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Ubisoft has made its Sharpmake game dev tool open-source

The custom generator created by Ubisoft during the development of Assassin’s Creed 3 has officially been made open source and uploaded to a Github repository.

Ubisoft says Sharpmake is a C#-based generator for Visual Studio projects and solutions that was designed to generate projects with a “very large number of configurations very quickly.”

The tool itself could offer game developers an alternative to tools like CMake and Premake, specifically one that Ubisoft says generates 100 to 200 times faster and works well with both big C++ code bases and multiplatform projects.

Now, Sharpmake and its accompanying documentation have been made public on GitHub. Ubisoft’s Nicholas Fleury has shared a post and video on Reddit offering a basic introduction to the tool and detailing some of its benefits. 

In addition to its speed, Fleury notes that Sharpmake is also an easier tool for C++ programmers to pick up, is flexible thanks to its use of C#, has built-in support for FastBuild, and supports all consoles, though developers will need to work with platforms individually to enable each within Sharpmake.

The tool itself can be found on GitHub, courtesy of Ubisoft, alongside more details on its use and capabilities. 

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Daily Deal – Owlboy, 40% Off

Save 50% on Blood Bowl 2 as part of this week’s Weekend Deal*!

Blood Bowl 2 smashes Warhammer and American football together, in an explosive cocktail of turn-based strategy, humour and brutality, adapted from Games Workshop’s famous boardgame.

Also, be sure to check out brand-new DLC content, including new playable races releasing today!

*Offer ends Monday at 10AM Pacific Time

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Nintendo turns Black Friday into Legendary Friday

Nintendo turns Black Friday into Legendary Friday

With Black Friday quickly approaching, Nintendo is offering a variety of products to make holiday shopping a little bit easier and a lot more fun for everyone. These deals include two items that will make it easier for people of all ages and interests to get in on the fun and adventure of The Legend of Zelda series this holiday season.

The first is a Link green Nintendo 2DS system with bright orange buttons that comes pre-installed with The Legend of Zelda: Ocarina of Time 3D game at a suggested retail price of only $79.99. This is ideal for young people who want to be introduced to one of the best games in The Legend of Zelda series on a durable and accessible portable system. The second is The Legend of Zelda: Breath of the Wild – Explorer’s Edition, a bundle that includes the critically acclaimed and award-winning Nintendo Switch game, a 100-page explorer’s guide and a two-sided map at a suggested retail price of $59.99.* The included guide and map are great for people new to the series, as well as people who haven’t yet had the opportunity to dive into the massive adventure.

But this isn’t all Nintendo is offering on Black Friday. In addition to these legendary deals, many other systems and bundles are currently in stores. These include a Nintendo Switch bundle that comes with the system, a download code for the Super Mario Odyssey game, Mario-themed red Joy-Con controllers and a special carrying case at a suggested retail price of $379.99.

“Between Nintendo Switch, Super NES Classic Edition, all the systems in the Nintendo 3DS family and all of the fun games available for these systems, shoppers will have multiple options for their wish lists this year,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “Our Black Friday deals are a great value for people looking to pick up gifts for the Nintendo fans in their lives.”

Other systems and bundles that will be available in stores this holiday include:

  • For fans of Mario: A white-and-red Nintendo 2DS system pre-loaded with the New Super Mario Bros. 2 game at a suggested retail price of $79.99 (now available).
  • For fans of cool hardware: A white-and-orange New Nintendo 2DS XL system at a suggested retail price of $149.99 (now available).
  • For fans of Pokémon: A Poké Ball Edition New Nintendo 2DS XL system at a suggested retail price of $159.99 (launches Nov. 3).
  • For fans of exploration: A special edition of Xenoblade Chronicles 2 that includes a sound selection CD, a special metal game case and a 220-page hard-bound art book at a suggested retail price of $99.99. A Nintendo Switch Pro Controller themed around Xenoblade Chronicles 2 will be available at a suggested retail price of $99.99 (both launch Dec. 1).

To check out all the offerings from Nintendo this holiday season, visit Nintendo’s holiday gift guide at https://happyholidays.nintendo.com/.

Remember that Nintendo Switch and the Nintendo 3DS family of systems feature parental controls that let adults manage the content their children can access. For more information about other features, visit http://www.nintendo.com/switch/ or http://www.nintendo.com/3ds.

* The Expansion Pass, which is composed of The Master Trials and The Champion’s Ballad DLC, is not included as part of The Legend of Zelda: Breath of the Wild – Explorer’s Edition.

