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New Unity report suggests 67% of indies plan to self-publish

This year Unity polled the leads of 1,445 independent game studios, including some that don’t use the Unity game engine, to try and capture a snapshot of the state of indie game dev by exploring things like studio size, project type, favored marketing platforms, monetization plans, and more.

While the survey sample included teams of many sizes (from 2-50 people), respondents tended to be on the smaller side: 78 percent of the studios polled employ less than 10 developers, with 59 percent only employing 2-5 people, including freelancers and contractors.

Overall, 46 percent of teams rent or own an office space but 45 percent offer employees the option to work remotely. Unity notes that younger studios and those with smaller teams tend to favor remote work, with 84 percent of companies on board with remote work employing only two to five employees.

Meanwhile, only 25 percent of studios under 6 months old own or rent an office space. The majority, 64 percent, instead opt to work remotely while 61 percent of studios over 2 years old own or rent an office. 

Looking at projects being developed, 72 percent of devs list PC as the target platform of their primary project, ahead of 57 percent for mobile, 29 percent for console, 24 percent for VR, and 16 percent for AR. Unity goes on to note that there was naturally some overlap between PC- and console-targeting devs; of those that chose PC for their platform of choice, nearly 38 percent said they were also going for a console release.

67 percent of surveyed teams plan to self-publish their primary project, with 81 percent of those self-publishing devs having 10 or fewer employees and 63 percent employing 5 or less. The majority of devs, 53 percent, plan to monetize their games through a ‘premium’ one-time-payment model, while 36 percent instead plan to adopt a freemium model.

The full report offers a deeper look into many of these topics, including breakdowns of the different disciplines that make up indie studios and how those teams approach budgeting and keeping the lights on. 

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The Weekender: Pocket Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. This week’s bounty is the best SimCity-like game on mobile, two very good puzzlers, and updates to some of the better games out there. Not to be outdone, our sales section features Handelabra’s entire catalog (on iOS) and a few of the best games from the last couple years.

Out Now

Pocket City (iOS Universal and Android [Free]) – full review coming soon!

City builders on mobile tend to be bad. Shallow simulations bogged down by awful monetization schemes have been the norm. Pocket City, the newly released and much anticipated builder, is not one of those. The game is attractive, entertaining, and fully premium. Gameplay is a lot like SimCity. You build a city from scratch and must balance residential, commercial, and industrial zones to prompt continued growth. As the city grows, so do the wants and needs of its residents from police and a fire department, to schools and hospitals, to parks and other entertainment amenities.

Pocket City couples its tutorial with a series of quests that lead you through the normal arc of city development. Quests provide a bonus upon completion and can be ignored if you want to focus on something else. The game also has some nice menu options including cloud saves, the ability to download ‘public’ cities to play, both screen mode options, five different screen resolution modes, and a slew of battery saver options. It isn’t a perfect game, I wish it pushed back a little more as it feels a little bit easy, but Pocket City is the closest you can get to SimCity on a mobile device and is well worth playing for fans of the genre.

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The Sequence [2] (iOS Universal)

The Sequence [2] is a new puzzle game and the sequel to 2015’s The Sequence. The game is all about building an assembly line to move units from an origin hex to a destination hex. It reminds me a lot of Zachtronics’ PC games, Opus Magnum in particular, and after a slow-starting tutorial becomes very engaging and increasingly challenging with new mechanics and bigger game boards. It’s not on Android yet, but the original game is, so perhaps it’s coming soon.

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One More Button (iOS Universal and Android) – full review coming soon!

I’ve got not one but two entertaining new puzzle games to mention. One More Button takes a clever and unique take on the genre by making the movement buttons part of the game itself. You must move them out of your way, place them in specific spots to remove an obstacle, and really plan out your order of operations. Really, my only complaint is a lack of undo button as I’ve had to restart a complicated set of moves more than a couple times due to an accidental button push. This quibble aside, it really is a good puzzle game.

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Dresden Files Co-op Card Game—Expansion 4 (iOS Universal and Android)

Jim Butcher’s Dresden Files exists in an alternate world where vampires, werewolves, spirits, and the Fae are all real. The books are packed full of the adventures of Harry Dresden taking on the forces of evil, and dangerously neutral, with the help of a large cast of friends, associates, and frenemies. There’s also a tabletop card and dice game brought to digital life by Hidden Achievement. Dresden Files Co-op Card Game has gotten a steady stream of updates since release and now, expansion 4 “Dead on Your Feet?” is out and adds Jared Kincaid and Mortimer Lindquist decks and book decks for both Changes and Ghost Story. It’s available via in-app purchase for $3.99.

