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Sweeney: EGS free game promos boost a game’s Steam and console sales too

The Epic Games Store has kept up a rotating list of limited-time, free game giveaways since it first showed up, a deal that Epic’s Tim Sweeney tells GameSpot has brought “tens of millions of new users into the Epic Games ecosystem.”

While those free game promos obviously benefit Epic itself, Sweeney also makes the argument that the developers that participate see sales on Steam and consoles as well thanks to that Epic Games Store-driven visibility bump.

Specifically, he says that “most” developers see those increased sales, but doesn’t share specific numbers on either the increases or the number of game developers seeing that benefit in the full chat with GameSpot, found here.  From Sweeney’s take, those free giveaways increase public awareness of a participating game, series or genre, leading to those platform-agnostic benefits.

“You’re not going to go out and buy if you’re not into games like Satisfactory, you’re not going to go out and spend money to buy Satisfactory but if you get it for free you realize it’s an awesome game,” Sweeney tells GameSpot. “People have discovered a lot of great games that way.”

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Indie advocate Kirk Scott departs Nintendo of America

Kirk Scott, Nintendo of America’s third-party developer and publisher relations manager, is stepping down from the role he’s held since 2015 and departing Nintendo of America as a whole.

Scott shared the news in a short statement tweeted today, noting that he’s looking forward to future opportunities to continue his work in the indie space and to stay tuned for further news on his next steps down the line.

“The past 5 years have brought incredible joy from working with all of the amazing indies, and that work will continue,” writes Scott. “Since Feb. of this year the events we have all experienced have crystalized my thinking. I’m tired. Opening doors for minorities, being inclusive, and enabling success for EVERYONE in the indie space will be a priority for me. IT brings me joy! I can’t wait to continue this work with all of you.”

“We have an opportunity to make things better for others and educate while making great games. Stay tuned!”

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Gwent’s next expansion is coming out this month

There’s some good news if you’re looking to freshen up your Gwent deck with some new cards. CD Projekt Red has revealed that the game is getting another free expansion for iOS and Android. The Gwent Master Mirror release date is set for June 30, 2020, so there’s not long to wait at all.

The new Gwent expansion adds more than 70 new cards that are themed around Witcher 3 baddie Gaunter O’Dimm and his role in the events of the Continent’s history. In amongst these new cards, you can find faction-specific ones and a new Legendary card type that evolves in both appearance and power as your fight rumbles on. You’ll also find 11 neutral cards that can be used in any of Gwent’s factions. If that’s not enough, the Master Mirror update also introduces new statuses and abilities. So there’s plenty of new tools for strategising.

While the Gwent Master Mirror release date is a wee bit away, pre-order offers have already been added to the Gwent store in-game. If you check out these offers, you’ll find packs that will grant you new cards from the expansion when it comes out, alongside a unique Gaunter O’Dimm leader skin. There’s also a Master Mirror-inspired cardback and title in certain packs that are ready to equip in-game after you get ’em.

In case you’ve been out of the loop, Gwent is a turn-based card game that was initially playable in The Witcher 3 before it got a standalone release on iOS and then Android. Each game is played between two people and lasts three rounds. Each deck has at least 25 cards and comes from a different faction that affects your playstyle. You can check out Sean’s Gwent review for more of our thoughts.

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If you’re looking for a deck builder to keep you busy while you wait, then you may find something in our best mobile card games list. Alternatively, you can read our Gwent guide if you really want to study up and be ready for your opponent.

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AudioMass Web Based Audio Editor

AudioMass is an open source browser based audio editor in the same vein as Audacity, designed to run in the browser but to not behave like a typical web applications.

Features of AudioMass include:

  • Loading Audio, navigating the waveform, zoom and pan
  • Visualization of frequency levels
  • Peak and distortion signaling
  • Cutting/Pasting/Trimming parts of the audio
  • Inverting and Reversing Audio
  • Exporting to mp3
  • Modifying volume levels
  • Fade In/Out
  • Compressor
  • Normalization
  • Reverb
  • Delay
  • Distortion
  • Pitch Shift
  • Keeps track of states so you can undo mistakes
  • Offline support!

The source code is available on GitHub but unfortunately does not currently have a license attached rendering it dangerous to use for now.  Hopefully a license is added in the future.  You can learn more about AudioMass and see it in action in the video below.

GameDev News


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Get a job: Join Airship Syndicate as a Senior VFX 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: Austin, Texas

Airship is currently seeking a Senior VFX artist to help drive the creation and quality of VFX across the studio on multiple projects. If you have the experience and enjoy working with a focused group of talented and passionate game devs, then we’re the place for you!
Responsibilities

  • Creation of stylized, hand-crafted 3D VFX for characters, action combat, and supernatural environments
  • Implementation of, and technical setup of all work using Unreal and related tools
  • Troubleshooting work and optimization of effects for performance on multiple platforms (PC and consoles)
  • Collaboration with art leads to collect feedback and iterate on work
  • Collaboration with other disciplines to ensure timelines and coverage across the game
  • Self-regulation of time and resources to keep pace with project needs
  • Oversight on outsource VFX resources, including direction, feedback, and integration

Required

  • Experience building 3D VFX in Unreal
  • 5+ years of commercial game development experience
  • At least one notable shipped title, demonstrating the ability to take a project to completion
  • Proficiency with all tools necessary to create (from scratch) stylized, hand-painted 3D VFX assets
  • Knowledge of modern 3D game engines and the tools required to implement VFX in-game, including the creation and use of shaders and/or scripting
  • A demo reel that shows significant relevant work

Pluses

  • Shipped titles on PC and consoles

Airship is located in sunny, thriving Austin, Texas. If you have experience making games and want to work on compelling, creative multi-platform titles, this might be the place for you.

Some of the benefits we offer:

  • Full health benefits including medical, dental and vision
  • Profit sharing
  • Generous PTO
  • 401k plan
  • Relocation packages

Plus…

  • Office movie lunches
  • Snacks on snacks on snacks
  • Work on a small team of experienced devs with a lively atmosphere

Please note, due to a high volume of applicants we cannot reply to each individually. Only those in consideration for a position will receive a reply. Thank you!

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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Command And Conquer Source Code Released

EA have just released the game client source code for Command and Conquer, both Red Alert and Tiberian Dawn versions.   This code is used to generate a DLL that is then hosted in the game engine and will enable modders to create new content for the about to be released Command & Conquer Remastered.

The source code is available on GitHub under the GPLv3 license.  This is not a complete release, it does not include game assets, nor does it ship with the game engine itself.  Instead you can use this source to create game DLLs that are run in the engine.  The code however is extremely well documented and is a nice peek behind the curtain of a successful commercial game.

You can learn more about the code release in the video below.

GameDev News


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Humble is putting $1 million toward publishing games from Black game devs

While many companies are voicing support during these turbulent times, some are using their platform, reach, and resources to help support Black people, communities, and organizations in both the short and long term.

With that duty in mind, Humble announced it is pulling together a $1 million publishing fund to support Black game developers, with more updates on that initiative and info on how game developers can benefit from the fund to be shared in the near future.

Humble notes the responsibility it has to use its platform to help in its brief statement, encouraging others to donate to the NAACP Legal Defense Fund or Race Forward alongside its own pledge to support other organizations.

This, as with other statements of game industry support for Black Lives Matter, comes during days of nationwide protests against police violence towards Black people, sparked by the Minneapolis police department’s murder of George Floyd during an arrest last week.

“We stand in solidarity to condemn racism and violence against the Black community,” reads the company’s statement. “Humble believes in empowering and uniting communities through gaming and will leverage our platform to help achieve racial equality everywhere.”

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Blog: A level design breakdown of the Ghost of Tsushima trailer

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Hello everyone my name is Eduardo Tassi and I’m a level designer and lecturer based in Rome, Italy. This article is a level design breakdown of Ghost of Tsushima gameplay trailer released in the last Sony State of Play on May the 14th. 

The purpose of this analysis is to try to understand the design intentions behind the level created by Sucker Punch Production; I can definitely say that this work was a great way to improve my level design skills and I’d suggest giving it a try to anyone who is interested in level design. As a remainder, this is a personal analysis and all opinion expressed are my own, Ghost of Tsushima is the property of Sucker Punch Production & Sony Interactive Entertainment.

PRE-PRODUCTION & LAYOUT

For this breakdown we are going to focus on the Shipyard scene showcased in the trailer.

Pre-production and layout were my very first steps, whenever I start to design a level I always make research and find references in order to establish some guidelines for the design. I’m a big fan of Japanese historical settings, so this part was all the more interesting to me.

After having done some research it was now time to put together a layout to better understand the structure and spaces of the level, watching the trailer footage multiple times was a big part of this process. This method put me in front of a number of interesting challenges that I had to overcome:

  • Understand how the spaces were subdived for each specific area;
    • Managing verticality was especially interesting, since the level is layered in different sections: Sea, Beach, Shipyard and Mainland. I also had to adapt the areas not showcased in the trailer to the main playable one, this part required a lot of guessing based on chunks of references from the gameplay footage.
  • Ghost of Tsushima looks super detailed;
    • From a level design standpoint the architecture is pretty simple but at the same time very polished and with a lot of props. In my analysis I focused my efforts on the structure and functionality of the level, cutting down details helped me with better managing each spaces. You won’t see many of the props showcased in the gameplay for this particular reason.
  • Ghost of Tsushima has an open world environment. Level design for these games is quite different because you have to manage affordances based on different gameplay styles, while also taking into consideration the composition in relationship with the surrounding environment;
    • The gameplay features Day and Night sections, this partitioning helped me to better understand the affordances inside the level and how these are closely related to each encounter. Some composition elements also change when night comes, the lights are masterfully placed in order to enforce the player stealth approach and help them navigate through the environment.

