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GIMP 2.10.6 Released

In just 4 months since GIMP 2.10 was released, we have now seen 4 major patches (yeah, the versioning could use some work… Winking smile) that have brought rapid improvement to the open source raster art package.  The 2.10.6 release brings several new features including vertical text layers, two new filters, improved straightening and more.

Details from the news file:

Core: - Render drawable previews asynchronously. - Merge the file view filter and file format lists in GimpFileDialog. The presence of 2 lists was very confusing. Filters: - New "Little Planet" (gegl:stereographic-projection) filter. Tools: - Halt the Measure tool after straightening. - Add an "orientation" option to the measure tool, corresponding to the "orientation" property of GimpToolCompass (i.e., it controls the orientation against which the angle is measured, when not in 3- point mode.) The orientation is "auto" by default, so that the angle is always <= 45 deg. Note that the "orientation" option affects the tool's "straighten" function, so that the layer is rotated toward the current orientation. - Text layers can now represent vertical texts, with 4 variants: left-to-right and right-to-left lines, and forcing all characters to be upright or following Unicode's vertical orientation property. See also: * https://www.unicode.org/reports/tr50/ * http://www.unicode.org/Public/UCD/latest/ucd/VerticalOrientation.txt User Interface: - The Dashboard dockable dialog now has an "async" field to the dashboard's "misc" group, showing the number of async operations currently in the "running" state. - New Preferences option to enable/disable layer-group previews, since these can get quite time-expensive. Translations: - New language: Marathi - 9 translations were updated: Brazilian Portuguese, German, Greek, Italian, Polish, Romanian, Slovenian, Spanish, Swedish.

You can learn a great deal more about this release in the release notes available here.

GameDev News


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Review: Holedown

You’ve probably got an image of something like Holedown in your brain already. That brick-breaker sort of layout, with numbered blocks ominously floating above an empty void. Little white orbs get rapid fired out from a point at the lower edge, and ricochet madly off of the blocks. The blocks don’t break on contact, though. Instead, every tap of a ball subtracts a number, and when that number reaches zero, the block is finally slain.

If this sounds familiar, it means advertising works. On mobile versions of social media sites, you’ve probably seen a sponsored video of this colorful menagerie, punctuated with a “click here” or “download now” option. You may have even taken the plunge down the rabbit hole and sunk some time into it. You wouldn’t be alone, Ketchapp’s Ballz was quite the free-to-play success in 2017.

holedown1

There’s an amusing irony here. Ketchapp is a developer infamous for cloning the number puzzle game Threes! and releasing a free to play version of it called 2048 before Threes! could officially launch. This is among the best known examples of a trend in mobile games that isn’t going away. But where games are often cut out at the knees by imitators who create free to play copies with dubiously low production value and stuffed to the brim with ads, Martin Jonasson turns the formula around. In every single way, Holedown is the best version of this alt-brick breaker sub-genre.

Part of this is the concept. As some nameless, identity-less space explorer, you must drift to cosmic entities and mine them for their riches. From asteroids, to a sun, to an endless black hole, you must drill until you reach the core. Your tools are a clip full of smiley balls, that are rapid fired into the rocks below. The colorful rocks at the blocks you much break, which get increasingly harder to do as the numbers stretch into ridiculous amounts.

holedown3

Each turn, the blocks inch towards you, slowly encroaching on your safe zone. If it crosses that red line at the top, your drilling vessel crashes, and you lose. Literally turning Ballz on its head is its own form of poetry but adding a crawling death wall mechanic really brings a sense of urgency to every shot. Blocks come in various, Tetris-like shapes and sizes, and they’re oriented randomly as they move to crush you, so every run through the six unique stages is different.

