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French charity steam Z Event raises $6.7 million for Amnesty International

French charity stream Z Event has raised over €5.7 million ($6.7 million) for Amnesty International, breaking its previous record of roughly €3.5 million ($4.1 million). 

As reported by Dot Esports, the annual event sees a bunch of popular French streamers get together for a marathon gaming session that’s broadcast on Twitch. 

This was the fifth installment, and despite being held during a pandemic that’s left many people dealing with financial uncertainty it managed to raise a record amount for charity. 

A number of notable names praised the efforts of those involved, including French president Emmanuel Macron who told organizers to be proud of their efforts in a short tweet

“You can be proud! Proud to have mobilized more than €5.7 million (a record!) To uphold human rights with Amnesty. Proud to have shown that by being united and in solidarity we can accomplish great things,” he wrote (via Google translate).

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Humble STEM Productivity Library by Mercury Bundle

There is a new e-book bundle of interest to game developers, the STEM Productivity Library by Mercury. This is a collection of books around the theme of STEM, or Science/Technology/Engineering/Math. Of particular interest to game developers are the following titles:

  • 3D Character Development Workshop
  • Python An Introduction to Programming
  • Quantum Mechanics
  • Artificial Intelligence Basics
  • Mathematics For Computer Graphics and Game Programming
  • Solid State Physics
  • Artificial Intelligence and Expert Systems
  • Data Structures and Program Design Using Python
  • Newtonian Mechanics

There are a dozen other books in the collection with topics ranging from AutoCAD to Radar Systems and Tensor analytics. Several of the books in this bundle have been featured in previous bundles, so be sure to check your library before purchasing. As with all Humble Bundles, you can decide how your money is allocated between Humble, Charity, the publisher and if you so choose (and thanks if you do!) to support GFS using this link. You can learn more about the bundle in the video below.

[youtube https://www.youtube.com/watch?v=gET4JjHO74c?feature=oembed&w=1500&h=844]
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Drag[en]gine Hands-On

The Drag[en]gine is a highly modular, open source (C++) game engine that has been under active development for several years. The Drag[en]gine’s modular approach is built around the GLEM concept breaking your game project into the Game Script, Launcher, Engine and Modules layers. The Game Script is implemented by default in Dragonscript, another open source project available here. Drag[en]gine is open source under the LGPL license on GitHub.

If you want to get started with Drag[en]gine you can download binaries for Linux and Windows available here, it’s most likely the IGDE file you want to start with. There are a number of samples to get you started available here. You can learn more about Drag[en]gine in the video below.

[youtube https://www.youtube.com/watch?v=ZyW22zRk6A8?feature=oembed&w=1500&h=844]
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You literally can’t miss out on the legendaries in the Pokémon Sword and Shield expansion

Pokémon Sword and Shield’s second expansion, The Crown Tundra, introduces every legendary Pokémon that’s ever appeared in a mainline Pokemon title to the Switch game. Unlike in previous Pokémon games, where each legendary encounter can result in the Pokémon running away, Nintendo has confirmed that encounters with legendary Pokémon have a guaranteed 100% capture rate.

This information was confirmed in the most recent episode of the Japanese variety show, Pokénchi. Pokénchi also confirmed that players will only capture one of each legendary Pokémon. Some members of the community are disappointed by this news as they fear these legendary Pokémon will be shiny locked. This means these Pokémon cannot be shiny unless the developers decide to give them away at future events. Be sure to keep an eye out on any events after the expansion launches.

Depending on which copy of Pokémon Sword or Shield you own will determine which legendary Pokémon appear in your game. Unfortunately, this means if you want every Pokémon in your PokéDex, you may need to own both copies of the game.

There is the possibility that Game Freak will allow players to catch the version-exclusive legendaries through raids, though this hasn’t been confirmed as of yet. By guaranteeing players can capture the legendary Pokémon without fail, this opens up the possibility of using any Pokéball you want. Be sure to choose wisely, as you won’t have the option ever again.

[youtube https://www.youtube.com/watch?v=AMbuCjjs3gw?modestbranding=1&rel=0&feature=oembed]

Want more RPG goodness on your Nintendo Switch? Say no more. Our best Switch RPGs guide will leave you with hundreds of hours worth of content to explore.