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One Deck Dungeon: Forest of Shadows Expansion (iPad and Android)

One Deck Dungeon is among my favorite games of 2018 and you can find out why in my five-star review. Handelabra Games did an excellent job of transitioning the game to digital and continues to do a great job pouring new content into it. The Forest of Shadows expansion is a great example. It adds 5 new heroes, 5 dungeons, and 44 encounter cards to the game. The dungeons range from the relatively easy Mudlands, featuring a Mud Golem boss, to the Smoldering Lands, home of a Fire Giant.  The new heroes are Alchemist, Druid, Hunter, Slayer, and Warden and really up the opportunity to optimize your team. The Forest of Shadows expansion is available via in-app purchase for $9.99. The base game is on sale for $7.99 as well.

Star Realms United Assault Expansion (iOS Universal and Android)

The latest and greatest Star Realms expansion is out and available for your gaming pleasure. The third of four expansions in the “United” series will set you back $1.99 and get you twelve new cards. You can check out a lot more about it in our recent news post earlier in the week.

Sales

Handelabra Games Sales (iOS Universal and Android)

Handelabra Games are three for three in bringing great tabletop games to digital life. All three of said games are currently on sale in the App Store (only one is on sale on Android as of this writing).

  • Sentinels of the Multiverse – $4.99 on iOS
  • Bottom of the 9th – $2.99 on iOS and Android
  • One Deck Dungeon – $7.99 on iOS

The Game: Play as Long as You Can (iOS Universal and Android): $.99 on iOS (Review)

Tabletop card game The Game‘s digital version is a one-player affair and is a lot of fun. It’s just a buck on iOS (and normally $1.99 on Android) and worth picking up for fans of solo card games.

Motorsport Manager Mobile 2 (iOS Universal  and Android) $1.99 (Review)

Get your race on with one of the better racing sims on mobile. Motorsport Manager Mobile 2 puts you in control of every aspect of a racing team. You recruit, hire, and train drivers, mechanics, and engineers. You improve your headquarters and supplier networks. You build and upgrade your cars and, last but not least, you manage how your drivers run each race from what tires to use, to how aggressively they drive, to when to fit in the pit stops. I don’t know much about racing, but I do know that there aren’t many better sports simulation games on mobile.  

Age of Rivals (iOS Universal and Android): $1.99 (Review)

Fantastic card-drafting, civilization-building game Age of Rivals is another of the best of 2017 and on sale for half off.

To the Moon (iOS and Android): $1.99 on iOS (Review)

A heartwarming role-playing game is a bit of a rarity, but that’s what you get in To the Moon. It’s the tale of two doctors who travel through an old man’s memories to make his deathbed wish come true. It’s an emotional story, with great music and atmosphere to match, along with deep and powerful characters. It’s not perfect, the controls leave a little to be desired, but it will leave an impression on you.

D&D Lords of Waterdeep (iOS Universal  and Android): $3.99 (Review)

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.

Steamworld Heist (iOS Universal): $4.99 (Review)

Speaking of best games, Steamworld Heist was near the top of a crowded field of great games in 2016 and earned four well-deserved stars from JP. It’s also half off right now.

Seen anything else you liked? Played any of the above? Let us know in the comments!

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Review: MLB Manager 2018

If you know anything about Baseball, you’re in luck. MLB Manager 18 has no tips, no tutorials, no hints at the rules of the sport or the nuances within the stats. Whereas so many management sims allow a little wiggle room for new players who may only take a partial interest in the sport, this game effectively shutters itself off from any kind of enquiry. In fact, even those who have an extensive knowledge of the American pastime might find themselves completely lost among a hundred menus which offer no solace or guiding nudges about what specific command does what action. It’s a mess.

MLB18 opens with the usual fare of naming your coach, selecting the team you’d like to head up from the American or National leagues. Before even seeing a playing field or batting cage, the game prompts ask whether to simulate the real world of Baseball. Maybe you’d like to tick boxes which really mean very little until the game gets into the flow of things? MLB18 has you covered by asking about pitchers and batters with no shade of why they’re asking.

