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Weekly Jobs Roundup: Square Enix, Monomi Park, and more are hiring 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.

Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.

Location: Tokyo, Japan

Square Enix is looking for motivated and experienced artists, programmers, and technical artists to join its Research and Development department in its Advanced Technology Division. The department aims to bring together experts from the fields of rending, animation, physics, simulation, AI, networking, big data, VR, and sound to research state of the art game technology and contribute to multiple projects. 

Location: San Mateo, California

Monomi Park is seeking a talented 3D Environment Artist to join our team! This is a full-time position on-site in our San Mateo, California office. We’re looking for a 3D Environment Artist to join development of our hit game, Slime Rancher, as well as the exciting games we cook up in the future. Candidates should be well-versed in 3D modeling, texturing, shader creation, and have an unquenchable, burning desire to make and play games!

Location: Champaign, Illinois

Volition is seeking an energetic, driven, and skilled multiplayer programmer to participate in the development of technology for our next generation of titles. You will be working in a collaborative environment of artists, designers, and programmers and you will have the opportunity to build systems for large-scale open world games. Tired of high cost of living and long daily commutes?  Check out what Volition and Champaign, Illinois have to offer. We are considering applicants for a mid or senior programming position.

Location: Sydney, New South Wales, Australia

We seek a veteran VR/UE Blueprint/C++ Developer to Lead our Unreal Department onsite in our waterfront studio in Rhodes, Sydney. We’re after someone who is passionate about developing real-time capture & render technologies to redefine the process of film and television production and empower the director and creative team’s vision for our projects. As a Technical Team Lead, you will help grow and nurture the Unreal team. You’ll be trusted to spearhead development efforts as well as work closely with stakeholders, Head of Studio, producers and relevant heads of department. As the Lead UE/VR Developer, you will have the incredible opportunity to create & influence the future of our VR/AR process.

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Massive apples, cubes draw ire in ranked SoulCalibur VI online play

Sometimes a well-intended feature can become more of a liability in the wrong hands. A current trend in SoulCalibur VI’s online play is a perfect example of that.

SoulCalibur VI’s character creation feature offers creative players a significant amount of customization options that have been used to re-create pop culture figures or characters from other games. But those same features are being exploited by some to gain an unfair advantage in online play thanks to a combination of external cheat software and a lack of anti-cheat in the game protections that can block it. 

On first glance, the exploit itself is fairly entertaining, but the result is an unfortunately comedic example of a developer’s well-intentioned feature being used in an unexpected way to get a leg-up in a competitive game mode.

In short, players are placing objects like cubes or apples on their custom character, then enlarging those objects as much as possible until the object completely covers the character itself, with, according to players on Twitter, the assistance of external cheat software not blocked by the game. It makes for a hilarious battle from the outside, but the object itself actually serves to obscure the animations fighting game players rely on to quickly read and react to an opponent’s attacks during a match. Even worse, SoulCalibur VI players have spotted giant colorful cubes and massive battling apples in the more competitive ranked mode as well.

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Rockstar devs detail the studio’s history with ‘mandatory’ crunch

The fear is those at the top have seen how profitable this is working at 150, 200 percent and wonder why we should ever slow down.”

– An anonymous Rockstar developer weighs in on the company’s crunch culture

Rockstar Games has long had a troubled relationship with crunch, and concerns over working conditions at the game developer have re-emerged just as the company’s latest game, Red Dead Redemption 2, hits store shelves.

Following criticisms over studio co-founder Dan Houser’s “100-hour weeks” comment, several developers have spoken anonymously to publications like Kotaku to share their crunch and overtime experiences without fear of professional repercussion. While those experiences vary, many of the quotes paint a troubling picture.

A recent story from Eurogamer now backs up much of what was said in that initial Kotaku story and is worth a read for the added perspective it brings to the issue of overtime, mandatory or voluntary, at Rockstar Games.

Devs at Rockstar’s UK-based QA studio Rockstar Lincoln tell Eurogamer of mandatory six-day work weeks and waivers signed to opt out of a UK employment law that would otherwise prevent night shift workers from working more than 8 hours during a single 24-hour span. As of last Friday, seemingly following the public criticism over persistent crunch, employees at that studio were told all overtime was now voluntary, but some speaking to the site say that the terminology is all that’s changed. 

