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Earn double Gold Points with digital pre-purchase of Super Mario Party

Earn double Gold Points with digital pre-purchase of Super Mario Party

The party of the year is almost here!

The Super Mario Party™ game for Nintendo Switch™ system is arriving on 10/5 and now you can earn double My Nintendo Gold Points when you pre-purchase the game from Nintendo eShop or Nintendo.com.

  • Receive a bonus of 300 My Nintendo Gold Points when you pre-purchase the digital version of the Super Mario Party game from Nintendo eShop or Nintendo.com (where available).
  • Offer starts 9/13 at 7:00 p.m. ET and ends 10/4 at 11:59 p.m. ET.
  • Bonus points will be issued on the game’s launch day, are earned based on the original list price of the game on Nintendo eShop, and will vary by country and currency.

Use your points toward select digital games for Nintendo Switch. Offer ends on 10/4, so order now and get that party started!


Mild Cartoon Violence

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XRDC speaker Q& A: Jenna Goldberg and the art of data visualization in AR

There’s data processing, and then there’s understanding data. Normally, when trying to sift through reams and reams of data, you’re working on screens or with physical spreadsheets, using whatever 2-D tools you have on hand to give that data any context you can. 

But what if you could see that data in three dimensions? What if you could interact with it? That’s what Jenna Goldberg, senior visual designer at IBM, has been trying to realize for the last few years. And at XRDC, she’ll be giving a talk about the Immersive Insights project at IBM, and how she and her colleague Reena Ganga are creating tools to visualize data in augmented reality. 

To get you ready for her talk, we’ve reached out to Goldberg for a quick Q&A about her work, which you can now read below! 

Attend XRDC 2018 to learn about immersive games & entertainment, brand experiences, and innovative use cases across industries.

Tell us about yourself and your work in augmented reality.

My entrance into the Augmented Reality (AR) realm started with 3D animation. While attending the University of Texas at Austin, I was captivated by the limitless creativity and wanted to learn more. I expanded on my animation knowledge by participating in game design, where my team and I created a 3rd person action-adventure game. From there I realized that while I stilled loved 3D animation, I wasn’t particularly interested in gaming. I made the switch to Augmented Reality when I worked at Builder Homesite Incorporated (BHI), creating an app for people to make custom-designed homes and explore them in an AR setting. Finally, my 4 years of pursuing IBM paid off when I was contacted by them, looking for an AR software designer for a project called Immersive Insights. Both working at IBM and being an AR designer were dreams of mine, so I immediately transferred over and have been at IBM since.  

 
Without spoiling it too much, tell us what you’ll be talking about at XRDC. 

While designing for AR is exciting, it’s also extremely challenging. As opposed to typical UX design that is taught in school, designing for new technology comes with its own challenges that aren’t often taught. There is no quick Google search for an answer, no AR expert to turn to. My college, Reena Ganga, and I will be discussing the problems we encounter daily, and how we address them. We will share some of the lessons we have learned so far and explore some of the issues we haven’t yet been able to overcome.  

 

In addition to this, we will uncover our successes and how all of this applies to designing for Enterprise Software. Specifically, we will address the difference between designing for AR in terms of entertainment and B to B companies.  

 
What excites you most about AR/VR/MR?

What’s so exciting about this field is that it is still nascent. This sort of newness puts everybody in the field on the same team. We are the answers on Google, we are the experts. This encourages everyone in the field to interact with each other and share what we’ve learned. Both within IBM and in the overall design field, many groups have come together to combine our knowledge and assist each other with the concerns that arise regarding design in AR. There is never a dull day. Every day of work brings something new. 

 
Who would you like to meet at XRDC?  

I really look forward to meeting other AR designers who have encountered some of the same issues that I have, and inquire about what they’ve done to confront those issues, as well as share what my team and I have done. It’s rare to find people who are working specifically with data visualization in AR, so the more collaboration the bigger the benefit.  

 
Why do you think companies will be interested in pursuing advanced data visualization in AR, based on your work?  

Every company can benefit from discovering insights about their consumer habits and sales data. However, the way it is now, insights are only being generated from data analyzation experts. We need intuitive programs that allow those with less of a technical background to be able to discover insights from their data as well, so more people can reap the benefits. AR not only makes interacting with your data more exciting, it makes it more accessible. Because of its immersive nature AR allows users to form a close relationship with their data by living in it. Today we are engrossed with our tablets and PCs and I think we find ourselves segmenting our computer time and our human time more and more. AR is the first step in the marriage of digital and real life.  

XRDC is happening October 29th and 30th in San Francisco at the Westin St. Francis Hotel. Now that registration is open, you’ll want to look over XRDC passes and prices and register early to get the best deal!

For more information about XRDC, which is produced by organizers of the Game Developers Conference, check out the official XRDC website. You can also subscribe to regular XRDC updates via emailTwitter and Facebook.

Gamasutra, XRDC, and GDC are sibling organizations under parent UBM Americas

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iPhone Xs comes with enhanced performance for ARKit 2

The recently unveiled iPhone Xs and Xs Max feature a brand-new chip called the A12 Bionic, a 6-core CPU said to deliver up to 15 percent speeds and 40 percent lower power and bring enhanced performance improvements for ARKit 2.

This is notable for developers who have kept an eye on the AR development platform, as Apple seems to be pushing harder to present the iPhone as a device for high-powered mobile AR gaming and experiences. 

Apple said the A12 Bionic is key to better powering new AR experiences due to its greater processing speeds and reduced power consumption, which developers can expect to see more of in iOS 12.

One example is the AR Quick Look feature, which extends AR throughout iOS, letting users view AR objects with built-in apps and share them via iMessage and Mail.

ARKit 2 also comes with multiplayer gameplay, as shown with a live demonstration of Galaga, taking the classic arcade title and developing it to be AR-enabled. 

The next iteration of Apple’s AR app development platform comes with iOS 12, which is available on September 17. 

The iPhone Xs and Xs Max are expected to be released globally on September 21.

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Video: How writers can utilize Wikipedia in their research

In this GDC 2016 talk, Seasun’s Chris Hepler explains how game writers can learn facts fast enough to make their game stand up to expert scrutiny and sound like an expert.

Hepler provides his perspective switching from the “soft” space fantasy of Star Wars to the rocket science of Mass Effect, sharing how developers can learn to manage the modern fire-hose of information and avoid common pitfalls.

It was an insightful talk that’s still worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

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

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

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Now Available on Steam Early Access – World of Warplanes

Save up to 80% in the Made with GameMaker sale during this week’s Midweek Madness*!

GameMaker Studio 2 is the latest and greatest incarnation of GameMaker! It has everything you need to take your idea from concept to finished game. With no barriers to entry and powerful functionality, GameMaker Studio 2 is the ultimate 2D development environment!

Over 40 games made with GameMaker are on discount during this sale as well as GameMaker Studio 2 at its lowest price ever on Steam! Whether you want to play these amazing games or start making games, check out the deals today!

*Offer ends Friday 10am Pacific Time

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Winter is coming in Iron Marines’ September Update

We’re fans of Ironhide Studios’ Iron Marines. Released a year ago tomorrow, it was an interesting RTS/Tower Defence hybrid that had some excellent visual design.

It got a major update a few months after launch but not much since then. Come September 25th, the game is set to get a major update in the form of a new planet – Borealis, as well as the following new features:

  • 9 new stages
  • 10 new enemies
  • New boss Fight
  • 3 new paid heroes
  • New upgrades
  • New power ups
  • Over 10 new achievements

There’s a trailer you can watch below, and the update is coming to both iOS and Android versions of the game. We’ll remind you when the time comes via The Weekender.

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Niantic touts 35 percent growth in active players for Pokemon Go

Newsbrief: Since Pokemon Go’s explosive launch, its playerbase has shot up and down on a rollercoaster ride that can only be expected when a game has become one of the world’s most popular MMORPGs. But in a company blog post today, Niantic has confirmed that its number of total active players has once again been ticking upward, touting a 35 percent growth since May of 2018.

The blog post, which also takes time to discuss the company’s partnership with the Knight Foundation, slipped in this statistic while discussing how players have been coming together for the last few months. In June, Niantic released Pokemon Go’s social update, which implemented a full friend system and gave players the ability to send gifts to their friends. 

These new features, along with a slew of community and company-organized events, appear to be the driving factor behind the new growth.

