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What to expect from an all-digital GDC Summer? A chat with GM Katie Stern

For the first time in over 30 years, Game Developers Conference is going completely virtual.

At the new GDC Summer, sessions, networking, expo activities, and more will be made available online via a robust digital platform from August 4-6, 2020.

Leading the effort is GDC general manager Katie Stern, who answered our questions about what to expect from the first-ever, totally virtual GDC Summer.

[REGISTER NOW!]

What are some of the topline goals for the digital version of GDC Summer?

As someone who has worked in live events for her whole career, I have a certain love of creating in-person experiences for communities of professionals. Initially, I was just as disappointed as everyone else that we weren’t able to make that happen this year. Luckily, it provided an opportunity to rethink what it means for the GDC community to come together and how we can provide value to the industry even with certain restrictions in place. 

By taking GDC Summer to a digital format, we are now able to open the doors even wider to offer education, networking, and business functions for a global audience at a price point that is more accessible, and in a way that doesn’t require travel. It allows us to continue to break down barriers in the game development industry and foster both budding and seasoned professionals in their career journey. 

Is this going to be purely streamed talks and sessions, or will attendees also be able to connect with one another and build relationships? 

Attendees can expect the same high-caliber educational conference sessions that are the cornerstone of GDC, but also exciting new interactive formats that aren’t as easily executed at a large-scale physical event. It will be structured in such a way that an attendee can easily find experiences that match with their interests and engage with like-minded colleagues. You’ll find everything from small group roundtables, to community forums, to webinars with live speaker Q&A, hands-on workshops, AMAs and likely even a few ‘unconference’ sessions where you get to drive the content that is delivered. 

I recognize that a large part of the value of GDC in its physical form is the serendipitous networking that occurs from the ‘hallway track,’ bumping into people you might not have otherwise had the opportunity to engage with. Understanding there is no one-to-one recreation of that, we set out to create other fun, engaging experiences that surround the core program. These offer unique engagement formats to give your brain a break from learning, create some social space and facilitate that opportunity to organically “bump into” new people.

While we’re still finalizing the exact programs you can expect some pre- and post-conference socials–maybe a virtual mixer with a pro-mixologist teaching a signature cocktail and mocktail recipe? Perhaps a field trip to a museum with a docent? A little light yoga or mindfulness session? Maybe some ever-present relaxation live-streams throughout the day; Puppies? Otters? Jellyfish? Who knows!

Of course, no event, live or virtual would be complete without the ability to formally network. Our exciting platform has an easy-to-navigate meeting tool that allows attendees to search for each other, as well as for sponsors, live chat, or set meetings for video calls. You can use this feature for professional networking, finding new tools & services, mentoring, portfolio reviews or simply catching up.

Will there be any way attendees can connect directly with publishers and form new partnerships at GDC Summer? 

One of the major disappointments about not hosting GDC proper was the gap that was left for those wishing to pitch games to potential publishers. We’re excited to announce that GDC Summer will host an Indie Showcase, as well as reprise GDC Pitch to help facilitate those business interactions. 

GDC Summer will also be home to a Sponsor Showcase. We understand how important it is to continue to have easy access to those vendors you already do business with, but also the opportunity to discover new potential partners to help make your organization shine.

With this setup, you’ll immediately have access to the materials they are offering on their dedicated brand page (videos, whitepapers, etc.) as well as a listing of all the sessions they are presenting during the week. You can schedule meetings with them right on that page, or immediately enter their live video room to speak with a rep (you can be immediately whisked away to a private meeting room too if large group convos aren’t your thing). 

What can students expect from the show?

It is not lost on us that you are being launched from an extremely structured school environment into a fairly chaotic, highly complex world state that no one has experienced in our lifetimes. GDC Summer is committed to offering a dedicated student pass that offers tailored content to recent graduates and current students looking to begin their careers in the game development industry, create opportunities for mentoring/networking, as well as provide valuable access insights into the industry.

Some people won’t be able to take time off work and participate in a live virtual conference, even if they’d like to. What are the options there? 

I’m glad you asked! We know that just because you are working from home does not mean that you have ample amounts of free time. You may even be finding that your workload feels heavier than ever before (working during a pandemic is mentally exhausting!).

