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Get a job: Join Remedy Entertainment as an VFX Artist

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

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

Location: Espoo, Finland

Remedy Entertainment, the creator of Quantum Break, Max Payne, Alan Wake, and Death Rally and one of the leading independent game studios in the world is looking for a VFX Artist for a key role working on Remedy’s projects.

We are looking for a visual effects artist who feels at home in “Hollywood Realism”; a team player who has experience with realistic high-quality real-time effects and optimizing them.

Combining artistic talent and technical ability, you know your way around particle editors and scripting, and compositing an effect comes naturally. You would be working closely with our Art Director and team lead in designing and implementing special effects using our internal tools.

Leave your mark in our upcoming games by setting up stunning visuals and final touches to everything from gameplay to cinematics and characters.

Responsibilities

  • Create and maintain particle systems and other gameplay specific effects and assets
  • Take part in designing VFX workflows to reach higher quality efficiently
  • Ensure that consistent communication is maintained, in all directions, to guarantee the quality of the game

Requirements and qualifications

  • 2 to 3 years of experience in game development
  • Expert level understanding and knowledge of techniques used in visual effects
  • Expert level proficiency within Maya, 3DS Max or other 3D software package
  • Knowledge of a fluid sim package (FumeFX, Houdini) is a big plus
  • Ability to learn new programs and toolchains quickly
  • Clear verbal and written communication in English
  • A passion for games

The ideal candidate will also have

  • Bachelor’s degree in arts/engineering or relative field
  • Experience with one or more scripting or programming languages

What is in it for you?

  • Yes, you get to move to Finland where the quality of life is exceptional and cost of living is affordable. Moving to a new country can be intimidating, but our relocation service is there every step of the way to take care of you. You can concentrate on work, while we’ll take care of everything else.
  • You will be offered competitive compensation with a bonus system.
  • We work hard, but at Remedy we believe in a great work-life balance. Happy people work better. In Finland you get up to 5 weeks of paid vacation every year. This is on top of public holidays and other special occasions.
  • Above all, you get to work on awesome, unique video games that the global audience is interested in at a studio where your input is valued. We try our hardest to keep our team sizes and the workload sensible, so your contributions feel valuable.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Don’t Miss: What No Man’s Sky’s code says about procedural generation

Greg of 3D Game Dev Blog took a few weeks to dig into the code of No Man’s Sky to try and figure out how the game engine created by Hello Games creates each element of an entirely procedurally generated game world. 

This blog post is definitely worth checking out if you’re a dev at all interested in the code that went into procedurally generating nearly every bit of content on a multi-planetary scale. 

The post splits its findings into three main categories: geometry, textures, and animation. The section on geometry is by far the most in-depth and talks mostly about how the game creates creatures, ships, and other models by combining multiple parts from assets with a predetermined chance value. 

A similar approach is used to procedurally generate the textures and color pallettes used for creatures and planets within the game. 

An example of randomly generated creatures using <i>No Man's Sky</i> assets in an external viewer.

“…except [for] designing different model parts, [the game artists] have also provided multiple different textures for each part. So traversing that file in the same fashion with the descriptor file, one can calculate the final diffuse texture of the procedural generated model,” he explains. “And here is the even better part. Even if two models are identical geometrywise, they can end up having completely different colors, marks, shapes, etc using those procedurally generated textures.”

The piece-by-piece way No Man’s Sky generates all its content leaves the door open for Hello Games or modders to add additional model parts post-release and exponentially increase the procedurally generated possibilities. While this might not say much about the current state of the game, Greg explains that this way of content generation speaks volumes about the game engine itself.

“The mindblowing thing about this generation procedure is that if they had double the number of [artists] working exclusively on [models], the game content (just for the creatures) would be hundreds of times larger,” he says. “And this fact alone shows me the capabilities and the potential that NMS game engine has.”

The full post, which includes models rendered in a viewer and a more in-depth explanation of the code behind No Man’s Sky, can be found over on the 3D Game Dev Blog.

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Fortnite cosmetics possibly taking revenue from top console games

The appeal of Fortnite’s cosmetics are eating up the competition around other console franchises, according to a report published by market research firm Superdata.

This may not come as much of a surprise, as the free-to-play game recently earned over $1 billion so far from in-game purchases alone.

