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Behind the motion-capture kiss in The Last Of Us Part II

It turns out the key to realistic kissing in video games lies within an actor’s ability to kiss the air convincingly while a camera is mounted mere inches from their head. At least that’s how Ashley Johnson, the actress behind The Last Of Us Part II’s Ellie, explains it. 

With the help of more advanced motion-capture, Naughty Dog was able to animate a tender kiss between Ellie and her partner Dina, shown during a trailer of The Last Of Us Part II at Sony’s E3 conference last week. 

As The Verge reports, orchestrating the kiss took a lot of work. The mo-cap studio couldn’t accommodate a lot of people, and so the scene had to be shot in sequences over the span of a few days, says director Neil Druckmann.

To capture Ellie’s expression, Naughty Dog needed to develop more advanced facial capture, which in turn created more complicated facial rigs.

These advances resulted in better motion capture, but the rigs themselves made it harder for the actresses to get close to each other. Because of that, they needed to go cheek to cheek and pretend to kiss the air, resulting in an akward, but convincing template for animators to work with. 

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Weekly Jobs Roundup: Rabbit, Digital Extremes, and more are hiring now!

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

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

Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.

Location: Champaign, Illinois

Deep Silver Volition is seeking an experienced UI Artist to help own and drive the style of its interface as it start its next exciting project.  Using compelling motion graphics, 2D, and 3D designs you will work with the studio’s UI team to create innovative interfaces.  The team is looking for someone passionate about UI and player experience.

Location: Burbank, California

The Game Art & Design program at Woodbury University in Burbank is looking to expand its faculty for the Fall 2018 semester. The University is looking to hire part-time instructors for a number of courses in game design and game art, including game level design, user interface design, story development for interactive media, Maya: 3D art fundamentals, 3D character design and modeling, and more. 

Location: San Mateo, California

Rabbit is looking for a contract Lead Game Designer to join the studio on creating a social trivia title. Ideally, this role requires five years of game design experience, knowledge of designing game systems and economies, and in-depth knowledge of both mobile and PC games.

Location: London, Ontario, Canada

Digital Extremes is looking to add a Weapons Artist to its team. The position seeks a developer with exceptional knowledge of the asset creation process and flexible skills to work along with other team members and create hi and low poly models, textures, and materials for use as real-time game assets. 

Location: Burbank, California

Insomniac Games is looking for someone to work closely with the design and animation departments to build the gameplay systems and features that define its games. In this role, you would help the studio realize the creative vision for the game by using established codebase and your own skills and abilities, building its next gameplay experience.

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Editor Roundtable: How does Ubisoft’s HitRecord partnership impact devs?

This week, Ubisoft announced that for Beyond Good and Evil 2, they’d be partnering with HitRecord to create art & music assets as part of a fan collaboration project to “build the universe” of their Nietzsche-named sequel.

Later, after journalists and developers alike raised concerns about the prospect of this being unpaid work, they confirmed a $50,000 pool that would be available for people whose work is used in the game, sparking a week-long conversation about the nature of fan labor, spec work, and if Ubisoft was depressing the value of creative work with this initiative. 

Actor and HitRecord founder Joseph Gordon-Levitt did do post a follow-up blog that indicated he and his cohorts were listening to developer feedback and hoping to create a clear, transparent process around Beyond Good & Evil 2, but we at Gamasutra still wanted to suss out why this topic resonated with developers and readers over the course of the week. 

So during our E3 wrap-up chat (which you can watch in its entirety here), we revisited Ubisoft’s announcement and Gordon-Levitt’s follow-up comments to examine our own feelings about this kind of collaborative work, whether or not it qualifies as spec work, and what it means for the game industry at large. 

Emma Kidwell, contributing editor (@EmmaKidwell): Well, I think people should get paid, always. And I know he mentioned in his blog post that it’s unrealistic to pay everybody who wants to contribute. Which is fair. But also I think that if you’re using, “hey fans of Beyond Good & Evil 2 should work on this,” I think it’s almost a little manipulative, even though I honestly believe Joseph Gordon-Levitt has good intentions with it but doesn’t understand the kind of grunt contract and freelance work a lot of developers go through.

So I think the intentions are good, but not really understanding “how do I know if my work’s going to be put in the game,” “how are the funds going to be split,” and I think over the past few days they’ve clarified that on certain points, but based on what I’ve researched, I don’t think there’s a clear vetting process.

It’s clearly not a contest…but it’s more like a bunch of collaborators building on top of each other’s work, and that muddles up how you’re going to get credit, how everyone’s going to get paid, because they put aside $50,000, and then that’s it. And I know that if your work is used more, you get paid more, and there’s no guarantee anyone gets paid. It just kind of depends on who decides what is worthy. And I don’t know that I like that very much!