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Style Savvy: Styling Star launches for Nintendo 3DS on Dec. 25

Style Savvy: Styling Star launches for Nintendo 3DS on Dec. 25

The newest game in the Style Savvy series is coming exclusively to Nintendo eShop on the Nintendo 3DS family of systems this holiday season. In the Style Savvy: Styling Star game, you can manage a boutique, plan makeovers and help your clients become singing superstars.

The much-loved Style Savvy series puts you in the role of a budding fashion mogul. By running your own fashion boutique, you can select the clothes you sell, recommend outfits for your customers and even create some high-class looks that are both fashionable and trendy. You can even customize the look of the boutique itself. If you have an eye for fashion, your styles will be the talk of the town!

In Style Savvy: Styling Star, you can also set your customers up for stardom. For the first time in the series, become a personal stylist for a production studio and make sure your stars-in-the-making look good. The outfits you select for your talented sensations will actually shape their stories, and you can even view the custom outfits you design during some musical performances!

Style Savvy: Styling Star has more than 20,000 in-game items of clothing and accessories to unlock as you play, many of which are new to the series. In addition to the huge number of in-game items you can use to style customers, players can also use compatible amiibo during gameplay to add even more options. All currently available amiibo are compatible with Style Savvy: Styling Star. Some amiibo, including Animal Crossing, Splatoon and Kirby series amiibo, will unlock Nintendo-themed design elements and emblems. Other amiibo will unlock a special design element and emblem.

By increasing your Style Rank through picking out the perfect look that matches your clients’ requests, you can unlock new events and serve as a consultant in other areas of fashion, like makeup, hair and men’s fashion.

A free demo version of Style Savvy: Styling Star is now available in Nintendo eShop on Nintendo 3DS. Download it and give it a try!

Style Savvy: Styling Star will launch exclusively in Nintendo eShop on Nintendo 3DS on Dec. 25. It will also be available for purchase and direct download at Nintendo.com. For more information about the game, visithttps://www.nintendo.com/games/detail/style-savvy-styling-star-3ds.

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Now Available on Steam – Zwei: The Ilvard Insurrection, 10% off!

Zwei: The Ilvard Insurrection is Now Available on Steam and is 10% off!*

In a world where magic and technology exist side by side, vampire princess Alwen must reclaim her ancestral castle and her magic alongside her unlikely ally, treasure hunter Ragna Valentine. They may make for an odd pair, but when they combine their talents, the sky’s the limit!

*Offer ends November 7 at 10AM Pacific Time

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Get a job: Sucker Punch is hiring a Level Designer

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: Bellevue, Washington

Sucker Punch is looking for a Level Designer who shares our passion for pushing creative limits and redefining expectations about what games can be. A successful candidate will have a passion for creating compelling layouts and working with a team of creative individuals. Team leadership experience is expected, with a proven track record of high-quality results.

Working closely with Environment Artists and Content Designers, you will shape environments and gameplay to create deep and meaningful player experiences.

Responsibilities

  • Design and build both open world and directed layouts, from concept to polish, that are grounded and unique, delivering a compelling game experience.
  • Create and iterate encounter layouts to support the navigational and combat goals for the game.
  • Work closely with Designers and Environment Artists to develop, implement, and maintain building standard metrics throughout the world.
  • Work with the Content Designers to develop encounter locations specific to narrative and gameplay needs.
  • Integrate research and concept art into playable game spaces.
  • Work closely with the Project Directors and other Leads to ensure quality across the game.
  • Continuously strive to push the quality bar higher.

Qualifications

  • Proven track record of developing engaging open world content.
  • At least 3 years’ experience in the games industry working as a Level Designer or similar content creation experience.
  • Proficient at identifying and supporting gameplay needs and constraints within an encounter layout.
  • Experience developing and shipping at least one AAA console or PC game.
  • Strong understanding and experience with 3D Modeling Software (preferably Maya).
  • Experience building large open worlds with a focus on 3rd person action encounters a plus.
  • Basic scripting ability (XML, LUA, PYTHON, etc) or competency in a programming language a plus.
  • Outstanding communication and collaboration skills.
  • An aptitude for learning new technology, level editors, scripting languages, engines, and systems; especially industry-standard content creation tools.
  • Must be a self-motivated and energetic team player with a very strong work ethic and cooperative attitude.
  • Position is currently open to those eligible to work in the States, and willing to relocate to Bellevue, WA.

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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Profits and revenue on the rise for Konami’s video game branch

Konami has released its financial report detailing the first six months of its 2017-2018 fiscal year, showing a year-over-year increase in profit and revenue for both its Digital Entertainment branch and the company as a whole.  

