Posted on Leave a comment

Video: How DOOM sells character design through full body animation

The enemies of DOOM are highly stylized, and “selling” a character’s design is usually tied to the quality of animations. To achieve the desired feel, the combat AI in DOOM relies a lot on straightforward full body animations.

In this GDC 2017 talk, id Software’s Jake Campbell explains a few of the techniques used to make the unique animations of DOOM in a modern game environment.

Campbell discusses how the dependency on full body animations meant that the AI animation controls needed to be more flexible and robust. He also explains the techniques that were used to make this approach feasible. 

Developers 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.

Posted on Leave a comment

Sonic 3D Blast dev releases director’s cut after 25 years

– Traveller’s Tales founder Jon Burton on the decision to create a director’s cut of Sonic 3D Blast 

In an interview published by Eurogamer today, Traveller’s Tales founder Jon Burton explains why he chose to create a director’s cut of the game Sonic 3D Blast after 25 years. 

Traveller’s Tales was known for working with Sony on creating licensed Disney games in the late ’90s, starting with the release of Toy Story to coincide with the launch of its parent film. During the early days of the studio, Burton worked as its sole programmer. 

After the success of launching Toy Story alongside the movie, Traveller’s Tales found its niche. “We had found our business model, and people started to emulate it,” says Burton. “For the next 10 years, we were on seven-month deadlines.”

Sega eventually approached Traveller’s Tales to make a Sonic game, which would eventually become Sonic 3D Blast. “That got our attention,” Burton recalls. “It might be hard to believe now, but Sonic was the biggest thing in the world back then.”

When the studio began to to expand, Burton stepped into more of a creative director role. But he’s since taken a step back from the games industry and has looked over his portfolio with a new perspective. He admits that while he stands by every game Traveller’s Tale has made, there was always room for improvement.

Thus came the idea to tweak Sonic 3D Blast. After some time, Burton realized he could just make a “ROM hack” for the game and call it a free director’s cut patch for those who owned the original cartridge. After retrieving some old assets and asking the community what they wanted to see, he got to work. 

Burton recognizes that this effort was achievable because as the founder of the studio that made Sonic 3D Blast, he owns the code he’s been refining. This sort of project would usually not be viable without the studio’s blessing.

“As game developers get older, these issues are going to come up more and more,” Burton explains. “I don’t think there’s anything in my past that anybody is gonna really clamour to see. But I think a lot of developers do, and if they’ve left those companies, can they legally do it? I think there’s a negotiation that has to take place there.”

Now that the director’s cut has finally been released to Steam Workshop (available as a downloadable patch file for players who own the original cartridge) Burton plans to return to YouTube, where he started a channel mostly for his own amusement uploading prototypes and coding practices he developed years ago. 

“They get hundreds of thousands of views. Me, waffling on about old technology in a bad British accent. It’s a selfish endeavor. But if people enjoy it, that’s all the better.”

Be sure to read the entire interview over at Eurogamer. 

Posted on Leave a comment

Q& A: Translating the humor & tone of Yakuza games for the West

Each of Sega’s Yakuza games contains multitudes.

For example, Yakuza 0 (the series prequel released outside of Japan early last year) sets itself up as a playable crime serial set in ’80s Japan. 

But it can also be a cabaret management game, a blind date sim, a 3D beat-’em-up, an emulator of old Sega arcade classics, a rhythm game, a light-hearted RPG about solving stranger’s problems, a real estate management game, and a surprisingly good place to learn the basics of tabletop games like shogi and mahjong.

From a developer’s perspective, the scope of such a project seems daunting. From a player’s perspective, it can be overwhelming — my partner and I recently completed Yakuza 0, and saw that our 87 hours of combined play merited a “completion” score of roughly 33 percent.

The hook that holds together all these disparate game design elements, that pulled us and scores of Western players like us through the game, is the writing. For all its focus on cold-hearted criminals and petty evil, Yakuza 0 is a remarkably funny game; it affords players the freedom to quickly jump from incredibly serious, macabre scenes (a criminal is tortured in a warehouse) to  (teach a shy punk band to act like Cool Rude Dudes in public).

