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General game developing news and updates.


© 2018 Valve Corporation. All rights reserved. All trademarks are property of their respective owners in the US and other countries.
View mobile website

Save big on a variety of games developed in Denmark for this week’s Midweek Madness, the Games From Denmark Sale!*
Including classics like Hitman and LIMBO, and new favorites like Deep Rock Galactic and A Hat In Time!
*Discounts end Friday at 10AM Pacific Time

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.
Linear interpolation is incredibly useful, but sometime values are better expressed on a logarithmic scale. A good example is zooming in with a camera. Say you zoom in by 2x, then zoom in by 2x again, then once more. Visually you want to treat all of these zoom changes the same even though the last one is a change from 4x – 8x compared to the original zoom amount. While the following code will work, it won’t quite look right. The lower the zoom is, the faster the zoom rate will change. If you need some Google Earth style 100,000:1 zooming, it will definitely look wrong!
// Not-quite-constant rate zooming. :(
zoom = lerp(zoom, targetZoom, deltaTime/duration)
Compare the two sides. Notice how the left side seems to speed up and slow down even though it starts and ends on the correct zoom level. That’s what regular linear interpolation looks like for the camera zoom. The right side keeps the same zoom speed the whole time. So how do you do that?
What you want to do, is convert the zoom values to a logarithmic scale, then convert them back to linear afterwards. No matter what your endpoints are, the zooming will always look smooth.
// Constant rate zooming!
zoom = exp(lerp(log(zoom), log(targetZoom), deltaTime/duration)
If you dust off that old sheet of power rules from your algebra class, you can simplify it a bit to this:
// Slightly simpler constant rate zooming!
zoom = zoom*pow(targetZoom/zoom, deltaTime/duration)
// ..or as a function:
float logerp(float a, float b, float t){
return a*pow(b/a, t);
}
If your camera’s zoom is always changing to meet a target zoom level, you can combine it with the lerp() smoothing trick I posted about a few days ago. We did this in an old space game that we worked on to make the zooming extra smooth.
Cheers, and happy zooming!

Kongregate has announced new terms for its upcoming downloadable games platform Kartridge, which will now provide developers with additional revenue entitling developers to 100 percent of revenue earned on their first $10,000 in sales.
Currently in beta and slated to launch this summer, Kartridge is marketed as a platform to help devs set their own pricing model, customize the user experience within the Kartridge ecosystem, and tailor their store pages using a variety of tools.
The new terms apply on a per-title basis, meaning developers can take advantage of the revenue bonus for all their titles on the Kartridge platform. The term has been extended indefinitely after initially being announced as a limited-time offer (slated to expire in October 2018).
Kartridge is also providing an additional revenue-share bonus for exclusive content (also on a per-game basis), so developers who place their titles exclusively on Kartridge for Windows and MacOS platforms will earn 100 percent of revenue on their first $10,000 and then 90 percent on their next $40,000.
There are no restrictions on the exclusivity period and developers will have the right to end exclusivity at any time. This applies to games available for sale exclusively on Kartridge before October 31 2018. After the promotional period, developer revenue share will change to 70 percent of revenue.
Developers interested in learning more about the Kartridge platform can find information at the Kartridge dev site.

Frostpunk is Now Available on Steam!
Frostpunk is the first society survival game. As the ruler of the last city on Earth, it is your duty to manage both its citizens and its infrastructure. What decisions will you make to ensure your society’s survival? What will you do when pushed to breaking point? Who will you become in the process?
Nintendo’s dropping some fresh (and free!) new content for Splatoon 2 on Nintendo Switch tonight! After downloading a major new update (Version 3.0) to the Splatoon 2 game at 6 p.m. PT, players will have access to a huge amount of new content. This includes the addition of more than 100 pieces of new and returning gear, new songs, the introduction of a challenging new X Rank for the top-performing players in Ranked Battle, weapon balance adjustments and the return of Callie of the famous Squid Sisters.
“As promised when the game was first announced, we are determined to provide players with new experiences and content in Splatoon 2,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “Through these regular updates, we are ensuring that both players old and new will log on to fun new experiences.”
X Rank is an extremely challenging Ranked Battle experience targeting the best-of-the-best players. Players who are S+10 in the current Splatoon 2 ranking system will automatically be registered as X Rank after downloading the update. Players who are X Rank will battle for an X Power level. Once a month, 500 players with the highest X Power level for each of the four different Ranked Battle modes will be announced within SplatNet 2, a service of the Nintendo Switch Online app for mobile devices.
X Power levels will be reset every month. During this reset, players whose X Power level ends up lower than a set threshold will rank down to S+9. This new system encourages players of all ranks to enjoy improving their play and maintaining their skills, as opposed to simply focusing on ranking up.
The first X Power reset is currently scheduled for May 31, and any future resets will take place on the final day of that month. As part of these periodic resets, the rotation of eight selected stages in Ranked Battle (with two stages rotating every two hours), the addition of new weapons and the introduction of new stages will also occur. In fact, tonight will also see the return of the popular stage Camp Triggerfish, along with four additional weapons.
In addition to X Rank, when Version 3.0 goes live this evening, this new update adds more than 100 pieces of gear – some new, some returning from the original Splatoon game – as well as new songs from Chirpy Chips, a popular in-game chiptune-style band featured in the first game. The update will also include some weapon balance adjustments, bug fixes and other changes.
Fans of the Squid Sisters will need to sit down, as the software update also marks the long-awaited return of Callie. Once players meet a certain condition after downloading the update, Callie will appear in Tentakeel Outpost in Octo Canyon. As exciting as it is to see the Squid Sisters reunited, Callie will also offer recent multiplayer stats about the player’s character.
For complete notes about Version 3.0 additions and instructions about how to download the updates, visit the official Nintendo customer support site.
For more information about Splatoon 2, visit https://splatoon.nintendo.com/ or https://splatoonus.tumblr.com/. Check out ongoing Splatoon 2 Inkling Open tournament activity at https://e3.nintendo.com/splatoon-2-inkling-open/.
Game Shown:
Cartoon Violence
In the quiet mountain town of South Park, darkness has spread across the land. But fear not, for an entire squad of superheroes will rise to combat this evil and clean the trash can of South Park society.
From the creators of South Park, Trey Parker and Matt Stone, comes South Park™: The Fractured But Whole™, a sequel to the award-winning South Park™: The Stick of Truth™. The kids are playing superheroes, and Cartman is determined to turn Coon and Friends into the biggest superhero franchise of all time. However, the villainous Professor Chaos has other plans…
Features:
PLAY SOUTH PARK ANYTIME, ANYWHERE
The outrageously offensive superhero adventure is now available on Nintendo Switch. Enjoy the full South Park: The Fractured But Whole RPG adventure anytime, anywhere.
A HERO’S ORIGIN REVEALED
Create your own one-of-a-kind costume, craft your origin story, and build out your unique superpowers to become the hero this city needs.
COON AND FRIENDS, ASSEMBLE!
Recruit up to 12 members of Coon and Friends to your cause, including Mysterion, The Human Kite, and the infamous Coon himself.
AN OUTRAGEOUS RPG ADVENTURE
An all-new dynamic combat system offers new ways to manipulate time and space on the battlefield. Find loot hidden throughout the land and follow recipes to craft your own outrageous equipment to aid you in battle.
AUTHENTIC SOUTH PARK
This highly anticipated sequel to South Park™: The Stick of Truth™ is written, directed and voiced by the creators of South Park, Matt Stone and Trey Parker.
If you would like to purchase the digital version of the game, please visit https://www.nintendo.com/games/detail/south-park-the-fractured-but-whole-switch.
Game Shown:
Blood and Gore
Mature Humor
Nudity
Sexual Content
Strong Language
Use of Drugs
Violence

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 games deal making there’s Tencent, then there’s everyone else. Tencent led or participated in over $4 of every $10 invested in games companies worldwide in the 12 months to Q1 2018. It was involved either sell-side or buy-side in over three-quarters of all games M&A deal value (i.e. dollars) in the same period. And this is in the context of record totals (not just Tencent) over $2.1 billion games investment and over $14.4 billion games M&A in the first quarter of this year alone. Digi-Capital’s new Games Report and Deals Database Q2 2018 tracked a total of nearly $22 billion total games market investments and M&As (again not just Tencent) in the last 12 months, as well as forecasting global games software/hardware market revenue to top $165 billion this year and over $230 billion by 2022. Let’s dive into the detail to see what’s behind the numbers.
Games investment in the last 12 months broke all previous records, with over $4.2 billion dollars invested in games market companies. As has become the new normal in the last few years, most of this money went into games tech and platform companies rather than game developers. In contrast to mobile games’ investment dominance of the last 5 years, the first quarter saw MMO/MOBA games investment, as well as AR/VR and eSports over the last 12 months.
Games investment dollars were dominated by mega-deals as usual, while the number of investment deals remained broadly flat. Amongst the big Tencent investments were:
Other non-Tencent deals include:

Games M&A in the first quarter was dominated by one giant deal, with Naspers selling 2% of Tencent for over $10 billion dollars for a 60,000% return (that’s not a typo). Tencent was involved in the $2 billion plus acquisition of Vivendi’s stake in Ubisoft, as well as buying a $142 million stake in Seasun. Non-Tencent M&A included Aristocrat buying Big Fish Games for just under $1 billion and Plarium for $500 million, as well as Stillfront Group buying Goodgame Studios for $318 million.
Even with over $17 billion of games M&A in the last 12 months, the high-water mark from 2016 of $28.4 billion remains an elusive peak. As with investments, the numbers of games M&A deals was broadly flat for the quarter.
Games IPOs might be reverting to the pattern of the last decade, where one bumper year is followed by two quiet ones. So where 2017 saw Netmarble Games, Sea Limited (Garena), Razer and Rovio IPOs, the first quarter of 2018 was largely silent. The rest of the year could determine whether we’ll need to wait until 2020 for the next big round of games IPOs.
While this year got off to a flying start for games deals, one thing’s for sure. Tencent’s the biggest player, and there’s more where that came from.
(You can find full details of over 2,100 games investment, M&A and IPO deals by sector, platform, country and investor/acquirer in Digi-Capital’s new Games Report and Deals Database Q2 2018).

Today’s Deal: Save 50% on Ori and the Blind Forest: Definitive Edition!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

Presented by Shopify
Games captivate, inspire and delight us. They also foster connections to their characters, to their worlds, and to the other players that share the experience. When our favorite games captivate and connect us, we naturally become fans in a way that extends beyond our time in-game and out into our daily lives.
As a developer you have the opportunity to participate in bringing the world of your games into the daily lives of your fans. One of the most powerful ways to seize this opportunity is in the power of merchandise. Through merchandise your fans are given a natural way to identify and evangelize your games and you are given a new way to support your studio and become a better entrepreneur.
At Shopify we are committed to enabling entrepreneurship everywhere. For Shopify’s gaming team this means enabling developers and studios of all sizes to leverage the power of merchandise. Our platform provides access to merchandise production that asks little of you up front, but can rapidly scale. From there, we provide a powerful suite of tools to get your merchandise in front of fans where it matters most: right inside of your game.

Shopify’s roots are in allowing anyone to get started selling online. Having an online store that is all your own is still the core of our cloud-based platform. However, over the past 12 years, we’ve grown to become the world’s largest multi-channel commerce platform.
What is “multi-channel commerce”? It’s making your products available for purchase in all the places audiences go to find those products. For some business that means social networks like Facebook, Pinterest, or Instagram. For others it’s marketplaces like eBay. For others still, it’s in-person at maker faires, pop-up shops and retail locations. For some it may be all of the above.
Our powerful and affordable tools allow entrepreneurs to sell across multiple channels from a single platform. Shopify is your products, orders, customers, analytics and marketing in a single command centre across all your channels.
For game developers, the most direct channel to the audience is clear: within the game itself.
Looking at current mobile gaming monetization, we see five different contributions to revenue. The first three are directly tied to the game experience: up-front game purchase, in-app purchases, and advertising. There are also two major streams of revenue that happen outside of the games: merchandise and licensed media such as TV, books, and comics.
On mobile, the direct path represents a $50 billion industry. Breaking that $50B down yields some interesting results. First, a mere 4% of revenue comes from players engaging in the traditional model of paying up front for a game. Over 95% of mobile game revenue comes ads (53%) and in-app purchases (43%) (source). When we take one step further into the numbers, we see that all of that in-app purchase revenue comes from a remarkably small population of the player base, only 5% of players make in-app purchases.
“The power to reach more players is in merchandise. It is one of the fastest growing segments in gaming, already valued at $500 million.”
In other words, for free to play games 95 percent of players are making zero purchases. And they probably don’t want to see ads either.
We could ask whether it is sustainable for only 5 percent of game players to support a $50 billion industry. However, there is a better question: what new opportunities exist to provide the 95 percent who aren’t spending any money something they find valuable? And how do we make it easy for them to buy?
The power to reach more players is in merchandise. It is one of the fastest growing segments in gaming, already valued at $500 million. Looking at global trends for merchandise shows a global audience hungry for tangible items related to their favorite entertainment. The Licensing Industry Merchandisers Association estimated the global market for licensed merch based on entertainment/characters was $118 billion world-wide in 2016.
Physical purchases on mobile are also free of 30% revenue split that digital purchases incur. Nearly 100%of the revenue for physical merch sales go to you. Platform holders like Apple and Google don’t take their standard 30 percent cut. Nor does Shopify; our revenue is based on the monthly subscription fee to use the platform. While sellers have to pay for the cost to manufacture the merchandise, they’re also in total control of margins.
For developers, after working hard to develop a great experience for fans, new revenue from merchandise can help them continue doing what they love. For fans, merchandise provides a way for players to evangelize their favorite games, and in turn, drive more people to your game. And the most exciting part is that giving fans a way to celebrate their favorite games in real life is an easy process for developers.
The idea of making merchandise and selling it through a game may sound daunting to some, but it’s not. Shopify’s approach to physical in-app purchases completely democratizes game merchandise. It is created on demand and drop-shipped from the point of manufacture to your players.
This drop-shipping process removes traditional barriers to merchandising. Gone is the huge up-front investment to buy and store inventory. The creation of each merch item is tied to a purchase and is fully automated. With items going direct from manufacturer to consumer there is no tedious shipping processes and endless hours spent managing orders. Game developers go from start to scale very quickly, all while investing their time where it should go: creating games.
Through powerful apps that embed into the Shopify interface, companies like Printful allow anyone to start creating a line of drop-shipped merch in minutes. A rich variety of products can be created for an on-demand merch line and can later be augmented with items requiring the traditional design and manufacture process like plushies or collectable figures. Even with traditional inventory, warehousing and fulfillment services in the Shopify eco-system can remove the order management and shipping process from your workload, often in the same locations as on-demand merch.
The most important part of the merchandising process is making it easy and natural for game players to buy. This new form of direct, in-game revenue doesn’t require redesigning the gameplay or overall experience in service of this new monetization strategy. Whether it’s a collectible figure, apparel, or uniquely creative way to bring the game’s world to life there are organic opportunities to present these options to players with Shopify’s Buy SDKs. From the simple experience of providing a merch store off the title screen to rewarding exclusive merchandise for completing in game challenges, developers are in control of presenting purchasing opportunities that make sense for their fans and their game design.
The Shopify Buy SDK for Unity enables developers to power immersive commerce experiences inside their titles. The SDK is well-documented and lightweight. A simple integration can take less than an hour. It’s also totally customizable, ensuring the buy experience in every game feels like the game. Game developers have full control over the UI and where and when the purchasing opportunity appears.
The SDK also uses native checkout technologies to make checkout seamless. Shopify uses technologies such as Apple Pay and Android Pay to present a quick and trusted experience for purchasers without leaving the game. That makes it easy for gamers to say yes to making that purchase. This combination of on-demand merch and the Shopify Buy SDK for Unity means there’s a low barrier to entry and an ability to scale with ease.
The Shopify Buy SDK for Unity contains three layers of content, allowing game developers to start integrating products on their stores at the technical level that makes sense for them.

The core of the SDK makes it easy to access Shopify’s Storefront API. Easy to use classes allow for operations such as querying the available products on a store, creating and managing a user’s cart and completing the checkout.
Built on top of this foundation is the UI Toolkit. This toolkit provides patterns to guide and simplify implementation of common user flows. We provide patterns for two specific user flows. The first, is a single-product experience that presents a single purchase option and express, cart-free checkout. The second is a multi-product experience that mirrors a tradition online store handling multiple products and variants, such as shirt sizes, as well as a shopping cart for the user.
The single and multi-product storefront patterns included in the UI toolkit for the Shopify Buy SDK aren’t mutually exclusive. A title can have a number of single-product presentations, say for different achievements or milestones, as well as a main multi-product storefront.
Finally, the SDK includes an end-to-end example implementation. The example includes everything from the fetching of products from a live Shopify store to handling final payment and everything in-between.
For some developers, dropping in the reference implementation and theming the UI to better fit their game will be a quick route to adding in-game merchandise. For games that want to present a customized visual design for their store, but follow traditional purchasing flows, the classes of the UI toolkit will be ideal. And finally, for developers that want to be involved at the lowest level, the SDK allows easy and direct access to our storefront API.
All three levels of content are contained in our single Unity asset bundle and source code is available for all of it.
Shopify started with the mobile gaming market, taking advantage of its huge size and simple ecosystem. However, Shopify Gaming’s goal is to make every game easily shoppable.
Shopify has additional Buy SDKs for those not using Unity. Already available are platform level Buy SDKs for iOS (Swift), Android (Java), and the Web (Javascript). All contain native checkout experiences. Coming soon is a C++ SDK aimed at game makers using Unreal or writing their own engines.
One success story is that of Eli Cymet, the lead producer behind Alto’s Adventure. Shopify had the wonderful experience of working with Eli and the Snowman team to add a store into Alto’s Adventure.
For Eli and his team, it was extremely important for the buy experience to be an extension of the game and its world. It needed to feel incredibly organic and non-invasive for the player. And it worked. Shopify helped Alto’s Adventure crack the code on that 95 percent of players, tackling the free-to-play challenges that many mobile developers face.
Just two months after the in-game store launched, Alto’s Adventure doubled its merch revenue from the previous year. More than 60 percent of net new sales came through the game, and the average cart size was $38. These are amazing results when you consider that Alto’s Adventure is a three-year-old game, selling for around $5.
Shopify exists to help creators and makers start with everything they need to launch their brand. Then, we help them scale and grow that business. We want to make it easy for anyone to turn any platform into a digital storefront. We want to make it easy for anyone to be an entrepreneur.
If the history of commerce has taught us anything, it’s that the closer the point of purchase is to the point of engagement, the more likely people are to buy. Physical products let players bring a piece of their favorite game back with them into the real world. Those products act as a bridge, a badge of honor, and a fond reminder of hours of playtime.
Games engage our attention like nothing else, so shortening the path to purchase is critical. At Shopify, we’re really excited about the possibilities that this will unlock for every game developer and every game. If you’re interested in learning more about selling in-game merch, check out more here.