“Naturally it’s a worry that people not working overtime now, even when it is ‘voluntary’, will get a black mark against their name,” said one developer, and many—but not all—of the others interviewed echo that sentiment. 

The full article on Eurogamer has more stories that detail working habits at Rockstar Games from devs who both worked on older titles to those that created the company’s most recent release Red Dead Redemption 2

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Edge Case Games ends development of free-to-play Fractured Space

Edge Case Games is ending development of its free-to-play game Fractured Space and phasing out the game’s premium currency as a result. 

The developer’s post on Steam doesn’t dive into the circumstances leading up to the decision, noting instead that moving on from Fractured Space will give the team the opportunity to pursue new projects. 

The free-to-play game launched on Steam in 2016 and the team has since been supporting the project through additional updates and DLC. Edge Case maintains that the game itself will stay online “for the foreseeable future,” leaving the game space sim playable even as development winds down.

The developer has already pulled the game’s DLC from sale, and says that the game’s next and final update will remove the premium “platinum” purchasable currency from the game entirely and sell all items that would’ve required platinum for the regular in-game “credits” currency instead.

Fractured Space unfortunately follows in the footsteps of several other online games that have lost support just recently. Splash Damage ended development for its free-to-play Dirty Bomb last week, saying that the costs of creating new DLC and features for the game were too high for the actual return. WildStar dev Carbine Studios was entirely shut down by parent company NCSoft in September and its flagship game was put to rest weeks later. Another space sim was met with trouble earlier this month as well, as news emerged that the developer Six Foot laid off as many as 45 developers following the quieter-than-expected Steam launch of Dreadnaught. 

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The Weekender: The Final Edition?

Welcome to the final installment of The Weekender. Yes, this is the very last edition and for those who have checked in weekly, and swung by for Out Now before that, thanks much for your interest and support! I’m going out with a bang, by which I mean a full slate of great new games and sales to check out. Let’s get to it. 

Out Now

STARDEW VALLEY (IOS UNIVERSAL)

Legendary Steam game Stardew Valley has made, what has to be, one of the bigger leaps to mobile this year. It’s a farming-simulation game where you step into the shoes of a disgruntled office worker who leaves their job in favor of managing their deceased grandfather’s farm in Stardew Valley. The farm has fallen into disrepair and your job is all about prioritizing the tasks necessary to bring it back to flourishing.

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There’s a ton to do, both on the farm and in terms of the town’s social scene, and the game is a big sandbox where you really can do whatever you desire. Stardew Valley does a great job of setting up that short/medium/long term goal cycle so that you’re always after the next thing and time flies while playing. 

DARKEST DUNGEON: THE COLOR OF MADNESS (IPAD)

Gothic-styled roguelike Darkest Dungeon is a compelling, party-based, combat-centric game with a focus on the toll that adventuring in Lovecraftian dungeons has on the adventurers. It’s layered, entertaining, and more than a little frustrating. A new expansion, The Color of Madness, was just released for iPad and adds a new region called the Farmstead.

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Along with it comes a new enemy faction (The Miller and his workmen), three new bosses, new trinkets, new quirks your hirelings can become afflicted with, four new districts for your hamlet, and a new Endless Quest mode where you must face unending waves of enemies. As if things weren’t hard enough already! All this can be yours for a $5 in-app-purchase. 

LOVE LETTER (IOS UNIVERSAL AND ANDROID)

Love Letter is a game of bluffing and strategy where up to four players vie to get a letter to a princess shut in a high tower. It’s one of the most entertaining tabletop card games to play with a group, preferably over adult beverages. It’s also now a digital game on both mobile and Steam.

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I understand that everything is making its way to digital these days, and that’s all for the good, but so much of Love Letter is about reading the table that I can’t imagine it’ll be quite the same. Regardless, it’s available now and a great game. 

ELEMENT – RTS (IOS UNIVERSAL)

If you’re a fan of real-time strategy games but don’t like getting snowed in by complex details or committing to hours to get a game in Element – RTS by Flightless Games is for you. With civilization’s home solar system increasingly unfit for life a battle for the resources necessary to travel beyond is on. You travel across the system looking to secure control of each planet’s primary element.

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You have competition each step of the way of course and… well, that’s what your attack and defense stations and missiles are for of course. Gameplay is straightforward and tactically compelling. You need a strong strategy and to maintain a good mix of resource generation, element mining, defense, and attack capabilities. Element – RTS is well worth a look for fans of the real-time gaming genre. 

EUCLIDEAN SKIES (IOS UNIVERSAL) (REVIEW)

Three-dimensional puzzle-combat gem Euclidean Lands got a well-deserved five-star review when it came out in 2017. This week the game has a successor, Euclidean Skies, which maintains the same great turn-based gameplay, spatial problem-solving, and interesting architecture. Your goal is help the protagonist proceed through level after level by twisting and turning the setting to create a path.

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Obstacles and hazards appear and become progressively difficult as the game moves through its 40 levels. There’s no requirement to solve a level in a particular number of turns, though there are achievements for those who enjoy seeking the most efficient path. If you enjoyed Euclidean Lands, or like 3D puzzle games in general, Euclidean Skies is an easy buy.  

FIDEL DUNGEON RESCUE (IOS UNIVERSAL)

Fidel Dungeon Rescue is a clever pick-your-path puzzle/dungeon crawler freshly released on iOS after about a year on Steam. You lead Fidel, our puppy protagonist, through grid-based levels where you must squash bugs and monsters for XP, restore your health by grabbing med kits, grab gold and other loot, and earn enough XP to unlock the exit. You drag a path across the screen but can’t cross over where you’ve already been.

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There’s a brilliant undo feature where you can just retrace your steps to try again. Fidel is challenging and a great deal of fun for those that like to ponder the best way to proceed. 

SIRALIM 3 (IOS UNIVERSAL AND ANDROID)

Another mobile conversion, Siralim 3 is a dungeon-crawling light-RPG that focuses on taming and breeding over 700 different creatures to fight alongside you. There’s also a crafting system that makes use of the loot you find while adventuring. Siralim 3 boasts a ton of end-game content, an asynchronous player-versus-player mode, and cross-platform play and support.

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Unfortunately, the game also makes use of an awkward, giant, on-screen D-pad and virtual A and B buttons right there on your nice touchscreen display. This turned me off immediately, but, if you’re less picky about controls the game does sound promising.

Sales

DARKEST DUNGEON (IPAD): $.99

Tied to release of The Color of Madness expansion on iPad, the Darkest Dungeon base game is on sale for just a buck.  You can’t beat this price, so if you have any interest but haven’t gotten around to it, now’s a great time.

SPACE GRUNTS (IOS UNIVERSAL AND ANDROID): $1.99/$2.49

If you want to feel like you’re playing an action game—complete with camera-shaking explosions—within the safe confines of turn-based tactics Space Grunts is for you. It’s a must-own for any roguelike fan and is currently half price.

SIR QUESTIONNAIRE (IOS UNIVERSAL AND ANDROID): $1.99/.99

The latest game from the maker of Space Grunts, Sir Questionnaire, is an entertaining roguelike with a lot to explore. It’s on sale for the first time ever.

REBUILD 3: GANGS OF DEADSVILLE (IOS UNIVERSAL AND ANDROID): $1.99

Rebuild 3 might be the best colony management and zombie survival game on mobile. You recruit, manage, and level up a team of survivors who must to do all the things needed to survive: grow food, scavenge supplies, kill zombies, and construct shelter. It’s normally $5.99 and is currently three bucks off. Get it.

THE GAME – PLAY … AS LONG AS YOU CAN! (IOS UNIVERSAL AND ANDROID): $1.99

Tabletop card game The Game’s digital version is a one-player affair and is a lot of fun. It’s worth picking up for fans of solo card games.

ASMODEE DIGITAL SALE: $1.99

In celebration of the SPIEL in Essen gaming convention a whole slew of Asmodee Digital board games are on sale for two bucks on both iOS and Android, making it a great time to expand your collection.

D&D LORDS OF WATERDEEP (IOS UNIVERSAL AND ANDROID): $3.99

Dungeons & Dragons-based board game D&D Lords of Waterdeep is available for a solid discount on both the App and Google Play stores. You play as a masked Lord of the city and must out wrangle your opponents to recruit adventurers to complete quests and thus increase your political power.

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Epic Games secures $1.25 billion from multiple investors

Epic Games, the engine maker and game developer-publisher behind Fortnite, has secured $1.25 billion in funding from investors KKR, ICONIQ Capital, Smash Ventures, aXiomatic, Vulcan Capital, Kleiner Perkins, and Lightspeed Venture Partners.

