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Former BioWare dev James Ohlen discusses creative freedom and burnout

“I think it has something to do with the fact that technology in the gaming sector is constantly on the move, so it’s really easy to get behind the times.”

– Former creative director at BioWare James Ohlen speaking on burnout in the industry. 

A lot of detail goes into goes into designing the soundscape of a game, and in a recent interview with Game Informer, former creative director at BioWare James Ohlen discusses his retirement from games and how liberating it feels to work on new projects. 

Ohlen left BioWare earlier this month after 22 years and was best known for his work on Star Wars: The Old Republic and Knights of the Old Republic, where he served as creative director and lead designer.

After some time passed, he transitioned into narrative directing for Anthem but notes that his role was not a big one. He would eventually pass his leadership to Anthem’s lead writer after six months, right in the middle of development.

“I just wasn’t really in the place where I was like, ‘do I want to go back to doing administrative, director of design type things?'” Ohlen explains. “I wasn’t. I was in a place where I needed to go back to being focused on doing creative stuff.” 

Leaving the expectations of management behind was liberating, especially since it meant Ohlen could finally devote time to his own creative endeavors as opposed to keeping track of a larger project with hundreds of devs.

“I loved my time at BioWare and even when BioWare was a part of EA I had a lot of good times,” he notes. “But just being able to entirely focus on being creative [is great]. I get a chance to work with a lot of people I haven’t worked with before from all over the world.”

A lot of veteran developers having left BioWare, and Ohlen mentions that the desire to leave a studio after such a long period of time stems from wanting to try new things. “Sometimes you just need a change,” he says. “Other times, people want to get more, get back to getting their hands dirty with creative.” 

His current project is outside the realm of game development, where he’s writing a book with another former BioWare employee. He says he’d like to go back someday, but the freedom of not having any studio-related responsibilities or expectations does wonders for his creativity. 

However, Ohlen acknowledges that many devs leave the industry because of burnout and the expectation to always be on top of the curve, not because they’re seeking a change of pace. 

“It is sad that video game creative directors retire at a much earlier age,” he says. “I think it has something to do with the fact that technology in the gaming sector is constantly on the move, so it’s really easy to get behind the times.”

“Everyone thinks it’s fun and games leading up a video game, but when you’re responsible for that game’s success, it can be incredibly stressful,” he adds.

“And you have massive teams that you have to keep engaged and excited There’s just a lot of burnout there… that’s why I’m not going to be rushing to get back in. I just want to have some fun for a little while.”

He was speaking as part of a longer interview around his career at BioWare and his role on Anthem and other previous BioWare titles, so be sure to check it out over at Game Informer. 

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Writers discuss the evolving role narrative has in game development

The gameplay designers usually have more power than the writers do unless the writer is also the game director or the creative director[…]They generally have more power to say what goes than someone like me who works off-site.”

– Rhianna Pratchett shares her experiences working as a writer with different game dev teams

USGamer has published an interesting piece, the first in a series of three, about the evolving role of writers in video game development. 

The full story talks to the likes of Tomb Raider writer Rhianna Pratchett, Riot Games’ Ariel Lawrence and Laurie Goulding, indie designer Arielle Grimes, and Dragon Quest creator Koichi Nakamura to look at the place narrative has in games and how the writers themselves have functioned as members of the larger team. 

Early on in the story, Pratchett explores how she’s always enjoyed the collaboration that comes with working as a member of a game development team, but due to the very nature of that collaborative process itself it isn’t often that the writers themselves get to fully stretch their legs creatively.

Another section explores how Dragon Quest pioneered character-driven storytelling and how League of Legends then brought a similar but opposite spin on narrative to the world of online games. Nakamura explains that one thing that set Dragon Quest apart at the time was the fact that “there’s no direct narration at all and the whole story is told through the dialog of the characters.”

On the flip side, the League of Legends team opted to build the game’s narrative in a way that was connected to the game without fully permeating every in-game match or multiplayer showdown.

“The idea we’re moving toward is that champions, as they are experienced in League of Legends, are abstracted versions of themselves from a specific moment in time in the lore,” explains Goulding, lead narrative editor at Riot. “As they move around Summoner’s Rift, they express the nature of their relationships to other champions and their philosophies, but we try to shy away from relating long backstories or exposition within the dialogue of the game.”

