist of an idea. I don’t remember the other one but the first one was basically cyberpunk-horror. And a lot of that idea stuck in the game.

The plot was meant to be in that old tenement building. He gave us the script when we were in a meeting of a few people who were running the projects in the company. They went for it: “Okay, we’re doing this.” We love the idea. Cyberpunk/horror? Let’s do it!

“It was a no-brainer for us to bring it to central Europe, thinking about how our world looked like in the 80s and early 90s when cyberpunk was huge. We added Soviet-style propaganda that was close to our history.”

No one has done it to the extent that we were thinking about it, focusing more on that horror but leaving cyberpunk in it as a huge part of the game. That was the moment where we started conceptualizing everything, very slowly at first, because we were still finishing up Layers of Fear obviously, but we needed to get work started, so we start picking up on what we could do, what we could be inspired by in the game.

It was really cool and, going into the project, watching the first Blade Runner, playing some pen-and-paper RPG Cyberpunk 2020, going through a shitload of comic books, everything connected to cyberpunk basically. It was a really cool ride for us. One of the ideas we had at the very beginning of that game was how we wanted to establish our world, how we were going to be different from the American or Japanese cyberpunk.

It was a no-brainer for us to bring it to the central part of Europe, thinking about how our world looked like in the 80s, the beginning of the 90s, when cyberpunk was huge around the world. We figured out that cyberpunk was about huge corporations. We added Soviet-style propaganda that was close to our history. Also, that was a moment where we could figure out if we wanted to do something more retro, to make a huge homage to the golden times of cyberpunk. I believe it worked out well.

Graft: Yes, and it’s interesting to hear you talk about, you immerse yourself in the American and Japanese cyberpunk aesthetic, the tropes in those genres, but that has me thinking, are there really that many Polish cyberpunk stories out there? You’ve injected your culture into the genre.

“We were thinking about how we could incorporate our culture, our pop-culture, and our history as small ideas that will make the game whole, in a sense.”

Basaj: There are at least a few good books on the verge of cyberpunk and science fiction from Polish authors, but most of all what we were thinking about how we could incorporate our culture, our pop-culture, and our history as small ideas that will make the game whole, in a sense.

I remember at one point when we were discussing whether including local influences in the game would make it less understandable for a Western audience. Basically, that was also the moment where I figured out that for a lot of people it will be aesthetics, that they won’t see those things, but it will be different for them. It will feel different, like, in the sequence we’re streaming right now, you see all this kitchen furniture. That was the furniture that almost every household had in Poland. So, now even, when we go to our grandparents, you might find in their homes the same furniture that we have here in the game.

There’s a lot of these small things that a Western audience doesn’t know that are references to culture and history. But that was part of the idea, we wanted people from to find all of those easter eggs of world-building elements. And for all other people who don’t want to delve into to figure out how level design is made or how everything worked out, they just wanted to play the game… it’s something they know is similar to their world, just a little bit different. So, that was our aim when it came to Observer.

Graft: You worked on, at least with this project, the marketing and a little on the business side. So selling a game like this, you’re coming up with some terms that can be used to market the game: “catharsis 2.0,” “hidden horror.” Those are some terms that you can turn into talking points when you’re talking to people like us. What’s the toughest part about marketing a game like this, though?

“How come in the film industry you have slasher pics, body horror, psychological horror, all those subgenres, while in the video game industry everything is put into this one bag that is survival horror?”

Basaj: That’s a tough one to answer in a straight sentence. Definitely, you want to have the hardest things to portray in this kind of games, to make someone understand what is our part of it beyond horror. We are announcing that we are doing psychological horror, recently we’re evolving to hidden horror, and we’ve been very blunt about it, we’ve been talking to people around that, we’ve been communicating it around the world.

I read a lot of articles that say that it is a survival horror game, and I think that is the biggest challenge for us because the market right now is so very dense when it comes to thinking about horror, that it’s something different. I’ve done a little studying at one point, and I went to Wikipedia and I Googled “horror,” and no game is labeled as horror. Most of the recent games, all of them basically, are called “survival horror” games, and some of them fall into the adventure horror category. That would probably be fictional games.