It’s a deal that will see each of those investors join Tencent, Disney, and Endeavor as minority shareholders in Epic, which continues to be led by CEO and co-founder Tim Sweeney. 

The company didn’t specify exactly how the cash will be spent. Instead, Epic (rather vaguely) suggested it’ll be looking to “reinforce its position of leadership in real-time 3D technology,” while also accelerating its ability to “improve the way people play, work, and interact with the world.” 

The news comes shortly after Epic announced the opening of a new office in Australia and New Zealand, though again, the company is keeping its plans for the new branch under wraps for now.

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Raspberry Pi launches game dev magazine Wireframe

Raspberry Pi, the company behind the minimalist single-board computers of the same name, has launched a new game development magazine called Wireframe. 

While the arrival of a magazine focused on game development is a welcome sight, it’s particularly notable because Wireframe will be getting a print run in the UK.

The mag will be released every fortnight, and will dive into how games are made, who makes them, and how readers can go about building their own games.

The first print issue is free (or at least, 10,000 copies are), but will retail for £3 per issue in the UK going forward. If paper doesn’t float your boat anymore, the magazine will also be available online free of charge — making it more accessible if you don’t fancy forking out for overseas shipping. 

“Magazine publishing can be a challenging environment; it demands innovation if it’s to have a future, and doing things a little differently has certainly paid dividends with our other magazine titles to date,” said Raspberry Pi CEO, Eben Upton.

“Wireframe is a vote of confidence in computer games journalism, strengthened by a fortnightly model that will enable us to be more responsive, and a free web version to suit a generation used to consuming free online content.”

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The Library of Congress just made game preservation a little bit easier

The Library of Congress has passed a new ruling that makes preserving video games a little bit easier. 

As highlighted by Motherboard, the Library of Congress has agreed to “adopt exemptions to the provision of the Digital Millennium Copyright Act (DMCA) that prohibits the circumvention of technological measures controlling access to copyrighted works.”

In short, that means it’s now easier for video game historians to circumvent the DMCA in the pursuit of preserving and sharing culturally relevant video games. 

“The Acting Register found that the record supported granting an expansion in the relatively discrete circumstances where a preservation institution legally possesses a copy of a video game’s server code and the game’s local code,” reads an excerpt from the 85-page document

“She concluded that in such circumstances, the preservation activities described by proponents are likely to be fair uses. She further found that proponents demonstrated that such uses would be adversely affected by the statutory prohibition absent an exemption.

“The record indicated that an exemption would enable future scholarship by enabling researchers to experience games as they were originally played and thereby better understand their design or construction.”

The Acting Register granted the above exemptions after deciding they were unlikely to harm the video game market in any way, and while it’s good news overall, there are some notable downsides. 

For starters, archivists and museums will still have to legally acquire the original game and server code, which might be a tall order depending on the title in question. The exceptions also don’t apply to “affiliate archivists,” so private citizens won’t be able to lend a hand. 

What’s more, any “eligible library, archive, or museum” that actually managed to get an online game up and running again won’t be able to grant public access from outside of its physical premises. So, anyone who wants to take those games for a spin will actually have to visit the relevant institution in person. 

Finally, the DMCA exemptions also won’t apply to server code that’s been recreated or emulated, putting another hurdle in front of those organizations hoping to breathe life back into defunct multiplayer titles. 

For now then, it’s a notable step in the right direction, but one that also highlights the variety of challenges still standing in the way of game preservationists.

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10 level design tips and tricks

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.


In this blog post I’m going to elaborate on a selection of tips and tricks that I’ve tweeted over the last few months from my account @TomPugh1112

These tips are methods that Level Designers use to move players, encourage progression and create areas of immersive gameplay. The tips I’m going to share are general bits of advice that work in different ways for different games.

As a Level Designer these tips should be interpreted in a way that is relevant to your level designs. Every game is different so every game requires a different approach.

This selection of tips are in no way “rules” of level design. As far as I’m concerned there are no rules, only guidelines that help create the best experiences possible. Every designer has their own approach to creating levels and solving problems so please take these tips and tricks as just that, and not some gospel of level design.

Each one of these “tips” could easily have a whole blog dedicated to it, and in the future I may write some. But for now I’ve tried to give as much detail in as few words as possible.