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Review: Motorsport Manager Mobile 3

Racing drivers are notoriously difficult to work with. Their competitive personalities make them act like divas from time to time; while jealousy bubbles under the surface as teammates receive upgraded parts or preferential treatment. Losing hurts, but they hone their craft through driving practice as well as the team of mechanics and engineers constantly tweaking the cars. Winning is everything: without it, the money doesn’t flow, and this means everything suffers – from logistics, to R&D, even the coffee. It doesn’t all come down to the time on the clock or the position on the starting grid.

All of this requires a fine balance, and Playsport Games’ Motorsport Manager Mobile 3 includes every tiny detail you can imagine and a lot that you didn’t consider.

The journey to leading a racing team starts with personalising the brand, from the look of the avatar who represents the team, to the colours on the cars. A micro-transaction upgrades the game so that everything can be edited, recreating any year from any racing series you could choose by personalising names and teams, not just your own. The initial screen feels a little overwhelming to begin with, but the tutorials work hard to break down barriers.

MM3 Rev 1

The home screen is overflowing with sections which break down into further menus or sprawling maps which dictate the path of upgrades possible in the career. The HQ has three separate sections, for drivers, finance and research, all of which can be upgraded by investing cash and waiting a set number of races. This is also seen in logistics which determines how quickly you can move parts and cars around the world, offering bonuses to stats for controlling more warehouses or depots. At first, this idea seems more complicated than it needs to be, but it does really come down to tapping nodes that you believe will benefit your team in the long run.

You can also manage your drivers, allocating points earned from XP gained in races into traits making them better at certain things. Overtaking, defending on track, braking later into corners or even steady their focus to stop them from crashing as much. Sponsors are sought out for finances to trickle in and they supply not just money, but also influence, which can be spent on stealing ideas from other teams or sending your drivers on fan tours or PR courses to give the appearance of your brand a boost.

MM3 Rev 4

There’s a section for managing engineers who design new parts for the cars and mechanics who advise drivers during the races. Later in the game you can nurture young drivers or invest in the car for the following year. Seeing all of this, feels like being hit by a tidal wave of information, but it gets drip fed steadily over time allowing for new options to feel less obscure and more second nature. Bold tutorial screens accompany each new feature and help is always on hand via question mark buttons in each section.

The first season does feel like the developers have left the training wheels on – money seems plentiful, sponsors are kind enough to offer large sign-on bonuses which fund building new front wings for the single seater formulas or new brakes and spoilers for sports car races. As the game progresses, drivers demand more; showing jealousy if you offer a new part to a teammate instead of them and with this their performance on track will suffer. Contracts will expire and require careful negotiating so as not to test a driver’s patience – represented by two hands nearing closer to shaking as you choose signing fees, length of contract etc…

MM3 Rev 5

The small details of running the team are plentiful and should you choose, you could spend hours planning the best upgrade paths to benefit the team or scout new drivers and staff members who will design the best components for your cars. Over time, as your career lengthens, options will be offered to change formulas which all have different rules (these can be voted on using influence, too) and will tax your tactics during the races themselves, be it through refuelling mid-race or using Energy Recovery Systems and hybrid engines.

Which brings us to the actual racing. The different series vary in length of races and set up. Single seater plays more like a Formula One system, sports cars and endurance formulas require different thinking. The race overview shows the track, with the cars zipping around in a clear view, differentiated by colour and number, so your team sticks out. The lap times sit on the left side of the screen, showing which tyres everyone is using and how they’re deteriorating. The right side is dedicated to your drivers, allowing you to pit them when you feel best within the race, change their driving style, impacting wear on the tyres or the engine power which either guzzles or conserves fuel.

MM3 Rev 3

While you can’t quite get into the tiny details of driving, you can sway outcomes by pitting early and undercutting other teams or choosing different tyres which may allow for longer stints on track. Every second of the racing is tense as you watch the tyres degrade and wonder whether to pull in your driver or leave them out for longer. The car slowly wears down, too, which is like watching a ticking time bomb. The closer it gets to zero will mean either a crash or a retirement.