You may surprise yourself with how much critical thinking you do during any given round of Holedown. At first, it becomes simply a game of ‘kill the closest block to you.’ But as the numbers get bigger, you have to get cleverer. You start aiming for foundation blocks, that if you zap will cause everything on top of them to collapse, as well. There are blocks that can never mover, and must be drilled the hard way, they start becoming priority. Target blocks start being shoved behind big buffer blocks, so you have to weigh your options. Do you just blast through this as fast as possible, upgrading your ball threshold with collectable crystals to get more bang for each buck? Or do you try to work the angles and start pinging balls off of the rounded edges of near blocks in hopes that you can bounce your way to the target.

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Once the wave of disgust hits you after you watch a string of balls haphazardly only hit your target once, and not the three or four times you’ve planned for, you come to realise that Holedown has drilled its way into your soul. It’s such a satisfying layer cake of simple, yet effective design choices. It only asks for such little space, input, and attention from you, and maximizes every moment of it. That’s what good mobile games are all about.

Another big factor is the look. It has a colorful, modernist simplicity that you can expect from the creator of twofold, inc. and rymdkapsel.  There’s a little alien worm thing in the bottom right cheering you on for some reason. It’s awkward and ultimately just for show, but it’s got good energy, so no one is really upset.

There are a few hitches in the system that can make some play experiences inconsistent. For example, the big green line that you aim with draws reliable path to where the first ball in your string will hit. With it, you can start to use some rudimentary geometry to figure out what sorts of bounces you’ll get after the initial one. As you begin to line the aiming string up close to some bricks, things may not be as they suggest. On more than one occasion, the line told me it would pass narrowly by a block, and instead would clip it, ruining the shot.

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Also, as the procedural generation of the rising blocks adds a sense of uniqueness to each game, it can get carried away. Sometimes, a level will spawn with a block that has an immense number on it, with no other blocks nearby. You’ll sometimes be left to wonder “how was I ever supposed to solve this?” This is especially true on later planets, where the biggest of blocks can be insane.

These are ultimately blips in a system that is impeccably well put together. Holedown is enjoying its time in the greater gaming spotlight, a rare achievement for a mobile game. It’s simple gameplay has an inescapable gravity. It’s charm beguiles you, and soon every train ride, bathroom trip, or lunch break has just enough time in it for block breaking. Don’t let the modest price tag scare you away from the ‘it’ mobile game of the summer.

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Three hot Nindie games available on Nintendo Switch starting TODAY!

Three hot Nindie games available on Nintendo Switch starting TODAY!

Nintendo of Europe has just released a video focusing on upcoming Nindie launches on the Nintendo Switch system. During the video, it was revealed that three new indie games are launching … today. Starting today, Bad North from Raw Fury, Morphies Law from Cosmoscope and Prison Architect: Nintendo Switch Edition from Double Eleven/Introversion Software are all available in Nintendo eShop on Nintendo Switch.

All of these games offer interesting takes on their respective genres, offering a little bit of something for everyone. Bad North combines real-time tactics and rougelite strategy as players defend against Viking invaders. Morphies Law is a team-based shooter where your size affects your abilities, but bigger isn’t always better! And in Prison Architect, you have to overcome the challenges of constructing and managing a maximum-security prison – not the typical focus of a simulation game.

To view the video in its entirety, visit https://youtu.be/qNUSrhEEvL0.

Nintendo Switch is full of creative indie games from talented Nindie developers – with more games coming to the system every week. To help keep up with all the recent Nindie news, here are some additional updates about indie games on the way, games that recently released and fun news about the world of independent game development you might have missed.

Recent Nindie News:

  • Indie publisher Devolver Digital has been launching multiple games on Nintendo Switch this summer – or as the hip kids are saying on social media, the #SummerofDevolver. To close out the summer, Broforce fist bumps its way to Nintendo Switch on Sept. 6, while The Messenger delivers its slick 8- and 16-bit action on Aug. 30.
  • People love Hollow Knight . And now people are about to get even more Hollow Knight! Hollow Knight – Godmaster, the upcoming free content pack that adds more bosses, music and quests, launches on Aug. 23. (The full game is required to access the DLC.)
  • You don’t need to roll a 20-side die to get the free update for Enter the Gungeon . You just have to download it! The currently available “Advanced Gungeons and Draguns” expansion adds hundreds of new rooms with dozens of new weapons, items, enemies and ammo types. (The full game is required to access the DLC.)
  • If your Nintendo Switch backlog is not already long enough, some recent notable indie launches on Nintendo Switch include Overcooked! 2 from Team17, Dead Cells from Motion Twin, Minit from Devolver Digital, Salt and Sanctuary from Ska Studios and Flipping Death from Zoink Games.

