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Despite increased downloads, Gameloft sees drop in daily and monthly average users

According to a report detailing the company’s fiscal year ended December 2017, Vivendi posted revenues of $15.6 billion for the year, up 15 per cent year over year. Additionally, profits grew by 73.9 per cent year over year to $1.6 billion.

Gameloft saw a 12 percent growth in revenues from advertising activities and sales via app stores, with more than 2.5 million downloads per day across all platforms in 2017. 

65 percent of Gameloft’s revenues were generated by internally developed franchises from titles like Disney Magic Kingdoms and Asphalt 8: Airborne. 

The developer maintained an average of 2.5 million downloads per day throughout 2017, but its monthly active users dropped to 128 million while its daily active users fell to 15 million.

However, Gameloft disclaims that its reported results for 2016 only account for the latter half of the year, due to it being “consolidated”.

It’s worth noting that the report did not mention the closure of its New Orleans studio or layoffs at Madrid.

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Alt.Ctrl.GDC Showcase: Striker Air Hockey

The 2018 Game Developer’s Conference will feature an exhibition called Alt.Ctrl.GDC dedicated to games that use alternative control schemes and interactions. Gamasutra will be talking to the developers of each of the games that have been selected for the showcase. You can find all of the interviews here.

Striker Air Hockey makes use of a table sized-touch screen to do things no other air hockey game could do, creating unique effects and changing up how the game works on the fly. 

Gamasutra spoke with Gabe Miller of Guerrilla Nouveau, developers of Striker Air Hockey, to learn about how they created a touch screen that large, what difficulties they ran into while doing it, and what they hope to do to change how air hockey is played using its connection with this tech.

What’s your name, and what was your role on this project?

Gabe Miller, Interactions Designer (speaking on behalf of Guerrilla Nouveau).

How do you describe your innovative controller to someone who’s completely unfamiliar with it?

It’s not just a single controller, but a technique that can be used to turn any surface into a cheap, large-scale touch grid.

What’s your background in making games?

Like the rest of our team, I’m a student at DigiPen Institute of Technology, and I’ve been developing games as a programmer and designer for the past 3 years.

What development tools did you use to build Striker Air Hockey?

Our most important tools are Arduino and Unity. Arduino provided us with a quick, user-friendly interface to develop our hardware, and Arduino’s Unity integration allowed us to interface with the hardware in a way that was easier to understand as game developers.

What physical materials did you use to make it?

Copper tape is the most important element, as it’s what we use to detect touch. Our touch table is built out of wood, but you could use any wall or other rigid surface to make a controller similar to this.

How much time have you spent working on the game?

We got our initial prototype for the gameplay running in under a week. Since then, we’ve spent the last two months polishing the gameplay and adding new and engaging features. Developing the hardware has taken up the bulk of our development time, as this controller evolved from other hardware projects that were in development since this time last year.

How did you come up with the concept?

Our previous projects had fixed button locations which were very limited in terms of input. We saw users trying to perform many familiar touch screen gestures, such as swipes, which our hardware could not support. We came up with the touch grid to increase the flexibility of the hardware and to support common gestures.

What challenges did you face in creating tech that would let you (affordably) turn any surface into a touch screen?

Because none of us come from an electrical engineering background, we had to rediscover things which may have been familiar to experienced engineers. At one point, we thought we had everything figured out when it came to making a touch grid. However, our prototypes were at a smaller scale than our final board was intended to be. When we started building larger prototypes, we found that our current techniques wouldn’t work on the full-scale board. Finding a fix to this issue set us two weeks behind on development.

Another fun side effect of not being electrical engineers is that most of us had no idea how to solder. Our sound designer ended up being the one spending the most hours connecting and wiring all of our components together.

How did you want to make use of your innovative touch interface to add some new elements to air hockey?

Unlike a physical game of air hockey, Striker Air Hockey is not limited by physical constraints, We can quickly change the state and physics of the board and the pucks. We’ve also been developing new game modes that have never been done in air hockey before.

How will Striker Air Hockey continue to evolve in the future? Your touch interface tech?

In addition to adding new types of gameplay, we’d also like to add some visual flair to our game that wouldn’t be practical on physical air hockey tables. We are currently developing a colorful display mode where the puck leaves a multicolored trail of paint behind it and a sports-style replay cam that shows dynamic angles of the puck when a goal is scored.

For our hardware, we’d like it to be a platform for other interesting games. We’re already working on some very experimental prototypes on this hardware. Furthermore, we are writing a straightforward tutorial on how to build a touch table similarly to ours, and we plan on developing an API for our touch grid to be more accessible. Hopefully in the future our touch table design can become a resource for other developers looking to build large-scale touch screen games on a budget.

How do you think standard interfaces and controllers will change over the next five or ten years?

I think that we’re going to see VR dramatically increase in popularity and possibly become an industry standard within the next five years, but I don’t think we’re going to see traditional controllers go away as one of the main forms of input even in the next ten years. I believe we’re going to see touch screen inputs persist, at least in the mobile market, but with touch screens becoming more common on laptop computers, we may see another surge with touch screen technology in the core gaming market as well. I think AR will be the most interesting technology to watch. It shows the most promise for truly unique gameplay experiences that we’ve never seen before. However, arguably the biggest hurdle for AR is the requirement to exist in real world spaces, making it potentially the least accessible of these technologies.