MLB 18 Rev 1

Once these frustrating opening screens have passed by, we’re met with the most uninspiring handful of menus. Still, there’s no sign of any tutorial so absently tapping at certain boxes in the hope of either starting a season or changing the line-up of the team relies solely on either luck or parsing the information until you stumble into the correct menu option and there’s a list of names that mean very little. Do we tap and hold? Do we tap? Can we rename anybody to make the game more personal? Mess around and find out, because the developer clearly doesn’t want to tell us.

I chose to use the Philadelphia Phillies, for myriad reasons and wanted to dive straight into a game, hoping to have some sway on how my team performs. I entered a game, forgiving the lack of direction thus far and tapped ‘Swing’. My hopes of any kind of interesting interaction were thwarted as I watched a wall of text fall down the screen in a pseudo commentary voice. The pitch of the ball was described as arcing through the air, my batter did his thing and we made it to first base. The static Baseball diamond on my screen changed the colours of a few names to state that the Phillies had grabbed the first base and the game prompted me, asking if I wanted to steal second base.

MLB 18 Rev 2

Why not? Maybe there’s a mini game hidden away that allows me to test the infield players as I heroically dash from first base to second as the pitcher unleashes his ball. Nope. More text, we didn’t steal the base and my batter struck out. Before I even considered trying to swap out players, I decided to simulate a couple of innings, in the hope that maybe the game would show some form of animation of players movements, balls flying out to home runs or sliding into home. Sadly, a few names blinked red rather than black and the menu appeared from before, only now I was 0-3.

Of course, most management games are brimming with menus and stats. That’s mostly why we flock to them, because it’s in the minutiae where we find joy. It seems no matter where I turned, every menu is bland, leading into another soulless list where drop down menus languish, unexplained or even brushed over by the game itself. I know a decent amount about Baseball, I like to watch a bit of Spring training, I catch games where I can, and I stumbled around lists that made no sense to me. Despite knowledge, a game needs some form of guidance. Building a routine of which option furthers play or the calendar, maybe highlights a few of the star players to add into the starting line-up. If I wanted to roam endless boxes of information I don’t really understand, I’d open Microsoft Excel.

MLB 18 rev 3

I can’t imagine that even the most expert Baseball fan will find much joy here. There’s no option to swing a bat, or throw a pitch, which could have easily been implemented. MLB18 takes everything that makes Baseball an interesting sport and removes it. There’s no passion for the game, or even any hint that there’s a genuinely fun sport within the simulator.

After a time I started changing the strategy of my team – increasing their aggression on running bases, telling my pitcher how to hold base runners, I asked my players to steal bases wherever they could. I found a screen that told me that my personality was “charitable” and that I was “delighted” with the performance of the team. I started rotating players around, choosing different starting pitchers. Not one thing made any noticeable difference. I might as well have just simulated every game using the default settings, because nothing I changed really mattered. The game rolled some imaginary dice or randomly generated a few numbers, translated that into ‘boy howdy’ Baseball commentary and declared my batter swung and missed. STRIKE!

MLB 18 Rev 4

I’d like to say that MLB Manager 18 has a redeeming feature, but it doesn’t. It’s the most lifeless, boring game I’ve played in a long time. Maybe someone who reads every little detail about the sport will find something to love. You have to be an absolute die-hard fan of Baseball and have the patience of a saint to really get anything from MLB18. As someone who supports a team, watches games, plays other Baseball games on mobile and console I wanted to still be guided around and told about the intricacies of this management sim. Instead, I felt like I was scooped up from Little League practice and told to bat in the World Series.

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Dota 2 Update – August 2nd, 2018

We’ve heard a bunch of complaints from the community after the recent treasure was released, and we wanted to walk you through how things unfolded from our end.

On Tuesday after the release, we heard the community being concerned if there were bugs with the item drops, with many examples of people not getting the Witch Doctor set but having the Phantom Assassin and Outworld Devourer sets. We looked into it to see if there were any differences between the drop rates of those items, and found that all three were identical, so we just assumed it was anecdotal cases and selection bias. Another contributing factor is that the volume of Treasure 3 is meaningfully less than Treasure 1 and 2, partly because a lot of customers bought the Weekend Bundle Sale and that did not include Treasure 3 (as is the case historically). So it would then be expected that a number of people would have some items and not the others, and that the Witch Doctor set would be the most rare.