So that kind of had us thinking at one point, how come in the film industry you have slashers, body horror, psychological horror, you have all those genres that work together, and basically every fan of horror can find something that suits them, while in the video game industry everything is put down into this one bag that is survival horror.

“We’re not scaring the people with a monster that pops up, but the aura and atmosphere that we had, and the vision of the future that we had. We’re conveying that.”

So we’re trying to combat that message with talking to people, and yes, all these people said yeah, they’re doing psychological horror games, and we were super happy about it when people started noticing that we definitely were doing something different, and that was very cool. And now more and more people are starting to talk about hidden horror as a genre, which makes us extremely happy because I think after Observer people started noticing that horror could be a little different.

So not to spoil the stream right now and tell too much, but I’m gonna say this one thing, I’ve heard of people that were very happy that somebody’s doing a not-straight-in-your-face horror. Observer is about the Gray Wall, the tensions, social and political, in the game. There’s very hard life, and the regular life of people exist in the game and telling their stories, and that’s the place where the real horror comes out. We as people nowadays can imagine the world like in 50 or 60 years. We can imagine the problems that humanity can face in recent years and how we can end up. And that’s what’ really scary about Observer.

We’re making mind-supporting games. We’re not scaring the people with a monster that pops up in their head, but the aura and atmosphere that we had, and the vision of the future that we had. We’re conveying that. The hardest pull of what we wanted to do with marketing.

Graft: So, back to some business stuff. How many people are at Bloober, was it 12 you said?

Basaj: No, in production we have more than, I believe, 30 people right now. We’re working on more than a single project at one time, although at some points, with Observer, we’ve had most everyone working on it. We’re doing more than that. We can extend it, after Layers of Fear a few new people came to the company. We are growing, we’re not growing fast and we don’t want to overgrow.

We believe it wouldn’t help us, to be honest, so for most of the time we have around 20-ish people working on a single project, and we swap people whenever they are needed to fill in the gaps with experience. These are the easiest things to swap around, the people doing 3DS for instance. Observer is a huge project and at some points, more than 30 people worked on it at the same time.

Graft: Wow. Speaking of scary things, there’s a lot of fear and doubt, among other game developers particularly, like Bloober Team, that go from game to game to game, hoping that one success can build onto the next, and maybe accommodate for a not-so-much-of-a-success, and then keep on. What is the biggest concern about the game industry right now? For Bloober, and you, as somebody who works on the biz-dev side sometimes?

“The trend right now is that if you have a game that lasts eight hours, people say, ‘If you sell it for more than ten bucks I won’t buy it.'”

Basaj: There’s a lot of concern, one of the huge concerns that I see right now is the huge impact that the gameplay hours have in people’s perspective of what is a good game or not? We also at one point had 40 hours a week to play video games, a lifetime ago. So we’ve corresponded well to horror for us. So we are basically what we are doing horror games, but more impactful in a way, that’s the philosophy.

The trend right now is, you have the game for eight hours, “If you sold it for more than ten bucks I won’t buy it.” Because it’s too much, because nine hours is not enough for us. So that’s a concern for us, definitely, the perspective has shifted from graphical fidelity as the main symbol of what a good game is, the better the graphics you had the more Triple-A you were. I think it’s shifted to gameplay time.

When doing shorter games, we have to go back to that older audience, I guess? People who work? But that again is not such a huge concern for us, as some companies, as our main audience is more mature, as we do horror games. However, that’s an interesting trend that a lot of developers have to have in mind, while developing games, right now.

“Some developers are afraid. Why would I play a single-player game when I’ve seen it on YouTube?”

The other thing is, there’s a lot going on right now. Some developers are afraid. Why would I play a single-player game when I’ve seen it on YouTube? That’s a concern for a lot of people. We were concerned about it as well, but we decided to be very open-minded about it.

When we started promoting Layers of Fear we were a company that wasn’t too well-known. What we did was basically we reached out to streamers, the smaller ones, the larger ones didn’t necessarily want to talk to us, also the larger the YouTuber the more requests for playing games he gets. I think it’s understandable. So we started small, but the community grew very fast, from the smallest of YouTubers, that had five people following, who started playing our games from the very beginning.