For the period ending September 30, the company as a whole reported ¥115.4 billion (~$1 billion) in revenue, a 13.8 percent increase from the same period during the previous year. Likewise, Konami saw profit for the period reach ¥17.2 billion (~$151.2 million) for a 40.5 percent increase year over year. 

Konami’s Digital Entertainment branch brought in the lions share of total revenue for those first six months. That department, which oversees both its video game and card game operations, brought in ¥57.6 billion (~$506.5 million) in revenue, roughly a 28.7 percent increase from the ¥44.9 billion (~$395 million) reported during the previous year. 

Digital Entertainment also saw an increase in profit compared to the preceding year, with 2017’s numbers coming in at ¥19.3 billion (~$169.4 million) for a 24.5 percent increase. 

Konami attributes the performance in the past two quarters to “favorable reviews” for the mobile titles Jikkyou Pawafuru Puroyakyu and Professional Baseball Spirits A, “continued stable performance” from games in its global markets like Yu-Gi-Oh! Duel Links, the mobile Pro Evolution Soccer 2017, and PES Club Manager, along with the release of Pro Evolution Soccer 2018

Additionally, its mobile games Yu-Gi-Oh Duel Links and Pro Evolution Soccer 2017 both cleared 50 million downloads during the past quarter, with Duel Links coming in at 55 million on its own. 

Going forward, the company says it expects “to provide content that enables us to deliver pleasure to customers in various regions” through an in-development PC version of Duel Links, ongoing support for its mobile titles, and what it describes as aggressive promotions within the eSports scene.

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Opinion: Playing the Night Witches tabletop RPG with 16 people

“Tonight, we fly,” I thought to myself, indulging a bit of drama as I looked forward to being one of four GMs for a mammoth session of Bully Puplit’s Night Witches RPG.

Actually, that’s a total lie. There was absolutely no equanimity, no “chill” that preceded my participation in this event at Big Bad Con–an annual indie tabletop gaming convention in California. Also, it was afternoon, not night.

Not only was the game’s creator, Jason Morningstar, one of the other GMs, but there were a grand total of sixteen people to manage. Four at each table, each comprising a “section” of our whole squadron of twenty four (each GM controlled NPC pilots as well). Though I was, obviously, responsible for my section (2-A, the fightin’ A!) I also had to manage inter-sectional drama and other players coming to me for RP with my NKVD officer.

I was more than a little nervous about taking this on, and wondering why the hells I said “yes” to this.

***

Night Witches is an RPG about the eponymous Second World War-era Soviet night bomber regiment, the infamous 588th. It was the only all-women regiment of its kind in the Soviet Union, and despite being saddled with subpar equipment and no small amount of sexism, went on to terrorize the Nazis all across the Eastern Front. Jason Morningstar has converted their story into a faithful, fascinating Powered by the Apocalypse game that manages to combine the drama of story-based RP with hard charging military strategy–cleverly managing to fold the latter into the former. All the while, you’re bombing Nazis (which is strangely controversial these days).

The eerily apposite subject matter aside, though, it’s a brilliant game and some of the most fun I’ve had with tabletop in recent years. And Jason Morningstar wanted to take its simulations to another level. He pitched the idea of a 16-player mega game to Big Bad Con, a four hour one-shot that would take the 3-5 player RPG and add enough players to roleplay a full squadron.

Big Bad Con is a charming, intimate indie RPG/LARP convention that’s quickly become one of my favorite events of the year, precisely because they experiment with stuff like this (or, as they did last year, LARPing in the woods around the hotel). People bring the big name RPGs to play–you can find a D&D or Star Wars game if you want–but the real draw is the sheer number of smaller games that get lost in the crowd of bigger conventions. No small amount of playtesting goes on here, as I’ve written about in the past. But this year I was just focused on being the best gamemaster I could be for this headlined event.

If you’ll allow me a tortured aviation metaphor, we didn’t quite stick the landing, but we ended up on the ground in one piece. There were no clear rules for how to manage play with so many people, but we all fudged it on the fly (so to speak), and it was a fascinating experience. Rather like the Night Witches themselves, we broke something and hastily reassembled it in an unofficially approved way so we could do what we needed to do.

In theory, each GM would be responsible for their Section, and occasionally field RP from other Sections as needed. I controlled a Regimental Politruk, a sort of Soviet ideological enforcement officer of the NKVD; these characters are epicentres of drama, as pilots are either snitching on each other or working to thwart aggressive and dogmatic investigations. Or both. Insofar as this sort of thing was concerned, we managed pretty well. For me the trick was to leave my Section with something to chew on when someone from another table approached looking to RP something–often, I’d either give them something that they had to hash out amongst themselves, or involve another Section in. Thus, to give myself the capacity to manage inter-table RP, I had to encourage my Section to RP with another table, thus proliferating the fun/logistical problems. But it was mostly fun.

“What fascinated me the most as a critic was the way the game, even more than is usual for tabletop RPGs, exceeded the written rules. We were flying beyond spec for quite a while. Yet, despite that, everything held together in the end.”

Section C was known for being the misfit party animals and a member of my Section went over there to RP a rather steamy encounter with the Squadron Commander, both to pursue a relationship and resolve a logistical issue. This, of course, aroused NKVD suspicion when the Commander was increasingly cited for being lackadaisical in her duties and disrespectful of the People’s airplanes, while sweeping up a different member of my Section who’d started the game under a cloud of suspicion as she was the sole survivor of her last squadron. Rumors of saboteurs abounded and the Commander was clearly living on even more borrowed time than everyone else. Night Witches is a game where one tangled mess begets ten others, and at this scale it was a messy yarnball of spicy communist drama.

The game consists of day/night cycles, with daytime being very RP focused at the airbase, and night being the bombing run. We managed to get two nights in during the four hour period we were allotted, each of them a masterclass in brinksmanship. You were required to drop at least one bomb on the target, successfully, with the Regiment’s Major setting a target for total number of bombs dropped–necessitating more than one attack run, of course.

On a particularly difficult mission that required facing the enemy fire of a rival Nazi squadron before any bombing run, my first pilot rolled so spectacularly well that everyone felt compelled to drop that second bomb. And then the third. Each successive roll, of course, was worse than the last. Injuries stacked up, more and more bullet holes riddled the jalopy fighter planes, eventually an NPC died. Then, finally, one of my players died on landing–choosing to go out in a blaze of glory. And, of course, socialising the NKVD’s interest in her to the rest of her Section.

In the end, we all made it. As players, at least. As to their characters, a memorial wall was spontaneously generated as the casualties began to pile up, if that gives any idea.

What fascinated me the most as a critic was the way the game, even more than is usual for tabletop RPGs, exceeded the written rules. We were flying beyond spec for quite a while. Yet, despite that, everything held together in the end. The moves and stats were there when we needed them, but when we needed to be flexible to accommodate a number of requests, we could manage that. There were no strict rulesets for inter-table play, but we managed to make the whole Squadron work like a more-or-less decently oiled machine. We handled what we could, and when a very late addition to our gaming group became an additional NKVD officer, we colluded to share our duties and hand things off to each other as needed.

A recent article in The New Yorker, discussing the resurgence of D&D’s popularity, touches on what made this possible. “The emphasis, even these days,” writes Neima Jahromi, “is not on [statistical] forms but on moving beyond them.” The old war between “crunch and fluff” seems to have passed; we now stand amidst a fluffy renaissance. “The structures the designers made are also simpler and more subjective. If a player thinks of something clever, you don’t have to thumb through a handbook for a strictly defined bonus.”

It was, in the end, this sort of thinking that made that 16-player Night Witches game possible–and it’s endemic not just to Morningstar’s game, but to that of so many of his contemporaries (whose work I’m at pains to highlight in this column). Game mechanics, defined as elaborate codes and formulae, can be magical; but sometimes there’s no substitute for letting the player find their own way in collaboration with others. This remains something that only tabletop can do this well.

Leading my Section in a series of battles over Poland, I came to appreciate that. It was, in the end, why I was so nervous. I had the book, I had stacks of printed papers and maps, all the paraphernalia of tabletop gaming in glorious full-color. But I knew I had to go way, way beyond the printed page with my players. And, indeed, we had to. So many of our NKVD actions, aside from the “Informal Interview,” an actual move in the printed rules, were guided by our play rather than the book.

It was nerve wracking, but, in the end, we flew.

Katherine Cross is a Ph.D student in sociology who researches anti-social behavior online, and a gaming critic whose work has appeared in numerous publications.

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Stranger Things DLC for Minecraft on Nintendo Switch and Wii U

Stranger Things DLC for Minecraft on Nintendo Switch and Wii U

Something is coming, something hungry for blood. A shadow grows on the wall behind you, swallowing you in darkness. It is almost here… Boom! Stranger Things comes to Minecraft! Join Mike, Dustin, Lucas, Will, Eleven, Joyce, Hopper and many more as they survive monsters, adolescence and 80’s fashion choices.

Game Rated:

Fantasy Violence