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Worlds Collide in Fortnite Season 5!

Worlds Collide in Fortnite Season 5!

New to Fortnite? The start of Season 5 is a perfect time to try it out!

This Season features new changes to the map like a Viking ship, a desert outpost, and ancient statues! Also, now you can zip across the island in style with your squad and uncover the mysteries of Season 5 in the first four-person vehicle – the All-Terrain Kart (ATK)!

The start of a Season means that you’ll have a ton of time to complete Challenges and earn rewards like outfits, emotes, toys and more. Rewards change each Season, so check out the Battle Pass tab in the game to see what can be earned.

Speaking of the Battle Pass, players who want more rewards can get the Battle Pass in-game for 950 V-Bucks. You’ll instantly unlock two exclusive outfits, then play to level up your Battle Pass to earn up to 100 rewards worth over 25,000 V-Bucks. Remember to complete Weekly Challenges to level up faster!

Jump in now and play Fortnite for free. Good luck out there!


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Dota 2 Update – July 11th, 2018

Dota Plus:

* Added a new Summer Terrain
* Added a new Plus in-game prediction charm, grants you increasing amounts of shards for correct predictions in a row (10/20/30/40/50 for 1/2/3/4/5x, 50 for subsequent)
* Added a new feature to let Plus members spectate their friends’ games live, seeing only what their friend’s team can see. You can join in any time the game is ongoing.
* Added dozens of new Hero Quests
* Playing Turbo games now grants half the normal hero xp for wins/losses, rather than none.
* Added a new global Hero Trends page
* You can now purchase some Tools for shards in the Plus Rewards store.

* Fixed a bug that would sometimes cause Plus guides to get stuck and not work.
* Improved the item/ability/lane suggestions
* Plus item suggestions now default to the first suggestion, with a button to examine alternatives.
* The full popular items list is now shown even when you have a specific sequence selected.
* Suggested items that have already been purchased are now greyed out, to improve readbility.

* Added the Plus Hero Badge to the Post Game screen.
* The Profile screen now shows your Plus Hero Badge and Relics

General Changes:

* Ranked Roles: Added a new type of report function that can be used during the picking phase for players that don’t adhere to the selection they queued for. Does not consume normal reports.
* Trivia: Added a button that lets you disable playing trivia sounds automatically.

* Turbo: Added an ability that lets you toggle the couriers auto deliver behavior.
* Turbo: Courier will deliver gems and other shareable items picked up from your teammates.
* Ctrl-alt clicking HP bars now correctly messages raw HP/Mana values of the target to the rest of your team.
* Fixed a variety of consistency issues with alt-click modifier messages not being worded from the point of view of the person sending them.
* Fixed a bug that caused AFK abandons to be assesed earlier than intended in cases where the player was AFK during the pick phase and was forced to a random hero.
* Monkey King’s Disguise now uses the correct bounty rune model for 5 minute runes.
* Minimap icons for Viper and Slardar have been updated to their remodeled verison.
* Enabled custom minimap icons for Primal Split Brewlings
* Added a custom minimap icon for Arc Warden’s Tempest Double
* Refresher cast sound effect now audible to nearby teammates and enemies.

* Custom Games: Fixed the lobby list connection sort not working correctly
* Custom Games addoninfo.txt: “HeroGuidesSupported” setting is now defaulted to truebv
* Custom Games addoninfo.txt: Added a new setting “ShouldForceDefaultGuide” which will cause default_* files to be utilized (if none is defined it will use the default from the base game)
* Custom Games Lua API: Linked several missing modifier properties
* Custom Games Lua API: Added function “SetUseDefaultDOTARuneSpawnLogic” to let custom games opt into the current set of rune spawning rules (previously it was forcing usage of an older rule set )
* Custom Games Lua API: Added “SetPowerRuneSpawnInterval” and “SetBountyRuneSpawnInterval” functions to customize rune spawn intervals (works with either the current or backwards compatible ruleset of rune spawning)
* Custom Games Lua API: Added several functions for asking for basic stats on units on the server “GetBaseAttackRange”, “GetStatusResistance”, “GetEvasion”, “GetSpellAmplification( bool bBaseOnly) ”

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Magic Leap’s MR headset due out this summer, powered by Tegra X2

Magic Leap has shared just a few more details about its upcoming Magic Leap One mixed reality headset, including a slightly-more-specific launch date. 