Nindie Extras:

For more information about all the great Nindies on or coming to Nintendo Switch, visit https://www.nintendo.com/games/nintendo-switch-nindies-hits.

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Don’t Miss: The undying allure of the Metroidvania

Metroidvania. What image did that word create in your mind? Super Metroid? Castlevania: Symphony of the Night? Or a newer title from an independent developer, like Chasm or Axiom Verge?

1986’s Metroid and its SNES sequel, in particular, are touchstone titles in what has now unquestionably become its own genre. The first in the series introduced many console gamers to the idea of a large, explorable 2D platforming world; in 1994, Super Metroid refined that gameplay immensely while adding deft storytelling. Three years after that, Symphony of the Night expanded this formula in all directions, adding both complexity and depth at every turn.

“First off, I didn’t like the state of action games at the time,” says Koji “IGA” Igarashi, when asked where 1997’s Symphony of the Night came from. “Titles divided into discrete stages were tending to get more and more difficult, leading to the situation where good players quickly finished them and beginners were no longer getting their money’s worth. There was also the fact that the people on our team, including myself, really liked The Legend of Zelda, so we wanted to create a game in that style.”

In retrospect, it’s little surprise that this game launched a genre; it was a clear attempt to break away and create a holistically enjoyable game for a wide audience. The result worked too well to remain unique.

Castlevania: Symphony of the Night

Though retro game fans can point out any number of similar titles, Igarashi and his team arrived at a functional, repeatable design — and Symphony of the Night came quickly enough on the heels of the acclaimed Super Metroid that it could become entrenched as a formula.

“I think it wasn’t until Symphony of the Night and its sequels melded Super Metroid and Castlevania that the classification narrowed to mean something like, ‘Side scrolling action-adventures with a obstacles in a continuous map that you can surmount only after finding the requisite items and backtracking,'” says Tom Happ, whose upcoming Axiom Verge is one of the most promising new titles in the genre.

The next turning point for the Metroidvania was the seminal 2004 indie title Cave Story, created by Daisuke “Pixel” Amaya all on his own. It wasn’t just a highly creative evolution of the genre; Amaya’s ethos of building the game by himself made it a title that is inextricably linked with the rise of the indie movement, and the game’s art and design have proved as influential as Amaya’s D.I.Y. production style.

Cave Story+

2009’s Shadow Complex, developed by Chair Entertainment for Microsoft, is also worth mentioning. Its massive commercial success as the console market for independently developed games began to take off showed that the genre had a viable future.

That’s not the only reason it’s notable. “One moment that always stood out to me was when Donald Mustard said (to you, no less) that Super Metroid was ‘the pinnacle of 2D game design’; I kind of feel that was the first moment somebody really tried intentionally to make a ‘Metroidvania’ rather than just an action-adventure with aspects of Super Metroid or Symphony of the Night,” Happ says, referencing my 2009 interview with the Shadow Complex creative lead. 

Now that it’s an entrenched genre, developers are trying to capture the essence of the Metroidvania — and to extend it further. I spoke to a number of them to find out why and how they’re doing it.

My first stop was to ask these developers what makes the genre so enduring — why does it fascinate today’s independent teams? After all, it’s been a niche for years and years; it’s only recently, post-indie boom, that the number of games exploded.

“The concept is universal,” declares Erik Umenhofer, developer of Temporus. James Petruzzi, of Chasm developer Discord Games, agrees: “I think the core mechanics are timeless: exploration, character improvement, platforming, and combat.”