However, the complaints continued to come in, and it was confusing to us why. We decided to investigate a bit more, but were generally still assuming it was a mixture of selection bias and supply differences between Treasure 1 and 2 and Treasure 3, especially since we knew the three items were identical. Late last night we eventually found a bug that existed for all the Immortal treasures this season. It primarily affected players who opened a very large number of treasures, causing the drop rates to not escalate as quickly as they did last year. And since the volume of Treasure 3s were lower than the other two, it was a more visible bug to players.

As a result of this, this morning we started working on fixing this. We are re-running the rolls for players on Immortal Treasure 1, 2 and 3, and will be granting the items shortly as well as fixing the bug for unopened treasures. We will also be giving all Battle Pass owners 10 extra levels.

In addition to this, we’ve also heard the community being unhappy at the content of the level 615 reward. As part of this update, we are adding an extra bundle of treasures at level 615. It’ll include 4 Immortal Treasure 1, 4 Immortal Treasure 2, and 4 Immortal Treasure 3.

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DRAGON BALL FighterZ Open Beta arrives on August 9th!

DRAGON BALL FighterZ Open Beta arrives on August 9th!

Before the full power of DRAGON BALL FighterZ is unleashed upon the Nintendo Switch system, fans will be able to get a taste of what’s to come with the free Open Beta!

Here are some details:

August 3rd: Pre-load the Open Beta Client by downloading it from the game page on Nintendo.com or on Nintendo eShop. Players won’t be able to play until the Beta begins, but this is a great way to get ready!

August 9th (9:00pm PDT): Official release of the Open Beta on the Nintendo eShop and start of the Open Beta session (all players can now launch the game and have access to the online game servers).

August 11th (11:59pm PDT): The Open Beta period ends.

Players will be able to choose amongst 23 of their favorite DRAGON BALL FighterZ characters for this Open Beta and take them into battle in Arena Match, Ring Match, and Ring Party Match modes. Or they can spend some time in Practice Battle Tutorial mode to get some training in before taking on real life opponents.

DRAGON BALL FighterZ for the Nintendo Switch is slated to launch in the Americas on September 28, 2018.

Game Shown:

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

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Wario returns–and he’s out for gold!

Wario returns–and he’s out for gold!

The infamous schemer, Wario, is back in the WarioWare™ Gold game, exclusively for the Nintendo 3DS™ family of systems! Play his brand-new microgame collection, where you’ll have seconds to complete each of the 300 different microgames. Better think fast to succeed! You’ll use the touchscreen, tilt the system, push buttons, and rock the mic as you laugh through fully voiced stories featuring new and classic characters!

WarioWare Gold launches on Aug. 3, and can be purchased in stores, in Nintendo eShop on Nintendo 3DS family systems, and at Nintendo.com at a suggested retail price of $39.99.

If you want to try WarioWare Gold before you buy, download the free demo. It’s available now on Nintendo.com and Nintendo eShop on your device.

For more information about WarioWare™ Gold and to download the demo, visit https://www.nintendo.com/games/detail/warioware-gold-3ds .

Game in 2D


Cartoon Violence
Crude Humor

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Lightfield Hyper Edition Q& A: A look back at development

When trippy scifi-racer Lightfield was released on consoles last year, I quite liked the game for its abstract visuals and its wide open tracks. One thing was notably absent though, and that was a PC version.

Now, with the game’s Hyper Edition, you can race your friends on the PC as well.

I talked to Simon Wallner, co-founder of Lightfield developer Lost in the Garden, about how the game has been doing so far, why they went with a console version first, and how the Austrian game dev scene is doing.

Tell me a little about the development of the original Lightfield – what went right, what could have been better?

Overall, we are quite happy with the core mechanic of flying around freely and snapping to surfaces for an extra speed boost, the level design, the visuals, and the audio. I think it turned out to be a very unique game that might bring something new the racing game genre.

On the other side, one large blind spot throughout the development was that we focused too much on the core and the freeform aspects of the game, and too little on giving the gameplay some much needed structure and direction. We started out with the ideal that that is it best to not put any artificial boundaries on the players and that too much structure and rigidity is bad. What we learned the hard way was that this is not really true and also an approach more suitable to toys, and less so for “actual games”.

With the HYPER Edition we added all that missing structure and added a full campaign mode, an actual trick system and a couple other things. The gameplay in its core is still rather freeform and unchanged, but it is now embedded in a structure that provides the right context.