According to a Twitch stream spotted by Engadget, the Magic Leap One Creator Edition’s tentative release date has been narrowed down to sometime this summer. Additionally, the stream noted that the headset will use Nvidia’s Tegra X2 processor, tech in the same family as the Tegra X1 that powers Nintendo’s portable Switch system.

This comes just hours after AT&T announced that it would be partnering with (and investing in) Magic Leap through an exclusive distribution deal for the Magic Leap One headset. In that press release, the AT&T noted that the tech was scheduled to “ship later this year to qualified designers and developers,” but comments on today’s stream have not moved that release window up to the next few months. 

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RuneScape generates $800M in lifetime revenue during its 17 years online

Speaking at the Develop: Brighton conference earlier today, Jagex CEO Phil Mansell reveals that the Fantasy MMO RuneScape has generated over $800 million in lifetime revenue during its 17 years of being online.

As reported by Pocket Gamer, Mansell claims the MMO has garnered 250 million player accounts and is still experiencing consistent user growth, thanks to pushing regular support for the game and being active with the community. 

“We realised players might come for the game but they’re staying for the community,” he explains, sharing that the average active player lifetime is over seven years. 

It’s assumed the revenue accounts for all iterations of RuneScape including RuneScape Classic, the original variant published in 2001(which will be shutting down in August), Modern RuneScape, and Old School RuneScape, an evolving snapshot of the 2007 online game. 

While Jagex will be shutting down RuneScape Classic, the developer will continue to support Old School and Modern versions of the game, with Old School RuneScape recently being released in open beta on Android mobile devices.

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Don’t Miss: Deconstructing the success of The Witcher 3’s open world

There is little doubt that The Witcher 3: Wild Hunt is a very accomplished and impressive game. The critical consensus has been exceedingly positive, praising the success with which it realizes its fantasy world as well as the breadth of experiences on offer.

Continuing the tradition of The Witcher series, it offers a deep story that is colored in shades of grey, presenting you with multiple choices that are defined by the obfuscation of their effects, rather than the clarity of their morality. The difference between Wild Hunt and its predecessors, however, is that here CDProjekt RED has offered an open world to rival the likes of Skyrim, Assassin’s Creed and Rockstar’s library of GTA games along with Red Dead Redemption.

Excepting that last example, Wild Hunt offers the most accomplished, convincing, and perhaps most importantly fictionally and mechanically consistent open world I’ve seen rendered in games. Even alongside Red Dead Redemption, The Witcher 3 has far more depth in terms of what you can do and how you can do it, which only makes it more impressive that CDProjket RED has managed to do what it has. After the better part of a hundred hours with Wild Hunt, I can attribute this success to a few key factors from the perspective of a player.

Coherence

One of the inherent difficulties of presenting a convincing open world to a player is in creating a cohesive whole in terms of the people, geography and activities that the player perceives. Even if you are able to create the cohesive whole, you then need to be able to incorporate the game experience into that whole, which may not necessarily be compatible. Skyrim has difficulties here in wanting to allow the player to be simultaneously leaders of every major faction in its world, some of which are logically contradictory. So instead of trying to work around this problem, its either ignored or some contrivance is created to explain it.

Through playing it, the primary difference between the feel of that kind of design against the feel of Wild Hunt is that in the latter the experience comes out of the world, rather than being pushed into it. One of the most immediate ways this is felt is through the ubiquitous notice boards that stand proud in the center of each settlement in its fictional world. In the previous games these were essentially quest hubs, somewhere to pick up tasks rather than needing to go around looking for giant exclamation marks above NPC’s heads.

“There are constant and consistent reminders that this is a world with a life of its own.”

