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Online sales up 517% at GameStop, though overall sales are still on a decline

GameStop has seen its online sales jump significantly during the past few months as the COVID-19 pandemic limits physical store operations, but net sales across all categories are still down year-over-year during a complicated chapter of GameStop’s saga.

According to the company’s quarterly reports, Q1 saw 90 percent of GameStop’s US locations close temporarily due to state-by-state pandemic responses (and despite its earlier cries to be labeled an essential business). As of the end of May, 85 percent of stores are now open to limited customer access or curbside delivery.

During the quarter ending May 2, 2020, GameStop reported a 519 percent increase in ecommerce sales versus the same period last year, but ultimately sales as a whole are still down year-over-year.

For Q1, GameStop reported net sales of $1.02 billion, down from last year’s $1.55 billion, and an operating loss of $108 million, down from last year’s operating earnings of $17.5 million.

With its heavily ecommerce-based quarter, software took the biggest hit in terms of sales for the quarter (though, as GameStop will usually point out, there is a somewhat of a natural decline to be expected as the next generation draws near). For a category by category look at net sales, GameStop saw $513.1 million in hardware and accessory sales (down from $656.5 million), $417 million in software sales (down from $733.1 million), and $90.9 million in collectable sales (down from $158.1 million).

“As we begin the second quarter, we are cautiously and prudently navigating the near-term, as we are operating in the last few months of the current generation console cycle and believe we have experienced a pull forward in demand for end-of-life inventory given a surge in gaming product demand following the global stay-at-home orders,” reads a statement from GameStop CEO George Sherman. “That said, we believe the performance we achieved despite multiple headwinds is further evidence of the power of GameStop and the advantages that we possess driven by our global footprint, knowledgeable sales associates and strong loyalty base.”

Like many others, GameStop isn’t offering an exact prediction for either Q2 or the 2020 financial year as a whole due to uncertainty that comes from operating during a pandemic. 

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Naughty Dog ramps up accessibility options for The Last of Us Part II

The Last of Us Part II is due out later this month, and ahead of that release Naughty Dog is offering an early look at the vastly different ways players can tweak its settings so the game meets their own specific needs.

In this case, Naughty Dog says it built on what it did in the past for Uncharted 4: A Thief’s End, and expanded those offerings with specific areas in mind.

While players still have the ability to toggle and tweak settings as needed (and can even fully customize button assignments this time around), Naughty Dog has set up presets to quickly adapt the game for players with low or no vision, impaired hearing, or motor disabilities. 

Those presets in particular are a welcome addition that takes some of the usual labor out of combing through multiple menus in order to correctly set up options that may be vital for play. There’s an in-depth rundown on what each of the vision, hearing, and motor presets changes, and players are able to customize their options further even after picking a preset. 

“One challenge in creating a large number of configurable options is making you aware of which options might be relevant for your needs,” explains Naughty Dog. “In addition, many features were created to work well in concert with one another. “

All in all, the team says The Last of Us Part II includes more than 60 accessibility settings, including new features Naughty Dog says it built to benefit low-vision and blind players specifically. The full run down can be found here
 

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Gravity Embeddable Programming Language

Currently trending on Hacker News, Gravity is an open source programming language that is designed to be embedded in iOS and Android applications.  Released under the MIT license, Gravity is entirely C99 code with the single dependency being the C Standard Library, making Gravity incredible portable.  It is also extremely light weight while still being feature rich, with a syntax inspired by the Swift programming language.

Details from the Gravity website:

Gravity is a powerful, dynamically typed, lightweight, embeddable programming language written in C without any external dependencies (except for stdlib). It is a class-based concurrent scripting language with a modern Swift like syntax.

Gravity supports procedural programming, object-oriented programming, functional programming and data-driven programming. Thanks to special built-in methods, it can also be used as a prototype-based programming language.

Gravity has been developed from scratch for the Creo project in order to offer an easy way to write portable code for the iOS and Android platforms. It is written in portable C code that can be compiled on any platform using a C99 compiler. The VM code is about 4K lines long, the multipass compiler code is about 7K lines and the shared code is about 3K lines long. The compiler and virtual machine combined, add less than 200KB to the executable on a 64 bit system.

The source code for Gravity is available here, with various editor syntax support available for download here.  Gravity was ultimately created to be the scripting language behind the Creo IDE for iOS and Mac development.  You can learn more about Gravity in the video below.