PR is also one of the things that could have been better. Being scared of the large number of Steam releases every day, we were hoping that the fight for visibility was fought a little less fiercely on consoles, since there are way less games coming out there. In retrospect I would say that this also was not true and it proved pretty difficult to compete with other titles for the player’s attention.

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So what’s new in the Hyper edition – apart from the fact that the game is available on Steam now?

The HYPER Edition is pretty much the definitive version of Lightfield that we actually wanted to make from the start, but did not really know until the release. We started out with a general vision and direction, but it really is only now that we understand what it is that we made.

This release is not just a port, but a heavily extended version of the original game. We added a full single player campaign mode that really highlights all the different aspects of the game (racing, parkour tricks, exploration), we finally added a complete trick system, and many more features and tweaks. Another thing that we finally added, and a feature that was planned for a very long time, is the photo mode. Our visuals always have been one of the strong points of Lightfield and players can finally take these gorgeous screenshots as well.

Are there benefits of releasing on console first? Would you do that again?

Since this is/was our debut game this question is very hard to answer decisively. One thing that we probably benefited from was the added credibility of having a console title and it probably made it easier to get the attention of some journalists and media outlets. We were hoping that it would make it easier to rise above the noise and to reach players, but that nevertheless also proved quite difficult.

Now with all the experience from the first release and our track record as a studio, the circumstances changed quite a lot. For every future project we would have to judge each platform’s pros and cons to find the platforms that suit the game well and to come up with a strategy that leverages these platforms in an optimal way.

For anyone who is also new developer, and who’s starting their studio, I would say the most important thing is to have a plan that goes well beyond the first release and to maybe have a few options along the way. What are the things you are getting in return (besides money) and where can you learn the most, while still surviving financially.

The Hyper edition features a full rework of the original game’s progression system. You could unlock new tracks by just playing the game before, now there are missions to complete and a much more traditional way of progressing through the game. Wasn’t the original system well-received?

The problem with the original system was that it was just too little. It felt a bit detached from the rest of the game and it lacked immediacy and agency. Also it did not allow us any way to communicate the game to the players properly. With the new Campaign Mode, we can much better focus on certain aspects of the gameplay, and to introduce the players to more advanced skills like doing tricks or showing off our slow-mo mode.

The original unlock system is still present however, and in case you don’t care about the campaign mode you can still enjoy the game in all its freeform character. With all the additions we tried to implement them not instead of something but as an additional way to play the game.

Let’s talk about the Austrian game dev scene. Is there such a thing, a sense of community, and is it a big scene overall?

The Austrian game dev scene has evolved quite a bit over past 10 and more years. It is an incredibly friendly and welcoming community. It all started more than 10 years ago with the first game dev talks and lectures at the subotron and now there are events almost every week and an indie Slack with roughly 500 users.

The scene consists of many hobbyists and students, but also a few seasoned indie teams like Broken Rules (Old Man’s Journey), Kunabi Brothers (Blek and Frost) and midsize studios such as Mipumi (The Lion’s Song), to only name a few.

In the past we helped organize more than 15 game jams, and we are also regularly teaching game dev related courses at Universities in Austria. Pretty much every larger University has game dev related courses or even a games program now, and I believe that there is a lot more coming. I cant wait to see what the “next” generation of Austrian devs will create!

What’s something you love about the games industry at the moment, and what would you like to see changed?

On our journey we met so many nice and genuinely friendly and helpful people. It is not just the other indie devs, it is also the individual people at Sony, Microsoft and Steam, and of course it is also all the players we have met and been in contact with. It really feels like everyone is excited about great games and about making great games.

What I wanted to see changed is how much more hit driven the indie segment appears to have become. It feels like we are more and more losing the middle ground of “doing ok” with a release and it is rather sales north of 1 million units or no sales at all.

What’s next for Lost in the Garden?

I’d love to say vacation, but there are still a few other projects we are working on right now, and we probably have to fix a few so far undiscovered bugs once the game is released.

As a studio we focus both on our own games and also on outside contract work. This helps us a little to prevent getting stuck too much in one singular thing and helps us to look beyond our own noses and to get some fresh ideas. We still have plans for Lightfield , but I am also sure that you will see some game projects from us in the future!

This article originally appeared on Gamasutra sister site indiegames.com

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Activision Blizzard exceeds Q2 revenue goals thanks to in-game spending

Today, Activision Blizzard released its second-quarter earnings report for the quarter ending June 30, 2018, showing rising revenue even in a quarter with no major game releases.