In Wild Hunt these retain that purpose, but they also serve the less obvious task of world-building, with notices to kill monsters surrounded by innocuous information about the village you’re in, such as offers of mundane services or general queries. Some of these are entirely irrelevant to you as a player, while others hint at the larger themes of the area you’re in, but instead of feeling irrelevant they start to push the message that Wild Hunt is eager to communicate: you are not the center of this world, just moving through it.

That doesn’t mean you’re irrelevant to it, but instead that it persists and exists beyond your needs for it. This is a counterintuitive notion when looking at a single-player game, but it’s a commitment to the illusion of the world’s life that works incredibly well. It’s not just the notice-boards, but the geography of the world, from the little clusters of houses that make up the hamlets on the barely-discernible paths, to the claustrophobic cobbled streets of Wild Hunt’s largest settlement, Novigrad. This even extends to the NPCs, with them regularly mistaking you for someone else, mostly because they have no reason to expect you in the first place. There are constant and consistent reminders that this is a world with a life of its own.

Novigrad itself offers a significant testimony to this idea, as it is the central hub of the second quarter of Wild Hunt. It’s a stark contrast to the rolling hills and general wilderness of Velen, the first area, and as poor countryside gives way to the bustling city so too does the experience for the player change. Instead of being always at the ready to fight with bandits and drowners, instead Novigrad offers a criminal underground and a more nebulous idea of civil unrest. Fights are far less frequent, conversations start to dominate the experience, and you have to essentially retrain your expectations for a good dozen hours.

When you marry this commitment to coherence with the already established narrative systems of The Witcher series, that of choices and consequences, and the persistence of characters and your actions towards them, it creates a world that doesn’t feel dependent on the player to exist, no matter how untrue that is in reality.

Mechanics match the theme

When looking for commonalities across open world games, it’s easy to see that breadth of experiences almost always trumps depth of a single experience. The idea of offering something for everyone is most egregious in last year’s Watch Dogs, which had its protagonist Aiden Pearce being able to do so many different activities that he ended up being simultaneously completely undefined as a character and completely unlikable. The problem of mechanical and fictional consistency is one that has plagued the GTA games throughout the series, with GTA V coming closest to offering a protagonist that matches the commonly psychotic behavior of the player in Trevor, but even then that is diluted with the characters of Michael and Franklin, offering an escape from that uncomfortable reflection.

Geralt, the titular Witcher, remains a point of contention among RPG fans. He is a reasonably well-defined character, with a long and storied history, most of which you as a player haven’t born witness to. That means you encounter characters that you do not know but Geralt does, and there is plenty of knowledge that he has about the world that you aren’t necessarily privy to.

“CDProjekt RED do not have to offer a game experience that is all things to all people, but instead an experience that is all things to Geralt of Rivia. “

However, it does offer one huge advantage to CDProjekt RED that allowing you to create your own character would not, and that is a tailored perception of the world. They do not have to offer a game experience that is all things to all people, but instead an experience that is all things to Geralt of Rivia. Nothing that you can do in Wild Hunt feels incongruous with your understanding of Geralt as a player, with the closest to a genuine diversion being horse racing. There are no abstract collectibles, no expectation that you’re suddenly going to be anything other than a Witcher, a profession which is certainly appropriate to base an RPG around, what with it being a monster hunting adventurer.

More importantly, it colors your interactions with those who are strangers to Geralt. With his feline eyes and white hair, he’s instantly recognizable as a Witcher, who are mutated to better facilitate the dispatching of monsters, and so plenty treat you with fear or suspicion. What is more relevant to you is that, as a Witcher, there is an expectation that you will do your job, and you will get paid for it. It removes the strangeness of being expected to help anyone in need that pervades other RPGs, and turns most quests into either a direct trade or an indirect one. You need information, and before someone gives it to you, they want you to do something for them. It’s a slight contrivance, but an acceptable one.