Tip 1: Have clear and consistent Affordances

An affordance is a rule that is created through your games level design. For example in “Tomb

Raider” the player learns that if they see a piece of wood or a old cart which is angled in the air, they know that they are able to use it as a launch pad to make longer jumps.

A simple real life example of an affordance is a door handle. A pull bar or a push pad on a door informs you what action you should take to open the door.

It is very important to have clear and consistent affordances (rules) in your levels. You need to build a trust contract with the player so that they clearly understand what they can and can’t do in the game. You should avoid breaking this contract. If you do you’ll cause confusion and frustration for the player. How annoying is it in real life when a door says push but really means pull?

There are times when your game may require you to break this contract with the player. In a survival horror game breaking affordances is a good way to create stress and put the player under pressure. Even this can be risky and may ultimately irritate some players.

Tip 2: Use Leading Lines

Leading lines are a technique that helps to guide the player’s eye towards a specific location, item or event.

Use leading lines to subtly move players in the right direction without the need for additional prompts or breadcrumbing. Leading lines can range from pipes on the ceiling, hedge rows or different textures on the floors and walls. Leading lines can draw the players eye to an important gameplay moment. These should be used in combination with lighting and other techniques.

For example you might have a new enemy you want to reveal to the player. Pipes along the roof and walls could be used to make sure players are looking in the right direction, while the area where the new enemy appears is nicely lit. These techniques in combination should control where the player looks.

Tip 3: Make use of the Architecture to shape the play space

You should always be looking at real life spaces and how their architecture can translate to level design. Architects have been doing the same thing as level designers for hundreds of years so it makes sense to examine and gain an understanding of architectural elements.

Architectural elements should be used to shape your level designs. Structural components are tools for organising and shaping a space. Think about what your architecture can do before filling a level with crates as obstacles.

For example, rather than placing crates in an open area why not position pillars that can still be used as cover but create a more believable space. By looking at real life spaces you can find ways of creating more believable levels with intuitive architectural elements

Tip 4: Learn to Teach Mechanics

One of the jobs of level design is to introduce, pace and teach the player new mechanics when they become available.

This is something designers new to the field often get wrong (and sometimes more experienced designers too). You’re very knowledgeable of your game mechanics which means that it’s very easy to make a difficult challenge. Making an introductory challenge is often where mechanic teaching falls down.

You can use pacing techniques to plan mechanic introductions and the difficulty of skill gates. Get the pacing right and you shouldn’t have too much trouble with players understanding and trusting mechanics.

The rough sketch below gives an additional idea of how this works. An improvement to the sketch would be to make sure that when the player picks up their new weapon they have some targets to shoot at in the area, such as some tin cans for example. This gives them an opportunity to learn the shooting mechanics without have to be concerned about enemies.

Tip 5: Use Denial and Reward

Denial and reward is an architectural technique that is primarily used to enrich a person’s passage through a built environment. Architects do this by giving people a view of their target and then momentarily screening it from view.

This same technique can be used for progression in level design to enhance a players sense of progression. Give players a view of their objective, send them on  a route where they can no longer see it, and then emerge them closer to the objective with a new angle of visibility.

This image shows how you might start a level using denial and reward. The player can see the objective clearly, they can see the path is blocked and are given an alternative route to take towards the objective.

In the following image the player will have a new angle of visibility and the objective being closer will reward them with a real sense of progression.

The Last Of Us uses denial and reward in the Pittsburgh chapter. The player is given a glimpse of the yellow bridge (their objective location) and then loses sight of it for a while until it comes back into view. This chapter shows how denial and reward can be used to make a journey much more interesting.

Tip 6: Give players a good starting point

How players arrive in an area will influence their first move. Start players facing the right direction and be sure their start position gives them visual cues and options on how to proceed.

The image above from Uncharted 4 demonstrates how you can craft the players starting position by giving them a clear view of the path ahead, leading lines and framing from the surrounding environment give a clear view of the objective location and the player can see openings and other options. This example uses multiple techniques but it is key to understand how all of these methods combine with the start location to give players a clear understanding of what they have to do.

Sometimes this tip can be twisted, but in a cool way. For example the players path or exit could be positioned behind or above them. As long as the player has clear messaging of this it can encourage map exploration and discovery which can create a very rewarding experience. Games like Uncharted have instances of this.

This can become a problem when you can’t control the players start position. In linear games it is easy to determine where the player is when a level starts and making sure they have clear cues can be done. But in an open world it’s much harder to be sure of where the players is.