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‘To stay relevant’, U.S. adds select PC games to national software registry

This week the U.S. National Institute of Standards and Technology published a blog post confirming that the (non-regulatory) agency has added a new class of software to its National Software Reference Library: modern PC games.

Notably, the NSRT now contains select games (including Mass Effect, World of Warcraft, and PlayerUnknown’s Battlegrounds) from Steam, Electronic Arts’ Origin platform, and Blizzard Entertainment.

Some were donated by Valve, EA and Blizzard, others were purchased, but the important thing for devs to know is that these games are now embalmed in a long-term government archive of popular computer software.

The NSRL exists primarily to help digital forensics and cybersecurity researchers identify and track software, so everything in it has been run through an algorithm that assigns a 60-character string (of both letters and numbers) as a unique hash. Those hashes are now part of a public database, a database that the NISL claims also doubles as a “repository of culturally significant digital artifacts.”

“We’re not watching what gamers are doing,” NSRL lead Doug White stated in the blog post. “But we need to include gaming software in the NSRL if we want to stay relevant.”

While these are reportedly the first modern PC games to be archived in the NSRL, they aren’t the first games: two years ago the NIST worked to archive a collection of retro games (including what were presumably Atari copies of SimCity, Asteroids, and Mario Bros.) acquired from a collector by Stanford University.

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Get a job: Mimic Technologies is hiring a Software Engineer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Seattle, Washington

Mimic Technologies, Inc, is looking for a skilled and motivated Software Engineer to join our growing software team and help implement our next generation of medical simulation technology. This is an excellent opportunity to apply a broad range of software development skills in a challenging problem domain while having a tangible impact on training to advance surgical care.

Responsibilities will include working with engineers, artists, and 3D modelers to implement simulation technology and training scenarios to educate surgeons in various aspects of robotic surgical equipment and techniques. At Mimic, we use a rapidly evolving, proprietary surgical simulation engine and the applicant will be expected to adapt quickly to technology changes and implement and incorporate new engine capabilities as needed.

Software development will be in both C++ and Lua. The candidate must be familiar with high-fidelity, real-time physics simulation, including collision shape modeling, graphics, and stability issues. Fluency in 3D transforms is a must. Game development experience is preferred.

Qualified candidates should be capable of taking on significant projects and completing them independently as well as working with a small team to deliver polished results on a tight timeline.

Required Skills & Experience:

  •  Professional C++ development experience
  • Interactive simulation application development experience
  • Experience working with commercial physics APIs (Nvidia PhysX a plus)
  • Expert in 3D mathematics and physics
  • Excellent communication, interpersonal, and organizational skills
  • Experience using version control and bug tracking software as part of a team of developers
  •  Bachelors of Science in STEM field

Preferred Skills & Experience:

  • Proficiency with Lua, Python, or similar scripting language 
  • Experience working with a game engine 
  • Consistent track record for delivering functional product iterations and/or independent projects
  • Experience developing in Agile methodologies
  • Advanced education in STEM field

About Mimic:

Located in the historic Pioneer Square neighborhood of downtown Seattle, Mimic Technologies is the leader in Robotic Surgery Simulation. Our customers are visionary medical centers and teaching hospitals who utilize simulation technology to train the next generation of surgeons. We strive to maintain a positive team environment where everyone is passionate about fusing virtual reality and surgical robotics into revolutionary new products and services.

We offer a competitive salary and benefits package including employee medical & dental insurance, 401K match, paid time off, and more. More importantly, you will be working on exciting and meaningful technology that will profoundly and positively impact the lives of both patients and surgeons, on a humane work schedule with excellent work-life balance.

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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Midweek Madness – Made with GameMaker Sale – Up to 80% Off

Save up to 80% in the Made with GameMaker sale during this week’s Midweek Madness*!

GameMaker Studio 2 is the latest and greatest incarnation of GameMaker! It has everything you need to take your idea from concept to finished game. With no barriers to entry and powerful functionality, GameMaker Studio 2 is the ultimate 2D development environment!

Over 40 games made with GameMaker are on discount during this sale as well as GameMaker Studio 2 at its lowest price ever on Steam! Whether you want to play these amazing games or start making games, check out the deals today!

*Offer ends Friday 10am Pacific Time