So, if you’re in the U.S., we’ve created two blocks of time: mornings and afternoon/evenings, to help bookend your day instead directly interrupting it. If you are in European regions, you’ll find that you have access in your afternoon and evening hours, and depending where you are in APAC regions, you can join us late at night or early morning.

That said, all first-run broadcasts will immediately be archived on the event platform for on-demand access the week of the event so you can make up your own conference schedule. Watch while you eat breakfast! Multitask while you’re in that really boring all-hands meeting (ok, maybe don’t do that)! Take it in over your very own at-home happy hour for one! While the kids are wrestling in the living room! You get the point…GDC Summer is whatever hours you want it to be during August 4-6. 

All-in-all, we know GDC Summer won’t look like GDC itself, but we think there is power in that. It gives us all an opportunity to rethink the experience, how to create meaning for a virtual gathering, and ultimately create a bigger tent. Just because we can’t gather in a convention center in the middle of San Francisco or commute to company offices or host physical meetings doesn’t mean that the industry itself has paused. There is still business that needs to get done and games that need to be made. No matter what format, GDC intends to help you do just that!

Register now for GDC Summer in August! For more information about what to expect, visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa Tech

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Embracer Group sees record shift toward digital due to COVID-19

The ongoing global pandemic is affecting video game companies in different ways, but one notable shift highlighted in several recent quarterly financial reports is an increased interest in digital game sales.

Embracer Group, the parent company of THQ Nordic, Coffee Stain, and others, is no exception. The Group closed out the quarter ending March 31, 2020 of its 2019-20 financial year with 78 percent of its game sales coming from digital sources, a record high proportion for the company.

CEO Lars Wingefors suspects the split, and a recent “overall increased consumption of games” is largely due to the COVID-19 pandemic. It’s something he says is made more evident by the fact that Embracer had no major releases during March and that its already seeing a “boost in consumer activity” alongside game launches in the current quarter.

For Q4, net sales in the Group’s Games division decreased to SEK 903.5 million (~$94.2 million) from last year’s SEK 1.03 billion (~$107.8 million), though Embracer notes the decrease is exacerbated by last quarter’s high sales from the launch of Metro Exodus.

Its Partner Publishing/Film business saw net sales fall to SEK 435.6 million (~$45.4 million) from last years 595.6 million (~$62.1 million), a drop driven by the pandemic-driven closures of many physical retailers.

Despite those decreases, Wingefors calls Q4 a stable quarter and says overall profitability was right in line with its expectations, noting as well that Q4 made for the games division’s second-best quarter ever in terms of net sales.

For the full year ending March 31, 2020, Embracer saw net sales in its games business increase 31 percent to SEK 3,196.5 billion (~$333.3 million) while net sales for the company as a whole increased 3 percent to SEK 5.249 billion (~$547.5 million).

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Don’t Miss: A classic interview with Castlevania composer Michiru Yamane

In this reprint from the October 2006 issue of Game Developer magazine, Michiru Yamane opens up about her musical education and her work on a few classic Castlevania games. She would go on to leave Konami in 2008, striking out as an independent composer and scoring games like Skullgirls.

Michiru Yamane is the principal composer for the game series Castlevania, among others. Her classical and dark arrangements in Castlevania: Symphony of the Night have earned her more prominence among game music writers, Konami fans, and the industry at large.

Having worked in games since the late 1980s, Yamane is one of the most recognized composers in the field. Game Developer spoke with her about her influences and inspirations, as well as her plans for the future.

How did you first start at Konami?

Michiru Yamane: Just before my fourth year of college, I started looking around in the recruitment office for different jobs I could apply to, and I found Konami there. That’s the whole story!

It seems like a lot of people I’ve talked to at Konami joined up right after college.

MY: I actually had a teaching license at the time, and I did get another job, but it was part-time, and it didn’t suit me at all. The school I was working for didn’t really like me that much either, so I started looking for another job, and that’s when I decided to join Konami.

Did you study music in school?

