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Video: Psychonauts artist shares how to design amazing characters

In this GDC 2013 talk, artist Scott Campbell (of Psychonauts fame) shares his creative process for creating amazing and inspiring characters.

Campbell discusses how artists can create memorable and distinctive characters through describing his creative approach and showing past works.

He also presents a live demonstration where he develops a new character design, sharing his thoughts and providing tips during the process.

It wan informative talk that’s still definitely 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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The Trese Brothers explain the no-IAP model that’s driven Star Traders

If you’re a game developer even working partially in the mobile market, you’re probably aware that even a light amount of in-app purchases are needed to help keep your game alive. But what happens when you and your indie-dev brother decide not to go that route? 

Earlier today, we were lucky enough to speak with the Trese (prounced Tray-see) Brothers, an indie dev duo behind the Star Trader games, a set of strategy RPGs that have found their home on mobile and PC platforms. Last week, they released Star Trader: Frontiers, a surprisingly deep and complex spacefaring RPG where you take on the role of a mercenary captain and rely on a lot of procedural data to build your own story. 

If you’re curious about how the brothers built such broad systems with a small team, you should waste no time and watch our conversation with them in the video above. 

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

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Weekly Jobs Roundup: Crystal Dynamics, Sucker Punch, 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: Redwood City, California

The Lead Producer position will have demonstrable experience working with external partners to build next-gen console and PC games. This individual will have outstanding communication skills and a proven track record in Development and Production. The successful candidate will work directly with studio leadership and hold accountability for staying in budget while delivering premium quality on the project milestones. Exposure to formal project management techniques on multi-million dollar, highly rated AAA games a must; previous experience building and maintaining schedules is essential. 

Location: Burnaby, British Columbia, Canada

At Capcom Game Studio Vancouver, a VFX Artist collaborates in the creation of visual effects including modeling, texturing and simulation. The team is looking for someone that is extremely passionate about realistic real-time visual effects. The right candidate will have experience with in-game particle systems, simulations, and have exceptional effects texturing skills, in addition to being a highly motivated problem solver with a proven track record of working from concepts and collaborating with the Art Director, World, Cinematics and Gameplay teams to create visually stunning results.

Location: Redwood City, California

The Lead Designer works with external partners to ensure they deliver at a high standard of playability and fun. While this is generally a hands-off role, Crystal Dynamics is looking for a person with execution experience who can work in engine with external partners. Applicants should have a high level of expertise in formalized 3D world building processes, from planning and paper maps to 3D software implementation in a proprietary engine.  A successful Lead Designer will be a hands-on individual contributor with a strong understanding of everything from the fundamentals of game balance and tuning to the social implications of shared gameplay. 

Location: London, England

Deepmind is looking for a Gameplay Engineer to work closely with Research and other members of the Worlds team to rapidly prototype new ideas. A dev in this role will investigate new areas and deliver early solutions, work with others to iterate on these solutions, sometimes supporting them through the delivery and at other times handing them off to be finished by others, add new game features to existing game environments, and make brand new environments available.

Location: Bellevue, Washington

Sucker Punch is looking for a Narrative Writer to help create engaging narrative content for its upcoming project, Ghost of Tsushima. Daily tasks will include story development, game dialogue, and general narrative contribution. The ideal candidate will have previous success as a game writer, outstanding dialogue skills, an excellent understanding of story and game structure, experience in a writers’ room setting, and a passion to tell great stories in an open-world game.

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Review: Dereliction

Space Hulk (the original DOS game) is a forgotten gem that by all rights should have inspired an entire genre of ‘real-time tactical horror’ clones. Based loosely on the Warhammer 40k board game (that also gave us the more-faithfully-adapted but less-critically-acclaimed Space Hulk: Ascension), Space Hulk was a masterclass in tension and tactics, with slow, powerful Terminator Space Marines stomping their way through abandoned corridors, and alien Genestealers doing their best to sneak around behind them and tear their hearts out through their armor.

Much like its venerable grandfather, Dereliction sees your squad of marines making their way slowly through a derelict vessel while fighting off swarms of alien bugs as they try to get from point A to point B and close the blast door behind them (ideally, for drama’s sake, at the last possible second.) Dereliction‘s also played in real-time with time-slowing if it all gets too overwhelming. After the encounter you can buy upgrades including new weapons and are free to replay missions you’ve unlocked previously for more coin.

Dere 1

Unlike Space Hulk, in Dereliction you have perfect information about the map and enemy movements. Rather than carefully managing an unknown threat you must deal with an overwhelming threat: but that razor-edge sense of impending doom stays with you. You need to juggle several tasks–locking doors, picking up useful and necessary items, operating terminals–while also being on watch for a stream of bugs that could instantly mess up your whole game plan. Well-coordinated, your marines can easily hold back the horde, but if you let something slip through its game over, man, game over.

The setting is your typical military-style spaceship built of square rooms and unlikely corridors, lockers full of cash and ammo crates stuffed with grenades, all shadowy or sickly lit. Creepy ambient noises and music set the mood perfectly. The story text is even well-composed; just evocative enough without seeming too purple.

Dere 2
Dereliction is dripping with atmosphere, which unfortunately tends to smear all over every important element of gameplay. The interface is largely integrated into the game map, which is highly immersive, but difficult to use. To know what keycard you need for a given terminal you have to peer at the actual in game model. To lock a door you have to spin the camera until you can hold your finger on the keyhole. To look at the map, you have to zoom all the way out, which is elegant at first, but cumbersome when you are trying to get a quick overview of your tactical situation. The lurid acid green floor lighting is the same color as the discs you drag around to identify and control your marines. 

These discs are also where you have info on health status, weapon and carried items. Since you are dragging this around to move the marines they can easily become separated from their vitals. There’s no other way to know at a glance even how many marines are still alive, not to mention what they are carrying or armed with. What’s more, without their discs around them troops gray-black armor blends into the gray-black bulkheads of the ship. If they are stuck somewhere away from their control spot, good luck trying to find them before they get eaten. You do have the ability to slow time while still handing out orders, but that doesn’t help much if you can’t figure out who’s who, where they’re going, and what they’re supposed to be doing.

Dere 3
Controls are especially fiddly. If your soldiers are stacked up it can be tough to grab the one you want. Dragging to move takes precious extra seconds, and sometimes fails if you try to move the wrong way, leaving your finger hovering over the screen for far too long. Some destinations will grab your cursor like a magnet while others won’t activate no matter how hard you try. It also takes a lot of wiggling to get the soldiers facing the right direction.

This is especially a big problem because units need so much handholding they won’t even turn around until the swarm is already devouring them. Pointed in the generally correct direction they will effectively defend their angle but turned too far one way and they’ll stubbornly ignore approaching death. They will also happily wade out into danger if they think that is the most efficient path to where you want them to go.

Dere 4
There’s a good game in here about carefully managing the movement of the aliens and protecting your perimeter. Some features do have opportunities to make interesting gameplay choices. For instance, I loved how locking a door behind you had the potential to backfire if the bugs were able to break through, thus essentially turning the passage into a one way path for aliens only. It was cool how you had to be careful not to break batteries–but they could be used as electrical bombs.

As it is, Dereliction has some pretty fundamental design problems that prevent it from being recommendable. It’s just plain hard to play for now, which is a shame since the atmosphere is so good and the genre is so under-served.

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Take on a new 2D platforming challenge with Dead Cells

Take on a new 2D platforming challenge with Dead Cells

Dead Cells puts you in control of a failed alchemic experiment trying to figure out what’s happening on a sprawling, ever-changing and seemingly cursed Island.

Tough but fair combat, responsive controls, challenging foes, permadeath and of course, the emergency panic roll to get you out of trouble, make for a demanding, visceral and cathartic action game. You’ll either vanquish the final boss in one go…or try again. However, you keep some of your progress for successive runs; new paths you’ve unlocked, access to new levels, mutations, abilities and weapons!

Features:

• The progressive exploration of an interconnected world, with the replayability of a rogue-lite and the adrenaline pumping threat of permadeath.

• Tough but fair combat, the iconic dodge roll, more than 90 weapons and spells with unique gameplay.

• Nonlinear progression: Sewers, Ossuary or Ramparts? Once unlocked, special permanent abilities allow you to access new paths to reach your objective. Opt for the path that suits your current build, your play style, or just your mood.

• Exploration: Secret rooms, hidden passages, charming landscapes. Take a moment to stroll the towers and breath in that fresh sea mist infused air…

If you would like to purchase the game, you can learn more at https://www.nintendo.com/games/detail/dead-cells-switch.


Blood and Gore
Language
Violence

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Breaking mews! Celebrate International Cat Day with some feline-filled games

08.08.18

Nintendo Switch

Simon Belmont and King K. Rool join the fight

A legendary vampire hunter and a fan-favorite villain are joining the sprawling cast of the Super Smash Bros. Ultimate game. In a Nintendo Direct video presentation entirely focused on the Nintendo Switch exclusive, it was revealed that Simon Belmont from the Castlevania series and King K. Rool, the main antagonist from the original Donkey Kong Country games, are both joining the game as playable fighters. Read More

A legendary vampire hunter and a fan-favorite villain are joining the sprawling cast of the Super Smash Bros. Ultimate game. In a Nintendo Direct video presentation entirely focused on the Nintendo Switch exclusive, it was revealed that Simon Belmont from the Castlevania series and King K. Rool, the main antagonist from the original Donkey Kong Country games, are both joining the game as playable fighters. Read More