This bleeds over into the main story, which is one that is drawn out of Geralt as a character rather than an attempt to create a power fantasy for the player. That’s not to say playing Geralt isn’t a power fantasy, but rather than move towards “save the world,” CDProjekt RED instead chose to tell a personal story that also doesn’t put a significant amount of pressure on the player to rush through its world. You’re tasked simply to find someone who is fleeing through the areas that make up Wild Hunt, and that kind of search takes time to develop. It doesn’t mean you feel entirely comfortable leisurely taking your time, but there’s a certain amount of acceptance required that you aren’t going to immediately discover someone in a world this large. Red Dead Redemption did the same thing, and it worked very well there, too.

By restricting themselves only to what was relevant to their protagonist and their world, CDProjekt RED avoids rocking the suspension of disbelief in the name of offering more distractions and options to the player. There’s plenty there, but it all feels appropriate, with as little moving against the experience they’re trying to create as possible.

Placing the world’s needs over those of the player

One of the first monster hunts I went on outside of the main story was to kill something the notice had called a “Shrieker.” Checking my bestiary, the entry merely listed the name and nothing else. Which presumably meant this was a monster that Geralt hadn’t encountered before. It also meant that before I even thought about trying to track it, I was going to have to talk to the people that had experience with it and attempt to figure out what I was dealing with. Talking to the villagers, it quickly became apparent through Geralt’s conversation options that this wasn’t some new monster, but merely one that the villagers didn’t know the correct name for.

On some level, this basically meant I wasted time that could have been spent engaging with the systems of monster hunting, which most involve following tracks, preparing traps and potions, and actually fighting the thing, all components for a compelling story and experience. Which means, on some level, I should be frustrated as a player by that kind of needless obfuscation of information, but instead I actually found the pursuit of the Shrieker more compelling because it was not only giving me the story of this monster, but also some insight into the villagers themselves and by proxy the world of Wild Hunt.

“It makes sense that a big portion of a Witcher’s job is actually dealing with superstitious, uneducated townsfolk rather than necessarily monsters.”

It makes sense that villagers wouldn’t know the technical name for a monster, especially if it isn’t a common one. It makes sense that a big portion of a Witcher’s job is actually dealing with superstitious, uneducated townsfolk rather than necessarily monsters. There are multiple occurrences of Geralt needing to counter ignorance rather than a blade, which often could be interpreted to be cheating you out of a combat encounter. Combat which itself is diffident to the world far more than the player.

On the surface it feels similar to that of Rocksteady’s Arkham series, with carefully timed counters and a very fluid movement while fighting multiple assailants, but where there’s a stickiness to Arkham’s combat that somewhat protects you once you’ve engaged, no such safety is offered you here. If you parry an enemy and then move in to attack, you’re still left completely open to another enemy attacking you, your rhythm be damned. It can be frustrating, but as you come to accept that as part of what you’re doing it raises the tension and the sense of accomplishment far more than if it had just aped what Rocksteady had done. 

Similarly, there’s very little consideration of the player’s comfort made in terms of their relations to NPCs. You’re readily judged for actions you may have been totally justified in taking, or conversely those that you had no idea about. There’s no sense of the developers acting as an arbitrator to make sure all your actions are balanced by some sense of game design karma, so that if you act well you are rewarded, and if you act badly you are punished. Instead it’s just muddy, with miscommunication running rife, and quests collapsing into failure if you do them out of some unexplained perfect order.

Again, though, what should be frustrating instead just serves as evidence in an increasingly large pile that you’re engaging with a world, rather than a carefully laid out set of experiences for the player the enjoy. Instead of trying to sell you any one quest, or experience, or system, CDProjekt RED are selling you a world, which requires this breadth and depth, incorporating failure, mistrust, frustration and injustice.

If it wasn’t already clear enough, I’m entirely enamored with Wild Hunt, not purely for the reasons I’ve outlined here, but primarily because it creates such a convincing and enthralling world. But it’s also a world that stands up to scrutiny, and one that doesn’t require a huge suspension of disbelief to function as a convincing world. So often an open world is delivered as an excuse for excess, with hundreds of shallow experiences that are expected to somehow accumulate to deliver depth. Instead here there is an incredibly strong sense of focus in what you’re doing as a player, and while it might not be consistently amazing throughout, it never compromises on that focus. The world you move through, from Velen to Novigrad to Skellige, it all holds together as a cohesive, focused, realized whole.

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Daily Deal – Banished, 66% Off

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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Motorsport Manager Mobile 3 is a thing; coming this summer

By Joe Robinson 11 Jul 2018

Playsport Games have announced that they’re working on a third entry in their Motorsport Manager Mobile series. Better yet, we’ll be able to get our hands on it pretty soon!

The mobile spin-offs to the popular motorsport racing management/sim PC game has historically reviewed well here on Pocket Tactics, with Owen giving the original entry 5/5 Stars, and Mark giving the sequel 4/5 Stars.

MMM3 1

The developers have been touting the following new features going into MM Mobile 3:

GT AND ENDURANCE RACING

With 6 new championships, MM Mobile 3 is bigger and better than ever before. GT races bring action-packed, wheel-to-wheel action, while Endurance is a Motorsport Manager’s ultimate strategic challenge, with 3 drivers per car and timed races!

A STUNNING SETTING

Monaco makes its Motorsport Manager debut! Manage your cars around la Rascasse, Casino Square and the Swimming Pool. It’s the ultimate test, rendered in a beautiful, detailed new art style.

NEW FEATURES

The Supplier Network sees managers grow their team’s presence around the globe, while Invitational Races are huge annual events, bringing international races with a unique twist. Mechanics are the new members of your team, and their relationship with the driver is all-important!

AUGMENTED REALITY

AR support brings you the ultimate camera mode! Choose your own perspective on the race. Peer over trees, through bridges and down cliffsides as you experience races in a whole new way.

GAME CHANGERS

Votes on rule changes, dynamic AI team movement (including teams going bust and being replaced) and new difficulty settings mean that the world of motorsport constantly evolves – but the challenge stays at your level.

ON-TRACK ACTION

Energy Recovery System, with Hybrid and Power modes, mixes up every race! Will you boost your way past your rivals into clear air, or smartly manage your fuel levels to pull off a genius strategy?

The release date is listed as ‘This Summer’, which according to my thermometer is pretty much now, and it will be launching on iOS and Android via the Google Play and Amazon App stores.

Given that the PC version has only ever had one release, how are you feeling about the mobile spin-offs? Are you excited for this new release? Let us know in the comments!

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Corona 2018.3326 Released

Corona, a seminal cross platform 2D game engine using the Lua programming language just released version 2018.3326.  This is the first public release of Corona since 2017.  The biggest new feature in this release has to be beta support for the HTML5 target, enabling you to run your Corona game in web browsers.  Image result for corona game engine logo

Important parts of the update:

  • HTML5 beta.
  • Google Play changes to support IAP level 27.
  • GDPR support.
  • Apple support fixed (iOS 11.4 and XCode 9.4 supported)

Additionally in this release, several libraries were made open source:

In addition to these changes, Corona Labs is open-sourcing the following libraries:

  • timer.*
  • easing.*
  • transition.*
  • composer.*

You can download the Lua source for these libraries from the Corona Labs GitHub account. In addition, the widget.* library was updated to be in sync with our internal library.

You can read the full release notes here.  Corona is free to download but requires registration.  You can sign in and download Corona here.  If you run into problems trying to perform an HTML5 build, be sure to launch the Corona simulator as an administrator on Windows.  This at least fixed my error 12 problems when performing an HTML5 build, seems to be a permissions issue.

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GameDev News

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ESA: Unions havent been a significant issue in the industry for the last decade

Waypoint complied thoughts from developers on crunch and labor-related issues for a recent feature (that is well worth a read), but one section in particular, the bit discussing unions and crunch with Entertainment Software Association president Michael Gallagher, should catch the attention of game developers.

The ESA is a trade group that bills itself as the voice of the US game industry and counts a number of major companies among its members, including the likes of Sony Interactive Entertainment, Bethesda, and Activision Blizzard, meaning that game devs should pay particular attention to the organization’s stances on issues such as these.

The topic of unionization in the game industry has come up a significant amount lately, with pro-unionization organizations like Game Workers Unite appearing to make the case for a game industry union. 

When asked about Game Workers Unite, unionization, and labor organization practices, Gallagher told Waypoint that, so far in his time as ESA president, the topics haven’t “been a significant issue in the game industry.” 

“This is, fortunately, an issue we haven’t had to deal with much in my time as the leader of the ESA, and I think there’s a reason for that,” said Gallagher. “The wages in the video game industry are very high. The barriers to exit for employees are very low, and the opportunities to create within the industry are abundant. [There are] multiple platforms, multiple publishers, multiple companies, spread out all around the country.”

Gallagher explained that the global market provides opportunities for game devs to be “fully empowered,” noting that the ESA operates a website dedicated to highlighting the 3000 different game development studios operating out of states in the US. 

“So the industry has been democratized. The tools to make games have been democratized. The returns and the revenue have never been higher,” continued Gallagher. “When you put all of those elements together, it’s created great opportunity for individual laborers, or the game makers, at whatever level, to make choices that empower themselves. So I think that’s why we’ve had less… it hasn’t been a significant issue in the game industry for the last ten years.”

Gallagher notes that the ESA is paying attention to ongoing labor conversations and that it’s important to pay attention to issues of that sort when they’re smaller because “when they’re bigger, they’re much more difficult to manage.”

But right now, the dialogue that’s happening is at a level that is, I would say, in its infancy, to the extent that its going to grow, I don’t know,” said Gallagher.

The conversation moves on to lightly touch on the issue of crunch as well. That and the rest of Gallagher comments can be found in the full Waypoint interview. 

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The sound design behind Bethesda’s Oblivion and Fallout 3

“The real fun in the sound design is everything is, for the most part, natural. You know, it’s all footsteps in the dirt. It’s wooden and metal weapons. There are no electronics to speak of. ”

– Audio director at Bethesda Game Studios Mark Lampert speaking to Noclip about sound design in The Elder Scrolls. 

A lot of detail goes into goes into designing the soundscape of a game, and in a recent video interview with Noclip, audio director Mark Lampert goes over the music and sound behind classic Bethesda titles from Fallout to The Elder Scrolls series. 

Lampert discusses how the real fun in sound design on The Elder Scrolls came from taking audio samples from nature. Every chirp from a cricket, clash of metal, or spark of fire (with the exception of the magical kind) came directly from the environment. Everything, except for the UI. 

“There are no electronics to speak of, and so for UI that’s a hard one to because UI doesn’t exist,” Avellone explains. “There’s no menu, you know? So what is a menu supposed to sound like?”

Lampert prefers sticking to natural sources as much as possible. In The Elder Scrolls, scrolling through inventory is accompanied by the sound of paper unrolling as a player goes through to equip or unequip items.

“Try to make it something that’s related to everything else in the game, but still gives you that little bit of feedback you can feel yourself move through the menu,” he says. 

He then switches gears to Fallout 3, noting the shift in design approach from natural sources to electronic.

“Sound-wise, I’ve got this whole new palette of options open[ing] up,” Lampert explains. “Now I can use straight up electronic sounds, things that are fuzzing out. I like the sound of old school stuff.”

“Old school stuff not in the sense of an analog purist sound, but electronics that get hot when they’ve been on a while. Something that might shock you, because it wasn’t built well or the wires had frayed through.”

So how does he go from translating UI sounds from natural to electronic? In this case with the Pip-Boy, it’s all about narrowing down. “Start with what’s there. It looks like, in a nutshell, it’s an old computer or an old television,” he says. “There’s a lot of good material out there for that kind of stuff.”

He was speaking as part of a longer interview around sound design and his role as an audio director on multiple Bethesda titles, so be sure to watch the entire video over at Noclip.