But I do think they had good intentions, and it’s not a good way to execute asking for assets, when I think a big company should be able to pay for what they’re asking for.

Alissa McAloon, contributing editor (@Gliitchy): Re: the contest thing, it’s hard to be on stage and say “it’s not a contest, we’re just going to pay people…everyone contributes work, and the stuff that gets used gets paid.” That kind of just reads like you’re competing against other artists to see who gets a chunk of that pie, because everyone’s only getting the $50k that HitRecord put up, which is being split among every creator that contributes based on how much work they put into it.

So it’s—it’s muddy. I feel like it would have been better received if Ubisoft put in additional money on top of that, or if there were more for that. I don’t know.

One of the other criticism I’ve seen is that people are like “oh you could be paying someone at Ubisoft, you could be hiring composers to do this,” because they’re looking for art to add into the game for posters, but they also want songs to play on in-game radios, announcements on in-game radios…there’s a lot of voice acting, music, writing, art, graphic design, all these different different contributions which are like, these are actual professionals who, if they have the skills to do this for this fan project, it’s likely they have the skills to do it professionally.

So having them contribute as a fan rather than a professional is demeaning in a way to the work that they do? I would say?

Alex Wawro, managing editor (@awawro): I think this whole thing is so interesting. I agree with you both ,and I think with most people, that it could have been handled better, the rollout. I think Ubisoft kind of hung HitRecord out to dry by not getting on top of this more quickly, and maybe taking off the gate on how much money they’re going to pay out or being more clear about that.

But it does seem like something done in relative good faith, or at least I could believe it was, and I think it’s so interesting that if you think about—if you look at Kickstarter, that’s a platform where people give money to developers. They give time, in money form, for people to make a video game. And in return, they get a copy of the game, or rewards.

Would this be different, if instead of giving them money for their contributions, they gave them a copy of the game? Or is that just a different way of looking at crowdfunding? Like I think it’s so—

Bryant Francis, contributing editor (@RBryant2012): That was some galaxy brain shit right there.

Wawro: I think Ubisoft should be doing what Gordon-Levitt is doing. I think it’s a good look to be listening to people, I think it’s good to be having a conversation about labor, and about what it means to do spec work versus actual, meaningful, remunerative work, but I don’t think it’s pure evil. I think it’s an interesting way of talking about this, I wish Ubisoft had been more upfront and more open to talking about it.

Kris Graft, editor-in-chief (@KrisGraft): I saw him show up [at Ubisoft’s private event], and I was like “oh my god, I need to ask him if he’s supposed to be Robin at the end of The Dark Knight Rises.” He’s got a great smile! Certainly can’t be evil.

So, no, but I think one of the key things that Alissa hit on is that, I think they made this, and they announced it, like, thinking so much that this would be a fan-contributed thing. They thought this would be a good opportunity for the fans, and that’s cool, but they didn’t think that, what about professionals? Or people with skills that are professional people that are putting time into this stuff?

Maybe they look at it as ‘whipping up a quick bassline’ like Ed in his basement is laying down a track or two then uploading it to HitRecord. I think that the whole thing is meant to be just for hobbyists, and that wasn’t in the messaging enough, and even if it was in the messaging, I don’t know how you say that.

Francis: “Professionals need not apply” is such a weird thing.

Graft: So yeah, it completely turns out to be 99 percent spec work. That’s the only way you can really describe it. Making something without getting paid but you might get paid. That’s the definition of it. Yeah, I don’t know. It’s just a flawed model and I don’t know how you explain your way out of it. Sorry JGL!

Francis: I’m going to jump in…I was trying to mull about this all week because like JGL, I was trying to listen to everyone talking. What I would like to point out is that from Ubisoft’s end, I was trying to put myself in Ubisoft’s point of view, they are thinking about this I’m sure from a marketing standpoint.

What they have is a new game, based on a franchise that has a fanbase, but not for the kind of game they’re making. They made a 3rd-person platformer in the 2000s, it became a cult hit, it turned out people were passionate about it, now they’re making a nearly No Man’s Sky-level Space Game with exploration, and ships that go into other ships. That’s big, that’s expensive, and I’m sure they’re trying to make sure to advocate to it to other people when they move into the bigger PR stages.

I think a lot of developers for a while have been trying to figure out how to integrate their communities more with their games. You got to BlizzCon and you see fan art contests, the work’s as good as professional. Blizzard’s own employees will cosplay, like they had a Widowmaker cosplay out there the day Overwatch was announced, so like, what happens when your own employees are fans of your own games, or other people’s games, and they’re doing that kind of thing…it can’t be overstated that, every developer out there, if they could take fan art and legally work it into their game as fast as possible,

I’m sure they would, because that’s a good way to reward your audience, the people who are buying your game, playing your game, telling you how much they love your game, and hopefully if they do it more, it helps you stay in business.