MY: As a kid I started learning piano, and I went to a high school that had an emphasis on advanced piano. It was specifically a musical high school. But there were so many piano virtuosos who had technical skill and I didn’t want to compete in that way, so I chose a university that had strong music composition courses.

What made you interested in this sort of music, this sort of old, gothic, Victorian style?

MY: I guess it comes down to my schooling again. When I was at university, my thesis was based on the music of Bach, so I was immersed with pretty classic yet dark music. But I don’t want to have that stereotype, if possible.

What was the first game you did music for?

MY: Ganbare Goemon 2 in Japan, then some arcade titles, and some Game Boy work, but often I only did partial soundtracks. I moved on to some Super Nintendo and Genesis stuff as well, with Castlevania: Bloodlines and Rocket Knight Adventures. I’d say my big break was Castlevania: Symphony of the Night.

What sound chip did you prefer from the old days?

MY: Probably the Genesis. For that system I got to do all the work, not just composition, but also synthesizing the music into the program. So it’s particularly memorable for me.

Do you ever have any influence on the design of games?

MY: Not from the early stages, but I can certainly influence design from a sound standpoint in terms of how things are implemented and the direction of events.

I remember a specific time when my vision and [Castlevania director] Koji Igarashi’s vision didn’t overlap. At that time, I basically had to change my way of thinking to match his, so maybe I don’t have that much control. But usually we’re on the same page.

With Castlevania specifically there’s a lot of revision of classic music, it seems. Is that a problem for you?

MY: I do get to create lots of new music for the series, even with arrangements. I did one for Symphony of the Night and several more for the Game Boy Advance. I really like the music of Castlevania already, so it doesn’t bother me at all.

What games have influenced you in terms of sound?

MY: I really love the Tomb Raider games — well, 1 and 2 anyway. They don’t have any music, but they have really good sound work, so that made me think more carefully about the way I use music in games.

It seems like lately the Castlevania series is becoming less and less popular in Japan. Have you considered hiring a Visual Kei band [a Japanese music style that integrates rock and classical, in a manner similar to Castlevania’s music] to do a tie-in with a future game?

MY: I haven’t, but it seems like a good idea. For the next game we do plan to integrate some music with vocals, but it won’t be rock. It’ll be more operatic.

What kind of music do you listen to?

MY: In the rock category, Dream Theater. I’d love to collaborate with them some day, but somehow I don’t think that will ever happen.

Do you ever make music just for yourself?

MY: Well, not really, unfortunately. Since I’m a Konami employee, I’m always devoting my full efforts to the music of whatever game I’m working on, usually Castlevania. But someday I’d like to.

I’m afraid that if I did make my own music, it would sound quite a lot like Castlevania music anyway…would that be all right?

Definitely!

You can find more great stories from old issues of Game Developer Magazine in the GDMag Archive section of the GDC Vault.

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Get a job: Join InnoGames as a Senior Java Developer

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: Hamburg, Germany 

As a Java Software Developer, you will join our agile, cross-functional team to advance the development of our next-generation marketing tools and contribute with your knowledge of software architecture. Together as a team, we are proud to early adopt new features in advertising and always strive for innovations in products and technologies.

Your mission:

  • Work closely with our marketing department to shape and design various marketing tools and help us to use the social media budget more efficiently
  • Connect our software with external APIs to create automated marketing and reporting processes
  • Continuously improve our backend services with your knowledge of software craftsmanship and high-quality code
  • Contribute as a productive member of an agile development team in all phases of the development lifecycle

Your profile:

  • Degree in Computer Sciences, Business Information Systems or similar
  • Several years of professional experience in software development
  • Background in object-oriented programming in Java and openness for other programming paradigms
  • Software development with Spring, the UNIX command line is something you really enjoy and also feel comfortable to use SQL, GIT, and Continuous Delivery
  • Solid experience in using various methods in software design and automated testing to guarantee and improve code quality in compliance with the company standards
  • Interest in relevant business processes and the product you create
  • Excellent English language skills

Why join us?