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Simon Belmont and King K. Rool join the fight in Super Smash Bros. Ultimate

Simon Belmont and King K. Rool join the fight in Super Smash Bros. Ultimate

A legendary vampire hunter and a fan-favorite villain are joining the sprawling cast of the Super Smash Bros. Ultimate game. In a Nintendo Direct video presentation entirely focused on the Nintendo Switch exclusive, it was revealed that Simon Belmont from the Castlevania series and King K. Rool, the main antagonist from the original Donkey Kong Country games, are both joining the game as playable fighters. In addition, the Nintendo Direct also shared additional information on Echo fighters, new stages, new modes and one of the most impressive collections of music ever in a single game, with more than 900 music tracks and 28 hours of music. Super Smash Bros. Ultimate launches exclusively for Nintendo Switch on Dec. 7.

Super Smash Bros. Ultimate is one of the biggest games Nintendo has ever released,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “Between all the iconic fighters, stages and music, it’s the largest video game crossover ever produced – and nothing short of a Nintendo fan’s dream come true.”

To view the Nintendo Direct video in its entirety, visit https://www.nintendo.com/nintendo-direct. Some of the highlights revealed in the video include:

  • Simon Belmont: Simon’s signature weapon is, of course, his whip, with special attacks true to the Castlevania series, including the axe, cross, holy water and Grand Cross Final Smash. His stage is Dracula’s Castle, with candlesticks that release an item when destroyed. Alucard, the tragic hero from Castlevania: Symphony of the Night, appears as an Assist Trophy, lending his cursed steel in battle. Richter Belmont, a descendant of Simon Belmont and the star of his own Castlevania games, also joins the Super Smash Bros. Ultimate roster as an Echo fighter.
  • King K. Rool: As the beloved villain from all three Donkey Kong Country games on Super NES, King K. Rool joins Super Smash Bros. Ultimate as a playable fighter. He attacks with a blunderbuss that can fire cannonballs at opponents, and throws his crown, which acts like a boomerang.
  • Echo Fighters: Echo fighters in Super Smash Bros. Ultimate have move sets based on other fighters, but a different visual appearance. In addition to Richter Belmont, two other Echo fighters in the game are Chrom from the Fire Emblem series (Echo fighter for Roy) and Dark Samus from the Metroid games (Echo fighter for Samus). Echo fighters can be displayed as separate fighters on the character select screen or stacked on top of the character they are echoing. When stacked, players can change between them with the press of a button. It’s up to players to decide how they want them displayed.
  • Stages: Returning favorites with new visuals and tweaks will make up most of the stages in Super Smash Bros. Ultimate, but there are new stages in the mix as well. These include Dracula’s Castle from the Castlevania series and New Donk City Hall from the Super Mario Odyssey game. More than 100 stages will be in the game, but because the popular Battlefield and Omega forms can also be selected for each stage, more than 300 total stages are available right from the start! Each stage in the game will also support eight-player battles (additional accessories may be required for multiplayer modes and are sold separately) and feature the ability to turn off hazards like the Yellow Devil in Wily Castle.
  • Stage Morph: In a Super Smash Bros. first, the Stage Morph option will let players seamlessly transition between two different stages. When you select this option in the rules, one stage will transform into another during battle.
  • Music: For fans that want it all, My Music lets players select specific music tracks for each stage. Up until now, each stage had its own music track. But in Super Smash Bros. Ultimate, players can select tracks by series. If they are fighting on a stage from The Legend of Zelda, for example, they can select any music track included from that franchise, including new additions like The Legend of Zelda: Breath of the Wild – Main Theme. Counting game music tracks and other music, like in-game menus and other short musical passages, there are approximately 900 compositions – that’s more than 28 hours of video game music! When playing in Handheld mode, music can be played even while the Nintendo Switch screen is turned off, turning the system into its own portable music player.
  • Items: New items being added to Super Smash Bros. Ultimate include the Banana Gun, Killing Edge, Bomber, Death’s Scythe, Staff, Ramblin’ Evil Mushroom and Rage Blaster, among others from a wide variety of different video game franchises. Items in the game can be picked up and used offensively and defensively in battle.
  • Pokémon: After players throw a Poké Ball in the game, many new and returning Pokémon may appear to assist in battle. Some of these Pokémon include Abra, Solgaleo, Lunala, Mimikyu and the enormous Alolan Exeggutor.
  • Assist Trophies: Some of the new Assist Trophies that are joining Super Smash Bros. Ultimate include Zero from the Mega Man X series, Knuckles from Sonic The Hedgehog, Krystal from Star Fox Adventures, Rathalos from the Monster Hunter series, Shovel Knight from, well, Shovel Knight and the evil Moon from The Legend of Zelda: Majora’s Mask.
  • Classic Mode: The single-player mode in which players battle against a series of fighters will return in Super Smash Bros. Ultimate. Each fighter has a set of stages and opponents that she or he will face.
  • Stamina Battle: In addition to Time Battle and Stock Battle, Stamina Battle is also one of the standard modes in Super Smash Bros. Ultimate. In Stamina Battle, players fight to deplete each other’s stamina until only one fighter is left standing.
  • Final Smash Meter: In addition to regular Final Smashes that can be activated after breaking a Smash Ball, the Final Smash Meter is now a selectable option. If enabled, players can charge their Final Smash Meter over the course of a battle. Once the Final Smash Meter is fully charged, players can unleash a less powerful Final Smash attack.
  • Squad Strike: When playing Squad Strike, players will participate in 5-on-5 or 3-on-3 skirmishes, with each player using either five or three consecutive fighters in one battle.
  • Tourney Mode: Up to 32 players can participate in Tourney mode, making it great for parties or events with a lot of people. And since Nintendo Switch can be played anywhere, these tournaments can even take place in unexpected places!
  • Smashdown: After battling in this mode, the previously selected fighters will no longer be available, forcing players to have to pick a different fighter for the next round. This mode favors players who are skilled with multiple fighters and encourages others to diversify their rosters.
  • Training: The improved Training mode in Super Smash Bros. Ultimate includes an exclusive stage that features a grid, used to help measure the distance and trajectory of special moves and fighter knockback.