From Ubisoft’s standpoint, I don’t—Alex you were implying earlier in the stream they might need to reach out to fill up this universe with assets, but I only don’t agree with that in that I don’t think Ubisoft would have gone up there and said “this project is TOO BIG, we’re teaming up with HitRecord to fill up our game…” they 100% could on their own! 

Wawro: I want to back that up, I did imply that and I didn’t mean—I don’t think anyone at Ubisoft is relying on HitRecord as a meaningful part of their production pipeline. A couple of years down the line, once more companies have more opportunity to work with partners like this, that could be a real concern. But this just seems like a genuine marketing effort.

Francis: My 100 percent concern walking away—I think the spec labor concerns are real, I think I agree with Alex in that JGL has done his best to at least not be silent about it. They didn’t even mention the pay onstage first thing and he jumped on Twitter and was like “100%, we screwed that up, here’s the pay details.”

But it doesn’t take much of a bad faith read, or a bad faith actor to look at what they’re doing, and if they get away with it, to say “hey, sweet, now we can take fan labor and get it into our game,” because not other companies have as many employees as Ubisoft.

Ubisoft relies on—we talked to Nouredine Abboud about this a while back—relies on the fact that they can onboard a lot of developers from one of their studios really quickly to help out with a game project. So that means we can only look it from their perspective as a marketing challenge, that they are now going “oh god this isn’t what we expected, is this gonna be worth it, we’re going to have to deal with this PR mess through the rest of production,” but, other game developers are looking at it and going “if THEY can get away with it, can we?” And I have a lot of faith in game developers, but it’s not a giant leap in a kind of scary way.

McAloon: I just wanted to mention that, the second this was announced, my chaos of a Twitter feed became people saying “these people are gonna get paid right?” It was all people asking about compensation and going “free work is not okay.” Developers, press, and people who aren’t in the industry at all, people who know the value of creative work. No matter what comes of this, if Ubisoft makes a statement or not, it’s good that people are having this conversation and that that was the first reaction is uplifting in a way.

For more editor roundtables & developer interviews, be sure to follow the Gamasutra Twitch channel!

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Don’t Miss: How Prey gives players space to tell their own stories

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


There’s a cute bit in the Philip K. Dick story “Do Androids Dream of Electric Sheep?” where one character warns another about the lurking threat of kipple, all the useless objects that clutter up our lives.

“When nobody’s around, kipple reproduces itself,” he says. “No one can win against kipple, except temporarily and maybe in one spot, like in my apartment…but eventually I’ll die or go away, and then the kipple will again take over. It’s a universal principle operating throughout the universe; the entire universe is moving toward a final state of total, absolute kippleization.”

Games are full of kipple. Empty cardboard boxes, old crates, coffee mugs, desks piled high with papers you can’t read and manila folders you can never open.

But Arkane’s latest, Prey, does something neat with kipple — it weaponizes it.

Like most games you might call “immersive sims” (Deus Ex, Thief, BioShock, System Shock), Prey asks players to spend a lot of time rooting around in cabinets, trash cans and other nooks/crannies in search of hidden gems: useful resources buried in the rubbish.

Unlike those other games, Prey makes that rote and repetitive action scary. It introduces an enemy early on called the Mimic, a common but utterly alien creatures that tends to hide by taking the form of a piece of kipple, then leaping out when the player draws close.

While the nuts and bolts of actually fighting Mimics once they’re revealed can be annoying (they’re small and move erratically), their sheer existence make every otherwise innocuous, kipple-strewn corner of Prey’s Talos I space station feel threatening and alive.

And shucks, that space station. Can we just take a minute to appreciate the way Prey handles space, and sets the player up to tell their own stories within it? 

The game came out a month ago at this point and I know it may have slipped past a lot of people (there are a lot of games!) but after finishing it, I wanted to quickly call out some of the neat things Prey does that are worth celebrating.

Holistic level design

Prey takes place on Talos I, a fictional space station orbiting Earth’s moon. Once the player moves past the opening scene, pretty much the entire station is accessible, and the player can also get outside and jet around the station’s exterior (though they take damage if they go too far.)

That means pretty much every space in the game is understandable and accessible from multiple perspectives, both internally and externally.

A player can spend five hours moving through the station from the Arboretum to the Hardware Labs, then exit into space through an airlock and retrace their path externally in a few minutes. If they happen to float by a viewport on the way, they might glimpse the aftermath of a particularly frenetic fight they had two hours ago, or spot the open hatch of a maintenance duct they crawled through to circumvent said fight.

