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The Strong Museum now includes decades of files from the LGBTQ Game Archive

The Strong has added another treasure trove of game development artifacts to its museum, this time through a partnership with the LGBTQ Game Archive.

In doing so, The Strong has acquired primary sources as well as articles, websites, blogs, web forums, videos, and images covering decades worth of history on LGBTQ themes in games.

“This collection is a significant resource for anyone studying gender, sexuality, or LGBTQ representation in games throughout history and allows the museum to more fully tell the story of the video game industry,” reads a statement from museum archivist Julia Novakovic.

“From hidden subtext and problematic storylines, to games which let players make their own decisions about a character’s sexuality, queer representation in video games has made immense strides within the past few decades.”

Novakovic notes in a press release that this latest development also helps to expand on the histories of video games already featured in The Strong Museum like The Sims and several Sierra On-Line titles.

The LGBTQ Game Archive itself was first established by Adrienne Shaw and has, over the last five years, developed a collection of information on games with LGBTQ content and themes through the efforts of research assistants and volunteers from Temple University.

“The master list of games compiled via the LGBTQ Game Archive has grown to 1,290 games,” reads a statement from Shaw. “Although this is a never-ending project, my collaborators and I have produced six journal articles or book chapters, several blog posts, interviews or commentary pieces, as well as a museum exhibit and catalog. The website, which has been publicly available since 2016, has been visited 1.8 million times as of December 2020.”

“And now, the primary source materials will have a permanent home at The Strong to help further this important research.”

More information on the materials received by The Strong museum, including an extensive list of what the LGBTQ Game Archive passed along, can be found here.

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Unity 2020.2 Released

Unity Technologies have just released Unity 2020.2, only the second tech release in 2020. This is part of a new focus on quality over quantity as described on the Unity Blog:

We had plans for 2020. We were going to do things better to make Unity better for you. And we did. We reexamined our priorities. We listened to you. We committed to improving performance and quality of life for all users – so you can bring your vision to life faster.

Unity 2020.2 TECH Stream is packed with all the latest features for those with projects in pre-production, or simply for those who want to leverage the most cutting edge tech to achieve a competitive edge. This version of Unity also ensures a smooth upgrade path forward. To get started, download it here today.

Following up on our promise to improve your development experience, in 2020 we shifted our release philosophy. We prioritized quality over quantity and reduced the number of releases to two per year, giving our engineers an extended stabilization phase. 

Even with the increased focus on Unity 2020.2 there are several improvements in a number of different categories:

There is also an updated schedule of future Unity releases:

Unity Release Schedule
Unity Release Schedule Through 2022

There are more details on the Unity 2020.2 release available here. You can learn more about the Unity 2020.2 release in the video below. In related news, Unity also have a 50% off sale on the Unity Asset Store with an additional 5% off on > $120 purchases with the code GOODBYE2020.

[youtube https://www.youtube.com/watch?v=GM7mDDZalwE?feature=oembed&w=1500&h=844]
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Get a job: Join Petroglyph Games as a Graphics 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: Las Vegas, Nevada

A graphics engineer is needed to help maintain, upgrade, and extend our in-house game engine. Your tasks will focus on tools and technology used in our graphics engine.  You will also be expected to perform code and memory optimization tasks in both the low level engine code and in higher level game code.  You will also be expected to help create or maintain documentation of the engine.  At times you will need to work side by side with artists and designers, developing new features or helping them take advantage of existing features and implement new rendering techniques.

Requirements: 

  • Experience programming DirectX 11 & 12
  • Shipped at least one game, preferably cross-platform
  • Experience optimizing both CPU and GPU code for memory and speed
  • Knowledge of current rendering techniques
  • Strong 3D math and computer graphics experience
  • Solid C and C++ knowledge
  • Experience writing and debugging shader code
  • Positive attitude
  • Strong work ethic and willingness to adapt
  • Bachelor’s Degree in Computer Science or related field (or equivalent experience).
  • At least 2 years of experience

    Preferable:

     

  • Knowledge of Vulkan, OpenGL, PlayStation APIs
  • Familiarity with 3D Studio Max plugins
  • Tools programming experience

Full-time onsite employees must be eligible to work in the United States. We will also consider contract work from within or outside the USA. Strong English language skills in compatible time zones will also be considered.

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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Best of 2020: How Dishonored and Assassin’s Creed designers craft iconic stealthy encounters

Whether it’s creeping up behind a guard ready to deliver that decisive blow or memorizing patrol patterns to slip by unnoticed, level designers have a huge part to play in establishing the moment-to-moment experiences of our favorite stealth games.

It’s their job to nail the flow of the level, as well as orchestrate moments that make good use of the core mechanics. But there can be a huge difference in how a studio might approach this challenge, with projects often requiring a range of philosophies to bring about the best opportunities for the player.

In order to find out more about the intricacies of level design as well as the specific design approaches associated with stealth level design, we reached out to three developers who have worked on a number of projects over the years, from Arkane’s Dishonored series to Ubisoft’s Assassin’s Creed games.

To begin with, it’s probably best to get some common misconceptions out of the way first. That is, the role of a level designer and their responsibilities. Among the most common misunderstandings is the relationship between level designers and environment artists. 

 “You often hear people refer to a level that they like and they say, ‘The level design is really good in this, because it looks beautiful,’” explains Zi Peters, level designer at Sumo Digital, during our chat at Yorkshire Games Festival earlier this year. “But that’s not what level design is; that’s just purely the aesthetic side. That’s the environment artist coming in afterward. Level design is very much about spatial design.”

As Peters explains, level design is more about how an environment is built in accordance with the mechanics of the game and the systems, so adhering to metrics guidelines, for instance. He uses the example of how tall a character is, how high they can jump, their crouch height, and the reach of weapons or other projectiles. Typically, a level designer will start by designing a prototype of a level or a blockout with these requirements in mind as they develop the scene.

“[At Sumo], we do a lot of stuff on paper as flow diagrams,” says Peters, who helped design the Colombia level of the stealth-action game Hitman 2 at Sumo Digital (assisting IO Interactive), and previously worked on Disneyland Kinect Adventures at Frontier. “We try to account for as many different possibilities as we can on paper, then it’s cheaper to hit those possibilities and rectify them there for building out the environment itself. You get a real sense for things, and it is the things you won’t account for once you start building out the actual level [like] placing the targets in, doing their loops. And then you can see what other issues you’re going to have.”

Talking about his own design process, level designer Steve Lee, who worked on Dishonored 2 and John Wick Hex, comments, “The blockout stage is about figuring out what your level is supposed to be by making a rough but representative version of it quickly, testing it, and then iterating on it as much as you can. I try to approach things pretty logically, in terms of understanding what the level is fundamentally about first (its key ideas and unique concepts, goals and constraints, themes, setting, etc), and work from there. Generally speaking, the most unique, important, and risky stuff gets special attention early on.” 

In some rare circumstances, however, studios may take a slightly unusual approach. For instance, on Assassin’s Creed: Syndicate, Ubisoft Montpellier’s level designers didn’t have much of a chance to prototype their areas, with their role instead being to assist the artists with level flow later in development. This is when they could alter aspects such as traversal, enemy placement, and mission flow. There were a few reasons for this more collaborative somewhat cross-discipline approach, explains Vincent Barrieres, a level designer who worked on Assassin’s Creed: Syndicate’s Whitechapel district and Jack the Ripper DLC

“In Syndicate, because everything was created inside the [Anvil] engine by itself, I did not have the opportunity to create, you know, some grayblock or blockmesh level,” says Barrieres. “We worked directly with the level artist, so it was they who created the visual part of the game. We were just here as level designers to help them: ‘hey, I just need that’ or ‘I really need this.’ So it was a collaboration between level artist and level designer more than a level designer creates the whole level on its own and then gives it to the level artist.”

In terms of principles for building out a level, one of the most important aspects of stealth level design is accounting for player freedom. This is especially important if you are working from real-world references that could hinder the potential for good stealth opportunities if taken as-is.

“Sometimes when you look at architectural plans, you can get like a lot of dead ends and things,” Peters comments. “In a stealth game, you want to create these nice loops where you can move around, so you’re never stuck somewhere and then see someone is following you and you’ve got nowhere to run or hide.” To compensate for this, he feels it is important to open up more areas for the player to ensure they always have options available in a pinch.

In Dishonored 2, they achieve this freedom by giving players a number of abilities that they can use to traverse the environment. However, the design of the levels themselves also offers a ton of variety by providing players multiple ways to enter a room or fulfill a quest objective. 

“Empowering the player to play in their own way is really fundamental to the idea of games presenting interesting choices and there being depth to the gameplay,” Lee states. “But in Dishonored, the notion of different play styles is made more explicit by the way that the game recognizes—both in terms of stats and achievements, but also in the interactive narrative—how the player is playing. And because that’s a pillar of the franchise, it means that, as a level designer, we want our level design ideas to emphasize the significance of players’ choices and the non-linearity of the game.”

According to Lee, this means presenting the player with gameplay obstacles that have many potential solutions, though he also believes that narrative design plays a huge role in implementing these choices in a compelling way.

“For example, the many non-lethal solutions to dealing with assassination targets in the Dishonored games are interesting because, in terms of gameplay, it’s generally much easier to just kill an enemy than it is to discover the non-lethal way of dealing with them, then carrying it out. And yet many players are drawn towards the non-lethal approach because it’s important to them in a purely narrative sense. The story, experience, and the fantasy that they’re playing out in their head is more important and interesting to some players than the gameplay challenge, or simply ticking all the boxes and getting to the end of a game.”

One excellent example of this practice is in The Grand Palace mission, where players have to take out Duke Abele. Upon entering the area, they can either brute force their way through the mansion by picking off guards or go to the added length of locating Armando, Duke Abele’s body double. With the double located, the player is then able to replace Abele as the Duke of Serkonos without a single drop of blood spilled, but not without great difficulty.

Compared to many other games in the stealth genre, Assassin’s Creed: Syndicate is a much more action-oriented title and owes less to the tradition of the immersive sim, but its level designers still tried to make provisions for stealthier approaches to its missions while players explore its open world. This feat is usually accomplished through the game’s use of verticality, as well as its implementation of several hiding spots, such as foliage and carts, and the rudimentary patrol pattern of guards.

“The philosophy always in Assassin’s Creed about the way the player can approach situations is a 360 philosophy,” says Barrieres. “We call that the black box. It means the player can always resolve a conflict or situation in the game by stealth or by using force. So, for us, we always have to think of those two ways for the player in the way we design the level.”

According to Barrieres, it’s important for the player not to feel constrained by one way of thinking. In Assassin’s Creed: Syndicate, for example, players are given the grappling hook, as well as some other helpful tools, which lets them achieve greater mastery over their environment and unlock new ways to navigate the level and evade the detection of guards.

As a final question/questions, I was curious to hear what tips they would offer to those hoping to get into level design. What should an aspiring designer be doing to make themselves more employable? And what universal skills should a level designer try to prioritize when working on a stealth game? Here’s what they had to say:

“The big thing I think you have to work on is a portfolio because that’s an illustration of your skills,” states Peters. “It easily says to a prospective employer that you’re going to be able to do what they ask you to do. So, I worked on using Unreal Engine 3 at the time and the Unreal…Editor, creating a level in my spare time and landed my first design role at Frontier in Cambridge.”

Lee adds, “I think a key skill is to be able to think about how all of your players of varying skill levels and styles will experience different parts of your level… I think it’s a really good skill to be able to think about both gameplay situations and narrative design that works on many levels, for every kind of player—and not just the players like you, or those who are really dedicated to your game.”

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Subscription library Ubisoft+ is now on Google Stadia

Ubisoft has officially launched its pay-for-access subscription library Ubisoft+ on Google Stadia, essentially rolling all the benefits of cloud-based game services into its $14.99 per month service.

Plans to bring Ubisoft+, once known as Uplay+, to Stadia started to solidify back in October, with the freshly rebranded service announcing all at once that it’ll introduce cross-platform progression and that it plans to launch on both Amazon Luna and Google Stadia.

Stadia’s free tier requires only a Google account compatible device (Chrome Browser, mobile phone, or TV-tethered Chromecast Ultra) to play, meaning any Ubisoft+ subscribers can now access and play a library of first-party Ubisoft games without needing to own a beefy PC or console.

According to Engadget, this first wave is only opening up access to Ubisoft+ and Stadia users in the United States and will gradually roll out access between now and December 16. As another caveat, not all of the service’s 100+ games will be eligible for cloud-based play. Ubisoft has yet to share a full list it seems, but looks like its latest three big releases–Assassin’s Creed Valhalla, Watch Dogs: Legion, and Immortals Fenyx Rising–all made the cut.

This isn’t Ubisoft’s first foray into the cloud by any means. In addition to weeks of Amazon Luna support (in beta), Ubisoft’s Assassin’s Creed Odyssey was notably the game featured front and center in Google’s early cloud-based game streaming beta “Project Stream”, even before it had coined the Stadia moniker.

Around that same time, Ubisoft CEO Yves Guillemot described the Project Stream partnership as an enticing way for developers like Ubisoft to reach more players outside of the PC and console space with triple-A titles,

“We think in the medium term this will give us games that have a lot more appeal than what we have today,”  Guillemot told investors back in that 2018 earnings call.

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Skyrim mobile becomes a reality thanks to Xbox Game Pass and xCloud

It’s only taken over nine years, but The Elder Scrolls V: Skyrim is finally making its way to mobile via the power of xCloud and Xbox Game Pass. If you’re unfamiliar with the service, Microsoft’s xCloud allows you to stream a range of major console games to your Android device, from Gears 5 and Sea of Thieves to Control and now Skyrim.

Bethesda’s legendary RPG is one of several new games set to join the Xbox Game Pass library for Android before the end of the year. Others include action-packed shooter My Friend Pedro and Soulslike Code Vein. Skyrim will be playable via the official Xbox Game Pass app from tomorrow.

If you’re on iOS, you’ll have to wait until spring 2021 to test out the service. Plus, xCloud for iOS will function through your web browser as opposed to a native app. This creative workaround was used to avoid having to split the entire Game Pass library into individual apps on Apple’s platform.

The version of Skyrim that Android users will be able to play is the enhanced Special Edition, which boasts improved visuals and all of the game’s DLC. Notably, the Special Edition also supports mods.

[youtube https://www.youtube.com/watch?v=Pj5JBytPij4?modestbranding=1&rel=0&feature=oembed]

If the prospect of playing Skyrim on mobile is one you simply can’t ignore, you’ll be needing a subscription to Xbox Game Pass Ultimate. If you’re a new subscriber, you’ll pay $1/£1 for your first month, then $14.99/£10.99 for every month after that.

Does this mean that Skyrim is now one of the best mobile RPGs? Quite possibly.

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Blender 2.92 Geometry Nodes

Hot on the heels of the Blender 2.91 release, Blender 2.92 is currently in Alpha and one of the most exciting new features is Geometry Nodes. Part of the everything as nodes strategy for future Blender development, the addition of geometry nodes will add procedural capabilities to Blender without requiring programming or scripting. Before the 2.92 alpha, Geometry Nodes were a separate branch with the project page available here.

When using Geometry Nodes, you are can create or modify geometry in your Blender scene using the new Geometry Node Editor. The process is very similar to the current way Shaders and Cycles materials are constructed. The selection of nodes are documented in the manual, however most descriptions are pretty sparse at this point. If you want to get started with nodes you need to run Blender 2.92 or later. Until it is formally released, the best place to get alpha and beta Blender releases is here.

There are two example projects to get you started. The best one currently is this one which shows how to use nodes to scatter rocks across your scene. There is another project that will showcase how to procedurally create a tree, however this project is currently just a place holder.

You can learn more about Blender 2.92 and Geometry Nodes in the video below.

[youtube https://www.youtube.com/watch?v=IDoWONJ1e_w?feature=oembed&w=1500&h=844]
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Get a job: Join Remedy as a UI 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 world’s leading independent game studios is looking for a UI Designer (F2P/GaaS) for an exciting new online multiplayer game.

If you are passionate about F2P / Games as a Service and like taking ownership of multiple gameplay systems, driving them from concept to final implementation in production levels and being responsible for their final quality in the hands of our passionate players, then this job is for you!

Responsibilities

  • Design, prototype and script core gameplay UI, HUD, and game menus under the direction of the Lead Designer and the Game Director
  • Take responsibility for key systems, driving them from concept to full implementation and polish
  • Work with other content disciplines to ensure your features have the various feedback systems required to make in-game cause and effect clear to players
  • Create both high level system overviews and technical specifications to communicate your ideas with other team members
  • Plan your work to ensure your features are delivered on time and to an exceptional level of quality
  • Help to define the visual style of the game’s UI and create polished visual assets

Requirements and qualifications

  • Proven experience as a UI Designer and at least two shipped projects on PC and/or console as a UI Designer or in a similar position
  • Proficiency with UI design and prototyping tools (Sketch, Axure, Balsamiq, etc.)
  • Knowledge and experience working with scripting languages
  • Ability to implement UI widgets and features in Unreal or similar game engines 
  • Strong portfolio showcasing your design projects
  • Ability to take constructive feedback from leads, publishers and other team members and channel it into improving the product
  • Dedicated to contributing towards a friendly team environment
  • An amazing ability to communicate both verbally and in written form (in English)

The ideal candidate will also have

  • Experience with game production pipelines and tools
  • Prototyping experience (e.g. Unreal/Unity)
  • Motion design and/or animation experience
  • Interest and understanding of F2P/GaaS: you are an avid player of F2P/Gaas games
  • Experience working with Agile development methodologies (Scrum, Kanban etc.)
  • Interest towards cognitive science and human behaviour
  • Interest or background in visual design

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, portfolio and other information relevant to the position.

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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Facebook Sponsor The Godot Game Engine

The Godot Game Engine have just been sponsored by Facebook Reality Labs. It comes in the form of a grant that is funding future XR (Virtual Reality/Augmented Reality) development. As a direct response to this grant, Bastiaan Olij is now going to be hired full time starting early 2021. In addition to being the lead developer on the Godot VR efforts, Bastiaan also worked on GDNative and other core Godot contributions. He also runs a very solid Godot technical YouTube channel available here.

Some details of the work he will be performing from the Godot news announcement:

  • OpenXR implementation for desktop and mobile. OpenXR is the new open standard for XR (Extended Reality, encompasses Advanced Reality (AR) and Virtual Reality (VR)). The OpenXR specification reached version 1.0 in 2019, and now has multiple conformant implementations by major XR players (Oculus, Microsoft, Valve, and more!). As an open source, cross-platform and vendor neutral game engine, we’re thrilled by the support that IHVs are giving to OpenXR and want to rely on it as our main interface.
  • Extending Godot’s input action system to support VR specific actions across all devices based on their respective capabilities (hand tracking, controller sensors, buttons).
  • Adapt the XR plugin system to the new Vulkan renderer design. While Godot 3.2’s XR support is functional, the upcoming Godot 4.0 release changes all the rendering backend and needs work to make XR functional again.
  • Implement Vulkan rendering on Android. This is necessary for mobile VR devices such as Oculus Quest 2, and will benefit all Godot users who want to make Android games.
  • Various rendering optimizations:
    • Stereoscopic rendering enhancements, providing details about the eye for which an image is rendered.
    • Support for compositor layers, which make it possible to render e.g. UI as an overlay without going through the eye buffer with lens distortion, allowing for sharper and more stable UI.
    • Support for variable rate shading in Vulkan, providing performance gains with techniques such as foveated rendering.
    • Rendering optimizations for mobile, implementing alternative techniques to the ones suitable on desktop platforms for better mobile performance.

This Godot Engine sponsorship from Facebook is their second in less than a month. In November it was announced that Facebook had become corporate sponsors of the open source Blender development fund. Even if you aren’t a big fan of Facebook, this investment in the Godot engine should be a win for everyone. You can learn more about the grant in the video below.

[youtube https://www.youtube.com/watch?v=NNHyorGxwyU?feature=oembed&w=1500&h=844]
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CDPR estimates Cyberpunk 2077 has already recouped development and marketing costs

According to a brief report shared by CD Projekt, Cyberpunk 2077 has likely already made enough money to cover both its development and marketing costs.

In that memo, the CD Projekt board notes that it is considering both estimated licensing royalties and pre-order sales of Cyberpunk 2077 across all digital distribution channels.

While we likely won’t see the full picture until CD Projekt’s next financial report drop, this and other tidbits shared by the company bode well for its latest triple-A launch.

Among those is the news that Cyberpunk 2077 exceeded 8 million preorders by launch. As shared in tweets shared to its IR-centric Twitter account, 74 percent of those pre-orders were digital copies of the game. Most preorders were for PC copies of the game–59 percent PC, compared to 41 percent console–and on Steam alone CD Projekt says that Cyberpunk 2077 generated $50 million in revenue on Steam as two weeks before launch.