Chasm

“I figure it’s the excitement of enjoying the adventure, mixed with gameplay that’s easy to get comfortable with. I think the exploration element makes you feel like you’re moving the story along yourself a lot better than with titles divided into stages. That, and I think having character-growth elements allows gamers to enjoy the story right up to the end,” says Igarashi, when discussing the genre’s appeal.

“Platformers have always been an easy, up-front genre to get into… Compounded to those simple mechanics, the addition of backtracking, upgrading, power-upping and accessing new areas… adds a lot of spice to how the adventure opens itself up for the player, giving her/him the impression (even if it’s a false one) of being inside a very big context that’s ready to be explored in a multitude of ways,” says Alonso Martin, developer of Heart Forth, Alicia.

“You are the story. You are the adventure. It is up to you to discover where to go and unearth the mysteries of the world you’re stuck in,” says Renegade Kid’s Jools Watsham, who recently launched his own Metroidvania, Xeodrifter. He sees the genre as a way to offer players a game that focuses on “exploration, freedom, self-improvement, and overcoming previously impossible challenges.”

It’s the genre’s blend of elements that has made the Metroidvania so enticing to players and developers both, says Umenhofer: “It’s everything that you want out of an indie game. Not a huge time commitment, easy to play, fun and challenging, and usually relatively cheap to make and buy.”


Symphony of the Night‘s map screen. Source: GameFAQs

The focus on exploration that Watsham touched on is a major part of the genre’s appeal, if the words of these developers are anything to go by.

“In this genre the phrase ‘knowledge is power’ — something we are taught all our childhood — is true in a literal sense,” says Andrew Bado, developer of the upcoming Legend of Iya. “At least that’s why I love the genre — to explore and discover and learn about the world I’m let loose upon by the creators.”

“I think it’s extremely important that players guide themselves because, ultimately, it is something the player should do. Personally, I prefer, instead of going to a park to play, I would rather go to ruins to play. Because you can think, feel, and search, for yourself, your own way to play,” Cave Story creator Daisuke Amaya told me in 2011.

“Nothing is more exciting than possibility,” says Matt White, developer of Ghost Song. “True discovery is only possible if you can find things that you may not have, and have experiences within a game that you may not have.”

“I like it when you play through the game and learn things piece-by-piece, and that’s very important. There’s things like the gameplay system that you just learn it as you go along,” Amaya says.

“Giving the player a sense of discovery is a crucial part of good game design, even if it’s a ‘fake’ sense of discovery. … Metroidvanias are at their best when the players are progressing on their own accord, or at least that’s what I think,” says Jo-Remi Madsen, of D-Pad Studio, developer of Owlboy.

Happ concurs: “The semi-openness of the map design gives it the feeling that you’re not just experiencing a scripted sequence of events, but causing the events (in some cases not always in the same order).” And that “allows players to really get lost in the world,” says Petruzzi.


Guacamelee

There’s a long-term advantage to this kind of design, too: These “labyrinthine worlds filled with secrets encourage healthy communities of dedicated players who continue to play for years,” says Jason Canam, game designer at Guacamelee developer DrinkBox Studios. And that capacity for replayability “is where a game can go from fun to legend,” Umenhofer says.

“Well, certainly, when we were making Super Metroid, I thought, ‘I want to make something lasting that will be fun even if played much later.’ All I can say is I’m really happy that we succeeded in that goal. But, if I had to take a guess as to what the lasting appeal is, perhaps it’s the impression left on people by the drama of the game,” longtime Metroid series developer Yoshio Sakamoto told me in 2010. 

If anything, Super Metroid‘s reputation has actually increased since 1994. That natural drive toward replayability — which anybody who’s given Super Metroid or Symphony of the Night a second, third, or fourth spin knows well — energizes hardcore communities, says Canam: “The genre lends itself quite well to speed-running and gameplay optimization… These games are continuously mined for new strategies, exploits and shortcuts.”

[embedded content]
A Super Metroid speedrun race, from Awesome Games Done Quick 2014

While the developers I spoke to are fans of classic titles in the genre, that’s not the only thing that drives them toward developing new Metroidvania games.

“The child-like sense of wonder and exploration is something that can be very magical. That is what draws me to the Metroidvania genre. It can be exciting, scary, thrilling, and extremely rewarding,” says Watsham. His approach to designing Xeodrifter was a case of “looking inside and seeing what my inner child wants.”

Xeodrifter

As White has it, “I want to pretend the game world I’m playing in is indifferent to my presence — I want it to feel as though I’m just a guest in this world, and it’d go on existing and being there whether I set foot in it or not.”

Happ also makes a subtle but significant point about how these gameworlds function for players: “In a way the beaten path of the game exists just as an established baseline to allow off-the-beaten-path exploration.”

The world-structure of the Metroidvania allows designers to add a variety of ideas, Amaya says: Cave Story is “everything that I like; whether it fits the world or not is secondary, and comes after I decide. That’s why there are so many different elements to those caves. I really like how the fans see all of those different elements and reconstruct a world for themselves.”

Canam offers another perspective on what the gameworld can be: “Level design is, at its core, all about how the player interacts with an area or locale, but in a Metroidvania game, since the storytelling is related to the player’s progression, then the level gets to be a character in its own right. I think of the level as an adversary that the player will encounter, explore and eventually overcome. It’s very satisfying to create and (hopefully) very satisfying to play!”

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Weekly Jobs Roundup: Remedy Entertainment, Atlus USA, 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: Troy, New York

Velan Studios is looking for an experienced Producer to manage the production of a new title in development. The Lead Producer will work closely with the project’s Game Director, Art Director, Engineering Lead and other key project leaders to successfully execute on a new, ground-breaking, original IP. The Lead Producer will manage the project development from pre-production through to product launch, working with key internal and external stakeholders to deliver on all critical milestones. 

Location: Corona, California

Fenix Fire Entertainment is on the hunt for a Promotional Artist who enjoys working in the gaming industry and has a passion for creating stunning visual assets (both still renders and video). This position requires an expert level in Unity and 3DS Max, and a solid understanding of cinematography and camera animation, as well as some experience in character animation, motion capture, and modeling.

Location: Hamburg, Germany

Innogames is looking for a dev to be responsible for designing unique game content as well as balancing of a complex in-game economy, being the link between numbers and a great player experience. The team is after a designer with a proven track record in designing free-to-play games, experience analyzing KPIs and other metrics to improve balancing and monetization, and a deep understanding of free-to-play game mechanics, monetization systems, and game economics. 

Location: Irvine, California

Atlus U.S.A., Inc. is currently seeking an energetic and organized Submissions Specialist to manage first party submissions for all titles. In addition, this position manages the relationship with various ratings boards, and submits for game ratings during the production phase. The company is looking for someone with three to five years of experience managing first party submissions and working in a game production environment for this role.

Location: Espoo, Finland

As a Senior Environment Artist you’ll be responsible for the creation of levels within a cross-discipline team. Together with your art leads, you’ll have a major role in developing the look of the environments and contributing to the overall game experience. You’ll be able to be a big part of the creative process, from early concept to final product.

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Sebastien Benard breaks down the fine details of Dead Cells’ design

This month, Motion Twin’s Dead Cells finally left Steam Early Access and launched on Xbox One, PlayStation 4, and the Nintendo Switch platforms, showing off a smartly-designed procedural level system and incessantly polished gameplay interactions that had it clambering up the Steam charts and beyond.

We’ve been getting addicted to it outselves here at Gamasutra, and we were excited to talk with Motion Twin’s Sebastien Benard about the game’s design and development today on the Gamasutra Twitch channel. During our chat, we were able to dive into everything from how Early Access feedback significantly impacted development, to the nitty-gritty details about animating platforming and implementing custom physics into a side-scrolling game.

If you’re curious how Benard and his cohorts did it, you should definitely watch our full conversation with him, which you can now view in the video up above. 

And while you’re at it, be sure to follow the Gamasutra Twitch channel for more developer interviews, editor roundtables and gameplay commentary.

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EA, Unity, Epic, and others unite to promote best practices for HDR

A number of key game industry players have teamed up under the HDR Gaming Interest Group with the goal of streamlining high dynamic range standards across game development as a whole. 

As spotted by WCCFTech around 20 companies including the likes of EA, Epic Games, Sony Interactive Entertainment, and Unity have joined the endeavor so far. 

The HDR Gaming Interest Group presented a handful of best practice recommendations at a workshop in Vancouver last week, outlining four things that developers should keep in mind in order to provide players with the optimal HDR experience. 

Developers can check out this more in-depth document that details those steps toward better HDR shared by the organization that explores challenges surrounding HDR features, outlines those guiding principles, and offers devs some additional technical guidelines as well.

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Blog: How we made a stealth-em-up arena brawler

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.


Written by Anil Mistry (MD), Ben Powell-Jones (Head of Creative) and Howard Ife (Producer)

[embedded content]

We began development for Black & White Bushido in 2015. At the time all of us worked for Endemol Shine Group, a global content creator, producer and distributor you may know from shows like Black Mirror, MasterChef and Big Brother. Legends of Gaming Live, one of their live events in which gaming influencers come together for a competitive gaming tournament, approached us to create a competitive multiplayer game for them.

We have released Black & White Bushido on PC, PS4 and Xbox One. In autumn 2018 we will release the game on Nintendo Switch, but first we wanted to take a look at what we have learnt so far on our journey, what went right and what we would do differently.

A Concept We Love

The concept we created was a couch brawler with a unique stealth twist.  Black & White Bushido pits the forces of light and shadow against each other. Each team can disappear into their respective colours and move without being seen as they fight in Death Match or Capture the Flag mode. This stealth mechanic hadn’t been done in an arena brawler before.

We created a prototype with the core mechanic, just cubes attacking each other in an arena with light and shadow areas, and we all fell in love with the game. We knew we had something good, because usually our taste in games is very different. We found something we were passionate about and we believe that’s the most important thing when choosing a project. Looking back, we could have done more research before choosing a genre, as this would have given us a better understanding of the audience for this game – something that we will touch on later when looking at what we could have done differently.

Postmortem Black & White Bushido Prototype

2. Black & White Art Style

Black & White Bushido’s light vs shadow mechanic didn’t only add a nice twist to our brawler, it also inspired our game’s art style and marketing material. It was a great choice, because it made us stand out from other games in the market.

We considered multiple themes for our game, including spies in an urban setting and abstract monsters or aliens, but we wanted to find something that explained the brawling and stealth mechanics. Ninjas and samurai made sense, they sneak around, jump across buildings and fight. We also found it improved the learning curve of the game, because the player expected these actions to be possible.

We collaborated with a very talented artist, Tom Waterhouse, to make all of the artwork and it paid off well. Our artwork had a really positive impact on the first impressions of the game and the perceived quality.

3. Going to Game Conventions

Our most successful marketing was taking Black & White Bushido to game conventions. EGX 2015 in Birmingham was our first show, just before our Steam launch. We were nervous because we invested a lot of money into our stand and worried people wouldn’t like our game. By the end we had made the top 5 best indie games at EGX list!

Our booth was constantly full and very lively. The game naturally attracted a lot of people and we made sure to engage with everyone who walked by and invited them to try the game. We played the game with them to demonstrate the multiplayer experience and we organised daily tournaments with prizes which encouraged a lot of people to return to our booth.

Going to shows had a lot of benefits for us. Firstly, we got a better understanding of our target audience by looking at the type of people who enjoyed our game and how they were playing. The second benefit was receiving feedback. People gave us a lot of good suggestions, for example, to add a button which reveals your position in stealth if you lose track of your character. And even just watching them play revealed a lot. If they were laughing they were enjoying it, if they were staring at the screen, something was confusing them so we took note of that.

That first show is also where we noticed how much Black & White Bushido brought out the competitiveness in people, and it inspired the friendship breaker theme we used in our marketing.

Another invaluable benefit was making new contacts in the industry. We tried to meet as many people as possible to explore taking Black & White Bushido to the next level. Anil met an Xbox contact and brought him to our booth to try the game. He liked it enough to convince us to make a version for the Xbox One and Playstation consoles.

Postmortem Black and White Bushido Convention

4. Partner with a Publisher

We knew we had a great game and were well received at shows, but we felt we needed to get the game out quickly to capitalise on the interest we were getting. We knew the Steam greenlight process could take a long time, so we partnered with Green Man Gaming which allowed us to skip greenlight and they also helped us publicise the game. There is no doubt this was the right decision for us.

Research

As mentioned earlier Black & White Bushido was a passion project, but looking back we could have done more research. From a business perspective, a local multiplayer brawler perhaps wasn’t the best choice. Given that it’s a niche genre, the target audience is relatively small and our initial sales numbers were lower than projected. However, the experience we gained was invaluable and allowed us to start our own studio.

We also should have done more research on the game’s name, Black & White Bushido. Although descriptive, it is too long, and adding an ampersand complicates search results and can make finding our game tricky.

2. Online Multiplayer

Black & White Bushido is a great local multiplayer brawler. Its strength lies in playing with your friends on the couch and experiencing the moment. That’s how it was originally designed. However, we received a lot of feedback to add online multiplayer to our game and we decided to add it for our console launch.

The development process for this took much longer than we had anticipated and we had several rounds of QA before getting certification on PlayStation and Xbox. This had a significant impact on our budget which we hadn’t originally planned for.

Having gone through the painstaking task of getting online multiplayer up and running, we didn’t have as many active players as we had hoped which were needed to keep the servers active and well populated. In hindsight we should have compared the sales numbers of successful multiplayer games to get an idea of how large our player base needed to be.

Postmortem Black & White Bushido online multiplayer

3. Marketing

We made the classic beginner’s mistake of waiting too long with marketing. Aside from taking it to shows we didn’t do enough marketing prelaunch to build hype around the game. We did get press coverage for launch and worked with a great agency to help us, but in future, we would want to bring all the press and marketing elements together to generate awareness both at launch, and also in the lead-up.

For our console launch we did some influencer marketing to help raise awareness. Our biggest learning was that by working with a number of smaller influencers, who’s audiences fit well with the game’s audience, proved much more valuable than spending all your budget on one big name.

Our console marketing also struggled with losing momentum following the Steam launch, as the development was over a year. Publications didn’t necessarily want to cover our game again and we had exhibited at most of the key shows already.

What did work well for us was our pricing and sales strategy. We made sure that our pricing gave us leeway to participate in sales without cutting into our margin. Since launch we have tried to be part of every relevant platform sale and have seen an impressive spike each time.

Our journey so far with Black & White Bushido has been full of highs and lows! We have gained so much knowledge from the experience and are applying all our learnings to our launch of the game on Nintendo Switch. We’re keeping our development cycle short to keep the budget reasonable and we now have a full marketing plan and team in place, to raise awareness for our Switch release.

We are taking Black & White Bushido back to its core, a local multiplayer, fun and addictive couch brawler, which fits perfectly with the Nintendo Switch console. Keep an eye out, this won’t be the last you hear of Black & White Bushido!

Postmortem Nintendo Switch

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Dontnod’s Vampyr picked up for TV adaptation by Fox21

Newsbrief: Fox21 has snatched up the rights for a television series based on Dontnod’s 2018 game Vampyr.

The deal with Fox21 brings on Wonderland Sound & Vision, the production company behind the shows Supernatural and Shadowhunters, and DJ2 Entertainment, a co-producer of the upcoming live-action and CG Sonic the Hedgehog film, to adapt the game for TV.

The arrangement marks the second time one of Dontnod’s titles has been picked up for a television adaptation, following in the footsteps of its 2015 release Life is Strange. DJ2 Entertainment was also brought on board for that project, though things have been quiet about the planned Life is Strange TV series in the two years since plans were first revealed.