  • Shape the success story of InnoGames with a great team of driven experts in an international culture
  • Competitive compensation and an atmosphere to empower creative thinking and strong results
  • Time for your personal and professional development and possibilities to join both internal and external events and conferences to gain expert knowledge in the relevant areas 
  • Exceptional benefits ranging from flawless relocation support to company gym, smartphone or tablet of your own choice for personal use, roof terrace with BBQ and much more​ 

 Excited to start your journey with InnoGames and join our dynamic team as a Java Developer? We look forward to receiving your application as well as your salary expectations and earliest possible start date through our online application form. Cristal Ledesma would be happy to answer any questions you may have.

Apply and #stayhome! Due to the coronavirus outbreak, we switched our operations company-wide to home office and turned our hiring process into a fully virtual one. When hiring, we are also open for our new team members starting their work remotely at the time being or adjusting contract start dates accordingly. Stay home and safe!

InnoGames is Germany’s leading developer and publisher of mobile and online games. The company based in Hamburg is best known for Forge of Empires, Elvenar and Tribal Wars. InnoGames’ complete portfolio encompasses seven live games and several mobile titles in production.

Born as a hobby, InnoGames today has a team of 400 employees from more than 30 nations who share the passion of creating unique games that players across the globe enjoy for years. In order to further expand our success and to realize new projects, we are constantly looking for young talents, experienced professionals, and creative thinkers.

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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NetEase announces RPG Harry Potter: Magic Awakened during its 520 conference

Netease has just announced Harry Potter: Magic Awakened during its 520 conference, happening today. It’s an upcoming RPG currently in development at Portkey Games, that sees you play as a brand new student at Hogwarts School of Witchcraft and Wizardry. You get sorted into a house by that dusty old hat, study in various different classes, and head off on adventures with your classmates.

Thought we can’t confirm right now, it appears that multiplayer plays a big part. We witnessed what appears to be other players wandering around your house dorm, and the few battle sequences, which take place during adventures, involve working with your friends (and, presumably, strangers) to battle off a wide variety of fantastic creatures.

You do so by playing cards, which represent various different spells, onto the battlefield. It’s kind of like Clash Royale in that respect. It also appears that there are a wide variety of spells to unlock, and you can check the details of any spells in your arsenal at any point by rifling through your spellbook.

When not studying or making a general nuisance of yourself, you can wander around popular wizarding world locations. We got a good look at Hogwarts, naturally, as well as the Forbidden Forest and Diagon Alley.

Harry Potter: Magic Awakened enters open beta on May 29 across iOS and Android, though only for users in China. There is no word about a western release yet, but given the sheer amount of spoken and written English on display in the trailer, we’d be very surprised if this didn’t launch across the world.

We’ll keep you posted as we learn more. In the meantime, go ahead and check out the official site to grab as much information as you can.

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Get a job: Stray Bombay Company is looking for a Senior Unreal 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: Seattle, Washington

Help us define and architect innovative, best-in-class co-operative multiplayer games at scale. As an engineer you are passionate about architecting robust foundations we can build on, while balancing the importance of quickly ruling out ideas. Your knowledge of gameplay, networking and more help keep our games as awesome and fast paced as they need to be. You value collaboration, camaraderie, and compromise, and bring a team-first mindset to every conversation. You help make difficult product decisions easier by effectively surfacing what matters and recognizing when it’s time to compromise. 

Along the way, you’ll have a direct impact on both the product direction as well as how we work together as a studio.  

(This probably looks like 5+ years experience in gameplay and gameplay systems, networking, and storage, but you tell us!)

Tools and talents of the trade

  • Experience/expertise in networked games (UE4 a bonus!)
  • High degree of fluency in C++, or related skills, as well as version control and continuous integration
  • Experience leading development on a large code base  
  • Experience architecting and implementing critical gameplay foundations and components quickly and effectively  
  • Demonstrated ability to ship games at a high level of polish with high standards (and an eye to scope)  
  • Flexible and open-minded, especially when it comes to creative solutions and rapid prototyping
  • Capable of owning critical live operations, including reliability, performance and availability  
  • Pragmatic yet creative in the pursuit of quality… we’ll be scratching our head how you got things that performant!  