Superdata’s analysis estimates that sales from Fortnite cosmetic and skins alone are masking a six percent drop of combined revenue from microtransactions and in-game content sales of other console titles across the globe.

The report also shows a 49 percent increase of revenue from in-game sales on consoles, and mentions how Activision Blizzard and EA Games noted in their financial reports that Fortnite introduced more players to their games, which lead to increased sales as well. 

However, Superdata emphasizes that when Fortnite is excluded from this analysis, there’s a six percent revenue drop across the entire industry as a whole. 

The six percent drop includes sales figures of what Superdata lists as “top 50 digital console titles”, and while those titles aren’t explicitly provided, it can be assumed to include titles like EA’s sports games such as FIFA 19, and Blizzard’s Overwatch. 

SuperData also believes the drop when removing Fortnite is not a coincidence, explaining that Fortnite players might be taking money they would spend in other console games on cosmetics and the seasonal Battle Pass instead and called that relation a “material cannibalization across top incumbent franchises.”

On top of revealing how Fortnite encourages players from spending money on other games in favor of cosmetic upgrades, Superdata also suggests the game might be cannibalizing online viewership.

The analysis reports Fortnites audience on streaming services like Twitch has increased 59 percent in the last three months, while CS:GO viewership dropped 51 percent, Overwatch viewership dropped 16 percent, and League of Legends viewership dropped 19 percent. 

To read the entire Superdata analysis, click here

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FIFA Mobile’s debut in China brings EA its highest grossing day for a mobile game

Electronic Arts has released its first quarterly financial report of the 2019 fiscal year, ultimately showing year-over-year decreases in multiple categories though still coming in above its forecasted numbers for this quarter.

For the quarter ending June 30, EA reported net revenue of $1.14 billion, down from the $1.45 billion reported during the same period last year. In an earnings call with investors however, the company noted that this quarter’s net revenue still falls above EA’s forecast for Q1 by a solid $57 million.

Digital net bookings now make up 69 percent, $693 million, of EA’s total net-bookings and 6 percent larger chunk of that overall pie compared to last year. Additionally, net bookings related to live services found in games like FIFA Online 4 and The Sims 4 rose by 7 percent from last year to $450 million for the quarter. 

While digital itself rose, PC and console full-game downloads declined by 14 percent, year-over-year. Additionally, mobile net bookings fell by 2 percent year-over-year, something EA COO and CFO Blake Jorgensen credited to slight declines in older mobile titles. In an earnings call, he notes that this quarter’s release of FIFA Mobile in Asia helped to offset that decay, however. Though FIFA Mobile has only recently reached China, Jorgensen says the company is “encouraged” by the game’s performance so far, explaining that the game delivered one of the highest grossing days ever for any of its mobile titles. 

Both the mobile FIFA tiles and the series as a whole gave a solid contribution to this quarter’s performance, something EA notes was boosted by the World Cup event and its corresponding in-game promotions.

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Chat with the developers behind Thief of Thieves at 3PM EDT!

If you liked the comic book roots of Telltale’s The Walking Dead, you should know that the folks at Rival Games have decided to tackle another part of the Robert Kirkman-verse. A couple weeks ago, they released Thief of Thieves, a stealth/storytelling game that adapts the Image Comics series. 

It’s a game that’s got a stylish mix of dialogue trees, isometric viewpoints, and stealthy encounters, and it’s caught our attention here at Gamasutra. So today at 3PM EDT, we’re going to be streaming Thief of Thieves with Rival Games CEO Jukka Laakso, talking about everything from making games in Finland to adapting comics to a broader game format. 

It’s a neat game with neat design decisions, so you should come by and join our conversation in Twitch chat! And while you’re at it, be sure to follow the Gamasutra Twitch channel for more developer interviews and editorial roundtables. 

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NetEase invests $50M in Improbable, to use SpatialOS in upcoming game

The Chinese internet tech company NetEase has made a $50 million investment in SpatialOS dev Improbable, picking up what a press release describes as a “small stake” in the company in the process.

For Improbable, however, the partnership represents a way for the company to bring its cloud-based platform to both China and developers in the Asia Pacific region, something that is typically difficult to do for a Western company.