The most interesting aspect of racing is qualifying, where you’ll be setting up the car for the weekend. This is done by choosing cards and using up spanners on your mechanics gauge. You could choose a card that takes up 1-6 spanners or even 1-16, the result is random and might mean it takes up none of the gauge but still delivers a boost in car setup. But gambling too much might see all of the spanners used as you try for a big tweak leading to disaster and hindering your car more than anything else. It’s an interesting system that leaves a lot up to chance and certainly gamifies an aspect of play.

MM3 Rev 2

All of these details add up to a great experience that authentically replicates the life of a team principal. There’s stress when the cars break down or money becomes scarce after heavy investments and there’s pride when your set up cards boost the car to land you a one-two on the starting grid. A game made up of so many small decisions and menus allows for a surprising amount of excitement. Watching those small dots speed around the screen may not give the surge of pleasure a standard racing game would, but watching your team secure a win, leading to a championship is genuinely wonderful.

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Mega Man X is back! Experience the Mega Man X saga with two exciting collections

Mega Man X is back! Experience the Mega Man X saga with two exciting collections

Power up your arm cannon! Each of the classic Mega Man X games are now available on the Nintendo Switch™ system across two new collections—each packed with loads of extras such as the new X Challenge mode (which pits players against two deadly bosses in two-on-one battles) and a huge museum filled with rare production art, catalogs of classic merchandise, a playlist of nostalgic commercials, and more.

Mega Man X Legacy Collection

Play as Mega Man X – the powerful successor of classic fighting robot Mega Man – as he battles a variety of deadly bosses known as Mavericks in four hit titles. Mega Man X Legacy Collection includes the legendary 16-bit titles and the series’ exciting foray into the 32-bit era: Mega Man X, Mega Man X2, Mega Man X3, and Mega Man X4. The heroic robot grows stronger as he takes down Mavericks and steals their weapons, and can dash and wall jump making for a thrilling, fast-paced combat experience.

Mega Man X Legacy Collection 2

Complete the exciting Mega Man X saga with this collection of four action-packed titles! Spanning two gaming eras, this collection showcases the evolution of the series with Mega Man X5, Mega Man X6, Mega Man X7, and Mega Man X8. Both Mega Man X and his ally Zero return as playable characters, allowing players to jump and shoot through challenging stages with X’s arm cannon, or slash through enemies with Zero’s energy saber.

Mega Man X Legacy Collection 2 also includes an animated prequel film starring the origins of Mega Man X villain, Sigma.

Please visit https://www.nintendo.com/games/detail/mega-man-x-legacy-collection-switch and https://www.nintendo.com/games/detail/mega-man-x-legacy-collection-2-switch if you would like to purchase the digital collections.

Games Shown:

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How piracy led to GOG encouraging DRM-free releases

“I’d say the biggest competitor for CD Projekt was the piracy. That was like the biggest thing in Poland. I mean compared to today, back then it was really bad. Rarely anyone bought games.”

–  Managing director of GOG Piotr Karwowski speaking to Noclip about piracy in Poland. 

Back when the media market in communist Poland was dominated by piracy, it was nearly impossible for developers to publish games without the fear of having their work copied and packaged in a CD case at a criminally low price in open air markets. 

After the fall of communism in Poland came the rise of capitalism, ushering in a new generation of consumers brought up to believe piracy was the norm and official releases were special editions. But that knowledge of this consumer behavior, however, would eventually lead to the conception of GOG.

In a recent video interview with Noclip, the founders of digital distribution platform GOG discuss the inception of the company, their business model, and their thoughts about beating piracy not with DRM, but by making the cost of video games “worth” the extra money.  

Managing director of GOG Piotr Karwowski discusses the early days of piracy in Poland, noting that the general public often assumed the illegal copies were legal while the official copies were special edition. 

“The games were expensive, and typically folks would just say why would you spend so much money on a game if you can go the the stadium?”

He refers to the open-air stadiums that, back in the day, were used for selling all sorts of illegal media– especially video games. It was a hotspot for piracy. 

“We didn’t know that was actually a pirated thing,” echoes SVP of business development and operations at GOG Oleg Klapovsky. “We were going to the flea markets, buying the CD-ROMS in the jewel cases thinking that we were buying it straight from the developer or publisher.”

“There’s no way to fight piracy with DRMs,” Karwowski explains. “I don’t think there was any title which was not pirated. At that point I think this kind of anti-DRM, anti-copy protection kind of thing was already part of the DNA of the company.”