Other stuff

  • Comfortable with end-to-end ownership of features and feedback
  • Self-driven creative problem solver with a team-first mentality.
  • ‘T-shaped’… you go deep in one or more areas, but can contribute to many across production and development

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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2K and Hangar 13 get in on the classic game remake trend with Mafia: Definitive Edition

The recently rumored Mafia revival has been revealed to be the Mafia: Trilogy, an all-in-one collection that rounds up the three-part series for modern platforms and audiences.

Those plans include adding a fresh coat of paint to Mafia II through a HD remaster and a more straightforward “reintroduction” of the now four-year-old game Mafia III and its DLC. For Mafia, the 2002 game that kickstarted the entire franchise, 2K and Mafia III developer Hangar 13 are instead opting for a full blown remake due out at the end of the summer. 

Hangar 13 parent company 2K emphasizes in the announcement that Mafia: Definitive Edition is a “built-from-the-ground-up remake” of the original game, following in the footsteps of classic games like Resident Evil 2, Final Fantasy VII, and Spyro the Dragon that have received from-scratch revivals in recent years.

In Mafia’s case, the rebuilt game follows the same beats as the original but does so through an updated script, new cutscenes and gameplay sequences, and expanded character backstories all built on the same engine as 2016’s Mafia III.

That full Mafia: Definitive Edition remake is set to launch on August 28, 2020 either as part of the Mafia: Trilogy bundle or as a standalone purchase. The other two games in the trilogy were launched alongside today’s announcement and can be picked up a la carte as well, while 2K is also offering free Definitive Edition upgrades to existing owners of Mafia II (on Steam) and Mafia III (on Steam, PlayStation 4, or Xbox One).

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Video: How Ubisoft handled NPC voice design for The Division 2

In this GDC 2020 virtual talk Ubisoft’s Adam Ritchie offers insight into the effort that goes into making NPCs talk in games like Tom Clancy’s The Division 2, as well as the pipeline and tools behind it. 

It was an in-depth look at some of the challenges faced and overcome by the Voice Production team on a big, triple-A online, open-world game project.

If you didn’t catch it live earlier this year, good news: you can now watch Ritchie’s talk anytime you like over on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page

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Defold Engine Open Sourced

The Defold game engine is now open sourced under the Apache open source license.  The source code is now available on GitHub and Defold development is now controlled by the newly created Defold Foundation.

EDIT – The above contained an error.  The license is not Apache, it’s Apache derived.  This is unfortunate as Godot creator @reduzio points out:

image

The alteration from the Apache licenses appears to be this limitation:

a) You do not sell or otherwise commercialise the Work or Derivative Works as a Game Engine Product

I can understand the desire for this limitation, but I do not think it is worth it.  Edit over, back to the announcement!

Details of the open sourcing:

We are happy to announce that as of May 2020 Defold, the ultimate cross platform game engine, has been transferred to the Defold Foundation and made available as a free and open project with a permissive license! We believe this move will bring transparency to the development process and we invite our community members to get involved.

We have covered Defold extensively in the past, including this more recent step by step tutorial using Defold 2.x as well as this older more comprehensive tutorial series.  You can learn more about the Defold Engine and the Defold Foundation in the video below.

GameDev News


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Epic rolls easier refunds, keyless third-party sales into its Epic Games Store

Epic Games has made a few additions to its Epic Games Store platform that developers should be aware of, particularly involving how games can be sold through third-party retailers, and rules around how players can refund some game purchases.

On that third-party retailer addition, Epic now has partnerships with Fanatical, Green Man Gaming, and Genba Digital that allows Epic Games Store-hosted games to be sold and purchased through those outside platforms without keys changing hands.

It’s something Epic says gives players more confidence that they’re making legitimate purchases, and it’s similar an earlier feature Epic rolled out for Humble’s digital game storefronts. On all supported third-party stores, players can now link up their EGS accounts and automatically redeem third-party purchases on the Epic Games Store.

On the refund front, Epic has added a “self-service” refund feature that gives players the ability to request refunds through their transaction history for games with less than two hours of logged play time purchased within the last 14 days.

Those requirements aren’t new by any means as they’re the same play restrictions the company rolled out last January when it first added the refund feature. Instead, the change removes some of the friction from the process. Previously anyone after a refund would need to reach out to support with their request while moving forward that same request can made with the press of a button.