SpatialOS itself is a cloud-based technology geared toward developers making online games. The platform divides the computational work of managing online worlds and divides it up between a battalion of cloud-based servers, allowing developers to create more vast and persistent online worlds. So far, the tech has been used in the recently released MMO game Worlds Adrift and is used by the upcoming AI-driven MMO title Seed as well.

As part of the partnership, NetEase itself has announced that it will be releasing at least one SpatialOS-powered game in the future, though it won’t officially reveal the title itself until later this year.

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Now’s the time to pitch your great Visual Arts talks for GDC 2019!

Hey game makers, if you have a great idea for a session that would be a great fit for the Visual Arts track of talks at Game Developers Conference 2019, now is the time to submit it! Show organizers are now accepting submissions to present lectures, roundtables, panels, posters and tutorials through Thursday, August 16th.

This will be the 33nd edition of GDC, the world’s largest and longest-running event serving professionals dedicated to the art and science of making games.  Next year the show will take place March 18-22 at the Moscone Convention Center in San Francisco, California, and will again play host to thousands of game developers from all around the world for a week of learning, networking and inspiration.

Organizers are looking for submissions of expert talks that would be a great fit for the show! In particular, they’re seeking submissions for the GDC 2019 Visual Arts track of talks. Here’s what they’re looking for, in their own words:

Success of the GDC Visual Arts track has grown over the past few years and we want you to help us build on that momentum. We want disruptive, inspirational and amazing artists, art directors, and art managers to speak this year.. We’re looking for people who are willing to share their skills and techniques with us. We want to hear from directors and managers who can teach us how to build great art teams, and create outstanding visuals on tight budgets and schedules. And we’re seeking out top notch technical artists to show us new insights in look development and tool creation.

  • Inspirational Art Direction Talks: Continuing with our ‘coffee table book’ art direction sessions from last year we’re looking for art directors who are willing to not only talk about the evolution of their game’s style but to show us that evolution. Whether you’re a AAA big budget developer or a small 2-person indie team, pull back the curtain and reveal the sketches, concepts, prototypes and in-development shots/videos that led you to the final look of your product.
  • TECHNIQUES and DEMOS: Visual artists are just that, visual. We want to see what you know, not just hear about it. We want artists to teach us new techniques, new tools and new styles. Can’t talk and draw at the same time? No problem, we’ll even let you have two presenters – one to talk and one to demonstrate. Show off your 3D modeling techniques, concept art drawing, and animation work to the best audience in the world – your peers.
  • Next Gen Art Techniques: A console transition is looming, and it’s time to start planning for all the new graphics goodies it will bring. What will we be able to do with lighting, with procedural art generation, with materials, or with new pipelines? Help set the agenda for the next generation of graphics by sharing your cutting-edge techniques and plans.
  • Art Management and Production Talks: Did you develop an interesting strategy that saved you art development time and/or money? Did an in-house or 3rd party tool help alleviate your production pipeline woes? How do you manage to keep your artists from seeing the trees instead of the forest? We’d love to hear about your solutions to these problems and more!
  • Art Culture: What core values are you looking for when you hire artists? How do you manage critiques within your organization? Managing creative people with disparate personalities can be daunting. How does your team manage that? Share your successes (and failures) in this with us so we can create better collaborative environments at our studios.
  • Animation: What sets your game’s animation apart from everyone else in the industry? What went right in your latest game’s motion capture sessions? What went wrong? What have you learned from studying animation techniques used in other entertainment industries? Share your lessons with other animators as we want to hear the good, the bad, and the ugly regarding animation trials and tribulations.
  • 2D Art Production Pipeline Talks: It is surprising how some aspects of 2D art production pipelines are a lot more work than 3D art production pipelines. We want to hear from someone who can talk about an interesting 2D art production pipeline.
  • Character Design Talks: We’d like to see a character talk that speaks to the DESIGN of the characters, not just how to sculpt high-frequency detail in Zbrush or do pretty rendering in Photoshop so the character design can pass a publisher focus test.
  • Show us your tech, TAs: You’re the glue that holds art production together, TAs. What new ideas in tools and pipelines have you developed this past year? What new shader techniques are you investigating for next-gen? Is there look development work you’ve done that would enlighten us? Come show us and inspire us!

Last year was the most popular ever for the GDC Visual Arts track, and we want you to help us build on that momentum. We want disruptive, inspirational and amazing artists, art directors, and art managers to speak this year. We’re looking for people who are willing to share their skills and techniques with us. We want to hear from directors and managers who can teach us how to build great art teams, and create outstanding visuals on tight budgets and schedules. And we’re seeking out top notch technical artists to show us new insights in look development and tool creation.

Meanwhile, those interested in submitting for any of the GDC Summits (AI, Community Management, Game Narrative, GDC Education, GDC Mobile, Indie or UX) or [email protected] (all of which take place on the Monday & Tuesday of the event) or Friday’s Game Career Seminar should know that the call for submissions will open later this year!

For more details on the submission process or GDC 2019 in general visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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The Weekender: Heresy Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. We’ve got some great new gaming options, including two completely free and very fun titles. There’s also a smattering of sales including a rare sale on one of the best mobile games ever.

Out Now

Mind Cards (iPhone)

Mind Cards is a new solo card game in the same vein as TinyTouchtales classic hit Card Crawl. In it you must work your way through a 21-card deck in order to win. Some cards are monsters you must fight, and they deal damage which reduces your life. Some are potions that heal lost life. Some cards are food and replenish another of the game’s finite resources. You use food with every card you play. Some cards are gems which allow you to deal out cards to all open spaces. You can do this without gems, but it will cost life instead. Finally, there are special attack cards that hit monsters without taking damage. The goal of the game is to use every card without losing all of your life and it’s a fair bit harder than it sounds. As you play you earn gold and can unlock more special cards for use in future games. Mind Cards is completely free with no ads or IAPs, so if solo card games are at all your thing, there’s no reason not to check it out!

Mind Cards

The Horus Heresy: Legions (iOS Universal and Android)

There’s a new CCG on the block, The Horus Heresy: Legions is Warhammer 40K’s entrance into the crowded market. Can they take a bite out of Hearthstone and others? It’s hard to know for sure and certainly time will tell, but the easy answer is probably not. The Horus Heresy: Legions features pretty-standard gameplay for the genre. You pick a legion which dictates card choices. You take on opponents and try to reduce their life to nil for the win. The only innovation I see is a guild system, which has the potential to be cool. I’ve always wondered why CCGs didn’t implement guilds as a way to keep players invested. Having a play group to test and play with is huge. It’s free with the usual IAPs, so easy enough to check out if you dig the IP or want a new CCG to play around with.

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Amethlion (iOS Universal and Android)

Amethlion is an explore/craft/survive game with an open world full of quests, dungeons, and mysteries. The graphics and music are a bit basic, even for the genre, but there’s a lot to explore, build, and you know, kill. Oh, and you can get pets. There’s a big update with new items, quests, and areas of the world to explore coming next Tuesday on iOS. The update is already live on Android. It’s not perfect but the developer seems receptive to feedback and the game is just a couple bucks.

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Nishan Shaman (iOS Universal)

Nishan Shaman is a rhythm game where you control Nishan’s spirit travels into the void on a quest. She protects herself from the dangerous in that place through a spiritual shield maintained through drumming, which you control. As creatures hit her shield you drum them into nothingness, protecting her as she continues her journey. It’s simple yet quite engaging. I was immediately nodding along with the music and smiling broadly as I drummed the monsters away. Nishan Shaman has a cool mythology and cultural elements, a great story, and beautiful graphics and music. Oh, and it is completely free. You should download it right now.

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Battleheart 2 (iOS Universal and Android) (Review)

Ok, so I may have been a little harsh a couple weeks ago when Battleheart 2 came out for iOS. I wasn’t, and still am not, a big fan of how little the game progressed in the seven years between the original and sequel. I may have discounted how good of a game it still is, for what it is. It’s out now on Android and I’ve played about 10 hours in the intervening two weeks. A good chunk of that was the co-operative multiplayer, which while unintuitive to set up, does work pretty well and is a fun addition to the game. You and a friend just pick the same room name and it connects you. Battleheart 2 is quite the grind fest, there’s no story to speak of, and it’s certainly not getting any awards for innovation, but, if you enjoy real-time action and slowly improving a party of adventurers you could do a lot worse.

Sales

Dungelot Shattered Lands (iOS Universal and Android): Free on iOS (Review)

One of the world’s better roguelike games, Dungelot: Shattered Lands features fun and challenging gameplay and a lot of persistent benefits to gain as you play to make the next run even better. It’s free on iOS and you should get it if you don’t already own it. 

Punch Club (iOS Universal and Android): $.99 on iOS

Tinybuild, the makers of the aforementioned, have their popular boxing sim on sale as well for just a buck on iOS. 

Crashlands (iOS Universal and Android): $3.99 on iOS (Review)

Now we’re talking people. Crashlands might be my favorite mobile game. It’s certainly my favorite explore/craft/survive game on mobile. If you love that genre as much as I do and haven’t tried it out now’s the time, it’s very rarely on sale, and $4 is a steal for this one. 

Kingdom: New Lands (iOS Universal and Android): $4.99 (Review)

Have you played the side-scrolling, genre-mashing Kingdom: New Lands? It’s part tower-defense, part city builder, part simulation, part puzzle, and all kinds of challenging. It’s also on sale for $5, half off.

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

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Review: Isle of Skye

A cursory glance at the promotional screenshots and you could be forgiven for dismissing Isle of Skye as simply a Carcassonne clone with a Scottish setting. Thankfully, although it shares the same tile-laying mechanic, Isle of Skye has many clever ideas of its own. So much so that the board game has won a host of awards, including the prestigious 2016 Kennerspiel des Jahres.

As clan chieftain, you expand your territory and strengthen your clan in the hope of being crowned King of the Isle of Skye. You do this by purchasing and placing landscape tiles. These tiles feature a mix of highlands, water and mountain areas and must be placed so that the different landscape types match. There are also roads to consider. These do not need to be placed so that they link to other roads, but to earn the maximum income, it is advantageous to have a connected road network. Tiles also feature a range of other point scoring opportunities, including livestock, ships and various types of buildings Finally, a small number of tiles contain scrolls that award bonus points at the end of the game for fulfilling certain requirements.

Isle Skye Rev 2

The first significant difference from Carcassonne is that each player works on building his or her own individual landscape. You may think that this would lead to a rather solitary gaming experience, with little interaction between competing players. Happily though, the brilliantly designed auction system ensures that the game feels both competitive and involving. Before we go to auction, however, we need some cash. Players earn a basic five coins per turn; additional income is earned from tiles that feature whisky barrels as long as they are connected to your castle by road.  There is also a catch-up mechanism that rewards extra coins to players who have fewer points.

With coins burning holes in our sporrans it is time to get trading. At the beginning of each round, all players draw three tiles. They then have to secretly choose one tile to discard and decide how much they are willing to pay for each of the remaining two. Then, in turn order, each player has the opportunity to use any remaining coins to purchase a single tile from an opponent. This works brilliantly, as you have to carefully set prices with the aim of purchasing tiles for the best possible price. However, set these too low and your opponents will snaffle them up. Furthermore, you don’t want to tie up too many coins in trying to secure your own tiles because you may miss the opportunity to purchase a tasty tile from another player. It sounds simple but setting prices can lead to some agonising decisions. Sometimes, you will be tempted to hang on to a tile that is not particularly useful because you know that it will appeal to an opponent. You can then attach a high price and take a gamble that they will bite, but you run the risk of being forced to cough up for your own overpriced tile.

Isle Skye Rev 3

Isle of Skye introduces plenty of variety, with a choice of sixteen different scoring tiles. Only four of these are used in each game and their point scoring potential should form the crux of your overall strategy. Before the game commences these four tiles can be chosen by the players or determined randomly. Not all of these tiles will be scored every round, so certain types of landscape tiles are going to be more valuable at certain points in the game. There is an interesting variety of scoring tiles, which require different tactics to exploit. Some have a spatial element, such as forming squares of four tiles; others will require you to enclose areas of particular landscape types. Then there are those that require you to have the majority of particular items such as ships or coins. The result is a pleasing diversity of scoring opportunities that makes every game feel different.

This isn’t a difficult game to learn and the interactive tutorial will soon have you up and running. To improve your strategy there is the option to watch games that have been played between the highest ranked players. At the start of the game your five coins will not go far, but with some shrewd financial management, you should soon see your income escalating. This will also mean that the landscape tiles will in turn rocket in price, which means that you constantly have to be aware of market trends.

Isle Skye Rev 1

The graphics accurately represent the table-top original and the screen layout works relatively well. All of the required information is laid out along the screen edges, with the central area reserved for your ever-growing kingdom. There are a few times when the interface feels a little unresponsive, like when you are trying to set prices, or get an overview of each scoring tile. I am not convinced by the background, which gives the impression that you are playing on a stained tablecloth. Also, the sound is rather nondescript, although mercifully it does hold back on the bagpipes. Most seriously of all, there appears to be a major bug that causes the game to freeze when playing a pass and play game. I encountered no such problems when competing against just AI opponents. Unfortunately, even at the highest difficulty level the AI does not put up too much of a challenge. In the auction, placing a value on a tile is dependent on so many different variables that creating an AI to challenge experienced players is tough. You are going to want to find some online human opponents to really get the most from this game. Thankfully, setting up an asynchronous online game is easy enough. This mode works especially well, as turns play quickly, and a single game doesn’t drag on too long.

Isle Skye Rev 4

If you enjoyed Carcassonne and are looking for something with more strategy and depth, then Isle of Skye is definitely worth considering even if the app itself isn’t as polished as other leading board game adaptations.

Note: By the time of publication, a recent update has ensured that the interface is much more responsive, sadly the issue with pass and play games freezing hasn’t been resolved.

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Drive, dive and fly with the new Nintendo Labo Vehicle Kit

Drive, dive and fly with the new Nintendo Labo Vehicle Kit

Buckle up for a new adventure while sitting in the driver’s seat of a car, a submarine and a plane with the Nintendo Labo: Vehicle Kit, launching on Sept. 14. This new Nintendo Labo kit is designed to work with the Nintendo Switch system*, and contains materials to build a variety of customizable cardboard creations called Toy-Con, including a Car, a Submarine, a Plane, a Pedal, two Keys and more. By inserting one of the assembled Keys into any of the vehicles, players can enjoy a variety of fun games and activities. Changing between vehicles while adventuring is a cinch – simply pull the Key out of one and slot it into another to transform from an airplane pilot to a submarine captain!

“Nintendo Labo is a collaborative and creative experience designed to encourage imagination in people of all ages,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “We’re excited to offer a variety of fun gameplay experiences with Vehicle Kit, and look forward to seeing the creative Nintendo Labo community continue to grow.”

Since its introduction in April, Nintendo Labo has inspired new ways to play by combining the family-friendly fun of DIY creations with the technology of Nintendo Switch. Nintendo Labo: Vehicle Kit will unlock even more ways for people to make, play and discover together, as they speed through races, battle cars equipped with extendable arms and explore a mysterious world. Each vehicle features its own controls and special moves, and with the second Key, players can even invite a co-pilot along on their in-game journey. Interacting with the assembled Toy-Con creations instantly translates into in-game actions to create a truly immersive experience – from pulling the cord on the Car to pop a wheelie, pushing the button on the Submarine to launch a grappling hook and so much more.

As with every Nintendo Labo kit, Nintendo Labo: Vehicle Kit includes its own unique Nintendo Switch software designed to work with the included Toy-Con projects. Enjoy the fun of making each Toy-Con creation, playing immersive games with them, discovering how they work and even inventing new ways to play. All materials needed to complete each Toy-Con creations are included – no glue, tape, or scissors required!

The possibilities of Nintendo Labo: Vehicle Kit can be expanded even further with Toy-Con Garage. This intuitive and interactive programming tool is included with every Nintendo Labo kit and features a simple, visual interface and handy tutorials designed for players of all ages. Toy-Con Garage encourages players to experiment with the Toy-Con creations they’ve built or craft their own original designs using handy household items like paper cups, stickers and ribbon. With Toy-Con Garage, the possibilities of Nintendo Labo become almost limitless – players of all ages can enjoy hours of inventing, tinkering, crafting, playing and enriching fun.

Pre-order the Nintendo Labo: Vehicle Kit from select retailers for a suggested retail price of $69.99. Stay tuned to the Nintendo Labo website for more information about Nintendo Labo: Vehicle Kit.

To start making, playing and discovering right now, check out the Nintendo Labo: Variety Kit and Nintendo Labo: Robot Kit, which are currently available in stores at suggested retail prices of $69.99 and $79.99, respectively.

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/.

*Nintendo Switch system required and is sold separately.