At one point PewDiePie played the game, Markliplier played the game. That was very cool for us. But we started smaller, humble, and just grew to that, to get to that intention, from people who got 500 requests a day to play their game. It worked for us as a marketing source, but for a lot of people, it just won’t work that way. They will be afraid that someone’s going to see their game so why should they buy it?

Graft: If I could ask real quick, sorry to interrupt, for Layers of Fear and for Observer, did you actually see a sales bump when a big YouTuber picks it up? Because I’ve heard different things.

Basaj: I think there were small spikes, but it also depended on the streamer himself, or the audience of the streamer to be precise. Those streamers that are well known, that have a specific audience, they are not having a laugh on their streams but want to say something through their stream, for instance, being more educating or whatnot, I think that we had more spikes when those people played the game. Other big names also gave us a spike, I don’t remember the numbers right now but it wasn’t huge, we didn’t sell a 100K copies because PewDiePie played the game.

However we’ve seen the spikes and they were satisfactory for us, but then again it is very hard to distinguish, from time to time, who actually made a difference? We’ve been sending out review keys, we’ve been giving them out to a lot of people at the same time, so some of them started playing at the same time. So we are obviously seeing an increase in people buying the game, but we couldn’t distinguish between from whom the spikes went up.

But I think working with streamers is a reality that we live in right now, and I think that both developers and streamers have to keep working to find out a good spot to work with each other, and not to feel that there are only business partners. A lot of people who we’ve been giving out keys and talking, we still talk to them, it’s not, we’re going to give you a key and you played the game, and you’ll be happy and we’ll be happy, and that cool.

There are a few streamers that I’ve personally kept contact with, and from time to time we just chat with each other. I’ve had a few ongoing invitations to just jump into a Discord channel of a streamer whenever I want because it’s always cool to have developer around. And it’s cool for a developer to talk to someone in his community and say, while we’re here we can talk to you through those people, but we can talk to you. So let’s have an AMA right here, right now.

It has its ups and downs. I think that the most important thing right now in the industry who can help you, and why can he help you, but also how can you help them. Because if you don’t work with each other, it won’t work, probably, at some point. I think that we need to be knowledgeable about what we do, and how can everyone gain. And I think the people who earn from this the most are the players, who get really cool products, and they can talk to people who make games which they really love.

For more developer insights, editor roundtables and gameplay commentary, be sure to follow the Gamasutra Twitch channel.

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Epic Games Announce Unreal Fest 2020

In a post-Covid world, Epic Games are joining the GDC conference in going online this summer.  Unlike GDC however, Unreal Fest is completely free to attend!

Details from the Unreal Website:

Coming to you from the comfort of your own home on Tuesday, July 14, Unreal Fest Online is a free one-day virtual event that brings together Unreal Fest and Unreal Academy to offer an exciting and informative program of sessions that’s open to everyone.

Unreal Engine creators can choose between five content tracks: architecture; automotive; games; film, TV & live events; and cross-industry. With a choice of sessions for each timeslot in each track, there are over 50 sessions in total, and each session includes a live Q&A.

Creators across all industries are invited to come together to hear about the latest Unreal Engine developments (including more on what’s coming in UE5), learn new techniques and skills, and watch inspirational speakers from companies like Audi, Kohn Pedersen Fox Associates, Rocksteady Studios, and Zero Density reveal how they use Unreal Engine in their projects.

Whether you’re a game developer, architect, engineer, designer, artist, producer, or cinematographer, if you create with Unreal Engine or are thinking about getting started, Unreal Fest Online is for you.

As mentioned earlier, GDC is also online this year with a $299 early bird all access price.  GDC will run from August 4th – August 6th.  Details of both online events is available in the video below.

GameDev News


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NetEase has an Eve Online-like strategy game in closed beta

It’s certainly a good time to be into mobile strategy games set in space. NetEase has joined in the fun with Infinite Lagrange, an Eve Online-like strategy game that has landed in closed beta. If you want to get involved, you’ll need to have an Android phone handy and be in the United States, Canada, Australia, and the Philippines. The test will last between two to three weeks, and once the server closes all the game data will be deleted.

