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Video: How Criterion Games improved its studio leadership

In the last few decades of game development, studios have begun to experiment with different methods of production and more importantly, company leadership.

In this 2018 GDC talk, Criterion Games’ Steve Cuss breaks how the studio began to rethink the concept of leadership, how that helped producers better support the developers who rely on them.

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.

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The PlayStation 5 user interface is an instant hub that prioritizes gameplay

Sony has finally shown off the PlayStation 5 user interface in a new State of Play video, detailing a range of functions that make use of the console’s new SSD. 

At the beginning of the video we’re introduced to the PlayStation 5’s control center (pictured), which can be used to resume games instantly while granting immediate access to downloads, friends lists and more. 

This area also contains ‘cards’ that can be used to interact with games and the system in a variety of useful ways. For instance, the news card highlights recent stories relating to chosen titles, while another displays recent media that’s been captured using the DualSense’s create button. 

Other cards, however, are more dynamic. They’re called ‘activities,’ and they’re part of Sony’s plan to “remove barriers to gameplay” by granting quick access to specific levels or modes while displaying additional information like key objectives or the estimated time until a level is completed. 

They can even be used to access official hints and tips that take the form of videos, screenshots, or text that can be displayed on-screen (in picture-in-picture mode or side-view) during gameplay. These ‘Game Help’ tips will only be available to PlayStation Plus subscribers, but should make supported titles more accessible.

New interactive notifications can also be used to join parties and access screen sharing in-game, giving players “persistent spaces to connect” all without ever having to minimize the game screen. 

You’ll get a better sense of how these features come together by checking out the full 12 minute video (embedded above), but it’s clear Sony wants to deliver easy-to-access controls without kicking gameplay to the curb.

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Cocos Creator 3.0 Tech Preview Released

The free Cocos Creator game engine just got a heavy duty upgrade today, with the release of Cocos Creator 3D technical preview. This release adds an all new 3D game engine to Cocos Creator, which was previously a 2D only game engine. The new underlying 3D engine has a complete PBR based rendering workflow based on real world lighting and camera models, with a modular design with support for terrain and physics out of the box.

Details from the Cocos Blog:

The technology behind games has grown exponentially since the birth of video games. Today with the creation of cloud computing, 5G networks, and faster mobile computers, the revolution to bring better 3D titles to your hands has become overwhelmingly apparent to game developers.

The Cocos engine started as a 2D game engine. In Cocos2d-x, we built the best open-source 2D engine in the world. We also tried to build 3D features upon the 2D-oriented architecture. But due to the lack of an editor and the challenge of growth on 3D features, it wasn’t very successful. That’s why we were determined to build an excellent editor tool: Cocos Creator. It was initially for 2D game development. But since 2017, we have already started to build a pure 3D engine for this tool. To push ourselves to give developers the best 3D development tool, we have re-designed the whole engine architecture and updated the editor’s core. On October 15th, 2019, we released Cocos Creator 3D, a dedicated experimental branch of China’s product. With a whole year’s effort, we have greatly improved the 3D engine architecture. We are finally merging the experimental 3D branch into the main Cocos Creator product to forge the awesome Cocos Creator 3.0, released later this year.

You can download Cocos Creator 3.0 preview for Windows and Mac now. Do be aware however there are a few caveats, especially for existing Cocos Creator developers:

  1. Projects built in Cocos Creator 1.X – 2.X will not work with this demo.
  2. Only 3D projects are available in this demo. Some 2D features like Spine, Tiled map, etc. are absent in this demo, but they will be included in the official 3.0 version.
  3. All projects built in the demo are exportable to 3.0 when it is released. So go crazy!
  4. We only recommend using TypeScript for future Cocos Creator 3.0 projects.

If you are interested in learning about Cocos Creator in general we have a tutorial series available on DevGa.me. You can see the new Cocos Creator 3.0 tech preview in action in the video below. A good place to start is the Cocos examples project available on GitHub. If you want to test Cocos Creator 3.0 using the same model as in the video, that model is available for free here on Sketchfab.

[youtube https://www.youtube.com/watch?v=1z42BdkMT3E?feature=oembed&w=1500&h=844]
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The Project Cars Go closed beta is live for the next two weeks

Project Cars Go, the one-touch racing game from Slightly Mad Studios, is now in closed beta for iOS and Android users. The closed beta period started on October 14 and will end on October 27, giving players plenty of time to test their racing skills against the toughest opponents the road has to offer.

Unlike Slightly Mad Studios’ console games Project Cars 1 & 2, which focused on being a fully fledged driving simulator, Project Cars Go aims to simplify the complex mechanics of racing while maintaining an aspect of realism. Project Cars Go allows players to take a spin in 50 licensed cars on 12 unique tracks, three of which are based on real-world races.

The one-touch racing mechanic in Project Cars Go allows players to drive with ease no matter where they are. Here’s what Ian Bell, CEO at Slightly Mad Studios has to say about this feature: “Condensing the key moments of what a driver does out on the track—brakes, entry-points, exit points—into a ‘One Touch’ mechanic was an interesting project for us at the studio, as we wanted to retain the authenticity of the Project CARS franchise but cater for what our fans want on a racer they can play on the go.”

Unfortunately, if you didn’t sign up to the closed beta then it looks like you won’t be playing Project Cars Go any time soon. Currently, there is no release date for the full game. In the meantime, check out this trailer, which debuts new gameplay.

[youtube https://www.youtube.com/watch?v=iwZIkswIr1w?modestbranding=1&rel=0&feature=oembed]

If you weren’t one of the selected players to join Project Cars Go closed beta, definitely check out our best mobile multiplayer games list, which features a number of racing games. There should be something you fancy on that list no matter what device you happen to own.

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Blog: Networking into the games industry as a new grad

<!– –> Gamasutra: Patricia Dimaandal’s Blog – This is Fine, 2020: Networking into the Games Industry as a New Grad

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For many new grads, we all want to get out and start our careers. However, 2020 wasn’t the most welcoming year. Everyone is working remotely and the job searching process became harsher on those who lack experience, especially in the games industry. I managed to have some success and wanted to share it with my fellow recent grads.

First Step: Finding the Right Network (and taking advantage of it!)

In July 2020, I signed up to be a mentee through the Games Research and User Experience (GRUX) Mentorship program. There are lots of great resources there to read through. They also have a Discord that is very welcoming to new grads.

I wanted to get a better understanding of UX Design in games and see if this was the field for me. I had questions like:

  • What happens behind the scenes? 

  • What part of my UX self-education will I use in games UX?

  • What are some skills I should work on as I job search? 

  • How do you work with clients? 

In about a week, I got an email from my mentor, Jason Schklar. He’s one of the founders at UX is Fine! and a Game & UX Consultant. We chatted a bit regarding what I want to learn more about and he suggested that I intern at his company. At the time, I wanted to keep my expectations low – it’s just an idea and there is no guarantee that I will be an intern. But, it made me happy that someone wanted to give me a chance in the game dev industry. This was my first lesson from Jason: 1) Find a network and don’t be afraid to use it!

Initial Internship Expectations

By August 2020, I not only gained a mentor but an opportunity to intern at my mentor’s company! I’ll be honest – I didn’t expect to get an internship of some kind this way. 

Before the internship began, I sent over my initial goals:

“As an intern at UX is Fine, these are my goals:

  1. Understand the UX workflow at a games UX studio.

  2. Build up my skills by assisting with client projects.

  3. Network and learn more about how the field came to be.”

I shared my goals with them and, in turn, they gave me their goals:

“For UX is Fine, they want an internship for the following reasons:

  1. Identify new talent

    1. The current team is mostly top-heavy with senior designers, researchers, and more.

  2. Want to teach others about the field

    1. Art

    2. Traditional UX

    3. Game Design

  3. Share what we do.”

By outlining our goals, it helped us organize what we want to get out of this partnership. I personally believe that interns can provide a lot of perspective into how an organization is run. Afterall, interns see the company environment in a fresh light. So for those interns out there, be confident in yourselves – you’re providing more to the company than you anticipate!

Onboarding

Before I logged into their Slack, I had to fill out some paperwork since this was a paid internship. This is routine for those who get jobs, but this took me by some surprise – it’s common for businesses to take in unpaid interns. Jason explained to me that UX is Fine! believes in paying for all work created. To be honest, this made me feel more inspired and motivated to help as much as I can. It also helped me set good standards for myself: 2) I deserve to be respected and well-compensated even as a junior. It’s important for seniors to help juniors set this standard for themselves so that junior game developers know what is good and bad for them. In the long run, this gives the next generation of game developers better preparation and will help them focus on how to improve the game industry.

There was also an additional piece of paperwork that I was unfamiliar with: nondisclosure agreements. I often saw memes discussing NDAs and saw that it didn’t give game developers credit – it’s frustrating when many jobs want to see a shipped title. Nonetheless,these agreements are set in place to protect both the client and the contractor involved. For one, investors on the client-side do not like to see work being contracted out. If you’re blamed for potential theft of intellectual property, it’s a big deal. Overall, 3NDAs don’t just protect the clients – they protect you too.

Here’s an article that details non-disclosure agreements more: How NDAs Work and Why They’re Important.

The First Week

For the first week, I was a bit unsure on what to do – for one, after syncing the calendar, there was a specific meeting called a “Stand-Up Meeting”.This was actually the first time I heard of Stand-Up Meetings; the staff shares their progress with each other and reconvene regarding meetings with clients. They are typically quick 30 minute meetings. Apparently, this concept is a part of Agile Project Development and allows team members to sync up on what everyone is doing. I like this activity since it made everything transparent between team members. This definitely gave me insight on how game dev teams actually work together.

If you’re more curious about Stand-Up Meetings, feel free to read this: Atlassian Team Playbook. It also gives many tidbits of Agile Project Development, so I recommend using this as a resource!

In the meantime, I did playthroughs of “the project” (I can’t talk about it yet, see the NDA point above) and wrote my observations. At first, I didn’t really understand the intention of this – I wanted to analyze the game right away. Nonetheless, the UX Director I shadowed, Neil Edwards, informed me that it’s important to 4) play the game as a player first and as a UX Designer second. He wanted me to develop my senses as a player first so that I can better investigate issues with a game. It seemed basic, but the basics served as the foundations. There’s no point in being a UX Designer if I can’t identify the right problems to solve.

Nonetheless, identifying issues that I caught helped the UX Designer I shadowed, Frank Lepkowski, since I provided a perspective that he and others may not have observed. It also gave me practice and reassurance that my observations are helpful – as a junior, I can lack confidence in my observations. I can have thoughts like “are they actually valid observations to take into consideration”? By getting feedback at appropriate times, they showed me that I’m on the right track and to believe in myself as a UX Designer.

The Next Two Weeks: My Main Project

For the next two weeks, I was trusted to outline and provide feedback on the overall User Journey. I focused on a specific section of the NDA project by recording gameplay, outlining the screens, and having three stages of commentary. The first stage of commentary are my initial reactions – what happened here? What was my reaction? My second stage was to rewrite these initial reactions into more objective statements from a UX Design perspective – why did I react this way? Why is this a problem? The third stage was to summarize the main issues based on the specific objective statements I made. These main issues are what needs to be addressed in the UX Design.

This exercise is really important for me to go over since I mostly taught myself UX Design through online courses – I needed feedback from someone more senior than me. Through this exercise, I learned that I still struggle to make objective feedback from the user’s perspective. I need to practice making them more.  It’s important since these types of statements hold UX Designers accountable to provide actionable feedback to clients. 5) Without objective feedback, the feedback can easily turn into an opinionated debate; it’s more productive to focus on the user.

The Last Week

In the last week, I was able to see how UX is Fine! Interacts with their clients. These meetings were shockingly fast-paced. It showed me that you really needed to be attentive and respectful. It was completely different compared to talking to coworkers. I reflected on this with the UX Designer I shadowed and he also shared similar feelings when he was first onboarded. For each person involved, they have their own kind of lingo for the same concept – it took awhile for everyone to understand when they first started their careers. I also saw disagreements between the parties involved. By observing my seniors, I learned that the best way to tackle these is to 6) aim for the long-term when it comes to business relationships.

Nonetheless, based on what I observed in the stakeholder meeting, 7) most game development teams are interdependently collaborative. It’s difficult to work on a project alone especially when you wish to monetize the game, so you need to rely on individuals who are able to talk through their process and work on their own section without being micromanaged.

Post-Mortem

On my last day, we reviewed the overall internship experience. I felt like I did as best as I could, but both sides agreed on one thing: the internship should be longer. It taught us the importance of internships in the long-run. It also really helped to 8) be transparent about your goals early on. It’s easier to measure whether or not a work experience was successful for both parties involved.

For me, I felt like I needed to learn more – if anything, it taught me that I should take up a UX Designer job in any industry, improve my craft, and try next time. For many of the people at UX is Fine!, they transitioned from other industries into game development; it’s ok to not be in game development right away. If anything, I can be a hobbyist game developer. Nonetheless, the next step for me is to find a job where I can continue to grow and contribute to a company.

Overall Lessons

  1. Find a network and don’t be afraid to use it!

  2. I deserve to be respected and well-compensated even as a junior.

  3. NDAs not just protect the clients – it protects you too.

  4. Be a player first then a UX Designer.

  5. Without objective feedback, the feedback can easily turn into an opinionated debate.

  6. Aim for the Long-Term when it comes to Business Relationships.

  7. Most Game Development Teams are Interdependently Collaborative.

  8. Be transparent about your goals.


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