Per the report, Activision’s GAAP net revenue for the quarter totaled $1.64 billion, which only slightly rises above its $1.63 billion in revenue from the same quarter last year. 

However, as noted by Activision executives on the conference call, that revenue (which exceeded prior projections for the quarter), came in a quarter not dominated by game releases for the company.  Activision’s total net bookings (a metric that totals the number of products and services sold) for the quarter clocked in at $1.38 billion (down slightly from $1.42 billion in 2017). Its digital net bookings (effectively in-app transactions) were $1.2 billion, also down from $1.28 billion from 2017’s second quarter.

During this time period, Activision’s only game releases were Crash Bandicoot N. Sane Trilogy and Destiny 2’s Warmind expansion, the latter of which saw a higher attach rate compared to the second expansion released after the first Destiny. Drilling down, three of Activision’s titles, Call of Duty: WWII, Call of Duty: Black Ops 3, and Destiny 2, drove “record Q2 in-game net bookings” for that subsection of the company. 

This news also follows this morning’s announcement that Activision Blizzard would be teaming up with Tencent to release a mobile version of Call of Duty in China. 

In response to a question during the call, CEO Bobby Kotick commented briefly on Activision’s future with games streaming, saying that the company was speaking with multiple tech firms and examining their cloud infrastructures, but the company doesn’t expect game streaming to be a large part of its business in the near future. 

Interestingly, Kotick pivoted off the discussion of game streaming as a means of discussing “accessibility” to Activision Blizzard’s major franchises that it hopes achieve on mobile. Only briefly mentioning games that are “in the pipeline,” Kotick seemed to say that Activision is interested in making it “easier” to engage with its largest franchises by way of mobile devices, rather then gaming consoles or personal computers. 

As of this writing, Activision Blizzard shares have dipped slightly in after-hours trading (just .81 percent). Looking ahead, Activision is predicting $1.4 billion in revenue for 2018’s third quarter.

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Video: Watch top designers dissect a single system from their games

Too often when we talk about game design, we talk about how all of a game’s systems work in concert. 

At GDC 2015, a group of designers got up in front of their peers to try something different: 15-minute microtalks that each revolved around dissecting a very specific game system in exacting detail.

It was a fascinating session in which game designers Bennett Foddy, Tanya X. Short, and Dan Cassar each took the stage to dive into a system from each of their games (Pole RidersShattered Planet, and Caveman: The Quest for Fire, respectively) and explain how it works, as well as how it was designed and tuned.

This sort of focused systems talk is well worth watching, even if just to refresh yourself after having not seen it in years. Luckily, you can now watch the entire talk for free over on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its 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, GDC Europe, and GDC Next 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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GLOVE OpenGL ES on Vulkan Middleware Released

Think Silicon just released GLOVE (GL Over Vulkan … yeah, I don’t get how they make that work either) an open source middleware component that makes it so you can run OpenGL ES on Vulkan.  Available for Android, Linux and Windows, it seamlessly translates OpenGL called to Vulkan at runtime.  The code is available on GitHub under the LGPL v3 open source license.

Details of how GLOVE works from the Github page:

GLOVE functionality

GLOVE (GL Over Vulkan) is a software library that acts as an intermediate layer between an OpenGL application and Vulkan.

GLOVE is focused towards embedded systems and is comprised of OpenGL ES and EGL implementations, which translate at runtime all OpenGL ES / EGL calls & ESSL shaders to Vulkan commands & SPIR-V shader respectively and finally relays them to the underlying Vulkan driver.

GLOVE has been designed towards facilitating developers to easily build and integrate new features, allowing at the same time its further extension, portability and interoperability. Currently, GLOVE supports OpenGL ES 2.0 and EGL 1.4 on a Linux platform, but the modular design can be easily extended to encompass implementations of other client APIs as well.

GLOVE is considered as a work-in-progress and is open-sourced under the LGPL v3 license through which it is provided as free software with unlimited use for educational and research purposes.

Future planned extensions of GLOVE include the support for OpenGL ES 3.x and OpenGL applications.

Keep in mind this is a pretty early release and has only been tested on a small subset of hardware with mixed results.  You can find a great deal more technical information on how GLOVE works and how to extend it in this document.  Keep in mind, this is a fairly new technology and only has been tested on a small subset of devices.  You can read more about this release here.

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