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Video: Tips for jumpstarting creativity and finishing your games

In this 2020 GDC Summer session Tribe Games’ Charles McGregor explains why setting one specific goal helped him go from finishing no game projects to finishing 8 in 2 years, with an eye towards helping you finish your own projects.

It was a motivating talk with some practical takeaways for both novice and seasoned game makers, so take advantage of the fact that you can now watch McGregor’s talk 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

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Ubisoft CEO issues apology for past misconduct ahead of Ubisoft Forward event

Ubisoft CEO Yves Guillemot has delivered a long-awaited statement on the controversy that’s arisen around Ubisoft over the last several months, apologizing both for the actions of Ubisoft employees accused of misconduct back in June and for harmful imagery in a new Tom Clancy mobile game.

The video was shared on Ubisoft’s Twitter account today ahead of its Ubisoft Forward game highlight reel, but notably its comments on months-old allegations won’t be included in the live broadcast due to what Ubisoft calls “timing constraints.” In a follow-up tweet, Ubisoft says it is “working to ensure” the statement will be attached to the on-demand version of the broadcast.

In the video posted to Twitter, Guillemot shares that the company has taken action against staff members found to have violated its values and is taking steps to improve diversity and inclusivity at all levels of the company.

“I am truly sorry to everyone who was hurt. We have taken significant steps to remove or sanction those who violated our values and code of conduct and we are working to improve our systems and processes.”

There’s a longer blog post explaining those initiatives in detail, but so far Ubisoft’s two-pronged approach includes a doubled investment in its Ubisoft Graduate Program specifically focused on creating opportunities for underrepresented groups, and a new edition of its Womxn Develop at Ubisoft mentorship program geared toward attracting and developing diverse new talent for its studios.

“We are at the start of a long journey,” says Guillemot. “Real change will take time. But I am determined to do everything in my power to ensure everyone at Ubisoft feels welcomed, respected, and safe and to rebuild the trust or teams, fans, and players have in us.”

Initial allegations against two Ubisoft employees came to light in late June, but quickly were followed by more allegations of misconduct, abuse, assault, and racism made against Ubisoft staff by those both with and outside of Ubisoft itself. In the months following, some of the accused have resigned, including executive level staff, while others have been dismissed by Ubisoft following investigations.

Despite the action, comments from many current and former Ubisoft staff suggest that the allegations were not news to Ubisoft leadership this summer, and that the studio has long fostered a toxic culture by protecting abusers within.

Guillemot also, without naming the game, apologized for inappropriate content included in a “recent mobile game.” That game, of course, is Tom Clancy’s Elite Squad and the inappropriate content in question is its use of a symbol historically used by the Black Power movement (and recently Black Lives Matter) alongside imagery of protests to represent the game’s fictional terrorist group. 

Ubisoft issued an apology via social media shortly after the game launched, and pledged to remove the Raised Fist symbol. The game itself was helmed by studio manager (and Guillemot’s son) Charlie Guillemot, who issued an internal statement at the time saying the intro video would be removed in its entirety. 

In today’s statement, Yves Guillemot affirms that, despite this controversy, “Ubisoft stands for equality and respect for all” and pledges an additional donation to the NAACP Legal Defense Fund.  

“This kind of oversight cannot happen. We are putting in place safeguards to prevent this from happening in the future. We condemn anyone using our games as a proxy for hate or toxicity. We fully support the Black Lives Matter movement.”

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The Unfinished Swan, from the developer of Edith Finch, is out now on iOS

Annapurna Interactive has released the artistic adventure game, The Unfinished Swan on iOS. The game was originally developed by Giant Sparrow, now famous for the popular indie title, What Remains of Edith Finch, and was actually the developer’s first game.

The Unfinished Swan sees you step into the shoes of Monroe, a ten year old orphan who is chasing a swan that escaped from a painting, and ran off into a mysterious storybook kingdom. You traverse the world in chapters, using paint to find a path through different regions, but also encountering all sorts of strange and wonderful characters in search of the eccentric ruler who built the realm.

The Unfinished Swan was originally released on the PS3 back in 2012, and though it’s also available on PS4, never made its way to PC. The game was highly praised, though, and even won two BAFTAs in 2013: one for game innovation, and the other for best debut game. It’s exciting to see The Unfinished Swan make its way to mobile, as we think the walking-simulator-esque format will really suit the platform.

If you want to watch some gameplay for yourself, check out the original launch trailer below:

[youtube https://www.youtube.com/watch?v=VA6KMMhnJCQ?modestbranding=1&rel=0&]

You can find The Unfinished Swan on the App Store, where it will set you back $4.99 (£4.99).

If you’re looking for some other similar titles, see our best mobile puzzle games guide, or our best iOS games list!

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Get a job: Join Playco as a Senior Game Engineer

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: Remote

Here at Playco, we make games that bring the world closer together through play. 

Our ideal teammates are thoughtful, humble, and passionate professionals who can both zoom into the details and zoom out to embrace the big picture. We are inspired by makers and tinkerers, who are unafraid to experiment with a healthy disregard for constraints. We hope you’ll enrich our team with your enthusiasm and passion, both for games and for life. 

We are currently looking for Senior Game Engineers to join our global growing team. We  have offices in San Francisco, Mountain View, and Tokyo, Japan, but remote is 100% fine with us! If you want to join us to make great games on our cutting­ edge technology and truly make an impact, then we want to talk to you! 

We want to talk to people who are proficient with JS and passionate about making games, but It’s always a bonus if you know more than JavaScript! We write cross-compilers, GPU shaders, NodeJS back­ends, JavaScript game APIs and tools, and whatever else it takes. You will work with the best engineers in the world; we have top talent in every part of our stack.

The Role

  • Be responsible for designing, developing and deploying major game features.
  • Own game feature areas from end-­to­-end.
  • Be the champion for the user!
  • Insist on the highest standards and create functional and engaging features that will delight our users.
  • Be part of a tight game development team looking to iterate fast on a fun concept and then building it out
  • Have real input on end-user product.
  • Be a key member of a high performing software engineering team.
  • Collaborate with design, engineering and production teams to devise optimal engineering solutions to game requirements.
  • Hands­ on architect and coder for sophisticated client/server systems for mobile gamingInnovate and iterate on process, systems and technology to deliver world­-class social games.
  • Be a leader; Identify and articulate technical and production risks and obstacles, as well as generate solutions!

Desired Skills

  • Bachelor’s degree in Computer Science or related field, or equivalent experience.
  • 3+ years of professional software engineering experience, working on cross functional teams.
  • Proven effectiveness in directing or delivering production software for high quality games with at least one shipped game product of which you were a primary contributor (self­ published titles are acceptable).
  • Capable of JavaScript + HTML5 to create custom, interactive, user experiences that are enjoyable on all HTML5 browsers.
  • Proficient at using script debuggers like Chrome Debugger.
  • Strong Computer Science fundamentals in object­-oriented design, algorithms, and data structures.
  • Advanced software engineering skills, including the ability to write maintainable and robust code in a popular object oriented language.
  • Solid familiarity with analytics and A/B testing in mobile games.
  • Familiarity with git, svn or other VCS.
  • Self starter, analytical and creative.
  • Strong team player with a positive attitude.
  • Good communication skills and the ability to work effectively on shared projects with designers, artists, testers, product managers and other developers.
  • Understanding of the reactive UI paradigm and experience building UIs using reactive UI frameworks (such as React, and state management Utilities like Redux).

Bonus

  • Canvas animation work.
  • 2+ years of game development experience with multiple shipped titles.
  • Specialized skills in a particular area of game development (for example: UI, Physics, graphics, multiplayer, game logic, etc.).
  • Expert knowledge of TypeScript.

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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Despite pandemic and its reboot, GameStop says it’s ready for next-gen demand

As the industry approaches a new console generation, GameStop CEO George Sherman says that he believes GameStop is better-positioned to deal with the demands that might bring to the retailer. 

“While the ongoing pandemic continues to create a somewhat uncertain environment in the short term, we are very pleased by the consumer response at GameStop to the few recent video game product introductions and we believe we are ready, with expanded service and payment options, to handle the expected surge in demand and participate in a very significant way in the console launches later this year,” reads a statement from the GameStop head.

The retailer’s earnings are still down year-over-year, but Sherman says an increase in e-commerce sales and sizable reduction in Selling, General and Administrative Expenses indicates things are proceeding as planned, both in the larger scheme of things and for its ongoing reboot effort. 

Net sales for the three month period ending August 1, 2020 came in at $942 million for GameStop, down 26.7 percent year-over-year and complicated somewhat, according to GameStop, by the impending new console launches and store closures, either temporary due to COVID-19 or permanent due to its “optimization” plans.

As with last year, the bulk of those sales came from hardware and accessories, followed by software, and then collectibles. For Q2, GameStop reported $441.6 million in sales from hardware and accessories, both new and used, which is right around 46.9 percent of the quarter’s net sales. Software brought in $386.5 million, but took the largest hit year-over year, falling from last year’s $558.3 million.

Pre-pandemic, GameStop started down a path to reboot the organization and, while those efforts have been complicated by current affairs, that effort continues on. GameStop notes in its quarterly reporting that its latest strides on this front include a $133.7 million reduction in its SG&A category (covering things like rent, travel, and management salaries) and savings from a 10 percent reduction of its retail presence which, in turn, drove 40 percent of closed store traffic either online or to nearby locations.

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Blog: A launch postmortem of Dungeons of Edera

<!– –> Gamasutra: Mathew Petermeyer’s Blog – Post Mortem on our Launch of Dungeons of Edera, an endlessly replayable Dark Souls roguelike

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On August 28th I released my second game on Steam into early access, Dungeons of Edera, a roguelite action RPG, and I wanted to once again to share my approach to release and first week numbers, as I did with my first game, Hold the Fort. TL;DR at the bottom!

Background

For my second game, I wanted to achieve a bigger project in scope and scale, and being an avid RPG fan, I always knew I wanted to create an action RPG game, but I wanted to add a twist to it to have it stand out, and as I started brain storming ideas for a core game play loop, one idea I built upon was having the quests kickoff into standalone environments that can be complete in 20-30 minute intervals. This idea came from the fact that in the past decade, I have not finished 90% of the full feature story driven RPGs I have picked up, maybe this is just part of becoming an adult, having less time to devote 40+ hours into a game, but even when I could devote a good chunk of time to a campaign, I would take a break, come back weeks later and be overwhelmed with where I was and the forgetting what I was supposed to do! So naturally I would restart the campaign, doomed to repeat this cycle until it falls into the back of my Steam library.

I thought of games that players really flock too, Fortnite, CS, DOTA, Risk of Rain 2, Deep Rock Galatic – what did they have in common? A gameplay loop that can be achieved in 30-60 minutes, leaving them satisfied (sometimes) at the end with a sense of accomplishment (lol). Some of my examples above are competitive multiplayer games, but the timing of the loop was what I took away from there – I also looked at Diablo’s ladder system end game, which pits players through a series of dungeons in a race against the clock – these were all inspirations for the core gameplay loop in Dungeons of Edera – give a player a town hub to launch out of that is their safe haven, quest givers will launch players into procedurally generated dungeons where they can complete their single quest, slay some baddies, get some loot and get back to town. While there is a campaign mode, it is broken into these small chunks to be easily resumed after a prolonged pause and with one quest given at a time, players will not have to remember which side quest they were on.

The games universe is built on my previous game, Hold the Fort, but the inspiration came from growing up playing the elder scrolls series, which really drew me into the medieval fantasy universe, immersing yourself in this whole culture that they created was awe inspiring, but I would say I was more so influenced by my all time favorite RPG games, Gothic 1 and 2 – made by a small studio, not great graphics for the time, a mess of controls, but the story, background and universe even really stuck with me throughout the years and if you are a fan of the series, you will definitely see the inspiration in my works.

Planning

Like my previous project, I worked to get a prototype up and running as soon as possible, and worked out the features that I really wanted to include in various stages and prioritized by Alpha, Early Access, and Full Release. Doing the planning in such a way I made sure I stayed focus on feature development and was always developing on the highest priority items. As you get into the work, more ideas will start pouring in, so ensuring you revisit your planning board, adding in idea and reprioritizing is key to ensure nothing gets dropped. I will also repeat this line from my previous retrospective: Being organized can help with motivation. Break down your work into small enough pieces so you can feel accomplished when you complete it!

For this project, I was able to leverage the community I had built during my development of HTF and get a sizable play test group at various stages in early development, always soliciting for feedback and ideas on how the game could be improved and most of all, ensuring it was fun to play. These play test really helped shape the game as you see it today. Feedback from the community has been so important to ensure I always stayed on the right track.

Marketing

From my previous game I knew the route to take with marketing, as it is the single most important thing an indie game developer can do.

Steam Page:

I got my page up as soon as possible, which was when I had some nice looking screen shots and a basic trailer. Steam is so important to get up early so you can start generating wishlists. I was also able to leverage steam for early access tests, using the key system combined with Mail Chimp to distribute keys to a growing mailing list.

Discord:

I started a discord with my last game, so this continued to grow. It is, IMO, one of the best ways to directly interact with you community as well as launch play tests and solicit feedback via surveys. Every game company needs to get a discord.

Twitter:

Keeping up with twitter is a great way to drive engagement to your page, though it was negligible compared to other sources used below, Most of the folks on twitter I have found are other developers, but I did find some engagement when participating in #screenshotsaturday. This time around I did not use Twitter Promote mode, as I got very little from it for Hold the Fort.

Google/Facebook/Reddit Ads:

For Dungeons of Edera, I wanted to take a more aggressive approach on ads, so I decided to try two new sources along with Reddit ads, Google and Facebook. Of the three, according to my analytics, Facebook ads produced the most click through traffic. Some of it may have been bots, but I also saw an increase in wishlist adoption. My ranking of using these ads with about 200$ month limits on each I would rate them in following order Facebook > Reddit > Google. Google ads is simply not worth it for video games, as you cannot attach a gif or image, it’s just a text ad.

Keymailer/Woovit

Keymailer and Woovit are both great tools for distribution to content creators and currators. Once I had a good build up I began distributing keys to anyone who requested one. I once again subscribed to Woovit to utilize their search, for only 50$ a month this is an amazing offer. I did not subscribe to Keymailers 660+ monthly sub, this is not worth it, however, I will say I already had plenty of content creators requesting keys so I did not have to use their paid services.

Launch Day (With Numbers)

When I began development in July of 2019 I always had planned to release into early access in July of 2020. Once May rolled around I knew I was not on track to release a good build in July so I decided to push it back until the last weekend of August, which I am really glad I did, as the extra bake time really help nail down the first part of the campaign with voice actors and much needed optimizations. Was it perfect? No, it was messy as hell based on all the bugs players found – but marketing as Early Access has helped ease the expectations a bit IMO, but since release day I have pushed several patches to address key concerns and have stabilized it for now so I can continue to push on the new feature list.

On August 28th @ 0500 PST I launched into early access. I told myself I would get a good nights sleep before launch, not repeating the mistake of my last release of releasing at midnight EST – I in fact did not get much sleep, but never the less, I streamed for 8 hours upon opening up the game, then swapped with my fellow team members to keep the stream running all day – recording the stream to keep it on replay ever since.

Over the week we got 106k page visits according to our google analytics.

Dungeons of Edera launching into Early Access at 14.99 USD with a 10% discount. We had about 2500 wishlists on August 28th.

On 9/4 my stats were there following: 1824 sold and wishlists are just over 10,000

We had a 7% wishlist conversation rate

Daily Active users is ~250 with a 52 minute median time played

Units returned is about 400 or 20% of steam unit sales

This release so far has been an amazing accomplishment and success, as based on my research of other independent game releases, the units sold and revenue earned puts us in the top percentile of indie games. Even with the EA tag on the game, I have received tons of positive feedback and support from our growing community on Discord and I have a very positive outlook toward the full launch and with 10k+ wishlist I may have a chance to hit the front page of Steam for our v1.

I hope this serves as good information for the other indie developers out there – happy to answer questions on here or join our discord to chat with me directly. https://discord.gg/dungeonsofedera

TL;DR DoE by the numbers

  • Price at launch: 14.99 with 10% discount

  • Wishlists at launch: ~2500

  • Wishlists as of today: 10,684

  • Wishlist Conversation: ~7%

  • Development time: 13 months

  • External Development Costs: ~6,000

  • Steam page traffic in first week: 106,000 users

  • Copies sold in first 7 days: 1824

  • Returns: ~375 (~20% of steam units)

  • Current Steam Rating: Mostly Positive 79% of 48 purchasing customers for this game are positive

  • All Reviews (includes key handouts): Very Positive 80% of 71 reviews for this game are positive


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