Infinite Lagrange puts you at the head of a galactic fleet and lets you travel through uncharted space. You’ll use stargates to hop from area-to-area, coming across lost cities and alien fleets from friends and foes alike. You’ll start off with three to five ships, but once you construct a space port and upgrade your tech’ you’ll be able to get more. You’ll be able to design a plethora of different ships for your varying needs, from constructing frigates for cargo to forging battlecruisers to defend yourself.

It looks like there will be plenty of different fights you’ll find yourself in, too. When not picking scraps with other players, you’ll be able to join forces with many more to take on massive space cities. NetEase even goes as far as to say fights like these will involve hundreds of players.

If you’d like to get involved, follow this link to the Google Play store. Keep in mind, though, you’ll need to be in the United States, Canada, Australia, or the Philippines for it to work. I tried it and ended up on the game’s Facebook page – woe is me.

[embedded content]

If you’re feeling stranded as an iPhone user, you can always head over to our best iOS games list for a couple of strategy recommendations like Iron Marines or The Battle of Polytopia.

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DragonRuby Game Framework

DragonRuby is a game development framework powered by the Ruby programming language.  It is lightweight and crossplatform with an easy to learn API.  It is regularly $47USD, however it is currently included in the Bundle For Racial Justice currently running on Itch.io, along with hundreds of games for just $5.

Key features of DragonRuby include:

  • Dirt simple apis capable of creating complex 2D games.
  • Fast as hell. Powered by highly optimized C code written by Ryan C. Gordon, the creator of SDL (a library that powers every commercial game engine in the world).
  • Battle tested by Amir Rajan, a critically acclaimed indie game dev.
  • Tiny. Like really tiny. The entire engine is a few megabytes.
  • Hot loaded, realtime coding, optimized to provide constant feedback to the dev. Productive and an absolute joy to use.
  • Turn key builds for Windows, MacOS, and Linux with seamless publishing to Itch.io.
  • Cross platform: PC, Mac, Linux, iOS, Android, Nintendo Switch, XBOX One, and PS4 (mobile and console compilation requires a business entity, NDA verification, and a Professional GTK License, contact us).

You can learn more about DragonRuby in the video below.

GameDev News Programming


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ZBrushCore Mini Released

Pixologic have just released a new free version of their ZBrush sculpting application, ZBrushCore Mini.  Details of the software from the homepage:

ZBrushCoreMini is all about sculpting. Start with a simple sphere or a stone block, then use a select group of the most popular digital sculpting brushes from ZBrush to add or remove material and simply… create! ZBrushCoreMini frees you to explore your imagination.

Once you are happy with your creation, it also provides an exciting new way to share your work with others, through the iMage3D format. On any website, this will simply appear as a regular 2D image. But other users of ZBrushCoreMini can open the file in full 3D!

And with 3D printers increasingly coming into their own, ZBrushCoreMini includes the ability to export your model for real-world printing.

Interestingly however, nowhere do they mention the major limitation of the Mini version, not even on the version comparison page.  From the EULA:

       2.5 ZBrushCoreMini 

ZBrushCoreMini is intended for educational purposes. It may not be used for commercial, professional and other for-profit purposes. 

This non-commercial license will greatly limit what you can use ZBrushCore Mini for and is something you should be made aware of immediately.  You can learn more about ZBrushCore Mini and see it in action in the video below.

Art GameDev News


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Get a job: Join Wooga as a Unity Game 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

Based in Berlin, Europe’s creative tech capital, our employees from over 45 different nations work together to create high-quality casual games with engaging stories for millions of users. Wooga’s signature approach to making great games for mobile is working in independent teams where both product and development work closely together. This chance to make a real impact on the game’s roadmap has made us one of the world’s most popular game developers.

About the job

As a Game Engineer, you will be an essential member of one of our cross-platform game teams on mobile. Our ideal candidate is a team player who looks forward to working together with other engineers, product, and art team members to raise the bar in terms of quality.

