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Apple on Epic’s retaliation claims: ‘The emergency is entirely of Epic†™s own making’

Apple has responded to Epic’s injunction from earlier this week, arguing that Epic’s claim that Apple is unjustly retaliating against Epic is pure fabrication.

In a filing shared online today (via The Verge), the iPhone maker accuses Epic Games of manufacturing an emergency by knowingly violating Apple’s App Store rules then crying wolf when Apple took the standard response of revoking Epic’s developer account for Apple products.

On top of that, Apple now argues that it has offered to reverse its action against Epic if the company agrees to reverse the update that added that unsanctioned payment method into Fortnite to begin with.

“Epic would be free to pursue its primary lawsuit,” reads Apple’s response. “But Epic does not want to remedy the harm that it contends requires immediate relief because it has a different goal in mind: it wants the Court to allow it free ride on Apple’s innovation, intellectual property, and user trust.”

This is all the very very latest in an increasingly complicated back and forth between Apple and Epic, so for the full picture it’s best to read our past coverage on each incident. As a refresher: 

Epic Games updated Fortnite to include a payment method that bypassed the usual platform fees taken out of in-app purchases. (Details here)

Apple fired back that afternoon by pulling Fornite from the App Store, claiming the payment scheme and update violated its App Store Guidelines. (Details here)

Epic filed a lawsuit against Apple arguing its App Store policies were unlawful and anti-competitive. (Details here.)

Apple informed Epic that its access to developer tools would end on August 28, jeopardizing Epic’s ability to run and maintain Unreal Engine on Apple platforms and for MacOS and iOS development. (Details here)

Epic responded, asking the court for an injunction to protect it from what it says is retaliation from Apple: “Not content simply to remove Fortnite from the App Store, Apple is attacking Epic’s entire business in unrelated areas.” (Details here)

Earlier today, Epic also announced an in-game Fortnite tournament themed around its grievances with Apple, and encouraged its userbase to voice their complaints to Apple via social media. (Details here)

In today’s update, Apple has now responded to Epic’s retaliation allegation, saying that the injunction Epic is asking for is against public interest while further countering Epic’s arguments that Epic has suffered “irreparable harm” and that Epic has a high likelihood to succeed in its anti-competitive lawsuit.

“In the wake of its own voluntary actions, Epic now seeks emergency relief. But the ‘emergency’ is entirely of Epic’s own making,” reads Apple’s counter.

“Epic’s agreements with Apple expressly spell out that if an app developer violates the rules of the App Store or the license for development tools–both of which apply and are enforced equally to all developers large and small–Apple will stop working with that developer. Developers who work to deceive Apple, as Epic has done here, are terminated.”

The deception, Apple argues, lies at least partially in the way Epic went about adding another payment method to Fortnite. That update was rolled out as a hotfix according to the filing, and as such didn’t go through the usual update channels where Apple would’ve spotted and flagged the App Store Guideline-violating inclusion. It argues that Epic knew “full well what will happen”, an argument that’s not hard to believe considering how quickly Epic filed a lawsuit once Fortnite was pulled from the App Store. Apple also suggests that Epic has “knowing and purposefully created the harm” at the core of its request for an injunction. 

“All of the injury Epic claims to itself, game players, and developers could have been avoided if Epic filed its lawsuit without breaching its agreements,” argues Apple.

Part of the argument used by Epic to pitch its injunction to protect it from the alleged retaliation is based on the company’s belief that it is “likely to succeed on the merits of its antitrust claim” given antitrust rules outlined in Section 1 of the commerce-regulating law The Sherman Act. 

Apple voices disagreement in its own rebuttal, citing a court case from last week on similar tech markets that highlighted the importance of “elaborate inquiry as to the precise harm they have caused” before declaring a novel business practice unreasonable or illegal. 

Following that, Apple notes that Epic itself pointed out in a blog post this morning that there are other platforms on which players can play Fortnite if it remains blocked on iOS, and adds out that Epic hasn’t addressed the fact that the same logic behind its accusations that Apple is anti-competitive could be applied to Microsoft, Sony, or Nintendo video game platforms.

“The lack of factual, economic, and legal support is unsurprising because Epic’s antitrust theories, like its orchestrated campaign, are a transparent veneer for its effort to co-opt for itself the benefits of the App Store without paying or complying with important requirements that are critical to protect user safety, security, and privacy,” writes Apple.  

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Team Fortress 2 Update Released

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added the Summer 2020 Cosmetic Case
    • Contains 22 new community-contributed items
    • Adds 4 new community-created Unusual effects
  • Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable
  • Fixed Australium Medigun/Wrench items not dropping for the Mann vs. Machine rewards
  • Fixed the chat window not always being restored to the appropriate place
  • Fixed Competitive badges not displaying correctly
  • Increased the default caps_per_round for Mannpower mode
  • Updated the Watch Streams dialog to open the Twitch page
  • Updated cp_granary with a permanent Soldier statue
  • Updated/Added some tournament medals
  • Updated the localization files
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How Fall Guys’ bouncing, bumbling beans gave the game its soul

Mediatonic creative director Jeff Tanton has shared a fascinating thread on Twitter revealing how the internal pitch for Fall Guys took shape. 

The popular battle royale initially started out with the working title of ‘Fools Gauntlet,’ and was conceived by lead game designer Joe Walsh as a 100 player battle royale slalom that asked competitors to duke it out for a share of a 1 million gold prize pool. 

While the core idea of getting a bunch of players to navigate a series of complex and hilarious obstacle courses was there from the get-go, the concept was ultimately scaled back from 100 players to 60 so that games would be “readable” and most importantly, fun. 

Smitten with Walsh’s proposal, Tanton worked with him to put together a pitch deck within 24 hours, and with the help of principal concept artist Dan Hoang even managed to envision how the game might look. 

What’s striking about that initial concept art is how faithful it is to the final product. According to Tanton, those images also brought about an epiphany. It made them realize that a game like Fall Guys wasn’t just about the obstacle courses, but also the plucky competitors who’re actually running the gauntlet. 

“This image (above) was super important for two reasons. First, all great pitch doc images make you wish you had a controller in your hands. I took one look at this and wanted to play the game,” explains Tanton. 

“Second, the BEANS. Obviously just little capsule shapes Dan had thrown in but suddenly we realized the focus of this game was the competitors… not just the course”

“That’s probably where ‘Fall Guys‘ as a game title first appeared (RIP Fool’s Gauntlet and ‘Stumble Chums’) — our characters that would fail for our amusement, but crucially always get back up again. Always. They would be heroic in their indefatigability.”

Fast forward to August 2020, and there are over 2 million of those bumbling, bouncing, beans running amok on Steam alone, but there were still plenty of challenges to overcome before Mediatonic reached that point. To hear more about those, be sure to check out Tanton’s full thread on Twitter.

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Epic is hosting a Fortnite tournament themed around its legal battle with Apple

Epic is still using Fortnite as a vehicle to antagonize Apple as the two companies enter an (Epic initiated) legal battle over what does and doesn’t constitute anti-competitive behavior on closed platforms.

This latest jab at the now $2 trillion company takes the form of an in-game tournament: the #FreeFortnite Cup, complete with Apple-inspired rewards like the Tart Tycoon skin or a real-world #FreeFortnite hat.

“These are the final days of the entire Fortnite community’s ability to play together. Apple has blocked Fortnite from the App Store, preventing players from updating to new versions,” reads Epic’s simplified take on the issue. “Players on iOS devices will be left behind on Chapter 2 – Season 3 while everyone else jumps into the Chapter 2 – Season 4 launch on August 27.”

You’ll want to check out our past coverage on the debacle for the full story, but in short Apple’s decision to delist Fortnite followed an update from Epic that added in an unsanctioned payment method to Fortnite, thus breaking Apple’s App Store Guidelines and triggering Fortnite’s removal and the impending removal of Epic’s entire dev account. Epic first did so as a challenge to (and way to dodge) Apple’s standard 30 percent cut of all App Store-generated income, and was swiftly met with a delisting only hours later. 

Epic had a lawsuit against Apple ready and waiting for that delisting however, and the two are now wrapped in a legal back and forth that sees Epic accusing Apple of anti-competitive behavior for the tight grip it uses to keep App Store competitors and other payment methods off of the iOS platform.

(There’s a similar lawsuit going with Google right now, but the semi-open nature of Google’s platform means Fortnite can exist outside of the Google Play ecosystem so it’s ultimately received less fanfare than the Apple lawsuit.)

This Apple-themed in-game tournament reads like another attempt to weaponize Fortnite’s massive userbase against Apple over the delisting, following only a week after Epic did something similar by broadcasting a call to action against Apple on Fortnite’s in-game theater screen.

Closing out the blog post, which can be read in full here, Epic suggests iOS-favoring Fortnite users start looking into alternative platforms ahead of the next Fortnite update, and urges iOS users upset about losing access to Fortnite to “make your voice heard by messaging @AppStore on social with #FreeFortnite.”

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March Capital establishes $60 million game investment fund

U.S. investment company March Capital has launched the March Gaming Fund, a $60 million fund that will invest in companies developing “gaming content, technology, and infrastructure.”

March has already invested in sports game developer Nifty Games and mobile studio Knock Knock, and will use its new Gaming Fund to make a further 12 to 15 investments. 

The company said the Fund will offer “capital, connections, and guidance” to entrepreneurs in the video game market. March managing partner Gregory Milken will lead the Gaming Fund.

“While March Capital has long invested in gaming, we realized that we had a subset of investors and constituents who were very interested in gaming,” said Milken. “We decided to dedicate a fund just for gaming investments and use our unique expertise and evaluation capabilities to fully capitalize on this opportunity.”

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Company of Heroes charges on to Android and iPhone on September 10

Feral Interactive has announced that the world war II game, Company of Heroes, is making the jump to Android and iPhone on September 10. The classic RTS game landed on iPad earlier this year, and received pretty favourable reviews – read our very own Company of Heroes review for our thoughts! Here’s some more info about the release from Feral Interactive:

“Company of Heroes offers players an epic WWII campaign, with gameplay comprised of intense squad-based battles that progress from the D-Day landings through to the liberation of Normandy. Designed for phones, this version of the game allows mobile gamers to direct all the action from a user interface highly tailored to touch controls.”

Sounds like lots of fun to us! Company of Heroes is, of course, a premium game, and is going to set you back $13.99 (£13.99) when it launches on September 10. Either way, this port feels long overdue, and is especially exciting for Android users – like me – who are finally going get a chance to experience the classic RTS game on mobile.

Feral has also released a trailer with some gameplay footage, in case you want to watch:

[embedded content]

We also got a list of suitable Android devices for running the game, so if you’ve got one of these, you’re in luck:

  • Google Pixel 2 or better
  • Samsung Galaxy S8 or better
  • Samsung Galaxy Note8 or better
  • OnePlus 5T / 6T / 7 / 8
  • Sony Xperia 1 / XZ2 Compact
  • HTC U12+
  • LG V30+
  • Motorola Moto Z2 Force
  • Nokia 8
  • Xiaomi Mi 6 / Mi 9 / Mi 9T
  • Xiaomi Pocophone F1
  • Xiaomi Redmi Note 8 Pro

Company of Heroes is on Google Play – where you pre-register now – and the App Store. If you want some similar games, be sure to see our lists of the best mobile strategy games, and the best mobile war games!

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Blog: How to measure fun for game designers

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Disclaimer: Ideas in this work may or may not be the same as my current or previous employers and or colleagues. Most of the ideas here are not my invention and are either widely accepted pieces of knowledge or are part of referenced literature in the end. Major influence on work is from the book by Dougles Hubbart: How to measure anything. I just humbly synthesized these ideas to more condense form in hope that it will help future game creators. I hope that you will have “fun” and if so, please write me your opinions on [email protected], or as a comment here.

I mean, I kinda care, otherwise I would not write about it. Nevertheless, there exist many theories and definitions of fun, and each of them is failing on one or another front. Good news is that we don’t have to know what fun is. How many of you actually know what kilogram really is? It used to be a weight of one liter of water, that times are long gone. Nevertheless, we still use kilogram to weight objects around us. If I tell you that the object’s weight is 500 kg you will probably imagine something of car-size. If I tell you that I lost 20 kilograms, you would see it as a big weight loss. We don’t need to know what exactly something is to use it in measurements. We just need to know how a kilogram (or in our case “fun”) manifests in the world. This is especially true about intangible things like opinion, religion, happiness, love, anger, health and fun. Intangibility never stopped us, why it should in case of fun?

Now, considering not only what fun is, but how it actually manifests in the world; somebody can say “I have fun when I try something several times, before I get it right, I feel challenged that way.” or somebody may frown, grip the controller very tightly while retrying the same passage for several minutes; is any of this fun? I don’t know, but I know that in my game part of fun should be being challenged and this seems like players are being challenged. Things that are happening in the world like players actions or players expressions, that we can observe and therefore measure are called proxies. They are not directly thing that we are interested in but, they show us the right way to it

We don’t need to know precisely what x is to measure it. We need to know how x manifests in the world so we have proxies to measure. 

 

First, a quick detour to school. Why are we going to stand on scale in the first place? We have some internal (folk) theory of how our weight is connected to our physical condition. Kilograms within a specific range means healthy, outside of it means unhealthy.

We as humans have tons of such theories about everything around us. We have internal theories (sometimes called mental model) describing why objects fall to the ground or why our friend behaves a certain way. Thanks to these theories we can predict that will happen if we throw a ball in the air and tell our friend to catch it. 

Theories are clusters of hypotheses that should be coherent with each other. A hypothesis is an explanation of how x is connected to y. If x happens then y should always react the same to that event. Hypotheses in theories are interconnected; that means that if we know what is the relationship between x and y and we also know what is the relationship between y and z, then we should be able to deduce the relationship between x and z. 

Cases in which we know truly what the relationship between x and y are very rare. In practice more often than not we are not trying to get a true relationship but as close to true as possible. Closer to this case we are, the better hypothesis we have. By getting better hypotheses we are getting better theories. If the hypothesis is not good enough we scratch it and come up with a new one. A hypothesis that does not improve our theory is not good enough. Once our hypothesis is good enough (or better than starting one) we update our theory. Once we have updated theory we can set up a new better hypothesis based on it, and then the whole loop starts again. With internal theories, we do this automatically and unknowingly (simplified base for learning). Once we make it explicit we can do it way more effectively and generally better. That is a very simplified core of the scientific method. When we are inquiring about the connection of our proxies and “fun” we are using very same core principles. We as game creators to this all the time, so I think it is time to take the next step and make it explicit.

How can we do this next step? Well first we have to set up our hypothesis and then we have to measure it! This is the end of the detour, now we can look at proxies that helps us with measuring.

When we stand on a scale, information that we receive is a number. Do we really care for the number or do we care for the idea that this number represents – in case of a scale it is our health. Essentially, Measurement is an approximation of one phenomenon to another, till we get to an approximation that we understand intuitively (or rather something that is already part of our internal theory). That is the power of proxy. Proxy is a phenomena about which we have enough intuitive understanding. Yes, different people can have a different intuitive understanding of the same topic. Junior designers would argue about who is right, experienced designers would set up an experiment for their theories and then measure the outcomes. 

A great theory with bad measurements will lead to worse results than a weak theory with great measurements. Bad measurements will improve theory only a bit (if at all) while good measurement can move theory by miles (this is iteration once again, you probably heard of that before). How do we know measurements to choose? Measurements have parameters:

  • Accuracy – Let stand on a scale once again and weight ourselves. If we weigh ourselves on several different scales, and each show approximately the same number, then we know the number is accurate. Accuracy is the degree of truthlikeness of our measurement 
  • Precision – If you stand on the same scale a few times in a short time. It may happen that you will see bit different numbers. These can show you how precise the scale actually is. Closer together these numbers are more precise the information is. 
  • Granularity of measurement – If you stand on a scale do you really care about grams or kilograms? If your decision is “should I eat cake today” kilograms will be good enough. On the other hand if you are a professional bodybuilder with a very precise diet then yes, grams can be very important for you. When you are weighing your medicine even milligrams may be a line between cure and poison.  

For sure you can imagine, that each measurement can have different degrees of each parameter. Imprecise but accurate weight will show +/- 25% of the real value each time you step on it. Scale with rough granularity will show only kilograms and precise but inaccurate weight will show exact numbers each time but it will be exactly 8 kilograms off. In each case you will not know exactly what you wanted to know but you will be closer to the truth than before. 

So why not always have as precise, as accurate and as granular measurement as possible? Well, because it is expensive; in terms of money, time and actual know-how. Measuring salt for your home cook dinner will be very different than measuring salt for royal wedding main course by a professional chef. Different situations require very different degree of measurements. This all depends on the decision that you are making. 

 

Design is a sequence of decisions about what to make and what not to make. To make this decision we need to have a theory about how each part of our designed game works and what experience it induces. To have the best possible theory we have to improve it as much as possible, and to improve it we have to have as many as good measurements as it is possible. Best designers are not one, who think they know how things should be, but those who are able to update their theory as fast as possible (and this is basically iteration on design).  

Every singular decision is connected to a specific subset of hypotheses in theory. These are usually hypotheses regarding proxies or approximate to the proxies we use. Closer the proxies are to our question stronger connection they have. Therefore to make decision we should measure and explore the closest proxies. For example: What you eat and how much you move is closer to your health than fuel consumption of a bus in your city. Nevertheless, both are part of an energy transformation theory. Hence learning about the combustion system may help us with our diet, learning about calories will help us way more.

As you can see, closer the connection more value we get from our investment. You should never invest more resources into measurements than you will get from it. What value you can get from investing in measurement? Well main candidates would be faster iterations, lowering opportunity cost, evading retroactive fixing, evading out of scope or under scope features, more effective testing.    

 

One of the most dangerous parts of collecting data is over-analyzing and over collecting them. I have seen many developers do this. Do you think you didn’t? When was the last time you went through Reddit or steam reviews and then came back to the office with a whole new idea about what should you change? This is also the case of that. Humans are pattern making machines. We see faces in clouds, moods in yellow circles with dots and patterns where there are none. Sometimes you can have too much data for your own good, especially if data are not accurate or precise. To lower the chance of the noise talking you should always strive to refutability by looking for counter examples and corroborate by employing multiple different kind of measurements.

 

…and you don’t really need one (but they are extremely useful and I love all of them). It is about properly set parameters of measurement again. Analyst will offer you quite precise and accurate data. No measurement at all will offer you precisely and accurately no data. There is vast space between these two points where you can operate quite cheaply and fast.

Here are some examples of measurements in various degrees. I will always add advanced and minimal variant examples. I doubt that you will use the advanced variant anytime soon, but that is ok. