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Get a job: Question is hiring a remote Senior Network 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: Remote

You connect people. Your tech helps them find their friends or make new ones – investing in a sense of presence and identity in a world that could last for years. You take on the challenges of online play that are unique and constantly evolving – a beast with many heads – and you have the sort of mind that craves the chance to slay it.

Question is seeking a network engineer with Unreal Engine multiplayer experience for a full time position to round out our team with ownership over matchmaking, session flow, and/or dedicated servers. Our last game was a multiplayer peer-to-peer game, and we wish to scale the team up to take this further using PlayFab’s matchmaking, crossplay, and dedicated server offerings. Your expertise in this field would grant you agency within the studio to define your role as well as the shape of the company as it enters its next phase of existence.

You would be working remotely from home with competitive salaries and benefits for U.S. residents with a distributed team made up of ex-AAA developers whose past team credits include: Thief: Deadly Shadows, BioShock, BioShock 2, BioShock Infinite, Dishonored, South Park: The Stick of Truth, and South Park: Fractured But Whole. We draw on a long history of games with strong central narratives & diverse player-enabling systems with the goal of attempting to create new experiences in the same vein, but on a smaller scale.

Responsibilities

  • Provide both, high level and low level, direction for the client and backend server architecture
  • Implement client travel flow through various session patterns
  • Write documentation for the maintenance and upkeep of your systems
  • Provide technical insight regarding multiplayer gameplay design
  • Lead and discuss networked game system architectural decisions and best practices

Requirements

GEOGRAPHY

  • Must live within U.S. time zones from Pacific to Eastern time – We want office hours to overlap from West to East coast
  • Due to logistics issues, we can only offer benefits to U.S. residents.

NETWORKING EXPERIENCE

  • Required: Familiarity with Unreal Engine 4’s online subsystems and session APi
  • Required: Must have shipped a multiplayer game on consoles (PS4 and/or XboxOne)
  • Familiarity with online gaming backend services such as PlayFab, Azure, or AWS
  • Familarity with cyber security methods and practices
  • Knowledgeable about network protocols
  • Keen to understand each millisecond of network exchanges, knowing where the time goes and how to reduce waste
  • Nice to have: Experience with implementing network topography as it relates to dedicated servers
    A) running Unreal Engine in headless mode
    B) using third party online services

COLLABORATOR

  • A mind for good architecture that caters to human factors and minimizes technical debt… specifically in the context of Unreal Engine 4
  • Able to use or modify existing code instead of writing redundant new systems
  • Understands gameplay
  • Self driven quality standards:
  • Proactive about tackling new problems instead of waiting to be told
  • Able to write bug reports and feature requests for yourself
  • Reaching out to team members as needed
  • Be the first to test your own output

COMPUTER SCIENTIST

  • Computer Science degree or equivalent experience
  • Expertise in C++
  • Ability to learn server-side programming languages as needed
  • Memory management – References and pointers vs. copy
  • Data structures, design patterns, and algorithms
  • Mastery of replication tactics and multiplayer development patterns

ALGORITHMIST

  • Systems design: Able to synthesize algorithms based on feature specifications AND teach that algorithm through writing and verbal discussions
  • Able to speak in terms of Big O notation and algorithmic complexity
  • Nice to Have: Understand common uses of dot product, cross product, normalized vectors, sine, and cosine in the context of gameplay programming
  • Optimizations: Able to learn and employ optimization techniques as needed

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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10 games, including Moss and Pistol Whip, have surpassed $2M revenue on Oculus Quest

It’s been one whole year since Oculus launched both the standalone Oculus Quest and its upgraded PC-tethered VR kit the Oculus Rift S, prompting Oculus to share a peek at how games have fared on those devices since their debut.

While the Rift S makes use of the original Rift’s established store, the Quest’s curated storefront remains separate from the Rift marketplace, making any of that platform-specific data about how its games fare especially interesting. Oculus hasn’t offered up a ton of info on adoption or that storefront to date, but now shares that Oculus Quest owners have spent more than $100 million on content within that Quest-exclusive storefront within the past 12 months or so.

So far, ten games have now managed to generate over $2 million in revenue on the Quest, though Oculus isn’t keen on sharing what most of those games are outside of a note that Moss, a Quest launch title, and Pistol Whip, a November 2019 release, are two of the ten. All this follows behind last month’s news that 20 total games have surpassed $1 million in revenue on Quest as well.

“A massive thank you to all the developers who have made Quest the success it is today—and to everyone using VR to stay connected and entertained during these difficult times,” reads that blog post from Oculus.

As for wider Oculus game milestones, the company also shared that Superhot VR has joined Beat Saber as a game that’s gone double platinum (or sold over 2 million copies) across all VR platforms. 

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Learn You Some Python By No Starch Bundle

Humble are running a new bundle of interest to game developers, the Learn You Some Python by No Starch Press bundle.  This is a collection of Python ebooks including a few specifically about game development.  Be aware though, a very similar bundle Python Programming ran about a year ago with many of the same titles.  As with all Humble Bundles, it is organized into tiers:

1$ Tier

  • Teach Your Kids to Code
  • Invent Your Own Computer Games with Python
  • Black Hat Python
  • Gray Hat Python

8$ Tier

  • Mission Python: Code a Space Adventure Game
  • Python For Kids
  • Cracking Codes with Python
  • Python Playground
  • Math Adventures with Python

15$ Tier

  • Python Crash Course
  • Automating the Boring Stuff with Python
  • Python Flash Cards
  • Serious Python
  • Impractical Python Projects

As with all Humble Bundles, you decide how your money is allocated, between Humble, charity, the publisher and (thanks so much if you do!) to support GFS using this link.  You can learn more about the bundle in the video below.

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League of Legends: Wild Rift launches an Alpha test in Brazil and the Philippines next month

Riot Games has announced that the mobile version of the crazy-popular MOBA, League of Legends, will enter alpha testing in Brazil and the Philippines next month. Though we don’t know exactly when, this is the first of many League of Legends: Wild Rift tests in select regions, with the aim of launching by the end of the year. We don’t know a whole lot about Wild Rift yet, but we do know from developer diaries that the game will focus on streamlining the classic League experience for mobile, while also tweaking the control systems, and how champions operate.

This news comes after last month’s error on the Google Play store, where the option became available to click the install button for League of Legends: Wild Rift. There was, of course, no game to install, but it came to light that the confusion was caused by the developer accidentally allowing players to join an early access test which didn’t exist yet.

Alongside the Alpha news, we also got a few more details about game’s requirements: it supports devices with 1.5GB RAM and 32 bit Android processors, and for iOS, it’s iPhone 6 and up.

It also looks like all of your favourite champions will feature in the mobile version:

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Wild Rift aims to revitalise the classic League experience, while bringing the game to an even wider audience on mobile. As the League devs commented:

“We’re aiming to make the game available to as many devices as we can while not compromising on Wild Rift’s core gameplay.”

League on mobile sounds pretty great to us, and if you agree, you can pre-register for Android on Google Play. You can also keep appraised of any updates on the Wild Rift website, or here on Pocket Tactics. We’re your friendly neighborhood mobile journalists.

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Video Game Deep Cuts: The Ghost Of Id’s Pro Skater

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.


[Ah, this Id Software candid – fronted by the two Johns – never fails to entertain.]

Well, we seem to be approaching the 200th issue of Video Game Deep Cuts (now on Substack), my dear readers. And I’m still enjoying putting these together – though formatting them is a bit of a slog – since it helps organize the cool things I saw.

Hope you’re holding up, out there in Internetland.

– Simon, curator

The Current: New Games To Consider

The Culture: Game Culture & Deep Dives

The Past: Game History

The Other Goodness

Thanks for reading, and see you next week.
Simon.

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ENVE–2D Animation Software

ENVE, or Enve is Not a Video Editor, is a new in development 2D animation software, completely free and open source.  Even in this early state, Enve is remarkably capable animation tool, with a full suite of drawing tools for both vector and result art, including MyPaint brush integration.

ENVE is described as:

Enve is a new open-source 2D animation software for Linux and Windows. You can use enve to create vector animations, raster animations, and even use sound and video files. Enve was created with flexibility and expandability in mind.

The source code is available on GitHub under the GPLv3 license with binaries available for Windows and Linux.  You can check out a complete review of ENVE in action in the video below.

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Get a job: Remedy is hiring a Senior 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: 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 looking for a Senior Programmer for a key role working on Remedy’s projects.

We are looking for a Senior Programmer to help unify our digital character creation workflows. We have recently started from scratch to unify our character creation pipeline, presenting an unique opportunity. 

While this a full-time software engineering role, the character technology team has also worked on implementing existing skinning algorithms, novel convolutional neural network architectures, facial blendshape solvers, custom photogrammetry hardware and statistical analysis of motion capture among others things. 

Responsibilities

  • Help develop an industry leading digital content creation pipeline
  • Collaborate with our proprietary engine and tools teams to build deep integrations between the Northlight engine and DCCs 
  • Adhere to high quality programming standards
  • Support the teams involved with character creation with tools and algorithms to make their work easier.

Requirements and qualifications

  • 4+ years of experience working in the game, film or equivalent industry
  • Proficiency in at least C++ and Python
  • Curiosity, ability to learn fast and to communicate concisely
  • Experience working with any of the following APIs: Maya, MotionBuilder, Houdini, Modo
  • Excellent verbal and written communication skills (in English) 

The ideal candidate will also have

  • A degree in computer science or software engineering  
  • Good math skills: calculus, linear algebra, optimization and numerical analysis
  • Experience with any of the following: custom in-house game engines, test driven development, continuous integration, machine learning, UI frameworks, API design, parallelism

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

To apply, please fill in the application form with your CV and other information relevant to the position. The position will be filled as soon as a suitable applicant is found.

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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Blog: Cultivating curation – A LudoNarraCon 2020 recap

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.


Traditionally, a lot of marketing and visibility for games — especially indies — comes about as a result of participating in cornerstone physical events throughout the year: PAX West, Gamescom, E3 … but for the past few months and foreseeable future, those annual touchpoints have all been completely upended as a result of the pandemic and stay-at-home orders around the world.

Digital events are popping up like daisies to fill in the gaps left by physical event cancellations. Festivals like the recently concluded LudoNarraCon and Steam Spring Games Festival, the upcoming Steam Summer Games Festival, IGN’s Summer of Gaming, Gamespot’s Play For All, the Wholesome Games’ Wholesome Direct, and…*takes a deep breath* Let’s just say, there’s a lot to pick from!

The prevalence of online events can be truly exciting for developers hoping to showcase their games to a wider audience without the limitations of cost and geography (and who can say know to showcasing a game in your sweats, amirite?), but what can these digital events mean for an indie studio in terms of prep work required and results?

Just a few weeks ago, we showcased one of our titles, Garden Story, at LudoNarracon, Fellow Traveller’s annual digital event, so we wanted to use this chance to recap how it went for us, and compare it with the experiences we’ve had showing Garden Story at physical events to illustrate some of the benefits — and challenges — of both showcase styles as an indie studio.
 

LudoNarraCon: Celebrating Narrative Games, April 24-27th

 

A Little Bit of Context

Before we dive into specifics, let’s take a second to talk a bit about Garden Story. Solo developer, Picogram has been working on Garden Story since March 2018. Garden Story is a wholesome title, filled with soft colors, cute & fruity characters, and an overall message advocating for community, empathy, and kindness. After seeing it at local Portland indie game events and getting to know Pico, we decided that we wanted to have Rose City Games team up with them and help release their game
 

Garden Story GIF: Concord the grape talks with Goldie the frog about Scarlet and Hakurei, two veggies who are singing!

 

 

 

 

 

 

 

 

Prior to participating in LudoNarraCon, we also had the benefit of taking Garden Story to a handful of physical events. The Indie Megabooth at PAX East, Seattle Indies Expo at PAX West 2020, and PAX Together at PAX South are three times where folks had the chance to experience the game in-person. During times we were at events, we also experimented with limited time releases of the Autumn Town Demo (a standalone Garden Story gameplay demo) digitally on Steam, so folks at home could play if they wished even if they weren’t able to attend. 
 

 

LudoNarraCon

From April 24 -27th, Fellow Traveller hosted their second annual LudoNarraCon, a digital festival celebrating narrative games on Steam. The majority of the event took place over the weekend, with live panels, sales, and game demos available for players to try out, although the demos were available for an entire week after the main festival to allow folks to take their time and experience as much as possible. 
 

LudoNarraCon: Prep

LudoNarraCon really appealed to us because of the curation of the event. When we had the chance to experience it in 2019, LudoNarraCon impressed us with the panels available as well as the way it seemed to reach folks who all shared the same taste and goals with gaming. Curation, for me, is a magical word: a well-curated event allows you to reach the specific audience who’ll most appreciate what your game has to offer! Since many storefronts and events don’t typically participate in this type of curation, having opportunities that do target specific genres, moods, and tastes can be extra valuable. 

Since LudoNarraCon’s focus is on games emphasizing narrative and story, we predicted we’d be able to reach an audience that would perhaps, as a whole, enjoy what Garden Story has to offer versus a more broadly gathered group of games with a wider variety of genres. 

To prepare for the major requirement of participating in LudoNarraCon (3-4 hours of loopable video content), our entire team took time to pitch in! We all recorded video footage and tried some things we’ve never done before: Picogram recorded themselves creating pixel art for the game, Grahm played live versions of the tracks in the OST and discussed composition, we played through the game’s demo with commentary, and we found some creative ways to make sure gameplay was on screen most of the time. 

 

Highlight reel showing clips of the Garden Story LudoNarraCon broadcasts

 

 

In addition to preparing content for the weekend of the festival, we took time to make sure we knew how to stream to Steam (a relatively new tool with recently added features), added some polish to the existing Garden Story demo, and made sure all of Garden Story’s pages looked ready for a bunch of fresh eyes. This preparation took a fair chunk of time, and the week before the event was filled with editing videos and making sure we were good to go. This was on top of balancing normal daily tasks and community management for Garden Story and our other titles.

This felt, as you may expect, different in many ways from preparing for a physical event. For something like PAX West, while the majority of our team does jump in to help with preparations, the actual participation of the event sits more on the marketing and communications part of the team. We typically start months ahead of the event, purchasing tickets, travel, and accommodations, in addition to preparing all of the materials for setting up a booth and showcasing the game. 

While LudoNarraCon did take effort, we experienced lots of savings — time and money — compared to our previous experiences at physical events. Generally, our team sends 2-3 folks to shows like PAX, and floor hours often require folks to arrive around 8:30 AM and close up by 6 PM. This translates to a very full day, even if you have team members to break shifts up with, not to mention set-up, tear down, all the after-hours events and showcases, and long travel hours: it’s an exhilarating, but also exhausting, time!
 

LudoNarraCon was a change of pace (especially for my introverted sensibilities). While the event lasted for 4 days, after the first day, I just made sure to pop in throughout the day and check the chat on our Steam page, and even was able to enjoy panels and other developer livestreams and demos while in the comfort of my own home!

Here’s a quick (and extremely simplified) breakdown of key differences in preparing between LudoNarraCon and PAX West: 


While there were a lot of places we were able to save time and money, I want to be sure and acknowledge that a large part of that was because we did already have access to streaming hardware, video editing software, and someone on the team who could spend dedicated time coordinating all the different aspects of event participation. Teams who didn’t have the necessary equipment or experience may have not had the same experience or even opportunity since having a broadcast was a requirement for participation.
 

LudoNarraCon Results

Logistically, LudoNarraCon was one of the most organized digital events we’ve participated in. Fellow Traveller had a wiki set-up explaining almost everything we could ever hope or need to know about preparing for the event, from recording video to streaming best practices, and even suggestions for social media prior to the event. They were incredibly responsive anytime we had questions (via email as well as Discord) and even took into account providing moderators for both the panels AND developer livestreams throughout the event. As the person who was the primary contact for organizing the Rose City Games side of things, this was immensely helpful and appreciated! We’re all in relatively uncharted territory in organizing for digital events on a larger scale like this, and their organization made us feel incredibly comfortable and ready for what lay ahead. 

 

Our theory that participating in a more curated digital event could result in higher wishlist numbers also seemed to come to fruition. Comparing the results during LudoNarraCon and the weekend prior (as our ‘control’) was night and day. From Jan 01 – 31st, when we were pretty heads down in development for Garden Story, we averaged about 69 (nice) wishlists a day. From April 24th – 27th, the weekend of the event, we averaged 1.2k – 1.4k wishlists a day. A huge jump! 

The only other times we’ve had comparable spikes were at (starting from the right going back): the Steam Spring Games Festival, PAX East, and when we’ve released the demo during limited time periods, and those wishlist numbers were at about 50% of digital event activations (like the Steam Spring Festival and LudoNarraCon).

Visibility for the Steam page was way up as a result of the festival as well. As you can see below, impressions went from almost 20k the weekend prior up to almost 77k. The click-thru rate (which is when an impression actually turns into a store page visit) jumped from 7% up to 31%! Even if not everyone wishlisted the game, this means at least folks know of the game and are gaining familiarity with what Garden Story is about.

April 17-19, 2020:

April 24-27, 2020:

 

While wishlists and overall page visits seemed to be flying, we were a little surprised to see that the demo downloads were lower than we anticipated. There were only 2,734 downloads during LudoNarraCon, and we felt that the higher number of wishlists to low number of demo downloads was an interesting phenomenon. A couple of reasons why this could be

  • The Autumn Town Demo was available on a separate demo page, thus adding to the friction between the point of folks being interested and actually clicking on the demo to play.

  • Because of the highly curated nature of the event, perhaps folks just saw the Steam page or our broadcast and didn’t feel the need to play the demo (or didn’t have the time!) but wishlisted it anyway.

  • There’s also more and more discussion about the difference between quality vs cursory wishlists. You can read more about it in places like Simon Carless’s Tales From Discoverabilityland and Zukalous’s Did Warriorbs Use of Prologues “Fail?”.

    • It’s worth considering the fact that the act of wishlisting may not hold a serious intent to purchase a game when it releases for some Steam users. In some cases, it may act more as a bookmark to keep the game in mind in the future.

The looped Store Page broadcast got almost 50k individual viewers over the festival weekend! The broadcast played both on our Garden Story page and was accessible via the LudoNarraCon event page. Through our own monitoring, we were able to average 50 concurrents watching the stream throughout the entire weekend (until the very last day) and even had almost 150 concurrents at one point! This is a marked difference from in-person events like PAX East, where we are only able to allow about 2 simultaneous players in demo stations, with perhaps another 5-6 folks around the booth comfortably to be able to watch and ask questions. To know we had, on average, 50-some eyes on the game’s page and our stream throughout the event was exciting, to say the least!
 

 

Even with that many concurrents, chat activity was relatively quiet, which did feel very different from a physical event where folks are very eager to talk about the game. This may have been because the videos were pre-recorded and looping. I would say that’s perhaps the biggest part that I missed about in-person events: the face-to-face interaction and observation of players! In future events, I’d love to play with scheduled AMA’s and activations throughout the weekend and not just have the rush be on the first day of broadcasting. 

Especially with an event like LudoNarraCon that emphasizes stories, human connections, and the people behind games, it was nice to have the streams up and allow folks to feel more connected to the team since we weren’t able to connect with them in-person as they played. So, while chat activity came and went, it was overall quite positive, and folks did take time to pop in and say how much they enjoyed the art style, music, and demo.
 

    

 

Because the streaming component of Steam is still in Beta, the analytics are currently limited to seeing viewer counts, so I can’t speak to how well the stream worked in terms of convincing folks to wishlist. I’d love to be able to dive into some details on how long folks stuck around the stream, and even perhaps see where they came from and headed to after checking out our content to help us dive down even more into what folks are connecting to the most about the game. I can say that having this event take place directly on Steam did provide great data overall for us moving forward: being able to see overall traffic, wish lists, and regional data in conjunction with viewership from the stream is incredibly helpful!
 

Conclusion

In a time when we’re unable to travel and attend the events we know and love, LudoNarraCon created an environment for developers, publishers, and players to connect. There were folks who popped into our Discord, the Steam chat, and our social channels all excited about Garden Story. This was awesome! The event, with its distinct focus and curation, was also very beneficial for visibility and quality wishlists, two important elements in the journey to find success as an indie game. 

Steam algorithms do allow for a level of targeting with tags, genre, and recommended queues, but providing featured space and time for events like LudoNarraCon allowed titles a level of visibility they may not have received if left purely to the algorithm. Hopefully we’ll continue to see more of these types of events in the future!

Interested in more? Corey, one of Rose City Games’ co-founders, is working on a post to follow up this one, diving into the specifics of wishlists: both how we get them as well as how we use wishlist data to determine goals for marketing Garden Story! So keep an eye out for that coming up. Thanks for reading!

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Video: How to consider player skill growth in esports-friendly games

In this 2020 GDC Virtual Talk, Tobii’s Dr. Anders Frank explains how developers can consider player growth while designing competitive video games. Thomas Papa also contributed to this talk.

Frank uses a combination of experience helping esports players get better at their game with data from eye-tracking technology to help developers understand how players exceed in competitive environments. 

It’s a great talk about in-game learning that you can watch for free over on the 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