Super Smash Bros. Ultimate launches exclusively for Nintendo Switch on Dec. 7. For more information about the game, visit https://www.smashbros.com/.

Remember that Nintendo Switch features parental controls that let adults manage the content their children can access. For more information about other features, visit https://www.nintendo.com/switch/.


May Contain Content Inappropriate for Children. Visit www.esrb.org for rating information.

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Video: Character development in Uncharted’s open-world areas

In this GDC 2018 talk, Naughty Dog’s Josh Scherr provides an overview of Naughty Dog’s story development techniques, followed by a detailed look at the writing process for Uncharted: The Lost Legacy’s open-world area.

When the team set out to make an open-ended area for The Lost Legacy they needed to adapt their usual “wide-linear” narrative techniques to allow for more player choice, while still keeping the development of Chloe and Nadine’s relationship consistent and natural.

Scherr discusses the writing process for this open-world area, going over cutscenes and gameplay dialogue, the choices and compromises the team made to make it work, and the mistakes they hope to avoid in the future.

It’s an informative talk that’s definitely 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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How co-op was introduced in Captain Toad: Treasure Tracker

“When we were talking about designing the game, we compared it to packing a bento box. Because you want to pack everything in but have to figure out the best way to get there.”

–  Game director Shinya Hiratake speaking to Polygon about Captain Toad: Treasure Tracker

When Captain Toad: Treasure Tracker initially launched for the Nintendo Wii U back in 2014, it failed to find its footing, but the developers did discover what players enjoyed the most while porting the title to the 3DS, all thanks to Super Mario Odyssey. 

In an interview with PolygonCaptain Toad: Treasure Tracker game director Shinya Hiratake discusses how Super Mario Odyssey influenced cooperative play being introduced in the game for the Nintendo Switch. 

“When we were creating the game on Wii U, we really thought that that [stereoscopic] 3D would help and enhance this game,” Hayashida explains, “so initially our idea was to port the game to 3DS.”

But when the Wii U version couldn’t find a wide audience, the team decided to port the game to the 3DS first, before bringing it over to the Switch. They wanted to revisit the idea of letting two people play Captain Toad cooperatively, together.

“While we were porting the game to 3DS, we were also making Super Mario Odyssey,” Hayashida says. “When Super Mario Odyssey was being developed, we started to realize that [players really liked] sharing the controls and playing with other people.”

“When we were making the Wii U version, we considered putting in a two-player mode — we thought it would be fun, but unfortunately that didn’t make it in. When the Switch launched we thought perhaps there’s a way to share a controller and play with two people, and that’s how things started.”

The development team was able to try new things as well, which is a Nintendo staple when it comes to designing mechanics. After all, Captain Toad himself isn’t able to jump because of his heavy backpack, resulting in a character tasked with exploring self-contained levels in 3D.

“We wanted to build a sandbox: a small, contained world that has a linear path, and someone that could not jump. By having a main character that couldn’t jump, we thought it would be easier for the player to explore the 3D world,” Hayashida explains. “Also, we would be able to contain the world and not make it too big.”

The interview was part of a longer discussion surrounding the evolution of Captain Toad and how certain design choices influenced gameplay, so be sure to read that over at Polygon.