One way this can be done is to create areas of linearity within an open world. A recent example of this is Horizon: Zero Dawn. Guerrilla have done a great job of funneling players towards mission areas and creating linear experiences during story missions. In some cases this has been done by creating two or three different entrances to a location. Horizon: Zero Dawn is an excellent study on open worlds for more on this I recommend watching the GDC talk Level Design Workshop: Balancing Action and RPG in Horizon Zero Dawn Quests where Blake Rebouche goes into more detail on their process.

Tip 7: Set up some boundaries

Boundaries are a way of showing players when they are transitioning between areas. There are two types of boundary – soft boundaries and solid boundaries.

Solid boundaries can be used to mark an area of surprise or enemy activity. You don’t want players to know what’s inside and you want them to clearly understand they are changing location.

Soft boundaries should be used to entice the player into an area. You want the player to be able to see what’s inside and this should draw them into the area.

Tip 8: Breadcrumbing

If you’re struggling to get players to go where you want you could try using breadcrumbs.

Breadcrumbing can come in many different forms including; a different texture on the floor, gold coins that put the player back on track and collectibles dotted along a path.

In the above example you can see the gems in Spyro are placed in this area so as to draw the player to a higher location I find this and the example below to be two subtle ways of breadcrumbing the player without breaking immersion.

Tip 9: Lighting

You can use lighting to draw attention to exits, points of interest and enemy locations and it can be used as an effective way to guide players through a level.

Lighting in levels should be used to highlight the following; exits, path guiding, enemy introductions and points of interest.

In the images above you can see that exits, paths and enemies are clearly lit and visible to the players. These examples also show how lighting can help set a tone for your levels.

Tip 10: Iteration is key

The key to a good level is iteration and constant play testing. The sooner you can get a blockout of your level into the hands of someone the better. It’s through this initial play test that you’ll see the problems, find the solutions and make a start on improving your level.

Don’t be afraid to let people play your levels, after all that is why we make them.

Conclusion:

Well thanks for reading this two part blog! I hope you found some tips and guidance that will help you with your own level designs. Remember these are guidelines, not rules.

I tried to go into as much detail as I could in as few words as I could. So if you want to talk more about a subject covered here, or not covered here then please feel free to leave a comment and start a discussion.

Thanks for Reading,

Tom Pugh.

Twitter: @TomPugh1112

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Nintendo scares up Halloween fun with spooky games

Nintendo scares up Halloween fun with spooky games

Want to know what chills and thrills Nintendo has in store for Halloween? Keep reading…if you dare!!!

Turn out the lights and get ready for frights with spooky games like Luigi’s Mansion™ for the Nintendo 3DS™ family of systems and Undertale for the Nintendo Switch™ system. You can brush up your vampire-killing skills with classic Castlevania games and use your trusty whip to take out ghoulish enemies and the king of the undead himself: Dracula.

From creepy costumes to spine-tingling party games, Nintendo Switch News has the scoop on all things All-Hallows’ Eve. Keep your eyes peeled for seriously important info, like which costume-changing games might inspire your next costume and which party games can transform you into the ghost-est with the most-est, Check out Nintendo Switch News on device through Halloween for more hauntingly good news!

You can find spooky spectacles on Nintendo eShop for Nintendo 3DS, including a list of spooky games for Halloween and a compilation of (eek!) monster games. Whether you’re looking to get into the spirit of the season, or just passing the time between trick-or-treaters coming to the door, you’ll have a screaming good time on your Nintendo 3DS system.

Tip: Ghost and ghouls won’t stand a chance around a pumpkin with Luigi’s frightened face on it. Therefore, it makes perfect sense to turn your jack-o’-lantern into a Luigi-o’-lantern. Visit the Play Nintendo site to download a free printable pumpkin-carving stencil. While you’re there, check out petrifying polls, spine-chilling quizzes, and more for a family-friendly take on the most haunted of holidays.

Over at My Nintendo, you can catch some spooky-fun rewards like an October calendar and Halloween-themed wallpapers. Redeem your My Nintendo points and add some spookiness to your Nintendo 3DS system for a haunted night of gaming on October 31st.

Happy haunting, game lovers!

For Nintendo 3DS systems, use Parental Controls to restrict 3D mode for children 6 and under.