In addition, you will:

  • Build high-quality games for mobile platforms
  • Code in all areas of game development to make a complete product
  • Actively participate in design and code reviews as well as in the  mentorship of more junior team members
  • One of our values is Sharing Knowledge. As part of our team, you will bring your knowledge and experience to the company, sharing both methods and best practices. 

We are currently looking for both Unity Game Developers and Senior Unity Game Developers to join our team, so let’s talk about how can we influence each other’s trajectories in a positive way!

Who we are looking for

  • You have been working with Unity on mobile game titles in a professional setting for at least 3 years
  • You have experience working with big codebases and keeping them nice and clean
  • You are a great team player and value collaboration over personal achievements
  • You can translate complex product requirements into maintainable technical solutions
  • You have a solid understanding of the different mobile platforms and their performance implications
  • You are an expert in C# and have a strong understanding of patterns and architectural concepts
  • You have experience with writing automated tests
  • Ideally, you have experience creating tools and understand both art and content pipelines 

As English is our official language, no German skills are required. But we’ll help you learn if you want to!

Why you should join us

  • Wooga is one of the top players in story-driven casual mobile games
  • We nurture a strong focus on the quality of our products 
  • As our games are under constant development, you will be able to bring in your own ideas
  • We are committed to our players and use machine learning for personalization
  • You will have the chance to work with and learn from well-respected Unity experts
  • We are a fast-paced and international environment (we have over 45 nationalities here at Wooga!)
  • We offer an incredible range of benefits, including free in-house German lessons, an annual Educational Budget, regular professional development training opportunities, and much more
  • Don’t live in Berlin? We offer a comprehensive relocation package for you and your family!

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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Unity report shows massive spike in video game business due to COVID-19

It’s not surprising that the lockdown orders that came with the COVID-19 pandemic have increased the amount of time people have spent playing video games. But thanks to a report from Unity, we now know just how much the video game business has spiked in the last few months (for some developers).

Unity’s report, which pulls data both from Unity’s engine analytics and the company’s monetization platform, uses a number of data points to highlight just how drastically global video game playing has increased. For instance, the company has noted a 46 percent increase in daily active users on PC and consoles, and a 17 percent increase on mobile devices. 

That spike in users actually stands in contrast to a normal “dip” in video game activity that occurs in the spring, when the weather gets nicer, and there’s more reason to be outdoors. Mobile games don’t normally see this dip but apparently the number of mobile game installs has increased by an astonishing 84 percent. 

Mobile in-app-purchase revenue has also apparently shot up 24 percent, a spike in spending that’s normally seen in the December holiday season. 

None of these numbers eliminate the challenges video game developers have reported in making games under lockdown, nor do they necessarily insulate the game industry from the impact of a pandemic-driven recession. But they certainly are strong numbers for a business that’s become a key part of people’s lives during the spread of COVID-19. 

There is of course, a grim balance in what these numbers represent. While increased indoor time is a boon for the video game business, lockdown measures are occuring in part due the failures of many countries, including the United States, to implement strong public health measures that might have stopped the spread of COVID-19.

For instance, a May study by Columbia University suggested that had the United States implemented lockdown orders a week earlier, 54,000 fewer people might have died from COVID-19.

Additionally, those 54,000 deaths cut deeply into communites of color in the United States. The pain and loss in those communities was only exacerbated by the public killings of George Floyd, Breonna Taylor, Ahmaud Arbery, and many more. 

Many developers have stepped up to announce financial commitments to Black Lives Matter organizations in the wake of these killings, but the industry may need to reckon with how its success in 2020 is tied deeply into the loss of life that the virus brings. While the industry is able to safely work from home, its players are not entirely free from risk. 

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Riot exec under internal scrutiny for post blaming George Floyd’s death on his lifestyle

Riot Games is one of many game companies that have rallied in support Black Lives Matter over the last few weeks and vowed to create initiatives to support minorities in the tech industry, but the company is now looking into a social media post made by an executive that runs opposite of that public pledge.
 
Vice reports that the company has launched an investigation into a post made by Riot’s global head of consumer products Ron Johnson that pairs his own comment that the death of George Floyd is “a learning opportunity for people” alongside an image describing Floyd’s criminal record.
 
George Floyd was killed by Minneapolis Police after being accused of paying with a counterfeit $20 bill, and his death is the spark that ignited weeks of (yet-ongoing) protests against police violence toward Black people, and larger conversations about systemic racism in society as whole. Vice has shared a copy of Johnson’s Facebook post in the full story, along with a statement from Riot Games saying the company has “launched an investigation” into the social media post.
 
“We’ll say firmly that the sentiment in that image is abhorrent, against our values, and directly counter to our belief that addressing systemic racism requires immediate societal change, which we detailed in the commitments we made Friday,” reads that statement. “While we don’t discuss the details of our investigations or their outcomes, we’re following our disciplinary process closely and have placed him on leave pending its conclusion.”

It’s not the first time Riot Games has had to look into the actions of a high ranking executive following internal complaints. The company suspended COO Scott Gelb for two months back in 2018 over allegations of workplace misconduct as part of a larger (and still ongoing) reaction to accusations that the company fostered a sexist and toxic workplace. 

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Blender 2.83 VR Support In Action

Blender 2.83 was released last week and one of the new features is tentative support for Virtual Reality headsets in the form of Scene Inspection:

Scene inspection refers to the ability to inspect the scene in VR, without interacting with content. Essentially this means head-mounted display (HMD) support as well as some simple settings (controllable from outside the VR view) to control the experience.

Examples of supported use cases:

  • VR as a way for directors or clients to inspect scenes and give feedback to artists.
  • Pre-visualization for artists working on VR games.
  • Samsung GearVR/Google Cardboard movie making and app development.

Blender VR support is via OpenXR, which unfortunately isn’t currently supported by HTC or Steam VR headsets.  Details about supported headsets are available here.  Check out the new Blender VR functionality in action in the video below.

Art GameDev News


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Get a job: Join Frictional Games as an Engine Programmer

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: Malmö, Sweden; applicants residing in European countries welcome

Tired of the constraints of Unity, Unreal and other big engines? Want to be in control and get down into the nitty gritty of engine coding? Come join us at Frictional Games, one of the few companies that still makes their own tech, and get all up in our HPL engine!

Frictional Games is an indie studio best known for Amnesia: The Dark Descent and SOMA. Amnesia: Rebirth is coming out in autumn 2020.

Title: Engine Programmer
Focus: Engine and tools
Type: Full-time, permanent
Last day to apply: 17th of June

What will you work on?

We are looking for an engine programmer. In this position you will have a major part in forming the engine used by our current and upcoming projects. You will also work closely with other members of the tech team and help artists, scripters and designers do their job more efficiently.

While you will be working with all parts of the engine, your main focus will be:

  • AI
  • GUI
  • Gameplay tools
  • Scripting backend
  • Sound
  • Physics

Your day to day tasks will include:

  • Designing and developing new features for our engine that will work on PC and console.
  • Helping write user-friendly UI for the technology you and others develop.
  • Benchmark and optimize performance of the engine and its tools.

What are we looking for?

You have to be a EU/EEA resident to apply.

The person we’re looking for is creative, driven and self-sufficient.

Here are some essential skills we require:

  • Well-versed in C++ or similar
  • Knowledge in AngelScript, Python, Lua, or similar
  • You have worked directly on an engine or tools for a game/hobby project
  • Good linear algebra knowledge
  • Knowledge in working with a GUI system
  • Fluency in English

These will be considered a plus:

  • Love for tech and messing with the low level parts of the engine
  • Knowledge in OpenGL, Vulkan, or DirectX
  • Strong low-level programming skills
  • Passion for UX design
  • Worked with data oriented design and decoupling
  • Experience with third party engines likes PhysX, Wwise, FMod or similar
  • Keeps up to date with the latest developments in game tech
  • You live in Sweden

Requirements if you are applying for the position remotely and not for the Malmö office:

  • A Windows PC that runs AAA games that came out the last few years on high quality.
  • A fast and stable internet connection.

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.