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How The Room devs succeeded on mobile, ‘the only option left to us’

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, and concern about whether the studio’s latest release (The Room: Old Sins, launched on Friday) would float or founder in the modern game marketplace.

“The game is looking good and everything, but obviously it’s a bit of nervousness,” says Meade. 

Still, the fact that Fireproof is putting out a game in 2018 is itself a notable achievement, given that the studio was formed in 2008 by six members of staff from Criterion Games.

Of course, the team started out as a freelance art studio working on art for titles like LittleBigPlanet and the Killzone series. But by 2012, the team started development on its first game – The Room, which launched that Septemer and went on to both do quite well and influence much mobile game industry. 

With the series winning numerous awards, including BAFTAs, Game Developers Choice Awards, and TIGA awards for game design, it’s been quite the success story — and an interesting one for fellow devs to study, given its rather minimalistic approach and low-key pace.

Unraveling the puzzle

A different experience from many other mobile games, each entry in The Room franchise involves solving a series of puzzles, through a series of tactile manipulations, all amongst a very atmospheric storyline. The first game has you opening a number of strange boxes, though later entries move on to encompass entire rooms the player must escape. Throughout that journey, The Room developers embraced touch screen controls in a way that few other mobile devs could match.

“[We] never intended to make a mobile game. It was just that was the only option left to us.”

Initially, the idea behind The Room stemmed from financial necessity. The team couldn’t afford to make a PC or console game, so they decided to try mobile.

“The way we looked at it, mobile games were…especially coming from people who’d come from the PC and console [field]…they tend to make terrible mobile games or really bad ports or really bad, you know, copies of them,” explains Meade.

Noticing the issues, Meade and the team deduced they needed to make a ‘proper’ mobile game. “It has to be something fit for this piece of hardware, for this audience,” he noted.

The thinking was to use the touch interface effectively, and show some ‘respect’ to the audience. “You know, maybe mobile games deserve to be properly mobile,” points out Meade, citing how back in 2012 the idea was that, often, ports would ‘do’ on smartphones.

Experimentation

The original The Room game came about through experimentation. “It was Mark, our creative director, [who] came up with this idea of, what if we recreated the sort of wooden Chinese and Japanese puzzle boxes that you can buy,” explains Meade. “Instead of just having a lock, they might have 10 different things you can do to open it or 100 or 150.”

Ten years in, Fireproof has released The Room: Old Sins

The distinctive thing about such puzzle boxes is how beautiful they frequently look and feel. The Fireproof team wanted to capture that feeling in the form of a mobile game. “I particularly remember the old smartphone game Zen Bound…and how lovely that looked,” says Meade. “All that game was was rotating a camera around a 3D object, but it was really pleasant and beautiful to look at.”

That experience was what Fireproof wanted to build upon. “When we tried it, it just worked immediately,” Meade explains enthusiastically. “Like, we whacked up a demo in a matter of two weeks or something like that and it just instantly felt nice and good.”

The original plan was to make three prototype games in three months but Puzzle Box (as it was called then) was so good, the third prototype was skipped. Eventually, Puzzle Box would become The Room.

Tactile controls

Throughout, Unity was used to make the franchise. As with the decision to focus on mobile, Meade recalls that the decision to use Unity had less to do with the strengths of the toolset and more to do with finances.

“There’s no real sort of great message. [Game design is] just a lot of research at the start. Start off with some ideas. Build them. See how they go and then if they work, continue.”

  “We had no means otherwise to do it,” notes Meade. “[We] never intended to make a mobile game. It was just that was the only option left to us,” he concludes. “We don’t know anything about it but, like, let’s give it a go because it costs next to nothing to make.”

Crucial to the series’ success was ensuring the experience felt consistently tactile. “It was the marriage of physics to [the visuals]” that achieved that effect, notes Meade.

“The genius part about the touch interface is that anyone…can use it,” he adds. “Unlike a console game, where if you hand the joypad to my Mom, she wouldn’t even know which way up it goes.”

As the team learned, by using the touch interface so fully in the game, “you’ve automatically wiped out this massive barrier to entry that people have,” which they believe led to the series’s runaway success.

“We didn’t actually have to do much more, but the one thing that we did introduce was physics,” explains Meade. “So, the objects that you use in the game, whether you’re spinning the camera but also when you’re manipulating the objects…they all have a weight attached to them and a physicality, so they’ve got a momentum and motion.” By utilizing such methods, “these things turn what would otherwise be just graphical effects…into something more meaningful.”

A behind-the-scenes look at the making of The Room 3, available via Fireproof’s Flickr

As in life, you’re never told this implicitly. “We don’t point that out to the player. We don’t let them know that ‘pieces of metal feel quite chunky and heavy to use’,” explains Meade. Instead, the player just does it. “You put it there and people pick up on that and it feels like a type of quality…a type of quality that comes through without ever really knowing it.”

Meade is clearly proud of the combination of the team’s touch interface and physics engine, and how he feels its ‘snappiness’ woke people up to this idea of manipulation in a way that ‘maybe hadn’t been done or concentrated on before’.

Practice and re-iteration

None of that matters if the puzzles aren’t up to scratch though. “We really live or die on the puzzles,” Meade points out, before explaining how the atmosphere and ‘spine tingling’ nature of the games also makes a difference. “The puzzle quality has really been the thing that we’ve tried to maintain and sort of increase over the course of the [series].”

Fireproof uses white-boxing techniques to build everything, focusing on the puzzles before anything else. Rather than just doing concepts, the team uses a more hands-on method of getting started then working on perfecting things further down the line.

“It’s a fairly ground up, but practical process,” Meade notes. “There’s no real sort of great message. It’s just a lot of research at the start. Start off with some ideas. Build them. See how they go and then if they work, continue,” he explains.

As a production process, it’s almost as tactile as the end result. “That’s the story of our entire studio…everything we do and exactly how we work,” explains Meade proudly, happily noting there’s a certain amount of ‘going with your gut’ and ‘winging’ it.

While The Room series has managed to get by relatively free of any significant issues arising from the many changes to iOS over the years (outside of updating the games as and when needed) Fireproof did have one unusual learning experience.

The original The Room would only work on the iPhone 4S and above. With no way of telling the difference through the App Store and potentially alienating iPhone 4 owners, the team decided to approach things from a different angle. They released The Room Pocket – a free to try version of The Room that offered an in-app purchase to upgrade to the full release.

“The whole reason for that was so that we didn’t rip anyone off,” explains Meade. “That they didn’t pay the $1.99, download it and then find out [it wouldn’t play].”

An unusually charitable move, it paid off. “Right now, it outsells the original Room by quite a mark,” says Meade.

What’s next?

Four games in, Meade and the Fireproof team aren’t certain what’s next. “We have not fallen out of love with [The Room] at all,” he explains, but there is potential for change.

“The world…is so randomized anyway…it lends itself to lots of different ideas.” He points out that lots of games could come out of the IP, but whether they’ll be traditional Room games or not, he’s not yet certain.

What is certain is that in the space of 5 years, The Room has shaped the landscape of mobile game design. These games have grown into the kind of experience one can show off as a key example of the amalgamation of physics and tactile controls in approachable, intuitive game design.

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Video Game Deep Cuts: Gorogoa’s Lair of Coziness

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 deep dive into Gorogoa, what went wrong in the making of Lair, and the concept of ‘coziness’ in games.

One note this week, because it’s come up a couple of times – how do I pick the links I send out to y’all? Well, if I’m not favoring your piece or your outlet, it’s really not that methodical – it’s just articles and videos I come across on social media, Discord, Slack, and RSS feeds over the course of the week.

If I put together VGDC on a Saturday and I have less than 20 links, I do go to a list of ‘good sites’ to fill in the gaps, but I don’t do that every week. So if you’re not included this time, don’t feel bad – the list is a bit more happenstance-y than you might think! I just cast a pretty wide net…

– Simon, curator.]

——————

Designer Notes – Manveer Heir (Adam Saltsman / Idle Thumbs – PODCAST)
“In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon.”

Finer Points: How To Make Loot Boxes/Gachapon Not Suck (Sir TapTap / Sir TapTap – ARTICLE)
“Loot Boxes and Gachapon are all the rage these days; both the literal and figurative meanings of ‘rage’ in fact. While I frankly despise the practice and think they should absolutely never be in any game in almost any form, there’s a hell of a lot of ways they could be better and as a designer, it bugs me that even free Gachapons are usually done terribly. How can we make such an inherently abusive and exploitative mechanic better? Here’s all the considerations.”

Jesper Kyd Documentary – Bound to Sound (Gameumentary / YouTube – VIDEO)
“During our recent trip to California, we took an extra day to go visit Jesper Kyd at his studio to get the footage we needed for our upcoming documentary on Darksiders. We ended up filming a full doc on him. This is the story of Jesper Kyd’s journey to becoming a renowned video game composer.”

Lair: What went wrong (Matt Paprocki / Polygon – ARTICLE)
“The approximately $25 million project, a game about dragons and fantasy warfare, took three years to develop, which included a yearlong delay. From faulty studio decisions, publisher strife and arguments regarding studio dynamics, Lair fought its way out from the studio that created it.”

National Videogame Museum Tour + Behind the Scenes! (Frisco, TX) (Kelsey Lewin / YouTube – VIDEO)
“I genuinely enjoyed my visit to the National Videogame Museum and I hope this video is interesting for you guys! Huge thanks to John Hardie for the grand tour. [SIMON’S NOTE: This Randy Pitchford-financed museum from the Classic Gaming Expo crew is really rather good – if you’re ever out in Dallas, go check it out!]”

PlayerUnknown’s Battlegrounds – nihilistic, violent and the perfect game for our era(Keith Stuart / The Guardian – ARTICLE)
“The island of Erangel is kind of beautiful. It has rolling hills and lush valleys, and there are little villages dotted along the coastlines. Just one thing, though. Everyone here wants to kill you.”

The History of Sunsoft – Part V: The Golden Age Part 3 (Stefan Gancer / VGArc – ARTICLE)
“This fifth part focuses on the years 1990 and 1991. We are nearing the end of Sunsoft’s golden Famicom/NES era… I hope you enjoy this fifth part, and please look for my interview with Kenji Sada which will be published soon.”

The AIAS Game Maker’s Notebook: Christina Norman (Ted Price / AIAS – PODCAST)
“Christina Norman of Riot Games joins Insomniac Games’ Ted Price to talk about League of Legends, game design, and how to foster a unique studio culture. Christina is a lead designer at Riot Games. In the past, she worked on the Mass Effect series as a senior programmer and lead gameplay designer.”

Group Report: Coziness in Games (Various / Project Horseshoe – ARTICLE)
“Coziness is a common aesthetic in popular games such as Animal Crossing or Stardew Valley, yet it is rarely discussed within design circles. Our group of designers did a deep dive to understand: What is ‘Cozy’? How do we make our games more cozy? [SIMON’S NOTE: this is part of multiple new reports from The Fat Man’s ever-unconventional game design offsite in the Texas desert.]”

Interview with Jack Mathews (Darren Kerwin / ShineSparkers – ARTICLE)
“We are excited to be interviewing Jack Mathews, former Technical Lead Engineer on the first three Metroid Prime games. Jack discusses his time on the Metroid Prime Trilogy and highlights some interesting facts about their development.”

How Gorogoa is a game about fitting things together (Alex Wiltshire / RockPaperShotgun – ARTICLE)
“Gorogoa is a game about fitting things together. Fitting a detail in one image with a detail in another and see how it produces something new. And in making it, developer Jason Roberts found that making things fit was one of the greatest challenges he faced, whether those things were puzzles into the game’s tiles, sequences into its story, or details into players’ heads.”

The video games industry isn’t yet ready for its #MeToo moment (Keza MacDonald / The Guardian – ARTICLE)
“There is nothing inherently wrong with a journalist trying to dig up leads. It’s what we do. But on this topic, at this time, it is extremely misguided. Women do not want to be pressed to share their trauma.”

Generation Tony Hawk: How a genre busting PlayStation game shaped the UK skate scene (Hannah Nicklin / Ready Only Memories – ARTICLE)
“It’s late summer 1999, I’m 15 years old and I’m hearing punk music for the first time. Eventually I’ll find my way through the genre amongst mislabelled Napster downloads, a 13-track capacity mp3 player, the tape-to-stereo jack in my older friend’s car, and Fat Wreck and Vagrant samplers handily filed under ‘P’ at HMV.”

This 19-year-old Kiwi farmer accidentally became a character in a US board game(Max Towle / The Wireless – ARTICLE)
“Those who responded to Yoshiya Shindo on the boardgamegeek message board quickly worked out what had happened. A year-and-a-half ago, Kotahi-Manawa Bradford and his friend were messing around on Wikipedia and created a fake entry on the “Legendary Japanese Monsters” page.”

Iconoclasts developer talks making a game that just ‘feels right’ (Gamasutra staff / Gamasutra – ARTICLE & VIDEO)
“Iconoclasts, out this week on Steam, PS4, and PlayStation Vita, is the product of developer Joakim Sandberg, who spent seven years tuning and tweaking the side-scrolling adventure game to his personal taste. The result is a game that’s strikingly precise, and one that reflects the passions and interests of its sole developer.”

#8: The Latest Male Idols to Sweep China are Imaginary (Magpie Kingdom / Medium – ARTICLE)
“Earlier this week, authorities shut down a slew of dating apps (and arrested hundreds of people) after it was revealed that the “sexy ladies” they were charging their customers to talk to were actually bots. Yet at the same time, hundreds of thousands of young women were knowingly spending money to talk to imaginary boyfriends — thanks to a mobile romance game called Love and Producer. [SIMON’S NOTE: Go subscribe to Magpie Kingdom’s newsletter – there’s VERY little good writing about Chinese games & culture in English, and this is a highlight.]”

How Monster Hunter Went From Japanese Phenomenon to Global Success (Nadia Oxford / USGamer – ARTICLE)
“Monster Hunter’s enormous appeal as a social pastime is also one of the main reasons it failed to catch fire in North America until quite recently. Now, non-Japanese fans of the series are hard at work trying to woo new tribe members and make them feel welcome with a warmth that’s not seen often enough in the gaming community.”

How MidBoss encodes a player’s game data in shareable ‘death cards’ (Jay Allen / Gamasutra – ARTICLE)
“When a MidBoss player finishes a run—usually by dying—they can post a “death card” with the circumstances of their death or transcendence to Twitter. The embedded image doubles as a save files to allow other players to replay from the same seed or salvage loot from the failed run, since all of the information is steganographically encoded into the PNG image file.”

You Are Spending Too Long Making Games (Jake Birkett – Grey Alien Games – ARTICLE)
“It’s common to hear that a game has grossed $X and if that number is big it sounds impressive. But the reality is that, depending on the actual costs to develop that game, it might not have broken even yet, and might not ever do so!”

Accurate vs Useful Feedback in Rhythm Games (Nathan Scott / YouTube – VIDEO)
“Accurate feedback is not necessarily useful feedback.”

Sierra at the Cusp of the Multimedia Age (Jimmy Maher / The Digital Antiquarian – ARTICLE)
“By 1990, life for the programmers and artists who made adventure games for Sierra On-Line had settled down into a predictable pattern. Even-numbered years were King’s Quest years, when the company pulled out all the stops to deliver a new iteration of their flagship series that incorporated all the latest technologies — that looked and sounded better than anything they had ever done before. [SIMON’S NOTE: Once again, spectacularly well researched.]”

2018 New Year’s cards from around the Japanese gaming industry (8-4 – ARTICLE WITH PICTURES)
“Happy (belated) New Year… we’re back with another installment of our yearly tribute to the best “nengajōs” (New Year’s cards) from around the Japanese gaming industry! If you’re a nengajō newb, we forgive you; point your clicking devices and/or fingers here for a peek at some previous entries before diving into the latest batch of game industry goodness: 2011201220132014201520162017

——————

[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!]
 

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Get great games with your Gold Points now!

Get great games with your Gold Points now!

Got Gold Points? Get select games!

Nindie game gold point rewards are back! My Nintendo users can now redeem Gold Points for some of the hottest indie games on Nintendo platforms. For a limited time, you can redeem points to download select Nintendo 3DS and Wii U titles from our talented independent developers. Users will receive a download code that is redeemable in Nintendo eShop.

Siesta Fiesta (Nintendo 3DS) 50 Gold Points
Siesta Fiesta is a colorful action game where players take control of the snoozing Siesta as he’s taken on a one-of-a-kind tour of Fiestaville: home to the beloved Fiestas. Use Siesta’s bed to bounce, boost and rebound across the island’s 8 fun-filled regions.

Use Parental Controls to restrict 3D mode for children 6 and under.

Mighty Switch Force! (Nintendo 3DS) 50 Gold Points
Space Hooligans have escaped custody and are wreaking havoc all over Planet Land! HQ calls on cybernetic peace-keeper Patricia Wagon to bring these renegades to justice! With the help of Corporal Gendarmor and her trusty Pellet Gun, there’s nothing she can’t handle. When the going gets tough, Wagon activates her Helmet Siren, altering the world around her in 3D space! Even the third dimension can’t hide criminal ne’er-do-wells from the long arm of the law! Enter the mechanical shape-shifting, dimension switching world of Mighty Switch Force and blow crime away!

Use Parental Controls to restrict 3D mode for children 6 and under.

Gunman Clive HD Collection (Wii U) 30 Gold Points
In the year of 18XX, the west is overrun by thugs and outlaws. A group of bandits have kidnapped Mayor Johnson’s daughter and are spreading havoc across the land. Gunman Clive must rescue the girl and bring order to the west, then finish the fight in Gunman Clive 2. His battle against the bandits takes him all around the world and beyond.

Year Walk (Wii U) 50 Gold Points
Grim tales, horrifying creatures and cryptic enigmas await in the dark woods of 19th century Sweden. Lose yourself in an ancient rite which bleeds from the TV screen into our world through the Wii U GamePad. Set out on a vision quest to foresee the future and use the screen in your hands to study a mysterious folklore encyclopedia, decipher hints and take notes. Solve tactile puzzles using motion controls, and listen for clues through the GamePad. Unravel the mysteries which lie between fact, fiction, past and present in Year Walk.

You can find even more Nindie games at the Game Store on Nintendo.com and earn more Gold Points when you buy games digitally.

Games Rated:

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Daily Deal – EVERSPACE™, 40% 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

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Video: How to solve design problems through examining real sports

Video games are played in a simulated world with arbitrary rules for imaginary points. Players are not harmed when the lose, and for the most part they do not lose money or status.

Because the events of a video game don’t really matter at all in a practical sense, how can developers design their games to retain player engagement? Game designer Bennett Foddy argues that the answer is to look at non-digital sports. 

In this 2013 GDC session, Foddy discusses five different ways that real world sports have solved risk/reward problems in game design, explaining why sports have become a religion for billions of fans and a matter of life and death for athletes.

Foddy examines the relationship between real world sports and video games, noting that the biggest design challenge developers have to face is making the events in their game world matter to the player. As he puts it: the player needs to care about his or her performance. 

Designers interested to hear about how real world sports and games intersect 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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Shadowhand developer explains the cons of a long dev cycle

In a blog posted to his website today, Shadowhand developer Jake Birkett discusses the potential pitfalls of a long development cycle, especially as an independent creator in today’s current market. His insight could prove useful for other independent developers considering the timeline of their next game. 

Birkett took to Twitter to ask his peers how long they spent developing their games and found that almost a third of them were in the middle of projects three plus years in the making. His verdict: developers are spending too long making their games. 

He presents a hypothetical situation in which a game took two years to make and grossed $100k on Steam in its first year. After breaking down the cost of development (taxes, contractors, and full time contributors) he points out how that $100k sum can dwindle quickly.

Then Birkett looks at his own games on Steam. Between Shadowhand (which took two and a half years to develop) and Spooky Bonus (with a three month development cycle), he notes that the latter has earned him the most $/hour. “Even with a decent long tail, Shadowhand is basically NEVER going to match Spooky Bonus for $ per hour,” He acknowledges. 

“That’s why in 2018 I’m focusing on making games a lot quicker,” Birkett writes. “Note that quicker doesn’t mean crappier.” He cautions that devs should spend longer making their game only if they have the funds to do so. Most indies, he points out, just don’t have the resources. 

“Just please be realistic about your game and don’t fall into the trap of making a giant piece of art that earns you nothing except disappointment.”

Check out the entire blog post here

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Facebook announces new pilot program for ‘gaming streamers’

Facebook announced today the introduction of their gaming creator pilot program, a live streaming monetization service geared specifically toward “gaming streamers”. This introduces another platform for developers to have their games seen by a wider audience. 

Similar to YouTube and Twitch, the pilot program is “actively exploring ways for fans to back their favorite gaming creators via payments during select livestreams on Facebook,” but it isn’t clear yet how the company will encourage direct fan support from people watching a stream. 

In addition to ensuring that streamers will be able to make a living off of streaming games on Facebook, the platform will enable all creators accepted into the pilot program to livestream at 1080p/60fps (Facebook live video previously ran at 720p/30fps). Since the program is still in its infancy, Facebook has expressed interest in building a solid foundation alongside creators. 

“Based on the results of our initial tests, we’ll expand our fan support monetization initiatives to more gaming creators, including participants in our initial pilot program.”

To see the full details of Facebook’s gaming creator pilot program, check out their blog post. 

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Get a job: Wargaming is hiring a Technical Animator

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: Chicago, Illinois

Wargaming Chicago-Baltimore is a growing studio with more than 150 employees.  Our environment is a combination of casual creativity and functional productivity, powered by the studio’s own, proprietary game engine.

Responsibilities:

  • Use content authoring and game engine tools to integrate character motions and procedural effects to create responsive, compelling, and attractive player- and AI-controlled character movement in a new title
  • Develop and maintain animation processes, rigs, pipelines, and animation systems

Requirements:

  • Excellent communication, interpersonal and organizational skills, interdepartmental fluency.
  • Experience using in-game animation systems, with a thorough understanding of blend trees, IK, state machines, tagging, and scripting.
  • Experience with planning and implementing real-time animation systems, walk cycles, strafing, aiming, environmental interactions, etc.
  • Experience with 3DS Max, Maya, Motion Builder.

Desirable:

  • Experience with motion capture pipelines.
  • Proficiency with dynamic IK, physics (Havok) and rigging / animation for use with those systems.
  • Familiar with version control software.
  • Mel, Python, Lua experience.
  • Familiar with Modern Console animation systems.
  • Basic modeling and realistic animation skills.
  • Passion for videogames and game development.

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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Epic is closing down Paragon and offering refunds to players

Epic Games has announced that it is closing down its free-to-play multiplayer online battle arena title Paragon following player retention issues that made the game unsustainable.

The game itself was Epic’s attempt to join titles like League of Legends and Dota 2 in the free-to-play MOBA genre, though Paragon notably struggled to gain a foothold in that field both as an Early Access title in 2016 and, later, as a free-to-play beta in early 2017.

The developer publicly detailed some of the obstacles Paragon was facing in a Reddit post last week, saying that the team would have to take some time to evaluate if it was possible to transition Paragon into a sustainable online game.

Just over one week later, Epic now says “there isn’t a clear path” to sustainability for Paragon and that it will be closing the game down on April 26 as a result. However, the developer has promised that it will refund players for every purchase made within the free-to-play game since its release, no matter if those purchases were made on console or PC. 

Previously Epic had explained that the success of Fortnite: Battle Royale, its other free-to-play venture, was causing the company to rethink the future of Paragon. In that previous Reddit post, the developer explained that members of the Paragon team had to be pulled over to Fornite to help the game cope with its unexpected growth.

That, coupled with the fact that new Paragon players seldom stuck with the game beyond their first month of playing, caused Epic to sit down and reevaluate its strategy with the game. 

“After careful consideration, and many difficult internal debates, we feel there isn’t a clear path for us to grow Paragon into a MOBA that retains enough players to be sustainable,” explains a post from Epic. “We didn’t execute well enough to deliver on the promise of Paragon. We have failed you — despite the team’s incredibly hard work — and we’re sorry.”

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Designing Engare, a game born of a charming geometry problem

“When I was in high school, one day my geometry teacher asked a question and everyone in the class was so fascinated by that question — even those students who were not so interested in math or geometry,” says Mahdi Bahrami, developer of Engare

“The teacher asked the class what shape would be traced by a point attached to a ball if the ball was rolled across a surface. That day I decided to make a little game based on this question.”

Engare is a puzzle game about the beauty of mathematics and of Middle Eastern artwork, exploring the rules that explain the movements of an object in motion and the striking shapes that get created by these movements.

Players place a dot on a moving shape in hopes that the dot’s movement will replicate a specific design, watching the object move to know where to place their mark to recreate it. Soon, players will be manipulating the shape as well, knowing what shape, and where to place their dot, to draw what they need to complete a puzzle.

Through tracing lines with moving objects, Engare aims to show players the evocative power of a repetitive motion, having them create their own evocative art through where they place their dot on the shapes. It is a puzzle game, but one focused on beauty as well as brainteasing, helping teach the player to be curious about what these motions can create, and growing a desire within them to explore what emotions and art they too can build with it.

Finding inspiration in mathematical motion  

Unlike many puzzle games, the challenges were not entirely created within the developer’s mind. For Bahrami, finding inspiration in Middle Eastern artwork and in mathematical rules was key, giving him ideas for movements and rules he could place into Engare to create striking things the players could witness come together. 

“The puzzles help me to show the players what I find interesting about these mathematical rules. Then, the drawing tools give them the ability to explore and draw what they find interesting.”

“I had made few puzzle games before Engare. For designing levels for those games, the main question was always: ‘How can I make a more challenging/difficult puzzle’,” he says. “In the case of Engare, it was a bit different. It was not about designing difficult puzzles. The main challenge was finding interesting ideas which could be expressed through the drawing system. These puzzles could be very simple and easy, but had interesting and unexpected results.”

Bahrami’s desire to see the beauty of motion out in the world and transfer it into his game’s drawing system took him to many different places as the developer sought different types of motion, mathematical rules given form, and the ways in which it was reflected in Middle Eastern artwork. 

“The main challenge was finding interesting ideas for each level. I couldn’t just sit in front of my computer and design new levels. I needed to find inspiration from somewhere outside of my video game,” Bahrami says. “For example, I designed a handful of levels after I visited the Mathematics Exhibition of the London Science Museum, and got inspired by a Geometric Chuck device created by John Jacob Holtzapffel.”

“The last two sections of the game were highly inspired by this device. It is an arrangement of mechanism for producing two or more circular movements in parallel planes. The combination of these movements with different velocity ratios and different radiuses results in the formation of interesting curves and geometric figures,” he continues.

Bahrami could see the stirring shapes that this mechanism could create. It’s a machine carrying through a very specific motion, but when that motion is traced, or altered by making tiny adjustments to radiuses and speeds, it creates unique new visual patterns for the player to explore. To the naked eye, it is a machine doing its job, but when one follows the line of its motion, there is an art there – a beauty in motion that Bahrami wanted to capture in Engare.

Other mechanisms would be worked into the game as well. “I was looking for different type of motions which were mathematically interesting. An example for this type of ideas could be Tousi Couple, a mathematical device discovered by the Persian astronomer and mathematician Nasir Al-Din al-Tusi,” says Bahrami.

“The basic idea behind Tousi Couple is that a small circle rotates inside a larger circle twice the diameter of the smaller circle. If you draw the trajectory of a point on the circumference of the smaller circle,” he adds. “The result will be a line segment. This is interesting because normally you don’t expect a rotating circle to draw a straight line.”

In experiencing these mathematical machines in motion, Bahrami learned what he wanted to place inside Engare to excite the player’s curiosity, getting them to see what striking imagery they could create from their own experiments with the objects in motion – what things they could tease from these rules given form.

Making a game about finding beauty in lines

This kind of beauty is something people had been exploring for a very, very long time already. “I realized that these mathematical motions have a strong connection with abstract art, something especially seen in the Middle Eastern art and architecture,” says Bahrami.

Engare has some powerful connections to Middle Eastern artwork within its design, drawing from very similar places from its history

“Ancient artists in the Middle East were not allowed to draw living creatures. They had to avoid figurative representations because it was considered as a sin. Instead, they had to use abstract geometrical shapes to express their feelings,” says Bahrami. “So, a large portion of art and architecture in the Middle East became inspired by mathematics. Those shapes drawn in Engare have the same mathematical rules behind them.”

Bahrami looked to teach players to use a similar kind of expression through Engare. In giving them mathematical rules in motion, he wanted to grant the player access to an easy-to-use tool that would let them express themselves through this same art style, showing them that they could also create evocative, personal imagery through what appear to be rigid rules. 

“I think we are naturally curious about seeing where an object in motion takes us – especially when we recognize the patterns of motion,” says Bahrami. “Maybe we don’t know the mathematical equations behind the motions, but when it’s visualized, we understand the patterns and are therefore more curious to try different experiments with the system.”

It wasn’t necessary for the player to understand the rules that governed each motion in the beginning, but rather to spark that curiosity in the player. It was important for them to see what was possible within this structure that had so fascinated Bahrami. It was to tease the art and emotion and creativity out of the player through its motions.

The puzzles in Engare, therefore, are more to draw that kind of thought and feeling out of the player – to teach them what they can do with these objects in motion, and make them curious. “The puzzles help me to show the players what I find interesting about these mathematical rules. Then, the drawing tools give them the ability to explore and draw what they find interesting,” says Bahrami.

Engare is a puzzle game, and one that will challenge the player’s mind, to be sure. Engare’s goal is not just to keep the mind busy for a few hours, though, but to excite the imagination with the same possibilities that can be seen in striking Middle Eastern art and architecture. It’s an exploration of the beauty in mathematical thought, and to draw the player into seeing what they, too can create through its seemingly strict motions.