Night stealth approach

Daylight combat approach

 

BLOCKOUT

The final step of production was creating a blockout on UE4 based on the layout and references that I had.

This was a highly iterative process, the previous 2D layouts helped me with establishing good references for each space, but when it comes to blocking out a level there’s always room for improvement.

The UE4 Mannequin helped me set up some metrics of reference; 1.80m for the character + 1x1m for the camera and its position. Although in Ghost of Tsushima the camera placement is slightly different, more centered to the right, I feel that with these standard metrics I have achieved an acceptable result.

I used a third person controller in order to test the level, it was fascinating to study all the different use of point of interests. The main gate for example function as a point of interest to guide player attention from both inside and outside the Shipyard.

 

GUIDE LINES

Guiding lines are an effective way to study a level, allowing a better understanding of composition and the purpose and relationship of each space. These are the guide line analysis of the Shipyard level based on some screenshots from the gameplay trailer.

You can notice how verticality supports a stealth approach, allowing different types of affordances to tackle each enemy encounter.

I really loved the use of landmark and vantage points; The beach and the environment help navigate the player toward the Shipyard, while the yurts and the big gate function as point of interests to capture the player attention.

Ghost of Tsushima designers also did an amazing job by using light sources diegetically into the environment, you can especially notice this in the night section of the level. The torches and campfires are placed in order to help the player understand its position inside the environment, while guiding her towards each encounter.

Direct combat also offers many affordances for the player. Each enemy is strategically placed according to its archetype and level structure.

 

RECAP

Overall I really enjoyed experimenting with this kind of production workflow! I feel like there’s still a lot going on behind what was presented in the trailer, I can’t wait to experience this level first hand and spot all the differences compared to my analysis!

Ghost of Tsushima looks very promising, I’m especially looking forward to seeing how Japanese classic movies, like Akira Kurosawa ‘s cinematic style have influenced the level design of the game!

For more info please feel free to contact me on twitter: @tassi_eduardo

Eduardo Tassi

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Dota 2 Update – June 1st, 2020

We’ve read feedback from the community that leveling feels harder this year. We looked into how things compare so far to last year. For battle pass players of all levels, on average players have earned 1.95% more free levels than last year. If we consider only players who after a week were below level 200, on average they have earned 7.91% more free levels than last year. However, we recognize that players still feel that they wish playing granted more, so we have a few changes included in this update:

– Wagering battle point rewards are now increased by 50%
– Guild contract battle point rewards are now increased by 100%
– Sideshop gold for Recycling is increased by 65%
– Sideshop gold for Guild contracts and upgrades are increased by 100%

All these changes are effective as of this update. For sideshop gold earned through previous recycles, we will be granting the extra gold over the next few hours.

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Game devs show up to support Black Lives Matter and black game devs

Amid ongoing protests across the U.S. sparked by the murder of George Floyd by Minneapolis police, protests that are being met with police violence, game developers around the game industry are taking to social media to show support for the Black Lives Matter movement and black and brown communities.

While most of these statements are polite affirmations of solidarity, some studios have made clear notable efforts to support black and brown folks both in games and at large.

Developer and publisher Kitfox Games, for example, published a statement of support on Twitter that also included proof of charitable donations and a small list of resources for people looking to support relevant causes. Publisher PopAgenda also published proof of a charitable donation to the Black Lives Matter Global Network, and offered to directly connect with black and aspiring game devs to provide additional support.

Lionkiller dev Sisi Jiang has put together an online Google Sheet collecting the names, contact info, and specialties of people in the game industry who have publicly volunteered to offer mentorship and advice to black game devs. Many of those volunteering have done so in response to a post from the Game Developers of Color Expo Twitter account calling for mentors to volunteer their services, and for black game devs to show their work in the replies. The organization has also continued to promote and highlight the work of black and brown game devs on its Twitter account, as it has done since its inception.

Both Microsoft and Sony have made public statements of support on Twitter, with Microsoft continuing to update its Twitter account with brief quotes about U.S. racial violence and injustice from its black and brown employees. Sony has also canceled its planned PlayStation 5 event on June 4th, and employees report the Japanese company is matching charitable donations made in support of organizations which promote racial justice, civil rights, and black and brown communities.

Nintendo of America (or any branch of Nintendo) has made no noticeable public statement or show of support at this time.

As the industry continues to highlight the contributions and work of black and brown game devs, it’s worth remembering that within the past year thousands of game makers were surveyed as part of the GDC State of the Industry report, which included some relevant comments about how their companies are investing in diversity and inclusion initiatives.

“The staff who aren’t cis white males seem to be disproportionately a) contract employees and/ or b) affected by layoffs. On paper our numbers are better now than a few years ago, but I’m not sure if retention is going well,” wrote in one respondent.

“Due to the candidate pools available to us, if we’re not consistently diligent at pushing forward diversity candidates we go from being diverse to a pile of white dudes in three months if we don’t pay attention,” added another.