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Unity teams up with Lego to teach kids about game development

Unity has teamed up with the folks at Lego for its latest Microgame project, joining forces with the iconic brick building brand to help introduce game development concepts in an easily accessible and fun way.

In a blog post, Unity says even those with no game development experience should be able to get a game up and running within an hour. The Lego Microgame requires creators to download Unity, and from there introduces them to how the game engine works using a series of in-engine tutorials.

Once the fundamentals have been explained, Unity encourages Microgame users to customize and create their own 3D levels in the editor with the help of downloadable mods that introduce new mechanics and concepts like customizable enemies, new characters, and more. 

The Microgame project itself isn’t new; Unity has previously used the program as a way to introduce game development concepts to a wider audience. As with the latest Lego flavored Microgame, past versions of the program give fledgling game makers a starting point and allow them to edit their projects with a variety of mods and customizations.

Unity says that bringing Lego into the mix aims to help some game development concepts compare to something many people are already familiar with.

“Combining famous Lego elements with Unity’s extensibility and workflows made the Lego Microgame a perfect vehicle to demonstrate how virtual bricks connect like the real ones,” explains Unity. ”By simulating this physical-to-virtual world Lego creation, we’re giving new users a relatable, authentic experience right out of the box, with an ever-expanding list of ways to integrate additional features into your games.”

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Sony delays PS5 launch title Destruction AllStars until 2021

Sony has delayed its multiplayer vehicular brawler Destruction AllStars to February 2021, meaning the PlayStation 5’s launch lineup just got a little bit lighter. 

Destruction AllStars had initially been slated to launch alongside the PS5 in November, but will now arrive next year as a free PlayStation Plus title. 

According to Sony, the decision is intended to give the combustive racer the best possible chance of roping in players on day one, and while the company acknowledges the move will dissapoint some fans, if it follows in the bumbling footsteps of recent PS Plus record breaker Fall Guys, it could be a shoo-in for success when February eventually rolls around. 

“We’ve decided to move the game’s release from November 2020 to February 2021, where it will be included for two months in PlayStation Plus at no additional cost,” reads a post on the PlayStation blog

Destruction AllStars is a multiplayer game that’s at its best when you’re competing with gamers online from all around the world. We want as many people as possible to experience the mayhem on PS5, and what better way to do that than to provide the game to our PlayStation Plus members?”

As it stands, the launch rosters for both the PS5 and Xbox Series X/S are looking theadbare at best, with both consoles essentially relying on current-gen software to tide players over into the new year.

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Video: A better way of depicting war in games

Video games have long made use of turning war into gameplay, whether it’s the Carthaginian campaigns of Age of Empires or the dry desert battlegrounds of Call of Duty. But in the quest for fun experiences, game developers often have to shy away from the realities of war, and play into the fantasy.

How could they do otherwise? At GDC 2018, Bohemia Interactive’s Andrew Barron, who’s both seen war himself and helped develop training simulators for military use, weighed in with a set of helpful best practices for developers.

His talk, which covers work done for DARPA and other games at Bohemia, can be seen in the video above. Or you can watch it for free on the 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 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.

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Codecks Game Development Project Management

Codecks is a project management tool in the vein of Trello but aimed specifically at game developers. Modelled around the concept of a card game, decks are created for the various different tasks that need to be accomplished. Individual users interact in the form of hands, formed from cards either created locally or taken from community decks. There are also milestones as well as integration into several other technologies such as Github and Discord, as well as Trello import.

Key features of Codecks include:

Cards, Decks & Projects

Well designed collectable card games provide a great sense of the current state of your game. Let’s apply those design cues to project management.

Conversations & Notifications

Ever lost track of a comment thread? Conversations in Codecks are very explicit about who is part and whether it’s been resolved.

Time Tracking

Codecks’ optional time tracking allows you and your team to see how much time you’re actually spending on your tasks.

Search & Order

Use our advanced search and ordering options to dice and slice your work just the way you need.

Metrics & Reports

“Will we manage to release in time?” is a tough question. Especially in game development. Codecks is here to help.

Milestones

Plan for your release – one milestone at a time.

Codecks has a free tier available for teams up to 3 developers in size with several other pricing tiers available.

Codecks Pricing Tiers and Details

You can learn more about Codecks and see it in action in the video below.

[youtube https://www.youtube.com/watch?v=HC8YeAHm0GY?feature=oembed&w=1500&h=844]
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Ubisoft and Netflix partner for live action Assassin’s Creed series

Ubisoft and Netflix are partnering up to create a new live action series based on the Assassin’s Creed franchise. 

According to a press release, the two companies have signed an agreement to create “dynamic stories with global mass appeal for adaptations of live action, animated, and anime series. It also notes that the Assassin’s Creed show will be the “first series in development” between the pair. 

Jason Altman and Danielle Kreinik from Ubisoft’s film and television department will serve as executive producers on the series, and the search for a showrunner is already underway.

Ubisoft has previously attempted to bring Assassin’s Creed to the silver screen, although it’d be fair to say the movie underperformed both critically and commercially.

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Uplay+ subscription rebrands as Ubisoft+ and adds multi-platform support

Ubisoft is rebranding its Uplay+ subscription service as Ubisoft+ and adding multi-platform support. The move comes shortly after Ubisoft announced both Uplay and its Ubisoft Club reward program would be melted down and reforged as Ubisoft Connect.

The revamped Ubisoft+ service will continue to offer access to a catalog over over 100 PC titles for $14.99 per month, but will eventually add support for Amazon Luna and Stadia at no extra cost.

Notably, Ubisoft+ will also offer cross-platform progression for upcoming titles like Assasin’s Creed Valhalla on day one, meaning users could start the game on PC before picking up where they left off on Stadia or Luna. 

Ubisoft will test Luna support during a beta test in the United States beginning on November 10. As for Stadia, subscribers will be able to play select Ubisoft games on Google’s streaming platform “by the end of the year.”

“With Ubisoft+, our vision is to provide more options for our players to access their favorite Ubisoft games, wherever they are and whenever they want,” said Ubisoft’s associate director of subscription, Alexia Brume, in a press release.

“This beta period with Stadia and Amazon Luna is just the beginning. We’re excited to offer subscribers the chance to check out the premium editions of our fall lineup so they can pick up and play across multiple platforms, all with one subscription.”

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Crash Bandicoot: On the Run somersaults onto mobile in Spring 2021

October 27, 2020: We now have a release date for Crash Bandicoot: On the Run.

The mobile game publisher, King, has finally revealed when we are likely to see the newest Crash Bandicoot game arrive on mobile. Crash Bandicoot: On the Run is set to release in Spring 2021, and if the App Store listing is anything to go by, March 25 is the likely release date.

We first heard about the new Crash Bandicoot mobile game back in February, when rumours appeared that it was in development by King, the famous publisher of Candy Crush. The game was later confirmed and named as Crash Bandicoot: On the Run, alongside a reveal trailer, and ever since then we’ve been waiting to hear news about release.

Fans of the original Crash Bandicoot games can expect this endless runner to involves sprinting, jumping, sliding, and just generally avoiding obstacles as you complete levels to earn rewards. There’s also set to be boss battles with some of the series most iconic baddies, such as Scorporilla, Nitrus Brio, Nina Cortex, Dingodile, and Fake Crash.

If you want to see what gameplay looks like, check out the brand new trailer below:

[youtube https://www.youtube.com/watch?v=EKcFjfhfloM?modestbranding=1&rel=0&feature=oembed]

Crash Bandicoot: On the Run is available to pre-order now from Google Play and App Store, and if you do you get the exclusive blue hyena skin at launch, made famous by Crash Team Racing: Nitro Fueled. You can also stay up to date with the release schedule by following the official Crash Bandicoot: On the Run Twitter account.

If you just can’t wait to play On the Run, we’ve got some other great recommendations for endless runners in our lists of the best iOS games and the best Android games!

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Starbreeze CEO Mikael Nermark resigns with immediate effect

Mikael Nermark has resigned as CEO of Payday 2 developer Starbreeze with immediate effect due to personal reasons. 

The Starbreeze board of directors has named Tobias Sjogren as acting CEO following Nermark’s departure, but has already begun searching for a permanent successor. 

Sjogren has plenty of industry pedigree, having previously served as studio manager at DICE Stockholm and EVP of business development at Paradox Interactive. 

Starbreeze chairman Torgny Hellstrom thanked Nermark for his years of service, with the long-time exec having recently steered the nearly-defunct company though a reconstruction period that saw it refocus its business in a bid to stay afloat.

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Bending the world of Blightbound to lower the horizon

<!– –> Gamasutra: Joost van Dongen’s Blog – Bending Blightbound’s world to lower the horizon

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In 3D games perspective is often treated as a given; a law of nature. But it doesn’t have to be that way: with some shader trickery or clever modelling, perspective can be manipulated to achieve certain compositions that may not be realistic, but look more interesting and are still convincing to the player. One such example is how we kept the horizon on screen in our new game Blightbound by subtly bending the world.

At Ronimo we come from a world of 2D games. In 2D, composition can be whatever you like. That’s why our art director Gijs Hermans may sometimes want to ignore standard perspective rules and instead looks at what he wants to achieve visually. Thus early in development Gijs came to me and said he wanted the camera to look down quite a bit, but still have the horizon in view. In fact, he wanted the horizon to be quite a bit below the top of the screen. His reasoning was that visuals look much better when you don’t see just the floor most of the time. Het position of the horizon is an important tool for shaping a composition.

The origin of this request is a clash that often happens in game development: pretty visuals versus gameplay clarity. Our artists spend a lot of time on achieving both goals simultaneously. A very successful example of this is the way gameplay objects and backgrounds are drawn in a different style in our previous game Swords & Soldiers 2, as I described in this blogpost.

In a game where depth matters, like Blightbound, a low camera is problematic because it makes it difficult to see whether you are standing in front of an enemy or behind them. A high camera solves this, but a high camera removes the horizon from view, making the image a lot more boring.

When Gijs came to me with this request, I thought of two possible solutions: either give the camera a wider field-of-view, or bend the world to move the horizon down. We tried the easiest solution first: wide field-of-view. However, it turned out this needed to be set so wide that the entire perspective looked skewed. Extreme field-of-view often isn’t very pretty and it definitely wasn’t in Blightbound.

The alternative I came up with is bending the world down the further it is from the camera. This is an effect that’s used in a bunch of games to create a sense that the world is very small, making the world feel cutesy and funny. However, Blightbound is intended to be a dark fantasy game, definitely not something cute and funny, so we didn’t want anything that extreme. I figured that with some tweaking it might be possible to achieve a more subtle version of this that still keeps the horizon in view but doesn’t have the funny vibe.

My implementation of this effect is quite simple. In the vertex shader I bend down the world depending on the Z-position of the vertex in the world. The nice thing of implementing it this way is that our gameplay code and level design tools can assume a flat world, making them a lot simpler. The bending only exists during rendering, so gameplay logic doesn’t need to take it into account.

A minor challenge in implementing this bend is how to handle lighting and shadows. When the camera moves forward and the world bends, we don’t want the lighting on objects to change, since that would make the bending very obvious and would make the player focus on the backgrounds instead of on the gameplay. Also, objects in the background shouldn’t be more bright because they are rotated towards the light by the bend. My solution was to calculate all lighting, shadows and fog as if there is no world bend.

Also, a little technical note: since the bend happens on the vertices, objects need to have enough vertices. A big square plane for the ground with no vertices in between can’t be bent. Occasionally this caused bugs where a small object would float above a big object because the big object didn’t have enough vertices to be bent correctly.

The bend effect is quite fun to see in action when set to an extreme value. However, any kind of geometric deformation is quite noticeable when the camera moves, so we chose to fix the bend in the world instead of letting it move with the camera.

[embedded content]
A few different settings for the bend, including the final one used in Blightbound.

As you can see in the video, the bend effect is kept quite subtle in Blightbound. We didn’t want that cutesy/funny effect at all, since this is intended to be a dark fantasy game. Our level artist Ralph Rademakers tweaked the effect and the camera a lot until he got it to a point where it felt like there was no bend at all, just a natural camera. However, if you compare with and without bend, you can see that the bend makes a huge difference in what you actually see. And that’s exactly how it was intended: achieve the desired composition but don’t make it look like anything weird is going on.

And then came the fog! The bend effect was implemented when we hadn’t figured out the lore of the world yet. We didn’t know then that we would want to have so much fog. In fact, the working title of the game used to be AwesomeKnights instead of Blightbound! Once we finally decided on the lore we knew that the world of Blightbound is covered in “blight”, a corrupting fog. To match that, Ralph added a lot of fog to all the levels. This creates a great atmosphere, but… hides the horizon!

Does that make the world bend useless? No, definitely not. It’s still used in quite a few levels to change the perspective and have a more horizontal view on the background, even if we can’t see as far as before. It’s a more subtle tool than originally intended, but still a very useful tool.

I think the bend effect we used here is a wonderful example of the kind of graphics programming I enjoy most: looking at what’s needed from an artistic standpoint, and then making tech that achieves that. I’m personally not very interested in realistic rendering: 3D is just a tool to make cool art, whatever the shape or type. The bend technique used here makes no sense whatsoever from a physical standpoint, but it adds to making Blightbound a prettier, more compelling game.

For more blogposts on development of Blightbound, Awesomenauts, Swords & Soldiers, Cello Fortress, Proun, procedural music, my cello album and any of the other stuff I work on, check my dev blog at www.joostvandongen.com.


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