The mindset to win the hearts of consumers through content and fair prices as opposed to copyright protection served as the first building block of GOG’s anti-DRM business model. It was certainly the starting point. 

They were speaking as part of a longer interview around the history of GOG, so be sure to watch the entire video over at Noclip. 

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The evolution of water rendering in video games

“It’s fair to say that water looks great in most games released today. But if you dive back into the early days of gaming, water is one of those things that has always been difficult to get right.” 

– John Linneman of Digital Foundry discussing the evolution of water rendering in video games.  

Water levels in video games may get a lot of flak, but the technology behind how H2O is rendered has only improved over time.

A recent video published by Digital Foundry dives into the evolution of video game water from 8-bit all the way to 3D.  

Part one of the two-part showcase covers the history of water rendering in games starting from the early ’90s, where Linneman discusses how water in the early days of gaming was relatively simple in design.

“Most games from the era [are] relying on a combination of appropriate scenery tiles, suitable color palette, and modified controls used to simulate buoyancy,” he explains. “There are basically three elements which make up the display of water in games.”

First there’s the visual element, which focuses on the water’s surface (including animation and reflection of light), the wave patterns, and the rendering of underwater segments. He notes that some games focus on just one element, while others attempt to simulate all of them. 

Linneman refers to Batman Beyond: Return of the Joker for the Nintendo Game Boy as an example of an older game focusing on a single element when it came to rendering water. 

“The programmers utilized a pair of tricks to create an impressive water ripple effect,” he explains. “In this case, lines are manipulated in groups of two allowing the developers to create a warping effect as if the water were passing in front of the scenery.” 

“This is combined with flickering, where the water is blanked out every other frame,” he adds. Combined with the slow pixel response of the original Game Boy’s LCD, it helped give the impression of transparency since the screen couldn’t update fast enough between frames. 

The episode is part of a longer look into how several games throughout the years have rendered water, so be sure to watch the entire video over at Digital Foundry. 

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Get a job: Cloud Imperium Games is hiring a Principal Character 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: Los Angeles, California

Cloud Imperium Games is looking for an experienced Principal Character Artist with a passion for their craft to help fill a persistent universe with characters, costumes, armor suits and alien life forms.

Position

  • Work alongside the Art Director, Lead Character Artist and Technical Director to maintain and push the high standards of modeling, texturing, PBR material creation to provide consistent and high-quality models
  • Creating highpoly and lowpoly models of characters following concept art or art direction for in-game and cinematic usage with nominal direction.
  • Creating efficient UV layouts that work well within the engine/platform constraints.
  • Photorealistic texturing of characters which include diffuse, normal map, specular, bump.
  • Working closely with Tech Art and other dependent departments throughout the character production process.
  • and such other duties and responsibilities assigned by Cloud Imperium Games reasonably consistent with employee’s skills and experience.

Requirements

  • At least 8 years’ experience in game development
  • Thorough knowledge of 3D Modeling software like Zbrush, Maya, 3DS Max.
  • Extensive knowledge of Photoshop, Substance Painter and next-gen texturing techniques
  • An eye for detail while maintaining efficient model making
  • Experience with PBR based shaders
  • Excellent sense of form
  • Passion for pushing the state of the art in asset fidelity and production techniques
  • High degree of self-motivation and initiative
  • Strong verbal and written communication skills
  • International travel may be required as part of the role

Pluses:

  • Experience with CryENGINE/Lumberyard
  • An avid gamer
  • A love of Sci-Fi

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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Review: Minaurs

Minaurs is a bizarre experience. Featuring gnomish, subterranean, space-faring creatures who are just trying to save their species while righting the wrongs of the past, it asks you to be very patient as it reveals to you its depth and wonder. The longer you wait, the more you realize that it’s kind of just pulling you along on a ride that never gets very exciting.

You are one of the last free minaurs of your kind. The rest have been scattered to the stars and are lingering haphazardly in dangerous places in hopes for someone to come rescue them. You, with your sense of heroism and agency, conduct mining expeditions to dig them out of their potential graves, and maybe profit on the way. A mining expedition has multiple goals. To pass the mission and move on successfully, you have to find the specified number your incapacitated brethren in the caves below. On your way, you can also mine the some of the natural Resource growing in the many caverns.

minaurs1

You can’t just saunter into any given cave system all willy nilly – there are rules to be followed. Your hero minaur moves automatically, turning when he hits an obstacle he can’t climb over or swim through. These are usually walls for neighboring chambers, that can be reduced to rubble (or rebuilt) with a tap. Tapping the ground will open a hole that the minaur can fall through to reach lower levels, but he cannot climb back up to the level he fell from without some extraneous effort.

Put together, a round of Minaurs is a lot like a round of Lemmings, with your autonomous and diligent pawn trudging to a fate he doesn’t know, while you work the levers to ensure his trip is a success. It takes some strategic thinking to carve a proper path to the lost minaurs effectively, as they’re often on separate levels nowhere near each other. Navigating around natural hazards like choking gas, acid, and belligerent creatures adds tactical wrinkles that throw wrenches in your plans.

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This seems more or less straight forward, but how things interact with you feels overly complicated. Your Resistance shield is a catch all buffer between you and bad things around you. Falling from tall heights or standing in poison will damage the shield, and if the shield is broken, you’ll start taking damage to your Energy Bar. Your Energy Bar is the currency you spend to build things and break things down, and without energy you’ll go unconscious. Both your Shield and Energy Bars regenerate and watching them both interact with wildlife and other dangers is a confusing sight, even if your character isn’t in any consequential danger.

For a game with so many instructions, it’s pretty tough to understand. Almost everything you do is punctuated by a tutorial menu, explaining the significance of this thing to the greater Minaurs ecosystem. But these screens then find themselves buried in the glossary, and paging through to get a refresher on a finer point of exploration is daunting. The prompts themselves are jarring, blasting into your face and completely pulling you out of the game, even if it’s just for a few moments. In some instances, they show up in rapid succession, becoming super annoying when all you want to do is watch your minaurs move from one side of the screen to another. At its worst, prompts will trigger sub-prompts, and suddenly you’ve drilled down into multiple Inception dream levels of tutorials.

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Progression in the game is at a glacial pace. You have to rescue a certain amount of minaurs before you can move to a new planet, and that number can be needlessly high. The first planet requires 90 saved minaurs, and with each expedition having somewhere between 1-3 scattered across it, it will feel like an absolute chore to make the jump. As you rescue them, you’ll find maps to start Noble Minaur rescues or to drop into expeditions with large numbers of Resource to mine, but the process never changes much, and it gets old very quickly.

You’ll find as you explore, you’ll be gaining several different bars that are filling and shrinking without much fanfare. One of them involves the aforementioned Resource – this blue, iridescent stone – is what you spend to upgrade your skills and are a fee to go on any expeditions. You’ll get Resource as bonuses for finding minaurs, but you can also reap it from the land. I’ve never had a problem where I didn’t have enough Resource for something I wanted, and I spend very little time going out of my way for it.

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Challenges pop up as you do things like gather and find wildlife. They each have specific goals like find a certain amount of Noble Minaurs or fall from a certain height X amount of times. When these goals are met, you are rewarded with a state boost and something called Prestige. Prestige is also gained every time you learn something new (every time one of those damned tutorials pop up). It serves as both a number to denote the progress of your knowledge of the Minaurs universe, and a gatekeeper for learning abilities. It never feels like anything more than wholly arbitrary.

Skills allows your hero to do things he couldn’t normally do without coaxing, like turning at will or not falling off of ledges for a short period of time. They don’t come very naturally – suddenly after reading enough tutorial menus your first set of them open up. That said, they do add a level of control to the process that makes the gameplay more active and gives you more of a reason to invest in the moment to moment stuff and not just your big picture path to victory. Unfortunately, they feel as convoluted as the rest of the game.

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Minuars doesn’t look bad, but it can be hard to really appreciate the art direction because of how dark and monotone the color palette is. Greens don’t look much more vibrant or vivid than the browns do earthy or muted. There’s a twisted, jagged, Jim Henson’s Dark Crystal sort of naturalism throughout, which is charming. The animations struggle to give any of the characters and wildlife that same sort of liveliness.

All in all, Minuars is a solid concept bogged down by way too many systems, and the dreadful experience of learning them all. It also it far too long. That is to say, you spend far too much time doing menial things just to see something new, and to quickly realize that it isn’t all that different than the thing you’d already been doing.