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Get a job: Join Backflip Studios as an UI Artist

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

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

Location: Boulder, Colorado

As a core member of our game development team, you will work directly with talented employees across the company to create an intuitive and visually stunning user interface experience for the player.  You’ll be working on existing game features and new projects, designing a player experience that takes our games to the next level.

 What you’ll be doing

  • From initial concept through execution, you’ll collaborate with other disciplines to understand and translate game initiatives and style into new and exciting UI concepts, pitching your ideas to see your vision come to life
  • You’ll create a seamless gameplay experience for existing and new players using buttons, icons, widgets and other UI elements that represent the brand and the games established artistry.
  • Using your UI knowledge and passion for games, you’ll improve gameplay designs and user interactions by creating or improving wireframes, style guides and user flows

 About you

  • 3 years prior professional experience as a UI artist developing games for mobile, PC or console
  • 1 year experience creating user interface in Unity
  • Professional experience creating prototypes
  • Experience using Jira or other project planning tool
  • Proficiency in user flow, graphic user interface and layout
  • Excellent conceptual and graphic design skills with a focus on clarity and usability and a proven track record of artistic adaptability
  • Current knowledge of UI design trends and best practices

Please include a link to your digital portfolio.  A winning portfolio would show UI work with great design, color and font choices. Sections of your portfolio should contain content that showcases hand rendered technique in lighthearted and lively styles. Include pieces that give insight into how you approach your work and generate your ideas! Sketches, storyboards, stages of progression and full implementations for features, stores or inventory systems would be awesome to see.

Interested? Apply now.

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

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

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

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Don’t Miss: A postmortem for the cult classic, Deadly Premonition

Deadly Premonition was released five years ago this month. This cult classic is an open world survival horror game interlaced with generous helpings of tongue-in-cheek humor and utter lunacy. Several members of the development team at Access Games contributed to this postmortem, which ran in the August 2010 issue of Game Developer Magazine. We are please to reprint it for the first time ever online.

Thanks to all of the developers who contributed: lead level artist Wataru Nishide, lead programmer Hideki Kataoka, programmer Yutaka Ohkawa, art director Hitoshi Okamoto, planner and audio manager Keiji Teranishi,  and, of course, the game’s writer and director, Hidetaka “SWERY” Suehiro.

****

This project began in the early fall of 2004. Looking back, it was more than five and a half years ago. After we released Spy Fiction in late 2003, Access Games wasn’t lucky enough to have the opportunity to work on another original title, and we wasted nearly a year deciding what our next game would be. 

Of course, it’s possible we only received the chance to make such an uncommon game because we had so long to charge our batteries. The creativity that built up over so many months was about to explode, looking for an outlet to express itself. Our energy found an explosive release in the form of Marvelous Entertainment, and crystallized into what became Deadly Premonition

The process was logical, and you might say that we set out to follow a standard development course. But that course turned out to be more precipitous than we could have imagined, and it was, quite literally, a bloody few years. Numerous obstacles stood in our way: unclear nextgen console specs, the decision to go multi-platform, and the threat of project cancellation. It was all we could do to stand up to the hardships and remain steadfast in our implicit faith that the game would eventually be completed. 

In the end, I learned that true effort is always rewarded. After pushing this project through, we found a gratifying reception waiting for us in a distant, foreign land.

>> What Went Right

1] CHARACTER BUILDING AND BACKSTORY (ESPECIALLY YORK AND ZACH) SWERY (director) & Hitoshi Okamoto (art director)

We believe our greatest success in Deadly Premonition was the establishment of our main character. Many different types of protagonists have been created – and loved – in the history of videogames, so our primary mission was to devise a type of hero that had never existed before. Deadly Premonition is essentially a mystery, and although quality peripheral characters are crucial in good mysteries, the main haracter is especially important. I believe players pick up on the fact that while York may appear very handsome, he’s a true eccentric inside. York speaks his mind with no regard for the feelings of those around him while constantly muttering to himself … In other circumstances, it would be no surprise if players grew to dislike him, wondering “Who the hell is Zach?” [York has a second personality, named Zach, living within his mind. There is a strong argument to be made for Zach being “the player.” – ed.]

Yet everyone who plays the game seems to love him. Why? Perhaps it’s because players recognize that he’s extremely charming and reliable – a friend worthy of admiration. Of course, we don’t think we gained that recognition for free. There’s an important device at work: the invention of the “Zach as Player” relationship. Agent York pursues his murder investigation in Greenvale, the player munches popcorn in his living room, and Zach is the bridge between them.

You might say that the character we were aiming for is established the moment York and the player become true friends, joined through the conduit of Zach. Agent York is a character who only springs into existence with the assistance of the person playing the game … and that turned out to be exactly the new type of hero we were after.

We knew going in that a character created with the exclusion of the player just wouldn’t work. Please show York the same love you’ve given countless other video game characters before him. That’s all we – and he- can ask.

2] STORY AND WORLDBUILDING (BOTH INITIALLY TOO EXTREME) – SWERY
We spent as much time polishing our storyline and worldview as we did our protagonist. During early development, our setting was much more urban and cynical than the final product. The presentation was also more violent, and decidedly more extreme; I think the one-year gap between original projects may have turned our thoughts toward violence. Our final world came together only after several iterations, and the overcoming of multiple near-cancellations. For the story, I kept as much sense of reality as possible while embellishing it with a somewhat dreamlike milieu. As a result, I believe the sections depicted as eality have a dreamlike feeling, and likewise, the actual dreams are given a sense of realism- we were able to smear the boundary line. There are very few video games so particular about depicting such things, and I think Deadly Premonition may have become a unique example among them.

“One might expect some talk about fabulous play control or revolutionary graphics. I can’t say either of those were particular successes in Deadly Premonition”

A realistic setting was also completely necessary for bringing this story to life. To build it, I posited three “reals:” “real time,” “real scale,” and “real life.” Implementing these with our limited budget and resources proved to be extremely difficult, but despite a great deal of resistance (even from within the team!), I felt these three concepts were essential.

First, to reproduce our five-square-mile town, we visited America for data collection, using measures to determine the width of roads, billboards, and railroad crossings. Second, to depict 24-hour time spans, we calculated weather patterns and the angle of the sun by giving our fictional town a real-world latitude. Finally, we wrote extremely detailed profiles for the townspeople (blood types, birthdays, favorite foods, favorite music, people they disliked, what age they were when they had their first kiss, etc.). While not necessary for the game proper, these were used to create individual 24-hour activity patterns for each character.

For example, when the punctual character Thomas rises in the morning, he goes to the toilet, washes his face, and brushes his teeth. If you have a moment while playing, try spying on his apartment- you’ll actually see Thomas performing these actions. Despite not appearing anywhere in the game, we even set the hourly wage for the A&G Diner (about $3.50 per hour, and $25-$30 per day, depending on tips). And, of course, every street in Greenvale has its own name. For a project as rash as this-replicating an entire rural American town from inside Japan- details like these were very important.

These factors layer and combine to form the town of Greenvale, and imbue Deadly Premonition with a sense of reality. This approach is particular to our team, and I wouldn’t necessarily recommend it to other developers … but should you get the chance, why not give it a try?

3] DISTINCTIVE MUSIC – Keiji Teranishi (planner)
Music was another focus in Deadly Premonition, and I feel our success in this area was worth the effort. The soundtrack served to further bolster our unique story and world; it may even strike a mood never before heard in games. Our unusual score owes a great deal to our success in helping the composers appreciate the unique aesthetic behind the game. We showed them countless design documents, played music we thought would fit, and sometimes even hummed song ideas – efforts that resulted in the musicians’ understanding of the work.

Doing our utmost to convey the game’s aesthetic caused the town of Greenvale to take shape in the minds of our sound team. By the time its citizens began living their daily lives inside our composers’ heads, the melodies of Greenvale were created almost automatically … or so it seemed to me! As proof, I submit “Life Is Beautiful,” a memorable whistling tune that conjures up the feel of a peaceful country stroll, and “York And Zach,” a song that plays during monologues representing the mysterious image of our hero. Both initial demos were given the okay almost immediately, and both were easily worked into the game. I can think of no other songs that match the worldview of Deadly Premonition so perfectly.

Several other tracks, however, were created only through much trial and error. Particularly difficult were “Red Tree,” a theme representing madness heard in the Red Room at the outset of the game, and “Miss Stiletto Heels,” Carol’s song, which might be considered Deadly Premonition’s second theme. We were extremely specific about our orders for these tracks – not only for the arrangements, sound levels, and effects, but also aspects as minute as the timing of hi-hats within single bars! The lunatic improvisational section in “Red Tree” also went through numerous takes with different instruments and arrangements before being judged complete.

In the end, I believe Deadly Premonition’s music succeeded in adding depth to our unique world and characters. If I were a greedy man, I might say that having a few more tracks would have made it even better!


 

4] CASTING AND VOICEOVER – Keiji Teranishi
I feel that the voice work in Deadly Premonition was even more successful than the music. We spent two weeks recording at WebTone Studios, which was in San Jose at the time (the studio has since relocated to Los Angeles). Over 6,000 total lines needed to be recorded, including pre-loaded and streaming samples. That meant we had to get approximately 500 lines in the can every day. Two weeks may seem like a long time, but Access Games is located in Japan, so it was absolutely imperative we lock down everything required in the time allotted. The pressure was extraordinary.
We spent those two weeks completely sequestered in the studio … but like Agent York himself, we were also becoming familiar with a new town as we shuttled back and forth from our hotel. These experiences proved invaluable after returning to Japan, so one might say the San Jose trip allowed us to kill two birds with one stone.

Before recording began, we showed our actors images of the characters to help create their roles. Although we recorded only after explaining in detail other aspects like the general tone, personalities, and family relationships (Greenvale is full of eccentrics with more than a few quirks), directing the performances turned out to be quite a task. When he had difficulty getting his point across, SWERY occasionally gave direct instructions by getting in the booth and performing lines himself.

Among all our fine voices, one actor performed his role exactly as we imagined … and perhaps even better: Mr. Jeff Kramer as York. Jeff brought even greater depth and style to the lead role than Access Games had envisioned, for which we are deeply grateful. Despite having only five days to record some 3,000 lines (he was the lead, after all!), Jeff presented us with a truly brilliant performance.

Of course, each of the actors portraying Greenvale’s vibrant characters – George, Emily, Thomas and the rest – turned in wonderful performances. If the fans who play Deadly Premonition get a sense that our characters might be real people living their lives somewhere, then our casting was indeed a success.

5] OUR LOVE AND PASSION FOR DEADLY PREMONITION – SWERY
In trying to compile “Five Rights,” one might expect some talk about fabulous play control or revolutionary graphics. I can’t say either of those were particular successes in Deadly Premonition, so I don’t think such topics would be appropriate for our fifth “Right.”

After much internal debate, I came to the conclusion that Deadly Premonition’s greatest “Right” is the fact that we poured our love into the game. That really says it all, so I’m going to use this space to touch on a few aspects we were particularly obsessive about. I hope this text gives you some idea of how much we cared about our game, and indeed how wasteful some of our efforts may have seemed.

  • Side Missions. I was insistent that the content of our side missions always draw upon aspects of the NPCs’ personalities, thus adding further depth to the world of the game. We built the missions so that players who pursued them might learn more about the personalities and lives of our characters – aspects not revealed in the main story.
  • Observation And York’s Monologues. Examining certain items in Deadly Premonition (products in stores, posters on walls, objects inside NPCs’ houses) will reveal messages unrelated to the main story, written from the perspective of York speaking to Zach. We created these messages with an emphasis on the question, “If York were actually investigating this object, what sort of impressions would his peculiar sensibility elicit?” For players who want to get the most out of the game, these insights serve to engender further sympathy with York.
  • Coffee Fortunes. Coffee is a major factor in the main story, but we also included a feature that allows players to view York’s “coffee fortunes” whenever they wished. Like a line in the main story says (“my coffee warned me about it”), we added these interactive “warnings” to bring an extra bit of depth to the concept.
  • Turn Signals And In-Car Navigation. Although they have no bearing on the game itself, turn signals can be activated on every car. And have you noticed that the car navigation systems are actually functional, and synced to the HUD’s automap? Features like these may seem extraneous, but I truly believe they accentuate the game’s sense of reality.
  • Conversation While Driving. Deadly Premonition’s game area is five miles square, so a lot of time is spent traveling in cars. What happens on long drives with someone in the passenger seat? Conversation-though not many games have done it. Incorporating the chat feature brought extra realism to these sections of the game. Zach’s presence is also given a chance to shine, as he ceases to become a simple internal monologue and actually enables Agent York’s conversation with the player.
  • The Greenvale Map. If you look very closely at the full map of Greenvale displayed in the menu screen, you might notice that the town is shaped like Kaysen’s dog, Willie. Willie adds a small accent to the story by appearing with Kaysen, but he is in fact an extremely important character with an intense, unrevealed backstory. We didn’t have a chance to expand on Willie in the main plot, so we secretly concealed a hint in the form of the town map for those who are truly perceptive. 


>> What Went Wrong

1] MEMORY ALLOCATION AND PROCESSING SPEED – Wataru Nishide (lead level artist) & J’s Kataoka (lead programmer)
Deadly Premonition was our first stab at next-generation development, so we began the project astounded by the vast amount of RAM available- much more than any previous consumer hardware had offered.Astonishment gave rise to overconfidence, and eventually to the worst-case scenario: our data management became sloppy.

Attempting to work on memory allocation in such a state was very dangerous, but we went into production unaware of the risk. The result was a constant struggle with remaining RAM. This was glaringly evident with the motion data in particular-it ended up occupying a truly massive chunk of memory, which led to system restructuring further down the line.

In addition, we set far too many objects in our outdoor scenes, and could not process them all effectively. Dealing with trees and shrubs was especially trying. With that said, cutting too many objects would have reduced the object density of our expansive outdoor map to unacceptable levels, so we had to keep both the optimization of code and the appearance of our world constantly in mind.

Similarly, we had entirely too many points of collision enabled, which became a primary factor in processor bottlenecking. This required scrupulous massaging of collision data right up to the end of the project. Lighting and shadows (which we will go into more detail about below) had a huge impact on our cycles as well. Our model forced us to do constant optimization throughout all our code, which led to a huge loss of working time.

Many other similar issues can be cited: our water ripple effect, refraction effects, and reflections in mirrors. We do think memory management on this project was an exceptionally useful learning experience, but from the perspective of development, it must be considered a failure. When considering the impact memory allocation has on a game, it goes without saying that this aspect was one of the least successful on the entire project.

2] LIGHTING AND SHADOW PROCESSING – Wataru Nishide & J’s Kataoka
Since this project allowed the use of pixel shaders, we experimented with various types of lighting- specifically, real-time processes like flat lighting, point lights, and spot lights. Unfortunately, we were a bit overzealous with our lighting calculations which resulted in severe processing bottlenecks.

Even worse, we based our data formats on the assumption that we would be implementing these different lighting techniques as is, so there were absolutely no lighting effects done with textures; this had a huge impact on later code revisions.

Point and spot lights take a heavy toll on graphics rendering, yet brightly lit interiors like the diner had been built with dozens of them. It wasn’t just a question of adjusting the positioningor number of lights; the situation escalated to the point that we had to modify our original resources.

Dealing with shadows brought similar hardships. The process of implementing shadows for flat lighting outdoors, point lights indoors, and spot lights used at other specific locations soon became a mighty battle with CPU cycles. A spectacular amount of objects in the vast outdoor areas needed to cast shadows, and because there was little in the way of surface obstructions, the shadows had to appear exceedingly sharp and tight. However, generating such sharp shadows required an enormous amount of VRAM, which simultaneously caused our performance to drop significantly.

A great deal of labor was then expended on repetitive testing and adjustment of various shadowing techniques: perspective shadow maps, light space perspective shadow maps, and cascaded light space perspective shadow maps.

In the end, we were not only forced to compromise on the sharp shadows we wanted, but the s ituation degenerated to the point that we had to modify almost all our resources. Indoor shadows, too, would be processed redundantly several times if an object were lit by multiple light sources, which also led to serious speed drops.

In addition, we faced similar consequences with the self-shadowing on our characters. Selfshadowing can be highly noticeable onscreen, so we strove to render it attractively. Of course, the more high quality our self-shadows became, the more cycles and VRAM were consumed, so we had to work within a delicate balance using jitter textures and the like.

These aspects of game development are commonplace today, but at the time, they were tremendously difficult for us. We simply did not have the proper technical know-how yet.

3] USING THE PHYSICS ENGINE – Yutaka Ohkawa (programming support)
At the beginning of development, I was convinced that implementing a physics engine (NVIDIA’s PhysX) would allow us to build an exciting, never-before-seen world. It was indeed a great boon to the project, driving the behavior of vehicles, the interaction of objects, and even the fluttering of hair.

PhysX did allow us a glimpse into a new world. However, the use of a physics engine was not all positive. After incorporating too many realistic physics behaviors into the world of our game, we often found ourselves at their mercy. Game worlds require not-infrequent “cheating,” but physics behavior is brutally honest. In situations where we had to implement convenient cheats-bending the behavior of a character’s prop in a demo scene, or forcing vehicles to navigate properly, for example- physics behavior would conflict.

“I have no intention of criticizing a game I obsessed about deeply, and poured my soul into. Those were good things, in fact. However, managing team motivation so that such games can actually be realized is equally important.”

During development, physics behaviors would often be at odds with what we were expecting, so adjusting the parameters to make things look right was rough indeed. This was especially true for characters, whose physics behavior would change any time their motion data was altered. As a result, even parts of the game that had already been approved would immediately break after motion tweaking. The problems manifested in gameplay, of course, but also in demo scenes; the process of correcting them ended up depleting a tremendous amount of time.

The processing load for physics operations also proved to be much higher than expected, which was another large miscalculation on our part. Because we originally had everything that could possibly be displayed with a physics engine running through PhysX- hair, clothing, even fishing rods- we failed to produce an enjoyable gameplay environment. In our zeal to pursue individually moving objects, I might say we lost sight of the overall processing picture.

To maintain frame rate, it became necessary to optimize; we reduced PhysX actors and adjusted computational loads for each scene individually. However, this made an adversary out of the game’s key eature “freedom” as we had to consider an enormous number of variables when making the adjustments. This process was not quick, and when combined with the aforementioned physics behavior tweaks, it consumed even more of our time and energy.

Physics behavior can certainly bring dynamic expression to game worlds, but we learned that it isn’t necessary for everything. Determining exactly when to deploy it is of the utmost importance.

4] SOUND EFFECTS AND SURROUND SOUND – Keiji Teranishi
As I stated above, the music and voice acting in Deadly Premonition went very well, but I cannot say the same for our sound effects or 5.1 surround sound. With nextgeneration hardware, we knew sound specs would improve alongside the graphics. The increase in breadth of expression was attractive, but we were incapable of bringing out the full potential of the hardware at the time.

What was the source of this failure? Although there were quality issues with our original sound resources, the biggest problem lies with the fact that Access Games has no sound department. Because we entrust all audio aspects of our games to an outside partner, there is little technical knowledge of sound within the company, which made it tough for us to provide satisfactory quality control. Having turned a blind eye to the problem, we missed the opportunity to try and compensate for the lack of manpower assigned to these issues.

Of course, it goes without saying that many development teams lacking sound departments release games with high quality audio. We should have studied and discussed such games, asking ourselves how we might incorporate their quality sound into our product. Indeed, we should have been closely considering measures to amend our faults. Instead, we put everything into the voice and music, which effectively reduced the priority of the sound effects. This is something I deeply regret.

And why is that? All audio produced by a game is important-music,sound effects, and voice. Only when the three come together as one can we truly speak of a game’s “sound.”
Looking back, I think something could have been done about the schedule/manpower issue and other problems before they became too unwieldy. Avoiding the creation of problems is certainly an important factor in game development. But this project reminded me that when problems already exist- or loom on the horizon- the ability to work as a team and find the best solutions is even more essential.

5] SCHEDULE MANAGEMENT AND MOTIVATION – SWERY

I would say that the final and greatest “Wrong” on Deadly Premonition was schedule management. The ideal director is supposed to be able to handle both game quality and project progress, but that was a very difficult proposition for me at the time.

I regret forcing my development team to work longer and harder than was necessary. It may be true that the lack of technical expertise covered above contributed to schedule delays, but as the man surveying the entire scene, the greatest responsibility lies with me.

I have no intention of criticizing a game I obsessed about deeply, and poured my soul into. Those were good things, in fact. However, managing team motivation so that such games can actually be realized is equally important.

On this project, I worked myself to the bone, single-mindedly absorbed in production to the point of blindness, unable to see the people around me- which may be why Deadly Premonition has such a strong sense of “authorship.” In the future, however, I want to forge a game production path in which both schedule and motivation management are properly implemented.

I ALMOST FORGOT THE MOST BASIC OF FACTS!

» Somehow we overcame a prolonged production schedule, near-cancellation, and countless other hardships to get Deadly Premonition into gamers’ hands. Through the process of producing this game, I learned: never give up. It sounds so obvious, but the meaning is simple: even though you may believe in what you must do, nothing will come to fruition until you actually do it. Deadly Premonition may not have been a huge financial success, but what may be more important is that it was a work that allowed our staff to grow, strengthen their bonds, and better our relationships with all the companies involved. This is not the goal, but the starting line; now, we embark on our next stage in game development.

York: “Say, Zach. What do you suppose is waiting for us on the road ahead? No, don’t answer that … Hardships are part and parcel of life. They’re what lets us appreciate the good times. Isn’t that right, Zach?”

And that’s it. I love you all!

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Gameloft facing lawsuit from outsourcing firm over copyright infringement

The Vietnam-based outsourcing firm Glass Egg has filed a lawsuit against Gameloft, Gameloft USA, Gameloft Iberica, and parent company Vivendi in response to assets it alleges were illegitimately created by a Glass Egg employee for Gameloft’s Asphalt game series.

The suit was first filed last summer, but PocketGamer spotted a recent court document that indicates the legal battle is still raging on.

All in all, Glass Egg is seeking damages from Gameloft for copyright infringement, unfair competition, and misappropriation of trade secrets. 

The suit alleges that the outsourcing firms Gameloft hired to produce assets for its Asphalt series, Alive Interactive and Hung Thinh 3D, hired a Glass Egg employee to create those 3D assets without Glass Egg’s knowledge or permission. 

That employee is said to have used equipment, hardware, and trade-secrets belonging to Glass Egg in the creation of those assets. The company says that the models created were then passed back to the outsourcing firms and, from there, to Gameloft for use in at least three Asphalt titles. 

Following the initial complaint Gameloft USA had filed to have the case dismissed as but that request was ultimately denied.

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Daily Deal – Yonder: The Cloud Catcher Chronicles, 40% Off

Abandon Ship is Now Available on Steam Early Access and is 15% off!*

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*Offer ends February 28 at 10AM Pacific Time

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7 games with interesting hacking mechanics all devs should study

Games have immense capacity to make us feel cool or smart or highly capable — or all three at the same time. And few things can pull that off quite like a great hacking mechanic.

These days hacking is more topical than ever, and for anyone making a game that even flirts with the implications of the growing interconnectedness and networking capabilities of objects and devices all over the world — and the sometimes-questionable security protocols protecting them — it’s rife for potential as a video game mechanic.

With that in mind, we reached out to several developers for their help building a list of games with hacking mechanics that every dev should study. 

Watch Dogs 2 — an open-world hacker’s toolkit

Watch Dogs 2‘s satire-laden cautionary tale on the dangers of unchecked, unregulated technological progress has hacking woven into its very DNA. Whether it’s the InfoSec-rooted storyline or the hacktivist credentials of its lead character and his team, or the remote-controlled contraptions and Internet of Things trickery, this is a game that’s as much about the ethics of tech-powered vigilantism as about holding technology corporations accountable for their wanton breaches of customer privacy and the security flaws of their products.

It’s little wonder, then, that the player is armed with a plethora of fun hacking tools — in addition to all the usual open-world fare. The player can hack into security cameras around the city, remotely hijack cars (either one or many at a time), drain people’s bank accounts, redirect electrical currents to power gates and elevators, and much more. Watch Dogs 2 is a fine example in how to give players a large range of ways to interact with the world while simultaneously nudging them to favor a subset of available options. “Even though a wide selection of firearms and weapons is included,” notes Quadrilateral Cowboy and Thirty Flights of Loving developer Brendon Chung, “using them just kinda feels like… the wrong way to play the game?” 

Watch Dogs 2 never explicitly says it,” he continues, “but everything about the character personalities, dialogue, and tone of the game steers you away from weapons and toward the way-more-fun gadgets and hacking tools.”

TAKEAWAY: If the theme and story allows for it, arming players with a hacker’s toolkit of special skills and gadgets can be a delightful, refreshing, and possibility-laden way to escape the dominant modality of 3D action and open-world games.

Hacknet and UplinkHollywood-style hacking coolness

HackMud developer Sean Gubelman points to both Uplink and Hacknet for the strong theming of their core hacking mechanics. These are games that make the player a cyber hacker in the way popular culture imagines this to be. They’re about Hollywood-style hacking, designed to look and feel like elite code cracking and cybercrime without requiring much — if any — actual hacking knowledge.

There’s an interesting difference in how they do this: in Hacknet, the player spends much of their time typing Unix commands into a terminal interface to break through network security and explore and wreak havoc on the connected systems. Uplink, on the other hand, is more theatrical. It involves building elaborate routing sequences to hide your real IP address, then dialling in and using a password-cracking program to gain access to the target system — with everything depicted in the kinds of fancy, futuristic interfaces of WarGames or the hacking scenes in any number of late-90s movies.

TAKEAWAY: Good game mechanics are never solely about substance. You need the right mechanic in the right place in the right game, and when it comes to emulating highly-difficult real-world tasks like hacking you ideally want another layer: cool. The best hacking mechanics make players feel like they’re geniuses, even if just for a moment.

Else Heart.Break()hacking intertwined with everything

At first glance, Else Heart.Break() seems like a traditional point-and-click adventure game. In truth, however, it’s anything but traditional. Its sprawling city is full of places to go and things to do, and its lifeblood is a BASIC-derivative language that makes everything in the city work. If a player clicks on an object with the “hack” command, which is unlocked once the player gets access to a special key, they get to see the object’s code — and to change its properties or behaviors. The effectiveness of this hacking mechanic, says Deus Ex: Mankind Divided lead designer Richard Knight, rests on the decision to expose the language to the player — which lends it a “realistic feel” and lets the game become about “solving problems creatively through language expression.”

Introversion founder and creative director Chris Delay argues that the critical thing about Else Heart.break() that its hacking mechanic is all-pervasive in its world. “I couldn’t believe how far they’d gone with this concept,” he explains. “Every door, every item, even food and drink, every system in the game could be analysed and understood by reading its source code, then edited. I found myself wandering around the world just looking for objects to inspect. Eventually, when you find a second key and realise you can now actually hack THE KEY ITSELF, well, my mind was blown.”

TAKEAWAY: The best hacking mechanics are often deeply tied to the game’s world — they upend rules and logic, reshaping them at least in part to the player’s whims.

TIS-100 and Shenzhen I/Ohacking as a programming challenge

Zachtronics’ pair of programming games favor the older meaning of computer hacking, from a time when before the term gained its nefarious connotations. They are games about programming for the purposes of mastering a system, solving problems, and experimenting. Knight praises them for the same reasons he recommends Else Heart.Break() — they’re about building things (Shenzhen especially) and solving problems in creative ways, using code and simulated circuits.

In TIS-100, this means reading a detailed technical reference manual for an imaginary 1980s computer and then manipulating pre-written Assembly code to repair corrupted segments (and then optionally refining this code to minimize its size and required clock cycles, like any self-respecting 1980s hacker). Shenzhen I/O, meanwhile, is more like roleplaying a hardware hacker who’s stuck having to make stuff for money when really they’re only in it for the challenge of making a radio-controlled LED vape pen or a drinking game scorekeeper that tracks and visualizes past performance. These are games that don’t simply have a hacking mechanic; they are simplifications of real-world hacking, as engineers see it — where the entire goal is to solve technical puzzles, for the puzzle, and then to solve them better.

TAKEAWAY: Hacking mechanics, much like real hacking, can be a means to an end or they can be both the means and the end — which is to say that the hacking can be about hacking and not about opening a door or distracting a guard or stealing money or whatever.

HackMudan exercise in trust

The whole point of HackMud is to behave like a hacker. That means whiling away the hours tethered to the command-line prompt, writing and editing your own scripts and programs and running other people’s code when you don’t know how or can’t be bothered doing something the hard way. Everything except for a few key system commands is player-authored, so there’s always a lingering question as to whether it’s worth the effort writing a new script or program or worth the risk of using an existing one. 

Delay says that he had “a brief obsession” with the game. He praises its treatment of the issue of trust in hacking. “You are constantly trying to ascertain how trustworthy a player or script is, and if they are actually going to steal all your cash (which happens often),” he explains. “There are command line tools to determine how trustworthy a script is, but many of them are written by players as well. The game forces you into a world of hackers and has you fend for yourself. One typo and you can lose everything, especially as most of the ‘safe’ system commands have nasty malware versions that share the same filename except with a single typo, which your client will happily run if you type the name wrongly.”

TAKEAWAY: In the real world, hackers often rely as much on trust and cooperation as on skill and collaboration — so why not make hacking mechanics in games work the same way?

Quadrilateral Cowboy and Gunpoint hacking as a system

Quadrilateral Cowboy ties its hacking systems into a computer-in-a-briefcase that can be used to control the environment — to switch off lights and open doors or operate lasers and rifles and more for player-specified spans of time (“door4.open(2)”, for instance, will open door 4 for 2 seconds). Gubelman says that it does a great job of connecting the world and the typed hacking commands together through puzzles.

It’s a heist game in which the 3D environment is the puzzle(s) and this simple (but versatile!) hacking mechanic becomes almost like a toolbox. And it’s the detail afforded by this combination — the objects in the environment, each placed for narrative or gameplay purposes (or both), but also the precisely-timed sequences of commands and multi-character actions — that makes the game compelling.

Gubelman also points to Gunpoint as a fine example of hacking mechanics that connect a game’s world and its puzzles — thanks to a nifty gizmo that allows the player to manipulate the wiring of each level to activate elevators, overload light switches and power pockets, re-wire motion detectors, and so on. As in Quadrilateral Cowboy, these actions don’t merely forge a path; they also affect the behavior of other characters and objects. The hacking here is not a parlor trick or an isolated puzzle, but rather a core system that can be played with for sometimes-unexpected environmental consequences.

TAKEAWAY: Even in games with free character movement around an environment, hacking mechanics are more compelling if they work in concert with other systems to produce emergent situations.

Bioshock — hacking abstracted from reality

Knight points out that hacking mechanics need not be in any way realistic. “If it’s something far-flung or fantastical,” he explains, “a mini-game makes sense as a way to abstract it entirely.” In something like the Deus Ex games, for instance, the Internet as we know it has been transformed into something more akin to the worlds of Neal Stephenson’s Snow Crash and William Gibson’s Neuromancer. Its conception of technology and networking is already abstract, so the “hacking” can be almost anything.

“You could turn it into a turn-based RPG and it would still make sense that you’re not port sniffing or running buffer overflows or whatever,” says Knight. “Bioshock essentially does the same thing with their clone of Pipe Dream. In both cases, the player is not a hacker. They can hack, but it’s a skill to learn for a hero that is usually a clean-slate. A mini-game to master hacking becomes a skill to optimize just as combat and exploration do.”

TAKEAWAY: The further a game is from a current day real-world setting, the more freedom you have to make your hacking mechanics unlike real hacking — and you might even be better off making it something completely abstracted away from real hacking.

Press X to hack

Knight also points out that sometimes when hacking is thematically appropriate it need not necessarily be implemented in a game mechanic. “If you’re doing something heroic, or rather too easily within the skill of the player, it makes sense not to apply gameplay to hacking at all,” he explains. 

In Hitman (2016), for instance, the player controls an elite and highly-trained assassin, which Knight suggests makes it perfectly logical that a player to press X to hack a computer or fly a helicopter — he’s an expert for whom such acts would be trivial and straightforward. And that then leaves the designers more time to focus on the parts where he is actually at risk — the core part of his job: maintaining cover and assassinating his targets.

Whether it’s a plot contrivance, as in this Hitman example, or a core mechanic like in most of the games listed here, or anywhere in between, hacking mechanics executed well can offer both a refreshingly non-violent way to get things done and an intellectual challenge that leaves successful players feeling like geniuses. But take care if/when using them, especially if it’s not as a core mechanic, as the line between too complex and too simple may be aggravatingly small.

Thanks to Richard Knight, Sean Gubelman, Chris Delay, and Brendon Chung for their help putting this list together

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Video: How animators approached super jumping in Saints Row IV

What do you do when your animation direction conflicts directly with a key feature being added within your game? How do you approach gathering reference material when the animations requested aren’t even humanly possible? 

In this 2014 GDC session, Volition’s Zach Lowery discusses how the Saints Row IV animation team took a different approach to gathering reference material for superhero-styled jumps when traditional methods didn’t not work.

Lowrery explains how the team applied their “comfortable and confident” animation direction to a world filled with superpowers, without making a super hero game.

Animators may appreciate that they can now watch the talk completely free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Bayonetta blasts onto the Nintendo Switch system with two stylish games

Bayonetta blasts onto the Nintendo Switch system with two stylish games

Time to check your style and hone your reflexes. Both the original Bayonetta™ and the Bayonetta 2™ games are now available for the Nintendo Switch™ system. The deadly witch is back and ready to dispatch her enemies in creatively devastating ways.

Bayonetta
See how the saga started! Bayonetta has lost her memory after being asleep at the bottom of a lake for 500 years. The Umbran Witch must now summon Infernal Demons, dodge enemy attacks to slow down time, and defend against the armies of Paradiso as she uncovers the truth of her long-lost past. Deftly change weapons to take out your foes in the most stylish way possible!

Bayonetta 2
Bayonetta sets on a quest to save her friend’s soul, and it will take all the pistols, whips, hammers, flamethrowers, and poison bows at her disposal to do it. This sequel takes the original game’s stylized action and massive scale and amplifies them to ridiculous levels. You’ll also be able to team up with other Umbra Witches in a two-player cooperative mode that can be played via local wireless* or online.**

Purchasing Info:
There are a few ways to purchase both games for one low price. Buying the retail version of the Bayonetta 2 game will also grant you a download code for the original Bayonetta game. Or, if you decide to buy digitally, buying the digital version of one game will automatically grant you a discount on the other game.

Please visit the official site (http://bayonetta2.nintendo.com ) for more details!

*Additional games and systems required for multiplayer mode. Sold separately

** Nintendo Account required. Online services and features, including online gameplay, are free until the paid Nintendo Switch Online Service launches in September 2018.

Game Rated:

Blood and Gore
Intense Violence
Partial Nudity
Strong Language
Suggestive Themes

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Eugen Systems devs on strike after claiming violation of rights

A group of developers from Eugen Systems are on strike after citing labor law violations. Known for the Wargame franchise, the French studio has confirmed that 21 out of its 44 employees walked out yesterday in protest over management. 

In an open letter published to Le Syndicat des Travailleurs et Travailleuses du Jeu Vidéo (Union of Video Game Workers), the post alleges how Eugen neglected to compensate developers for overtime, refused to acknowledge contracts with some of its employees, and has ignored minimum wage laws. 

“It has now been nearly fifteen months since we have been discussing with management serious violations of our rights,” the letter explains. “In front of the wall that was opposed to us during the first six months of negotiations, we were forced to call on a lawyer to remind the law of our employer.” 

Eugen Systems came out with a statement acknowledging an issue with its recent payslips going out late, but attributed them to a delay in complications caused by legislative reforms.

The strike comes a day after Eugen Systems released Back to Hell, an expansion of Steel Divison: Normandy 44.