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Cut better game trailers after taking this GDC Masterclass

Mastering the art of making compelling game trailers takes time, energy, and artistic instinct. For those of you already honing this skill, now is the time to learn from a top-tier trailer editor like Derek Lieu.

Lieu’s been cutting trailers for years on games like Spelunky 2, Firewatch, Half-Life, and Mortal Kombat. Each of his projects has accomplished the task of capturing player interest and making them more likely to buy the game. Now he wants to help you make your own great game trailers.

This Masterclass (which will run all day on December 3rd 2020) will be an eight-hour course that will help you put practical techniques into action. You’ll get one-on-one time with Lieu to learn a number of creative techniques, including:

  • Learn a step-by-step process for making trailers that will make your games stand out in today’s crowded market.
  • Learn the best way to highlight your game’s hook in a trailer and bring players closer to a purchase.
  • Understand what style of trailer to make based on your game’s style and your marketing timeline, to achieve maximum awareness around your release.
  • Find out how to see and break down games like a trailer editor and capture artist and hone your trailer-making process.
  • Learn how to develop a sense of the most marketable aspects of your games and leverage those strengths in trailers to pique consumer interest.

The tips Lieu has to offer won’t just help you in the edit bay, they’ll be essential to the planning stage of your process as well. They’ll help you capture better game footage, and help you anticipate player reactions before you’ve even released your video.

For those of you familiar with Lieu’s work, he’s been no stranger to educating developers about what makes a good game trailer across a number of GDC talks. This will be the first time that you’ll be able to take those principles and put them into action with his guidance.

Seats are limited, so only a select few will be able to take advantage of this course. Make sure you’re one of them and register today!

For more information on the GDC Masterclass program, be sure to visit our website or subscribe to regular updates via FacebookTwitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa Tech

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How the Nemesis system got an indie makeover in Star Renegades

Star Renegades is a new turn-based role-playing game from Massive Damage, a mid-sized all-remote studio that made some waves on Steam with Halcyon 6: Starbase Commander. It’s got a neat synthwave vibe, intensely detailed pixel art, and to our surprise, a riff on the Nemesis system first seen in Monolith’s Middle-earth series.

In case you missed those adventures of hack-and-slashing the Uruk-Hai, here’s a quick primer on the Nemesis system: Instead of a linear class of elite boss fights, the folks at Monolith filled their open worlds with procedurally generated orc hierarchies.

Their existence was defined by randomly pulled characteristics that would be updated as the player either killed them, controlled them, or lost battles to them. It’s a system that rewards exploration, research, and manipulation as opposed to brute force.

In Star Renegades, the system is tuned for a different purpose: refreshing the JRPG experience to take what was traditionally a 40-hour adventure and make it palatable for a modern audience. Here’s a quick breakdown on the decision making behind this system from a chat with creative director Peter McLaren and studio head Ken Saito on the GDC Twitch channel.

Star Renegades’ procedural bosses come on the back of a game that is trying to take the fun of classic turn-based combat and make it engaging for shorter play sessions. McLaren explained that one design goal was to drill into why classic RPGs like Final Fantasy or Golden Sun were fun, but to meet the schedules of players who have aged, and have less free time than when they were kids.

This decision is in contrast to how Final Fantasy itself has evolved, a decision McLaren says was deliberate. “Being indie, you have to do things that triple-A is not doing, you need to actively stay away from that fire because if the trend is going that way, and you release something triple-A companies are doing just as well, you’re not going to be able to compete with it.”

So with that in mind, why does a mechanic from Monolith’s triple-A megafranchise work in this indie RPG? Well it’s worth pointing out that six years after the debut of the Nemesis system, few other games have attempted to mimic it. McLaren explained he only understood Middle-earth’s Nemesis system once he began developing one of his own.

“It’s undergirded by the core aspects of [Middle-earth: Shadow of Mordor],” he explained. “Free exploration is a big part of what makes that system work….along with the fact that all the orcs fundamentally come from the same primordial goo, which is just a character with two arms, two legs, and a weapon, who’s trying to kill you.”

“The fact that they’re coming from a common space makes that system possible, so there’s a lot of ingredients that you need to make your own version that works.”

Since Star Renegades doesn’t have expansive open-world combat, its enemies on the alien hierarchy use a mix of strengths and weaknesses that intersect with how players can build the characters in their party. One might be resistant to a certain attack type, another might have a personality trait that reacts to certain status effects.

And since the game has a roguelike structure where players can select and evolve different abilities every run, Massive Damage was able to tune enemies to either challenge or reward players who built their parties along different paths.

It opens the door for players to create their own relationships with particular bosses–if one escapes them and adapts to their abilities later on in the run, it can feel like the game is responding to how the player has specifically built their party, and challenge them to double down or shift gears.

That “partybuilding” component, in Saito’s words, put Star Renegades in a bit of an odd position with playtesters. The game isn’t a full roguelike, nor is it a deep RPG, but using the latter’s combat system for the former’s short, repeatable play segments, giving it a unique identity that fosters some special systems.

“We’re kind of in this in-between space,” he said. “We’ve heard some people would rather see a more tighter, roguelike experience, and some people that would like to see a more expanded JRPG experience. Being in the middle was a little tricky for us.”

It’s an interesting direction for developers interested in picking up the banner of the JRPG franchise, but it’s worth knowing that for Massive Damage, the inspirations from other games far removed from the genre have been a natural fit.

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Report: China-owned mobile studio Playtika is chasing an IPO in the U.S.

China-owned social and mobile games company Playtika is looking to go public in the United States.

Reuters is reporting that the company has confidentially submitted paperwork to the U.S. Securities and Exchange Commission for an initial public offering. 

Although Playtika hasn’t revealed the size and price range of its proposed offering, Reuters has previously indicated the company is working with Morgan Stanley to put together an IPO that would see it valued at around $10 billion. 

The news comes just over a year after Playtika forked out $275 million to purchase Finnish mobile developer-publisher Seriously, which is best known for creating puzzle franchise Best Fiends.

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Material Maker and Pixelorama Updated

Pixelorama and Material Maker are two very different programs that have an exceptional amount in common. One direct commonality is, they both received updates this week. In addition to new updates, Material Maker and Pixelorama are both open source game development related applications released under the MIT license and created using the Godot game engine.

Material Maker is a graph or node based procedural texture generation tool, perhaps the closest thing that exists to a free and open source Substance Designer alternative. Material Maker just released version 0.93 with new features including several new nodes and node improvements, support for custom meshes, an all new dynamic reference panel and more. The source code for Material Maker is available here.

Pixelorama is a pixel based art application with animation support. Pixelorama just released version 0.8.1 adding new tools for moving animation frames, a new purple theme, sprite generation improvements and more. The source code for Pixelorama is available here.

You can learn more about both releases in the video below or watch here on Odysee.

[youtube https://www.youtube.com/watch?v=M24W5Ode5sg?feature=oembed&w=1500&h=844]
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Get a job: Join Insomniac Games as a Technical 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

Insomniac Games is currently looking for a Technical Artist.  What does that mean?  We are looking for an excited team member to be responsible for the front lines of cutting-edge real-time graphics and technology development. This role helps develop Insomniac’s future technology by continually looking for areas to enhance the team’s current methods of content creation with innovative and optimized workflows and pipelines.  This developer helps deliver the creative and innovative artistic possibilities for the studio.  Please read on for more details: 

Essential Duties and Responsibilities include the following:

  • Designs and develops improved content creation pipelines, processes, and workflows
  • Provides documentation and mentors the content creation teams to fully take advantage of our tools and technology
  • Creates sample content to prove out new workflows and demonstrate visual improvements
  • Collaborates with the content creation teams and support them with new tools and shaders to elevate visual quality
  • Keeps current with the technological developments and advancements throughout the game industry
  • Understands memory and frame-rate budgets for console platforms
  • Other duties may be assigned 

Education and/or Experience:

  • Bachelor’s degree (B. A.) from four-year college or university; or two to four years related experience and/or training; or equivalent combination of education and experience
  • Strong knowledge of physically based shading and lighting
  • Strong knowledge of cutting-edge content creation pipelines
  • Strong grasp of mathematical concepts and analysis techniques as they apply to technical art
  • Experience in node-based shader networks such as those found in Unreal Engine
  • Experience in Substance Designer/Painter, Houdini, or Maya
  • Working knowledge of HLSL and Python

Other Skills: Ability to meet deadlines under tight schedules.  Willingness to receive direction and work closely with a team. Develops and presents new and emerging techniques to team. Be open and generous in sharing advancements with the game development community.

If this sounds like the opportunity that you have been looking for- we want to hear from you.  Please use the link to apply directly to this role. 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.