This is important because it reinforces the illusion that the player is somewhere else. It makes Talos I feel like a real place, a holistic environment that can be explored, learned, and mastered.

This kind of environmental design isn’t easy — there’s a reason most games run through a linear series of discrete levels — but when done right, it helps the player feel embodied in your game.

There are lots of great examples of other games that nail this sort of holistic level design, but I’m just going to take the lazy way out and say it’s like Dark Souls. That game had fantastic, complicated environments that all fit together perfectly, lulling players into feeling that they were exploring a real place. Prey achieves something very similar, with the added benefit of being set on a floating space station that can be circumnavigated from the outside.

Dynamic enemy placement

Also like Dark Souls, the lion’s share of Prey is devoid of friendly life. Thus, the game’s interlocking environments are chiefly defined by what enemies you find there and what stuff you can pick up.

The enemies also respawn or repopulate across Talos I in some fashion, ensuring (for better and for worse) that players can never fully relax when backtracking. More importantly, there are moments when the nature and number of enemies spread across the station changes in accordance with the narrative.

That gives players new challenges in known settings, keeping those locations feeling fresh and, more importantly, rewarding players for learning and exploiting the environments of Talos I.

Fluctuating power curves

Prey takes a lot of direct inspiration from games like System Shock, Thief, and Deus Ex, asking players to navigate Talos I while fighting/tricking/sneaking past enemies and collecting items, weapons and upgrades.

Since those resources are placed throughout the station and basically the whole thing is open to players from the jump, there are lots of different paths players can carve through the game — and lots of ways that progression can be impacted by how threats shift and change.

For example, let me lay out my emotional journey through Prey. After about an hour, I was intrigued and felt pretty safe: I had plenty of healing items, a weapon or two, and (naive) trust that the game’s designers had balanced the difficulty level (Normal) so that I couldn’t totally ruin myself.

This seems fine

Five hours in, I was ruined.

I’d burned through all of my healing items, ammunition, and upgrade tools. All I had left was a wrench and a few EMP grenades, which were useless against the monstrosities that stood between me and everything I needed  — a shotgun, for example, or the fabrication plans for medkits.

I considered restarting the game, but decided to stick with it and sneak past everything in my way. I was terrified. Prey was the worst!

Ten hours in, Prey felt too easy. I’d managed to get both a shotgun and the medkit plans, as well as some schematics for other Useful Things. I was practically bursting with ammo and healing items, and I’d learned the enemies and environments well enough to know no fear.

This is it, I thought. This is the part in every game where you make the jump from underpowered to overpowered. Assuming the endgame was nigh, I caught myself thinking wistfully about how much more immersive and real Talos I had felt when I was inching through it in total abject terror. It would be kind of nice to go back to being underpowered, I thought.

Twenty hours in, I decided it wasn’t actually that nice! I was totally out of healing items (again), out of ammo (again!) and barely surviving as I sprinted across the station, using every trick I knew to try and get away from the enemy.

By this point I’d cleaned out most of Talos I and was having a hard time replenishing my resources and  getting from zone to zone, much less accomplishing quest objectives. With no immediate endgame in sight, I thought again about giving up — or at least reloading an earlier save.

After ~26 hours of play, I finished Prey. I had to make some late-game upgrade choices to counter troublesome enemies, and chase some side objectives that took me through new (resource-rich) areas of the station, but at the end I felt, if not godlike, at least god-ish.

Most games like this take you from the same start to the same end; the player starts at the bottom of a smooth power curve and spends the game climbing to the top. Prey stands out because it affords the player space to slip, fall, and get back up again, only to slip up in a totally new and terrifying way.

I mean space in a literal sense as much as a figurative one. When lead designer Ricardo Bare talked to Gamasutra earlier this year about the team’s approach to level design, he said the goal was to create a kind of “mega-dungeon” in space “with lots of immersive, simulation-based systems.”

Enter the Mega-Dungeon

By way of example he mentioned the studio’s 2002 first-person RPG Arx Fatalis, which took place inside a giant network of caves.

But my dumb stupid brain went somewhere else — to the sorts of “mega-dungeons” that are popular in some tabletop role-playing game circles, especially in the 20th century.

If you didn’t play D&D or whatever in the ’90s, know that these were often sprawling, isolated areas with ridiculously complicated layouts (think like, a 12-level underground dungeon surrounded by a network of caves) and, most importantly, threat levels that varied depending on how far players were willing to explore.

That means players could effectively set their own difficulty by choosing how deep to delve. Pair that with the relative freedom tabletop RPGs afford players in choosing how to circumvent challenges, and you get an experience that’s often light on narrative (there’s something real bad going on in these caves/dungeons/ruins! Check it out!) but well-suited to letting players tell the story they want to tell.

Making games that give players lots of room to tell their own stories is tricky business. I think if you look at Prey, you’ll find some good examples of how that can be done well. 

Players can go almost anywhere and do almost anything (including finishing the game) relatively early on, but Talos I’s interconnected environments are filled with enemies of varying difficulty, letting players choose how to play and what to risk. The threats in those environments change over time, rewarding players for learning the levels and increasing the odds they’ll go through dramatic shifts in power level as they adapt to new challenges.

Of course, there’s a big downside to all this that you’ve probably already sussed out. Prey gives the player finite resources, but the enemies seem nigh-infinite. You might clear out a section of the station, only to come back hours later and find fresh monstrosities lying in wait for you.

That has a chilling effect on the player’s creativity; after all, why risk experimenting with new weapons and tactics when you know that freezing an enemy with the industrial-strength glue gun and bashing them to death with your wrench will A) be ammo-efficient B) totally work and C) present minimal risk of damage?

70 percent of the time, this works every time

This problem really rears its head in the end-game, when the player is likely to be criss-crossing Talos I and facing new enemies while moving through spaces that have already been picked clean.

Still, it’s a minor complication in an otherwise great example of good level design and interesting power/challenge systems. I know a ton of interesting games will come out this year (like every year!) but if you have the means to take a look at Prey, do so! 

And if you want a bit more from Ricardo “Mega-Dungeon” Bare, check out this hour-long conversation Gamasutra Editor-In-Chief Kris Graft and Contributing Editor Bryant Francis had with him while streaming Prey on our Twitch channel last month. (I’m not in it, so it should be pretty watchable!)

Alternate blog titles: Beat, Prey, Love; Prey You Catch Me; Let Us Prey; The Prey’s The Thing

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Blog: Composing video game music for virtual reality – Part 3

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


In this article for and about the craft of video game composers, Winifred Phillips is pictured in this photo working in her music production studio.

By Winifred Phillips | Contact | Follow

So happy you’ve joined us!  I’m videogame composer Winifred Phillips.  Welcome back to our four part discussion of the role that music plays in Virtual Reality video games! These articles are based on the presentation I gave at this year’s gathering of the famous Game Developer’s Conference in San Francisco.  My talk was entitled Music in Virtual Reality (I’ve included the official description of my talk at this end of this article). If you haven’t read the previous two articles, you’ll find them here:

During my GDC presentation, I focused on three important questions for VR video game composers:

  • Do we compose our music in 3D or 2D?
  • Do we structure our music to be Diegetic or Non-Diegetic?
  • Do we focus our music on enhancing player Comfort or Performance?

While attempting to answer these questions during my GDC talk, I discussed my work on four of my own VR game projects – the Bebylon: Battle Royale arena combat game from Kite & Lightning, the Dragon Front strategy game from High Voltage Software, the Fail Factory comedy game from Armature Studio, and the Scraper: First Strike shooter/RPG from Labrodex Inc.

In these articles, I’ve been sharing the discussions and conclusions that formed the basis of my GDC talk, including numerous examples from these four VR game projects.  So now let’s look at the second of our three questions:

Do we structure our music to be Diegetic or Non-Diegetic?

In this article discussing popular VR issues for video game composers, Winifred Phillips explores an example from one of her game music composition projects - the Dragon Front VR strategy game.Before we launch into this discussion, let’s revisit one of the examples from the previous article.  You’ll remember that we took a look at the Main Theme music I composed for the popular Dragon Front VR strategy game, in order to examine how music can best transition from a traditionally 2D stereo delivery to a 3D positional implementation.  So in this case, the big victorious anthem that I composed for Dragon Front makes its first appearance as a bombastic stereo mix directly piped into the player’s headphones, and then transitions smoothly to a spatially positioned environmental sound issuing from a small in-game radio.  Just as a reminder, let’s take another look at that:

[embedded content]

In this example, we see how the Dragon Front theme music starts as traditional underscore (that is, a non-diegetic score), but then moves into the VR space and becomes a diegetic score – one that is understood to be present in the game world. And that brings us to the second of the three core debates at the heart of music in VR: should music in VR be diegetic or non-diegetic?

It’s a thorny issue. As we know, musical underscore is absolutely vital in gaming – it creates momentum, motivates players and adds emotional texture to the story and the characters. However, in VR, the idea of presence becomes paramount. We want players to feel like they are inside the fiction of an awesome VR world. So, when the non-diegetic music starts playing, we worry that players might stop and wonder, ‘where’s this music coming from? Why am I hearing it?’

The obvious solution is to make all of the music in the game diegetic – somehow, in this VR world, all music comes from in-game sources that players can see in the environment around them. Here’s an example from one of my VR projects – Bebylon: Battle Royale, from developers Kite & Lightning.

In this article exploring the craft of VR music for video game composers, Winifred Phillips discusses an example from one of her own VR projects - the Bebylon: Battle Royale game for the famous Oculus Rift VR platform.Bebylon is a great example of a completely diegetic score in VR. The whole premise hinges on immortal babies battling it out in over-the-top arena fights in a futuristic setting. Music during gameplay is represented by a group of in-game baby musicians, so the music originates from that source, and we’re able to see this happening in the VR world. So, let’s take a look at that:

[embedded content]

Bebylon: Battle Royale proves that its possible to get away with a completely diegetic score, but we’d need really specific circumstances to justify it. Most games won’t be able to make this approach work. So, what then? I’ve found that there are three strategies to ease non-diegetic music into VR:

  • Keep it subtle and gradual,
  • Keep it dry and warm, and
  • Keep it both inside and outside the VR world.

So let’s start with the first strategy – subtle and gradual.

In this article about music for the popular VR platforms (by a video game composer for video game composers) Winifred Phillips describes her work on the Scraper VR shooter/RPG.We’ve already discussed this technique in the first article in this series, when we took a look at the ambient music for Scraper, a first-person VR shooter set inside colossal skyscrapers in a futuristic city. Exploring the massive buildings in the Scraper fictional universe requires a musical soundtrack to set the tone, but introducing it so that it feels natural in VR is a challenge.

In order to address this problem, I composed the ambient music in Scraper so that it would come and go in subtle, gradual ways. As a technique for music implementation in VR, this can be an effective approach. Let’s take another look at what that was like in Scraper:

[embedded content]

While this technique works well for the ambient music, it wasn’t an option for combat. Battles in Scraper are pretty intense – the music begins with a bang and keeps on whaling away until the room is cleared of enemies. At the beginning of the project, we’d decided on a stereo music mix rather than spatialization – considering how important audio cues are to expert first-person-shooter players, we didn’t want a spatialized score to introduce any confusion. My job at that point was to figure out a way to delineate the stereo music mix from the VR world so that the player wouldn’t wonder where the music was coming from.

An illustration for the famous 'proximity effect' in sound recording - in this article for video game composers, Winifred Phillips explores the role of music in VR.From here, I started thinking about proximity effect – it’s a term relating to microphone recording. You’ll notice proximity effect when someone speaks into a mike while leaning very close to it. The voice starts sounding really bassy and warm in tone, and the mike picks up a lot of the dry source signal, with less of the room acoustics coming through. When you listen with headphones to a recording with lots of proximity effect, it tends to feel like it’s inside your head. I thought – great! If the music is in our heads, we’re not going to be looking around, wondering where it’s coming from.

I recorded the music for Scraper with fairly dry acoustics, and when I mixed the music, I focused on keeping the tone warm and bassy, with a solid low end and some rich mids in the EQ spectrum. Here’s an example of how that worked in combat sequences of the Scraper VR game:

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The logo of the Fail Factory game for the popular VR platform -- in this article for video game composers, Winifred Phillips explores an example from one of her own VR music composition projects.I also recorded the music of Fail Factory with dry acoustics and a warm, bassy mix – this effect is especially prevalent during the Fail Factory tutorial.

In the Fail Factory Tutorial, the instructor zips around on a hover craft while offering tips and guidelines.  In those circumstances, having the music in a dry, warm mix allows it to feel closer to the player, and more separated from the spatialized sounds from the instructor. Let’s check that out:

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So now let’s look at another approach, which I’ve called ‘Inside and Outside.’ If music is 3D – if it’s spatialized – we’re more likely to think it actually exists inside the fictional world. If music is 2D – if it’s a direct stereo mix – we’ll be more likely to accept it as non-diegetic, as outside the experience.

A depiction of the official logo of the Dragon Front VR game -- in an article written for video game composers, Winifred Phillips (video game composer) explores the role of music in projects for VR projects.Remember the example I showed earlier from Dragon Front – when the main theme music of the game transitioned into a spatialized music source coming from inside the VR space? This is an example of music making the jump from non-diegetic to diegetic, and that can help the player accept the presence of music as a part of the VR game. Watch how players can look around in the Dragon Front hub area, locate the source of the music, and actually turn it off if they want to:

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So we’ve now discussed the second of the three important questions for video game composers creating music for VR games:

  • Do we compose our music in 3D or 2D?
  • Do we structure our music to be Diegetic or Non-Diegetic?
  • Do we focus our music on enhancing player Comfort or Performance?

We’ve contemplated what role our music should play in the VR experience – whether it should be considered a part of the fictional world or an outside commentary that shapes the player’s emotional experience.  Both roles are valid, but the choice between them is especially meaningful within the context of VR.  The next article will focus on the third of the three questions: whether music in VR should enhance player comfort or player performance.  Thanks for reading, and please feel free to leave your comments in the space below!


Music in Virtual Reality (GDC 2018 Session)


Illustration of the VR projects to be discussed in a GDC talk presented by Winifred Phillips for video game composers.This lecture presented ideas for creating a musical score that complements an immersive VR experience. Composer Winifred Phillips shared tips from several of her VR projects. Beginning with a historical overview of positional audio technologies, Phillips addressed several important problems facing composers in VR.


Topics included 3D versus 2D music implementation, and the role of spatialized audio in a musical score for VR. The use of diegetic and non-diegetic music were explored, including methods that blur the distinction between the two categories.


The discussion also included an examination of the VIMS phenomenon (Visually Induced Motion Sickness), and the role of music in alleviating its symptoms. Phillips’ talk offered techniques for composers and audio directors looking to utilize music in the most advantageous way within a VR project.


Takeaway


Through examples from several VR games, Phillips provided an analysis of music composition strategies that help music integrate successfully in a VR environment. The talk included concrete examples and practical advice that audience members can apply to their own games.


Intended Audience


This session provided composers and audio directors with strategies for designing music for VR. It included an overview of the history of positional sound and the VIMS problem (useful knowledge for designers.)


The talk was intended to be approachable for all levels (advanced composers may better appreciate the specific composition techniques discussed).

 


Photo of Winifred Phillips in her video game composers music production studio.Winifred Phillips is an award-winning video game music composer whose most recent projects are the triple-A first person shooter Homefront: The Revolution and the Dragon Front VR game for Oculus Rift. Her credits include games in five of the most famous and popular franchises in gaming: Assassin’s Creed, LittleBigPlanet, Total War, God of War, and The Sims. She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the MIT Press. As a VR game music expert, she writes frequently on the future of music in virtual reality games.

Follow her on Twitter @winphillips.

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Former Telltale CEO and co-founder Kevin Bruner is suing the studio

Former Telltale CEO and co-founder Kevin Bruner is suing the studio over his expulsion in March last year, according to a report in the Marin Independent Journal.

Bruner helped launch the company, known for episodic game series like The Walking Dead and Tales from the Borderlands, in 2004 alongside Dan Connors and Troy Molander. He initially served as president, CTO, and director, before taking on the role of CEO in 2015. 

Fast-forward to March 2017, and Bruner stepped down seemingly of his own accord, although the former CEO now alleges he was pushed out after board members sought to change the company’s business model. 

He also claims he wasn’t given the necessary assistance as he attempted to sell his holdings in common and preferred stock, and was eventually purged from the Telltale board of directors via illegitimate means. 

Telltale, meanwhile, has called the lawsuit “meritless,” and suggests it has been filed “as an apparent means of extracting revenge on a company already under financial strain.”

“The company is now working to turn around the decline that it experienced under Plaintiff’s stewardship,” continues the developer’s response. 

Judge Roy Chernus has rejected studio’s initial attempt to defeat the lawsuit outright, and believes “there are issues that appear to deserve further examination.” With that in mind, a case management conference has been set for July 17.

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Daily Deal – Hand of Fate 2, 20% Off

Underhollow changes;
* When defeated, heroes now drop the 3 highest net worth items they are carrying. The remaining items are converted and dropped as gold for their sale cost.
* Significantly increased the amount of experience awarded for player eliminations.
* Fixed invisible Roshan killing players.
* Adjusted difficulty of a few combat encounters.
* Added an initial stock time to dynamite of 60s.
* Fixed heart being purchasable via its recipe.
* Added localization.

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The Weekender: Survival Evolved Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. We’ve got the release of ARK: Survival Evolved and a couple other new options to talk about, along with a wide selection of sales. Let’s get to it! 

Out Now

ARK: Survival Evolved (iOS Universal and Android – Full review coming soon! 

ARK: Survival Evolved is a popular desktop and console crafting/survival game set in a world where humans are not the apex predator. Dinosaurs abound and must be defeated, or tamed. A mobile version has been in the works and is now available in the App and Google Play stores and features the same basic gameplay as on other platforms. You start with nothing and must gather materials, find food, build a base, craft weapons and equipment, explore your dino-infested world, and of course fight. There’s both a single-player campaign and 50-player multiplayer matches.

The game is free-to-play with an in-game currency, amber, which allows you to buy items and food, rather than resource-gathering and crafting, as well as some special buffs. There are amber deposits throughout the world you can harvest and some of the big creatures drop it, plus you can get it for free by watching ads. It’s pretty much the usual freemium setup. There’s also a ‘Primal Pass’ that pulls the ads and offers permanent XP doubling and some other stuff for $3.99/month or $34.99 a year. As a result, the multiplayer will likely be very pay-to-win. There may be a single-player pay wall, but I haven’t reached it.

I’m a huge fan of the genre so I’ve been keen to put it through its, even with the freemium stuff. It’s not bad—the gameplay is decent and there’s quite a bit to explore, craft, and fight. The touch controls, a critical part of any mobile conversion, do feel somewhat clunky but not so bad one couldn’t get used to them. I’ve been tinkering with the single-player campaign and haven’t played long enough to determine if there is a pay wall, hopefully not. ARK: Survival Evolved pales in comparison to something like Crashlands, but if you’re looking for more crafting-survival game options on mobile it’s worth checking out.

Talisman Digital Edition (iOS Universal and Android)

The Talisman Digital Edition has rolled out yet another expansion, this time The Woodland Edition. It adds the Woodland Board, a new wrap-around game board, along with 103 Woodland cards, 10 adventure cards, 20 path cards, 14 destiny cards, 5 spell cards, and 5 new characters. The Woodland Edition is available now for $3 via in-app purchase.

Cartoon Craft (iOS Universal)

Cartoon Craft is a simple real-time strategy game with a, well, cartoony art style. It covers all the genre bases: you start small and must gather gold and resources in order to build up your settlement and develop your military. You explore the map and go looking for enemies to fight and then beat them down in real-time combat. It’s simple and fun and worth a look for genre fans.

Sales

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

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

Monument Valley 2 (iOS Universal and Android): $1.99 on iOS

Monument Valley 2 is the sequel to one of the bigger mobile puzzle games of all time and is a good game in its own right. The sequel brings 16 new levels full of M.C. Escher inspired architectural puzzles and is set in a different part of the same world as the original. The game is still on sale on iOS, though not Android.

Beholder (iOS Universal): $2.99

If you’re ready to make some tough choices in a grim, dystopian future now’s your chance. Beholder, a game where you run an apartment building and must spy on and rat out your ‘unpatriotic’ neighbors, is on sale for a couple bucks off.

Icewind Dale (iOS Universal and Android):  $3.99/$2.99

Go adventuring in the tundra of the Forgotten Realms and take on an epic evil in classic D&D RPG Icewind Dale. It’s available on the cheap right now. 

Steamworld Heist (iOS Universal): $4.99

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

Updates

Carrier Battles 4 Guadalcanal (iOS Universal) – Full review coming soon! Finally!

Highly tactical WWII naval combat game Carrier Battles 4 Guadalcanal is frequently updated with new content and updates. It’s most recent update made the game universal, so you can now play on your iPhone. If you’re a fan of hex-based, heavily tactical wargame simulators this is worth a look.

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

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Cultist Simulator beats sales target after selling 40,000 copies

Weather Factory’s roguelike narrative card game Cultist Simulator has beaten internal sales expectations by selling 40,000 copies in its first two weeks on shelves.

The indie outfit has only predicted 30,000 sales in the title’s first year, but that milestone has been smashed in double-quick time.

Speaking to PCGamesInsider.biz, studio co-founder Lottie Bevan said herself and fellow co-founder Alexis Kennedy had set their expectations low, but that being featured on the front page of Steam helped attract a more “diverse crowd” — even if it did mean a few more negative reviews. 

“We’d set our expectations low — weird narrative indie games made by a core team of two people aren’t going to rock the boat, right — but launched straight to a Steam No.1 Top seller and hung about in the top sellers/trending list for nearly a week,” said Bevan. 

“It’s meant that our deliberately Marmite game has received a few more negative user reviews than we’d expected, as it was featured on the front page of Steam so was picked up by a more diverse crowd of gamers than we’d expected, but that’s literally the price of fame. We’re absolutely delighted overall.”

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Nintendo Power Podcast episode 6 available now!

Nintendo Power Podcast episode 6 available now!

Nintendo Power Podcast is the official podcast of Nintendo of America, in which guests such as Nintendo employees and developers discuss the world of Nintendo each month.

In Episode 6, host Chris Slate (previously editor-in-chief of the Nintendo Power™ magazine) is joined by Kit Ellis and Krysta Yang from Nintendo Minute to discuss all things Nintendo from E3 2018, from big announcements to tournaments during E3 to the amazing new Super Smash Bros. Ultimate TM game for the Nintendo SwitchTM system. The team also welcomes two special guests to the show: the winner of the Super Smash Bros. Invitational 2018, ZeRo, and the President and COO of Nintendo of America himself, Reggie Fils-Aimé!

Nintendo Power Podcast is available on Apple Podcasts, YouTube, SoundCloud and Google Play Music and on the Nintendo Switch system in News.

We hope you enjoy the show!

–Your friends at Nintendo

Games Shown: