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Rocket League blasts onto Nintendo Switch today!

Rocket League blasts onto Nintendo Switch today!

Winner or nominee of more than 150 “Game of the Year” awards, Rocket League is a high-powered hybrid of arcade soccer and driving with rewarding physics-based gameplay.

Take to the pitch for a fully-featured offline season mode, multiple game types, casual and competitive online matches, and special “Mutators” that let you change the rules entirely. Express yourself with one of the deepest customization systems around and battle opponents on other platforms with groundbreaking cross-network play!

Features:

  • More than 100 billion possible customization combinations.
  • Exclusive Nintendo Switch Customization Items and Battle-Cars.
  • Online play supports 1-8 players, TV mode supports 1-4 players, and Local/Handheld mode supports 1-8 players*.
  • Cross-Network play with Xbox One and PC users.

If you are interested in purchasing the digital copy of the game, please visit https://www.nintendo.com/games/detail/rocket-league-switch .

Game Rated:

Mild Lyrics

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Track down criminals in 1940s LA and uncover the elusive truth

Track down criminals in 1940s LA and uncover the elusive truth

Amid the post-war boom of Hollywood’s Golden Age, newly-minted officer Cole Phelps embarks on a desperate search for truth in a city where everyone has something to hide.

Utilizing revolutionary facial animation technology, L.A. Noire blends the breathtaking action of chases and shootouts with true detective work including interrogations and clue-finding for an engrossing, interactive experience.

Features:

  • Enhanced specifically for the Nintendo Switch™ console with different ways to play. A Joy-Con™ controller mode provides gyroscopic, gesture-based controls with HD rumble, while contextual touch screen controls are great for portable detective work.
  • Includes the complete original game, all additional downloadable content, plus new collectibles and detective suits to unlock (each with unique special abilities).

If you would like more info on the game, including how to purchase the digital version, please visit https://www.nintendo.com/games/detail/la-noire-switch .

Game Rated:

Blood and Gore
Nudity
Sexual Themes
Strong Language
Use of Drugs
Violence

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Staffers stage walkout at IGN over mismanagement of sexual harassment claims

A number of IGN employees reportedly refused to work today until the company made a public statement about the allegations of former IGN staffer Kallie Plagge.

It’s a very significant display of solidarity on the part of IGN workers, one that may impact the outlet’s ability to continue covering and talking about the game industry in the manner to which devs have become accustomed.

On Friday, Plagge took to Twitter to claim that she and another woman who works at IGN had been sexually harassed by a significantly older staffer (former IGN editor Vince Ingenito, who has since responded to the claims) for months.

Plagge stated that when she eventually reported the harassment to HR in June of last year, “HR and upper management told me I needed to have better judgment about who I was ‘friends’ with, making me out to be an equal participant.”

“I was made to sign a document stating that I’d behaved inappropriately, on the condition that I’d be fired if it happened again,” Plagge wrote. “I was forced to work with Vince for another six months until I left IGN for my current job.”

This morning a number of IGN staffers voiced support for Plagge, and IGN staffer Alanah Pearce stated on Twitter that “There won’t be a Daily Fix today because a large group of IGN employees have refused to work until the company issues a statement/apology regarding what happened to Kallie Plagge.”  

Hours later, a public statement was published on the IGN website that was attributed to “the IGN content team, not by management or legal or anyone else”; that statement puts the blame squarely on IGN’s shoulders and expresses regret for what reportedly happened to Plagge and her colleague.

“When the women made management and human resources aware of the situation involving a now-former employee, those women, in the estimation of the IGN team, did not get the respect and care that they deserved as IGN employees and as people. That system, plainly put, failed them. It especially failed them but it also failed all of us,” reads an excerpt of the statement.

“All of us have been wounded deeply by this – though again, our suffering is nothing compared to those of our two beloved friends – and this morning we addressed the open wound directly with our management team and human resources representative in an emotional, difficult, but ultimately productive two-hour meeting, where any and all voices were heard.”

The statement went on to claim that the HR representative who Plagge went to is no longer with the company, but that “our current HR rep has been transparent and willing to listen to ideas and suggestions for how to create a better work environment going forward.”

However, as of this publication there has been no public statement on this issue from anyone who identifies as IGN upper management. Gamasutra has reached out to the company for more details and an explanation.  

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Battlefront II devs cut cost of in-game unlocks 75% in response to fan outcry

The team behind Electronic Arts’ upcoming Battlefront II published a blog post today announcing they’ll be lowering the cost players will pay (in virtual currency) to unlock specific heroes in the game by 75 percent.

It’s a direct response to some fan outcry over the weekend about the game’s virtual currency economy, and it may help give fellow devs a bit more insight into what players are willing to tolerate when it comes to rewards in a full-priced multiplayer game.

While the game doesn’t launch until Friday, a brouhaha erupted over the weekend after a player who had early access to the game (via EA’s Access program) published data to Reddit which suggested it would take an average of 40 hours of time spent playing multiplayer to earn enough virtual currency (60,000 credits) to unlock a top-tier hero character like Darth Vader or Luke Skywalker.

Yesterday, someone representing EA’s community management team responded to the Reddit thread by thanking the community for the feedback and explaining that “the intent is to provide players with a sense of pride and accomplishment for unlocking different heroes. We selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards before launch.”

The same account made a similar reply in another thread complaining about the pricing scheme; that reply has since become the most unpopular post (in terms of “downvotes” to “upvotes”) in the history of Reddit. At least one person who claims to be with EA (and who has since locked down his Twitter account) stated publicly this morning that he’d received “7 death threats and over 1,600 personal attacks” as a result of the fracas.

“There’s been a lot of discussion around the amount of in-game credits (and time) it takes to unlock some of our heroes,” reads an excerpt of today’s company blog post. “We used data from the beta to help set those levels, but it’s clear that more changes were needed. So, we’re reducing the amount of credits needed to unlock the top heroes by 75 percent.”

The post goes on to make it clear that the dev team plans to continue tweaking the game over time, making a point of celebrating how quickly a live game like Battlefront II can be updated to respond to player feedback.

This echoes the team’s efforts last month to rework how the game’s loot box system works after players of the Battlefront II open beta complained that the loot boxes (which could effectively be purchased with real money) unbalanced the multiplayer game in favor of people who spent more money. 

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Video: A postmortem look at the making of VR sensation Tilt Brush

Former Double Fine staffers Patrick Hackett and Drew Skillman established a foothold at the leading edge of VR when they released their 3D VR painting tool Tilt Brush in 2016.

Many devs saw Tilt Brush as one of VR’s early “killer apps”, and an excellent experience to introduce newcomers to VR. At GDC 2017, Hackett and Skillman reflected on its 3 years of development and spoke frankly about its origins, early development, the acquisition of their company by Google, and the launch process.

Fellow devs should check this talk out because it sheds light on a crucial early VR success story and, more importantly, showcases how a small team can succeed with a great idea and the right circumstances.

So if you missed this talk at GDC, make sure to watch it now for 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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Revealed for Pokémon Ultra Sun and Pokémon Ultra Moon

Revealed for Pokémon Ultra Sun and Pokémon Ultra Moon

The Pokémon Company International and Nintendo revealed new details for the upcoming games Pokémon Ultra Sun and Pokémon Ultra Moon.

The Ghost- and Fairy-type Pokémon Mimikyu was first discovered in Pokémon Sun and Pokémon Moon. There are many mysteries surrounding this Pokémon, which lives its entire life hidden beneath a rag. Because of its desire to get closer to people, Mimikyu began to disguise itself as a popular Pokémon—Pikachu. Mimikyu can manipulate its rag so the cloth takes on the shape or design Mimikyu imagines, and it will protect Mimikyu from an enemy attack—but only once.

Now, in Pokémon Ultra Sun and Pokémon Ultra Moon, Mimikyu will have a Fairy-type Z-Move, Let’s Snuggle Forever, if itMimikyu knows the move Play Rough and is given a piece of the Z-Crystal Mimikium Z to hold. Up until now, Mimikyu’s Play Rough could only be powered up into the Z-Move Twinkle Tackle if Mimikyu was holding a piece of Fairium Z. Thanks to the addition of the new Mimikium Z, the Let’s Snuggle Forever Z-Move that can also be unleashed in Pokémon Ultra Sun and Pokémon Ultra Moon is very powerful and even outshines Twinkle Tackle.

Pokémon Ultra Sun and Pokémon Ultra Moon launch on November 17, exclusively on the Nintendo 3DS family of systems. For more details about today’s announcement, visit http://www.pokemon-sunmoon.com/ultra/en-us/.

Games Rated:

Mild Cartoon Violence

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Brawlhalla’s executive producer gives advice on community building

It’s hard building a community when you have no personal or pre-existing fanbase. That’s something every developer, big or small, has been dealing with in the age of Early Access. So how did the folks behind Brawlhalla find their way with a free-to-play Smash Bros-like fighting game?

That’s exactly the question we sought to answer today while talking with executive producer Zeke Sparkes on the Gamasutra Twitch channel. And as it turns out, he had some really useful insight! 

We’ve archived our full conversation with Sparkes up above for your convenience. But in case you’re riding the fury road to Brawlhalla right now, here are some highlights from our chat that may be helpful. 

Have a mostly-finished product before going on Early Access

Toward the end of our stream, a fellow game developer watching the stream asked Sparkes in Twitch chat about what they should do before going on Steam Early Access, without any real community to back them up. Sparkes’ key advice was that they should try to make sure their game was on the pathway to being finished, rather than a product with key components being updated as it went. That way, per Sparkes, you have something to show to people and the ability to explain what the game will be when it’s done. 

When updating core mechanics, move slowly and methodically

Inspired by some recent changes to X-Wing Miniatures that caught our attention, we asked Sparkes about what it’s like when you’re publishing a live game and need to make fundamental changes to core mechanics that have been in the game since launch. As Sparkes explained, this is exactly what the Brawlhalla team went through when they rolled out a major change to their dash/dodge mechanic. 

It was a months-long process that involved a slow rollout to the community to help them adjust to the changes, and in the process, they were forced to examine every attack with every character to ensure some sense of balance remained in the game. Sparkes said it was a long, grueling process, but in the end the community responded well to the change thanks to the slow rollout. 

“Just do it.”

A lot of our conversation with Sparkes revolved around building a community and a business around events, conventions, and Early Access. But one of Sparkes’ best pieces of advice was that when it comes to certain challenges, it’s better to jump in and roll with the punches than just plan your way into eternity. 

For instance, when the Brawlhalla team realized that Twitch streaming would be vital for their marketing plan, they decided to start streaming the game themselves…except no one on the team knew how to start a stream. Rather than overplanning their way into a delayed project, they chose to set a date for when they would start streaming and in his words “just do it.”

Sparkes says you can see how rough those results were in the Brawlhalla Twitch archives, but he says it was worth it since it gave the team experience and confidence to try again and again, fixing their mistakes along the way. 

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

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Video: How Criterion keeps dev teams happy and productive

At some point in the recent past, folks at Criterion Games became convinced that the way the industry has built AAA games is incredibly damaging to people, quality, and innovation.

At GDC 2016, Criterion’s Alex Mole explained how, after a change of leadership in early 2014, the studio started to build a process aimed at maximising efficiency through a highly-motivated team with enough big-picture context to make great decisions all the time.

He broke down how the studio took inspiration from other triple-A studios and indie developers, and also made use of science to motivate people by providing them room to establish “autonomy, mastery, and purpose.”

It was an interesting talk that went into some detail about Criterion’s game production process, as well as the team’s findings of what worked well and what didn’t.

If you missed seeing it in 2016, don’t sleep on your chance to now watch Mole’s for 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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Get a job: Insomniac Games is hiring a Character Artist

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

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

Location: Burbank, California

Day One – work on a Spider-Man game. Sounds pretty amazing. Not sure we need to do much more in regards to a posting other than mention that. It could be considered a mic drop. Maybe it is, but Insomniac Games is looking for a character artist to create models, textures, and shaders for characters and other key assets for our games. Keep reading if that sounds like something you’d be interested in doing.

Essential Duties and Responsibilities include the following:

  • Maintains consistent style under the direction of the Art Director
  • Creates models, textures, and shaders for characters, vehicles, weapons, and props
  • Uses advanced knowledge of human and animal anatomy to ensure that models achieve a high level of functionality and design aesthetics
  • Checks character assets in context in the game to identify scale and design issues
  • Optimizes models and shaders
  • Actively participates in technical and artistic problem solving
  • Works closely with animators and riggers to ensure models deform correctly and are functional
  • Solves problems with visual design; fills in the gaps between concept art and modeling
  • Meets with other character artists to discuss style and technique and maintains visual consistency
  • Other duties may be required

Education and/or Experience:

  • Bachelors Degree (B.F.A.) from a four-year college or university; or two to four years related experience and/or training; or equivalent combination of education and experience. 
  • Advanced understanding of Photoshop, Maya and Z-brush, Mudbox or equivalent.  
  • Advanced understanding of generating normal maps from high poly models.  
  • Understanding of node based shader networks a plus.  
  • Understanding of source control with Perforce or the equivalent.

Other Skills: Strong drawing, sculpting, and conceptualization skills with an ability to adapt to established styles. Understanding of clean edge flow and best practices for modeling for animation performance. Advanced knowledge of human and animal anatomy. Strong traditional painting skills in both stylized and photorealistic styles. Ability to meet deadlines under tight schedules. Willingness to receive direction and work closely with a team.

If this sounds like the opportunity that you have been looking for – then we want to hear from you. Thanks!

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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Inaugural ADL ‘being an ally’ game jam saw 20 anti-bias games

The Anti-Defamation League and Museum of Art and Digital Entertainment have named the winner of the first week-long Being An Ally game jam.

Overall, the event saw over 20 games created between October 21 and October 27 to embody anti-bias and anti-bullying themes. While the jam kicked off over a weekend at physical sites in Austin TX, New York, NY, and Oakland, CA, devs had until October 27 to submit their final product online.

Following that, the ADL had a panel evaluate each title on how well it communicated the ADL’s library of anti-bias resources into a game. This year, the game Ali Tale was named the winner of the jam, netting its development team a $2500 price, IGDA membership, and mentorship time with Playmatics CEO Margaret Wallace. 

According to Polygon, participants received a bout of anti-bias training at the head of the competition and then had to translate at least two of the core messages from the session into a game project. 

Those topics included telling aggressors to stop, being an ally online, supporting targets, not participating in bullying, informing a trusted authority figure, and getting to know people rather than judging them but every game had to adhere to the stipulations of including no physical confrontation, cliches, or stereotypes as well.

Winning game Ali Tale, runner-up A Day To Remember, and several ‘honorable mention’ titles can be found on the event’s Game Jolt page