That writing is translated and localized for the West by Atlus, starting with Yakuza 0 and continuing on through Yakuza Kiwami (a remake of the original 2005 game) and Yakuza 6. The localization of all three games has been overseen by Scott Strichart, who recently sat down to chat about the ins and outs of adapting these games’ humor and gravity for Western players.

It was an interesting conversation that went beyond the localization process (Atlus uses a translator/editor tag-team approach, rather than relying on translators alone) to touch on how, exactly, you translate humor, and how players in different regions can view a game or its characters completely differently. What follows is a version of that conversation we’ve edited for clarity.

The Yakuza games have a winning sense of humor. How do you translate that for a Western audience?

Strichart: The humor of a Yakuza game is a fine line to walk. It’s very clear when the developers want to be funny. It’s very clear to us when the writing that exists in the game is supposed to be like, “ha ha here’s a joke.” So we just want to make sure that if they intended for it to be funny, it also has to be funny to our audience. Whether or not that means changing the dialogue a little bit, changing the style in which it’s delivered, making dialogue options a little bit more punchy, that kind of thing.

One of the perfect examples is, [in Yakuza 0] Majima encounters this…did you play the substory where he goes to infiltrate a cult? In that substory, one of the options he has is to crack a pun, in order to get this girl to snap out of her cult tendencies. So in Japanese, that pun is “futon ga futon da”, which means “a futon is a futon” or, “a futon flies.” It’s a pun on words. It’s basically a “why did the chicken cross the road” kind of joke.

If we literally translated that, it wouldn’t work. If we put in “why did the chicken cross the road?” it’s not much of a pun; it doesn’t feel in line with Majima’s character.

So that’s where we had to come up with this pun that we ultimately went with, which was “how do you avoid dangerous cults? Practice safe sects!” 

Okay, let’s drill into that localization process — how, exactly, did you go from a flying futon joke to a safe sex joke?

Well it wasn’t just me — we have a team of translators and editors who approach these games. These games are massive; if they were left to just me, i’d be buried under each of these games for years! Most of these Yakuza games actually are on par or greater than your average JRPG, in terms of volume of text.

How many lines of text were you working with in Yakuza 0?

Yakuza 0 is 1.8 million JPC (Japanese characters), and the average JRPG is, I think, 1 million to 1.2. So we were well above the average there.

So anyway, how our process works is, the scripts come in from Japan, and we divvy them up to certain translators and editors to make sure there’s consistency among the sections that they’re doing.

“We just want to make sure that if [the devs] intended for it to be funny, it also has to be funny to our audience. Whether or not that means changing the dialogue a little bit, changing the style in which it’s delivered, making dialogue options a little bit more punchy, that kind of thing.”

So that particular pun was in a substory, for instance, so the translation team who was on that was one of our outsourced translators, who was doing most of the Majima substories. Because they were familiar with Majima as a character, they were familiar with the substory content, and all that kind of stuff.

These kinds of localization issues, we don’t know about them until we hit them. We’re doing it line by line, and suddenly we’re like “oh shit, here’s a pun.” And when you hit that, you have to take a step back and say okay, this isn’t going to be a direct translation. We have to deal with it — sometimes that comes down to a discussion amongst editors and translators, or sometimes a translator will flag it for the editor to say “I didn’t know what to do with this, man. Let’s talk about this.”

So when that gets to the editor, the editor’s job might be to come up with a way to make that pun palatable to the Western audience. That’s generally the Atlus approach, is we use editors to refine the translated English text to make sure it makes sense to Western players.

A lot of companies don’t do it this way. And it’s not right or wrong, but a lot of companies dedicate a single translator who has the ability to translate Japanese to English, and make it good English. Whereas we use a method where the translators give an editor, not a literal translation, but translated words off the page that don’t necessarily scream “this is great English.” That allows an editor to come in and refine that text to make it palatable to a Western audience, whether or not that editor even speaks Japanese.

I really enjoy that style, actually. Back when I was the first localization employee at Level-5, it was kind of up to me to establish that style. I could have just thrown the work at a translation agency and let them go, but I thought it was a good idea to give it a more personal touch.

So we brought in a translator and, you know, when an editor meets a translator and they learn their style through working with them on a game or two, and you can almost feel their style through the text, you develop this like, symbiotic relationship with that translator. And that’s kind of how I felt about that translator who was working on Attack of the Friday Monsters with me. It worked out really well.

So why do you think it’s a good idea to use an editor/translator team, rather than just a single translator?

Well, it’s not right or wrong. I think that both ways of doing localization have advantages and disadvantages. The advantages of this method are that it’s a little more collaborative.

A translator gets to talk to an editor, and if you hit a line you’re gonna stumble on, you can actually get a lot of insight into what that character is about, what they’re saying, and kind of hash it out between you. If the editor kind of strays too far, the translator can kind of rein them back in and say “well, it’s a little closer to the Japanese this way”, and you end up refining a line to the point where it’s a bit more accurate, or more true to what a Japanese developer was trying to convey. And that’s something you can’t get if you’re just a single translator, a single mind trying to parse a game’s text as best you can. There’s no dialogue.

The second advantage is that, when editors are working on something, and they have less or no Japanese fluency — I don’t claim to have Japanese fluency — we bring a creative writing aspect to these texts that might otherwise be just a direct translation. And a direct translation, that’s not a localization. Not if you just translate something directly, that’s often not enjoyable to read. It leaves humor behind, it ends up dry, it ends up boring to read.

What do you lose by using this tag-team method? Besides the extra costs, of course.

Here’s the disadvantages: we’re slower. When a game is translated, that’s work that could be finalized, but then it then goes to an editor, who is then tasked with finalizing it. We try to mitigate that by making sure translators are going when editors roll onto a project, so you end up with this kind of lock-step process. But at the end of the day, it is a bit slower than if a single mind just translated the text and delivered it.

Is that why the Yakuza games seem to take a year or more, on average, to come to the West?

No, that is not why! [Laughs] We are closing the gap. That is my directive from management: “close the gap.” Yakuza 5 was two years in the process, and that was because Sega literally closed their office up here [in San Francisco] and the project sort of stumbled out the door. 0 came back into our hands, once we’d established operation out of Atlus, and that took us, I want to say, a year and a half?

Kiwami was a little bit less, a year and two months. And Yakuza 6 was….a year? A year and three months? If you look at the past 6 months, where we’ve released essentially 3 titles, a Yakuza game every 6 months, no one else is accomplishing this. This is practically impossible. The fact that we’re getting it done, with the quality level tht we’re held to for this series, is a marvel for my team. I’m nothing but impressed with everyone’s hard work on this. 

Fair enough! What challenges have you faced along the way towards closing that gap?

To go back to that other disadvantage, on the translator/editor route. It’s consistency. The more people you bring onto a team, the more people who touch it, the more likely you are to create inconsistencies. Amongst terms, amongst the way characters talk, amongst spellings, all of that stuff has to be mitigated. You have to have a strategy for that.

“The more people you bring onto a team, the more people who touch it, the more likely you are to create inconsistencies…You have to have a strategy for that.”

What I’m talking about is like, this person is capitalizing the word patriarch. Or this person is using “jeez” with  j instead of “geez” with a g. And you end up with a character that seems to speak in two different ways, or worse, you end up with literally different interpretations of a character.

When we did Radiant Historia, I decided that a character was going to have a little bit of a British lean in his voice. And I talked to the other editor about it, and even with that understanding…we ended up with completely different British leans! Because one of us understood cockney and one of us didn’t.

And that’s something that’s now actually getting fixed. And you can mitigate some of that in QA, but those little miscommunications, if you don’t have very strong communication amongst your group, especially as it grows beyond a couple editors and translators, these consistency problems balloon, and it has to be mitigated by a producer and/or a consistency pass on the text.

What advice would you give others trying to do something similar with their own games?

Focus on consistency and clarity. As a producer, I am the consistency pass. I am the voice on how characters should sound. I’m very upfront with my teams; we have daily standing meetings about our challenges that we’re hitting, and we discuss these things upfront in terms-less meetings.

We try to frontload the localization as much as possible, with these meetings, with regular discussions to hammer out the fine details. And at the end, you know text goes through a translator, it goes through an editor, and then I act as a consistency pass.

With Yakuza 6, for instance, we rolled a new editor into writing the main story, and he didn’t have a strong grasp of Kiryu’s character. Until probably, halfway through the game. So in going back through his text, I end up tweaking probably 80 percent of the text. Because I’m a perfectionist. I shouldn’t be doing it that much, but I do. And I told him, you know, your Kiryu’s way stronger in the latter half than in the beginning. So I’m going to go back and kind of rewrite your beginning. And he was totally onboard with that. 

Do you have any sense of how Japanese players perceive the Yakuza protagonists?

In Japanese, I feel like Kiryu is a little bit more of an avatar for the player. He uses a lot more ellipses than we do in the English version, because we actually want our audience to identify with Kiryu as a character. Whereas in Japanese, you might want to be like, I can put myself in Kiryu’s shoes. I can be this Japanese badass.

It’s a bigger leap to expect a Western audience to be like “ah, I can be this Japanese badass.” So we give Kiryu a little bit more of his own characterization, that is very much in line with the Japanese when they do characterize him. So there’s no gap there; it’s just a matter of trying to bridge that gap Western audiences might face in trying to fully identify with a Japanese character.

How do you decide when to write in an original response, one that’s not in the Japanese version?

When a Japanese person would know what he’s thinking, because they’re able to put himself in his shoes, or they might have a better idea of what’s going through Kiryu’s head, that’s when we bridge the gap. When we decide okay, the player needs to understand a little bit more of what’s going through Kiryu’s head, because this isn’t an immediately known quantity to them.

And Japanese storytelling can be very subtle, at times. And we don’t want to be blunt and hammer players over the head with “hey this is what they’re trying to say”, but sometimes we do have to lead them a bit. We have to look at the text and be like, this is clearly trying to convey this subtle aspect of masculinity, or honor, because this is what these cultural signifiers mean. And then we have to present something to the player that makes it clear hey, this is a Japanese concept of honor, so please understand that through this thought process that Kiryu is having in the middle of it all. 

What’s a good example of that?

So, Majima’s whole transformation from Yakuza 0 to Yakuza Kiwami. Longtime Yakuza fans know Majima is this class clown, kind of joker-esque personality. And when 0 [a prequel] came along, they decided to completely flip the script on this character [and present him very differently]. So you might get the idea that in playing through 0, Majima is going to be going kind of insane.

But that’s not really the Japanese take on that. The whole point of 0 is not to show that he goes insane, but to show that he makes a conscious choice to…let loose. And it is subtle in the game, even despite our best efforts to be a bit more blunt about it, especially in the scenes with Nishitani [a loud, brash character] where it’s clear Majima is gaining insight into how someone like that would live.

We brought that out a little bit more, specifically asking the devs “did you mean to communicate this?” Because even we were like, this is really, really subtle, guys. Were you trying to communicate a direct kind of correlation between Nishitani and Majima? And they were like, “yes. If you feel like you can bring that a little more obviously, without adjusting the text to the point that it doesn’t make sense or it’s not in line with the original, then go for it.” And we did! And it’s still very subtle. People, at the end of the game, they say well, Majima went insane. And it’s like well, heh, let me show you the scenes where he didn’t go insane, where it’s supposed to be clear he made a deliberate choice.

Posted on Leave a comment

Video Game Deep Cuts: SOS – Bubsy Meets Tetris

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.


[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.

This week’s highlights include a video profile of SOS creators Outpost Games, an analysis of Bubsy’s Japanese translation and a longform Tetris documentary, among others.

One thing I’m noticing in today’s video picks – some of these high-quality interviews and documentaries are getting low numbers of views, sometimes less than 1,000. This is mainly due to the sheer amount of videos available nowadays, of course.

But some vids are tricky to find because they’re posted on ‘Let’s Play’ channels that are otherwise high-volume & low-subscriber. Conversely, that great Tetris doc has >100,000 views already. Intriguing differences…

Until next time!
– Simon, curator.]

——————

I was a video game sceptic, but now I’m a fan (Jessica Furseth / The Guardian – ARTICLE)
“Luke, how do I get this power moon? Luke!” I’m playing Super Mario Odyssey while my partner, Luke, is trying to work. “You’ll figure it out,” he says patiently. Luke has been playing video games since he was a child, but this is my first ever game, and he’s thrilled that I’m invested in Mario’s quest to save Princess Peach.”

Outpost Games and SOS Documentary (Gameumentary / Destructoid – YouTube – VIDEO)
“Gameumentary recently traveled to South San Francisco to tell the story of a new game development studio called Outpost Games. The studio is working on their first title, SOS, which is a battle royale-like game, but with a focus on players as live performers. Think of it like an episode of Survivor. [SIMON’S NOTE: Outpost is super-interesting, being a VC-backed studio making a ‘made for Twitch’-style game – a rarity!]”

The Xbox One has a serious exclusive games problem (Colin Campbell / Polygon – ARTICLE)
“Microsoft has given Xbox head Phil Spencer a vote of confidence, promoting him to executive vice president of gaming. In return, Spencer will be expected to solve the company’s immediate problem: The Xbox One doesn’t have enough big-name exclusives.”

Getting Over It (Spoilers?) (Errant Signal / YouTube – VIDEO)
“I managed to make a Getting Over It video on YouTube without screaming or losing my cool even once! Do I get a cookie? Also, we talk about boring game design things and the concept of failure in videogames and frustration and pain as express aesthetic goals.”

Xbox Live Indie Games – A 2D Retrospective (AJ Johnson / 8 Bit Horse – ARTICLE)
“Still, it was a wild ride while it lasted, and there were a handful of developers who made the service worthwhile, some of whom used this as a springboard toward a full-time career in game development. To that end, we’re taking a chronological look at the notable developers of 2D video games who found their place on Xbox Live Indie Games…”

How They Translated Bubsy into Japanese (Clyde Mandelin / Legends Of Localization – ARTICLE)
“Several years back, a reader asked about how the Super NES version of Bubsy had been translated into Japanese. The game is filled with 90s American “attitude”, movie references, and bad cat puns – many of which are presented as voice clips. So how did the Japanese version handle all of these translation challenges?”

Fairlight an Interview – A talk with Bo Jangeborg – ZX Spectrum (Gears Of Games / YouTube – VIDEO)
“An interview with the creator of Fairlight I and II (ZX Spectrum) : Bo Jangeborg. [SIMON’S NOTE: Very worthy and historically important, for those who remember this spectrum isometric classic.]”

How The Room devs succeeded on mobile, ‘the only option left to us’ (Jennifer Allen / Gamasutra – ARTICLE)
“At this point, Fireproof Games’ Room games seem so entrenched as to almost be part of the foundation of the mobile game market. But when we caught up with Fireproof cofounder Barry Meade last week, he confessed to something many devs may empathize with: a sense of optimistic nervousness.”

In Praise Of Video Game Castles (Philip Boyes / Eurogamer – ARTICLE)
“I can’t help feeling that in their own 80s and 90s childhood, video games shared something of my infatuation. In those days – that early flush of creativity when everything was bright and cartoonish and simple – it seems like games were filled with castles.”

What Works And Why: Emergence (Tom Francis / RockPaperShotgun – ARTICLE)
“I love Deus Ex, System Shock 2, and Dishonored 2, and the name for these games is dumb: they’re ‘immersive sims’. If you asked me what I liked about them, my answer would be a phrase almost as dumb: ’emergent gameplay!’”

4-2: The History of Super Mario Bros.’ Most Infamous Level (Summoning Salt / YouTube – VIDEO)
“[SIMON’S NOTE: Almost 1 million views already! This is a spectacularly entertaining retrospective of how speedrunners have morphed approaches to a Super Mario Bros level over a decade plus!]”

AIAS Game Maker’s Notebook: Nathan Vella (Ted Price / Libsyn – PODCAST)
“Capy’s Nathan Vella stops by to chat with Ted Price of Insomniac Games about his journey from film into game development, leading a multi-project studio, comedy in games, and the future of indie development.”

The (still) uncertain state of video game streaming online (Willie Clark / Ars Technica – ARTICLE)
“As these streamers and personalities have grown in popularity, so too has the discussion over the rights of streamers and developers in regards to said content. Are streams covered under fair use with content creators allowed to make money off of them? Or should the original creators of the games have a say in how their products are used in the public eye, not to mention a chance to generate profit?”

The Sierra Network (Jimmy Maher / The Digital Antiquarian – ARTICLE)
“Ken Williams got the online religion early or late, depending on how you look at it. Despite running a company whose official name was Sierra On-Line — admittedly, the second part of the name was already being de-emphasized by the end of the 1980s, and would eventually be dropped entirely — he had paid no more attention than most of his peers to the rise of commercial online services like CompuServe.”

Roadside To The IGF 2018 (Gulmer / Medium – ARTICLE)
“I would like to honor some of the more unique and interesting games I’ve had a chance to play during the judging phase – focusing on the ones that didn’t become finalists in any award category. [SIMON’S NOTE: this is a really amazing piece, picking things outside of the also-great finalists.]”

Huddle up! Making the [SPOILER] of INSIDE (Playdead / YouTube – VIDEO)
“In this 2017 GDC talk, Playdead’s Andreas, Normand Grntved, Sren Trautner Madsen, Lasse Jon Fuglsang Pedersen and Mikkel Bogeskov Svendsen peel apart the layers woven together to make INSIDE’s horrific [SPOILER], showing how its dynamic arms are imposed on a sack of physics bodies, moved by physics and animation as one unit, and glued together by specialized shading.”

The story of The Crossing, Arkane’s lost game (Blake Hester / Polygon – ARTICLE)
“When asked about The Crossing, Raphael Colantonio and Viktor Antonov, two of the game’s leads, liken it to an ex-girlfriend. They were passionate about the project. They still have love for it. When they walked away, it was painful. But they’d never go back.”

How Human: Fall Flat has kept its head held high (John Walker / RockPaperShotgun – ARTICLE)
“Human: Fall Flat is a sweet physics puzzle game that, well, was fine when it came out. A cute, entertaining little thing, but not something that was going to covet awards or expect breakthrough success. However, since a reasonably successful launch, Tomas Sakalauskas has been persistently smart.”

The Story of Tetris (Gaming Historian / YouTube – VIDEO)
“In 1984, during the Cold War, a Russian programmer named Alexey Pajitnov created something special: A puzzle game called Tetris. It soon gained a cult following within the Soviet Union. A battle for the rights to publish Tetris erupted when the game crossed the Iron Curtain.”

Plants vs. Zombies creator George Fan on past success, future risks, and drafts with Edmund McMillen (Chris Carter / Destructoid – ARTICLE)
“George Fan is pretty modest for someone who created Insaniquarium and Plants vs. Zombies, two of the most memorable and replayable games ever released. His career has spanned almost two decades, from freaky Flash games to creating a major franchise in Zombies, which is endlessly iterated upon by industry behemoth Electronic Arts.”

——————

[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to vgdeepcuts@simoncarless.com. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

Posted on Leave a comment

Daily Deal – Birthdays the Beginning, 60% Off

Planetoid Pioneers is Now Available on Steam and is up to 25% off!*

Welcome to Planetoid Pioneers, a cooperative sci-fi Physicsvania where kooky old astronauts fall over themselves with QWOP-like action to explore the Asteroid Belt beyond Mars. It’s been built on the unique Crush2D physics engine and can be played on your couch with or against your friends in seamless pick-up-and-play Co-Op and PvP action.

To celebrate the launch from Steam Early Access, the Contributor Edition is 25% off*. Owners of Cortex Command receive an additional 25% off the Contributor Edition.*

*Offers end February 15 at 9AM Pacific Time

Posted on Leave a comment

Daily Deal – Bastion, 75% Off

Total War Saga: Thrones of Britannia is Now Available for Pre-Purchase on Steam and is 10% off!*

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.

*Offer ends at 10AM Pacific Time

Posted on Leave a comment

Video: How to improve communication during artistic critique

Being able to give and receive feedback about creative work is a critical aspect of video game production. In a perfect case scenario, effective critical feedback leads to better products and stronger team cohesion. But if the feedback is unclear or misleading, there can be ramifications. 

In this 2016 GDC session, Secret Portal’s Jeff Hesser provides clear, concise and practical strategies that can be used by anyone who needs to give or receive critical feedback about art in video game production.

The talk focuses on improving communication through effective critical feedback about art, and Hesser discusses the dangers of giving and receiving bad feedback. He illustrates how it can result in wasted work and cause a drift in creative vision which could lead to team morale and efficiency. 

Artists curious about how they can improve their communication during critiques 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.

Posted on Leave a comment

Layoffs at Nexon America after company restructuring

Nexon America has laid off an undisclosed number of staff following restructuring at the company. 

This comes a few months after its acquisition of mobile studio Pixelberry Studios, which the company bought back in November of 2017.

As reported by Pocket Gamer, a spokesperson for Nexon explained the the US branch was restructured to “streamline operations and reset the organization to pursue a deeper focus on our most promising titles.”

Nexon also confirmed the layoffs and and stated that they did not come as a result of the poor performance of Lawbreakers, which it published. 

However, an executive at Nexon did makes statements in the past about their opinion on what was responsible for the game’s failure to meet expectations.

Posted on Leave a comment

Night in the Woods’ co-creator explains improv game design

Night in the Woods, 2017’s cult classic cat-punk adventure, landed on Nintendo Switch not with a bang, but with the sounds of a sweet jam band on an autumn night. Nevertheless, we at Gamasutra were interested in digging into the creative process behind this evocative title, so today on the Gamasutra Twitch channel, we were lucky enough to be joined by co-creator Scott Benson for a conversation about the game’s design and development. 

Since we didn’t get to chat with Benson last year (he told us he needed to take a long nap after the game shipped), we were excited to discuss the personal touches and weird inspirations that make Night in the Woods so unique. In particular, we had a lot of fun talking about ‘improv’ game design, where pre-planned, thought out moments would be tossed aside in favor of spur-of-the-moment ideas that came to the game’s development team. 

You can watch the full conversation up above, but in case you’re off doing crimes, you can read a few key takeaways for other developers down below. 

Improv game design

There’s a lot of great moments in Night in the Woods that, according to Benson, didn’t come out of some pre-planned meeting about making the most creative game ever. A lot of design choices, like the game’s weird interactive moments with Mae’s paw, came from spur-of-the moment inspiration whose only “test” was making sure someone else on the team thought it was cool. 

In particular, Benson pointed out that those weird grabbing bits with Mae’s paw were inspired by he and fellow Night in the Woods developer Bethany Hockenberry (Benson’s wife) being so amused by the fake animal limbs used in commercials, which is why they’re so stick-like in the actual game. It’s a way to make content and systems for your game that relies more on instinct than data (and leads to a lot of cut content, says Benson), but it’s one that can create rewarding moments for your players in the long run. 

Storytelling on the Switch

While Benson himself didn’t do much technical work on the new Nintendo Switch port, he talked about the response he’s seen from players and his thoughts about portable storytelling. What he thinks is notable about the Switch’s potential for narrative games is that it opens doors to players who play games for narrative design, but struggled with the time commitment they often asked for. Since the Switch’s portability allows for playtime on the bus, plane, or train, or just lets them make progress while someone else in the family uses the TV. 

Crunch sucks and it’s bad for your health

To get more real (and a bit sad) for a moment, it’s important to call out Benson’s reflection on the amount of hours he and his colleagues put into Night in the Woods, and how that severely impacted his own health. After pulling many 16-hour days to make the game, he says his doctor advised him that if he were to do that again, he might not be able to recover.

Benson’s still proud of the game he helped make, but for the next game he and his colleagues work on, he says he wants to do a better job managing his time and his health. So if you yourself are marching down the indie path in hopes of making a cult-classic game, be advised of the health risks and do your best to not bring them on yourself. 

For more developer interviews, editor roundtables and gameplay commentary, be sure to follow the Gamasutra Twitch channel.