GameDev News Programming


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A new Metal Slug game is being made for mobile

Looks like we’re set for a new Metal Slug game on mobile from Neo Geo developer SNK Interactive. That comes from South Korean publication Inven (Thanks, Siliconera), which reports that the upcoming mobile game is “80% complete”, and is set to come to iOS and Android.

The new Metal Slug game has yet to be revealed officially, so we don’t have a name just yet. That said, the report describes the game as a 2D side scrolling card-type game. There’s no word on a release date either, but SNK are apparently hopeful of releasing their console Metal Slug game in 2020, so we could see something similar here. Inven also quotes SNK Interactive CEO Jeon Se-hwan as saying the game will target ten to 20 and 30 to 40 year olds – as a 28-year-old, I don’t know how to feel about this.

The report also clarifies that the new Metal Slug mobile game has nothing to do with the project that is being worked on by Tencent’s Timi Studio – so you may have two new Metal Slug games to play soon. Details on that project are thin on the ground, but we’ll report back if we stumble across anything.

In case you’re unaware, Metal Slug is a run-and-gun shoot ’em up that puts in the boots of military cadets. It’s been a while since we’ve seen one, though, as Metal Slug 7 launched way back in 2008 on the Nintendo DS before showing up on the PSP a year later as Metal Slug XX.

If you’re looking for something to play in the meantime, though, then we have a list of the best mobile multiplayer games on iOS and Android – handy as you can get all of your friends involved, too.

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Unity 2019 LTS Released

Unity have just released Unity 2019.4 LTS, or Long Term Support.  This is a version of Unity that is only going to receive bug and security fixes going forward, making it the most stable and ideal version of Unity to start new Unity projects on.

Details on the 2019 LTS release from the Unity blog:

As part of our commitment to improving the development process for users, Unity is now shifting to offering LTS as the default version of the platform, and we have committed to doing fewer releases per year. You have been incredible in helping us understand your needs and we’re grateful for your feedback. In response to this we have improved, and will continue to improve, workflows and modernize Unity to be more flexible, focusing on delivering stability and interoperability of features.

Beginning today with the release of 2019 LTS, the LTS versions of Unity will become the default available for download from the Unity Hub. Moving forward, Unity will issue up to two TECH stream releases per year followed by the annual LTS release. The TECH Stream is for creators who demand to be on the cutting edge as technologies and workflows are evolving, while LTS is suggested for creators aiming to ship their projects in the near future, or for those who have everything they need in 2019 LTS. This shift in release philosophy will ensure that you are installing the most stable version for projects in production.

What’s in the 2019 LTS?

The new Long-Term Support (LTS) version of Unity contains everything from the previous three TECH stream releases with all the fixes and improvements we added to Unity 2019.3.0 since it was released. Similar to our previous LTS releases the focus for 2019 LTS isn’t new features, API changes or enhancements, but defect rectification and usability upgrades aimed at improving the stability of the product. In short, it’s a continuation of the 2019 TECH stream without new features which is why we also call it Unity 2019.4.0.

You can download Unity 2019.4 LTS in the Unity Hub or on the LTS support page here.  Learn more about Unity 2019.4LTS in the video below.

GameDev News


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Get a job: Remedy Entertainment is looking for a Senior Dialogue Designer

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: Espoo Finland

Remedy Entertainment, the creator of Control®, Quantum Break®, Max Payne®, Alan Wake® and Death Rally®, and one of the leading independent game studios in the world, is now looking for a (Senior) Dialogue Designer for a key role working on Remedy’s projects.

As a (Senior) Dialogue Designer you would be participating in the creation of world-class narrative gaming experiences with compelling dialogue performances. You would be working with the Narrative and Audio Teams to drive the VO production pipeline across all Remedy projects.

Responsibilities

  • Engineer in-house recording sessions (Mo-Cap, VO and Face Capture), attend external dialogue and motion-capture sessions as required.
  • Ensure all required materials are prepared as needed for recording sessions.
  • Editing and mixing of all dialogue assets, ensuring the highest quality dialogue assets are delivered and implemented in the game.
  • Develop and implement any audio processing where dialogue requires effects; both for real-time playback in-engine and offline processing.
  • Collaborate with the Audio, Tech, Narrative and Game Design Teams to build systems, tools and pipelines to facilitate the entire VO production and integration process.
  • Work with the Production, Cinematic and Narrative Teams in creating and managing dialogue and performance capture schedules, actors and studio bookings.
  • Evaluate and improve the dialogue experience across the game, collaborate with all departments involved to integrate dialogue into the game.
  • Communicate with and support localization partners.

Requirements and qualifications

  • 3+ years of experience in game development. Previous experience working as a Dialogue Designer (or similar role) on at least one shipped AAA game.
  • Detailed knowledge of standard professional audio software (Pro Tools, Reaper, iZotope RX etc.).
  • Experience working with Wwise (or other audio middleware) and game engines (Unity, Unreal etc. or other proprietary engines).
  • Deep understanding of microphone techniques, studio hardware and audio production.
  • Self-motivated and proactive, with a dedication to improving your craft and making the best games possible.
  • Strong time management skills, and a meticulous attention to detail.
  • Excellent written and verbal communication skills (in English).

Ideal candidate would also have

  • Knowledge and experience working with scripting/programming languages (Python, C#, Lua etc.).
  • Previous experience working with outsource vendors.
  • Formal education in a relevant field e.g. audio engineering, game design etc.
  • Film or TV Post-Production experience is a plus.

What is in it for you?

  • Yes, you get to move to Finland where the quality of life is exceptional and cost of living is affordable
  • Moving to a new country can be intimidating, but our relocation service is there every step of the way to take care of you. You can concentrate on work, while we’ll take care of everything else
  • You will be offered competitive compensation with a bonus system
  • We work hard, but at Remedy we believe in a great work life balance. Happy people work better. In Finland you get up to 5 weeks of paid vacation every year. This is on top of public holidays and other special occasions
  • Above all, you get to work on awesome, unique video games that the global audience is interested in at a studio where your input is valued. We try our hardest to keep our team sizes and the work load sensible, so your contributions feel valuable

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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Cesium Win Epic MegaGrant

Cesium, the makers of Cesium Ion and the open source CesiumJS open world data technologies have just announced they received an Epic Megagrant.  This will enable them to create Cesium for Unreal Engine, a free and open source add-on for Unreal Engine that will enable developers to use their 3D Tile world data in games and applications developed directly in UE.

Details of the MegaGrant win on the Cesium blog:

I can’t think of anything that better exemplifies Cesium’s belief in combining geospatial and 3D computer graphics than the support of Epic Games and the Epic MegaGrants program to build Cesium for Unreal Engine.

This marks the first time a full-scale, high-precision 3D globe is plugged into a leading game engine, opening a world of possibilities for Unreal’s users. Together we will advance training & simulation, architecture, games, AR/VR, autonomous driving, and other industries by enabling 3D Tiles to be streamed into Unreal for accurate visualization of real-world locations captured by satellites and drones—using the same 3D geospatial knowledge that has gone into CesiumJS for nearly a decade.

You can learn more about Cesium, the MegaGrant program and more in the video below.

GameDev News


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Red Candle Games’ Devotion is getting a relaunch (in Taiwan)

Red Candle Games’ 2019 horror game Devotion is moving closer to a rerelease after a storm of online controversy led to the studio’s decision to pull the game from sale early last year. 

As spotted by the folks over on ResetEra, Devotion is launching a second time, only this time around as a physical PC game released and sold only in Taiwan. The dev team notes in a (translated) follow-up Facebook post that it may pursue other launch plans down the line. 

“We understand that this limited physical version of Taiwan will definitely not satisfy all players who are looking forward to being online again, but based on this, the team will continue to try various possibilities, and please give red candle more trust and patience,” reads a translation of that post.

Devotion itself became the target of online criticism and review bombing after an in-game art asset was discovered to feature a meme mocking Chinese president Xi Jinping. The dev team issued a statement on the meme shortly after the controversy began branding it as an accidentally-included placeholder asset, but the statement did little to calm things down. The game was eventually pulled from Steam for “technical issues that cause unexpected crashes and among other reasons,” with the added note that its absence would “ease the heightened pressure in our community.”

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Don’t Miss: Making Oxenfree’s narrative unfold like a free-flowing conversation

As any developer who’s tried to create a game with branching narrative paths knows, producing them can become a scope management nightmare very fast. It’s not impossible, as many developers continue to show us, but how can a small team manage all of that scope and scale?

Oxenfree, the coming-of-age ghost story game from developer Night School Studio, has a few answers. The game comes from Telltale and Disney veterans including cousins and lead developers Adam Hines and Sean Krankel, who spoke to us about designing an interactive ghost story with a narrative that unfolds like an ongoing, free-flowing conversation between the player and several NPCs.

Oxenfree began as a simple idea that Hines and Krankel say they’ve been tossing around for years. Could they make a game where conversation and dialogue were constantly flowing, and have the player’s contributions to that conversation shape the direction of the story? “We thought, ‘Yeah, that sounds easy! Why hasn’t anyone tried to do this?,'” Hines says. “Then we started designing it and we realized why–it’s very, very hard.”

For Hines, who was a writer on Tellltale’s The Wolf Among Us and Tales from the Borderlands, the first difficulty wasn’t really in conceptualizing the idea of branching conversations, but what those conversations could be about. 

Krankel says time was needed to begin making hard decisions that helped them manage what kind of story they wanted to tell and how far it could branch. “That meandering informs Adam’s writing process, because each line can only last so long as the player goes from point A to point B, and how many interactable objects you introduce between those points expands the amount of dialogue that can occur.”

In that process, other restrictions grew as well, creating natural cages for the story’s expanding possibilities. “We decided to have no cutscenes,” says Krankel. “We used dialogue bubbles that grow from characters and are tethered to them visually, instead of having subtitles sitting off to the side.”

“But with no cutscenes, how do we fit multiple characters onscreen? That forced us to pull the camera back. It’s a cool creative choice, but it’s also the only way we can accommodate 4-5 players on screen.”

The game unfolds as a gaggle of teens explore a mysterious island. Krankel brings up a surprising challenge for their 2-D adventure game: the shape of the spaces that the player gets to explore. Oxenfree is sidescrolling throughout, but whether the player moves on a 2D plane or with an illusion of 3-dimensional movement varies in different places, and that decision wound up affecting the very pace and presentation of dialogue.

“We try to let players move in a Z-space as often as possible to let them have a sense of depth, but we have to fundamentally restrict it to have some encounters make sense. In the beach scene early on, when these 4-5 characters are arguing, the conversation system gets to do 90% of the work.”

“But when you’re alone with your step-brother, we were finding that Z-space was almost too open-ended. We had to go back to the idea of players moving through 2-D snakey environments, which lets chunks of conversation easily push you from point A to point B.”

Time is your frenemy

For the most part, Hines and Krankel are satisfied with their management of Oxenfree’s narrative branches—but there was one element that slowed down production more than they would have liked. While voiceover, art assets, and scripting all seemed to be moving at a proper pace, they realized the game’s many unique encounters would need a lot of unique animation and effects. 

“This game, we found, doesn’t sing until all the elements are in,” says Krankel. “So we didn’t realize until halfway through development how many unique setups would take place on a per conversation basis. We’d want the camera to behave a certain way, glitching, doing a custom effect, or even pushing in. That took way longer than we thought.”

But while time was their enemy in just the raw effort needed to make these animations, it became their ally in organizing the major beats of the story. As the characters fight to survive the horrors of their environment, major story thresholds are crossed with the passing of individual hours. No matter where the characters are, Hines can write specific events to fire off because he knows they’ll have a certain amount of knowledge at a given in-game time. 

“The time thing was a good choice,” Krankel says. “It does a good job framing the player’s understanding of what’s happening, even if the game isn’t linear in terms of how you experience it.”

The last advantage of keeping all this branching scope in line, Hines says, was it helped them dive into Oxenfree’s actual story. Though he’s been interested for a while in coming-of-age tales and the tough choices teenagers face that the rest of us find trivial, the creative limitations of putting a player inside a pre-built character with their own history fueled his imagination. “I think the value of these restrictions are, the player still gets to role play, but at the same time [Alex] is in a moment in her life where she’s choosing who she wants to be.” 

“The player gets to take everything in through this new lens, and it’s nice to have them come in fresh and comment on her past, which can affect her relationship with other characters, and so on.”

Hines and Krankel point out they scoped this project from the beginning to be manageable by a relatively small team, and they encourage other designers to tackle games that fit their own strengths and weaknesses. But if you’re working on a branching narrative game, and trying to keep your own tree neatly trimmed, Oxenfree may be a good source for pruning strategies.

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Dota 2 Update – June 6th 2020

This update adds an option to allow players who preferred using the Sideshop to continue doing so. With the new option enabled, you will be able to use recycling to earn gold instead of the current mechanic. The option can be toggled on and off depending on your recycling preference at any time. Furthermore, gold will be provided once again through Guilds and Gauntlets.

We recognize that some players may have already spent their gold and consumed their gems since our update Thursday. We will be restoring everyone’s gold to the value it was before the update. We will also restore any spent gems since then. Any items redeemed through the store will still remain in player’s inventories.

Regarding the state of the bench, we know some players would want it reverted while others wouldn’t so we added a new button in the Sideshop to let you choose before taking any actions.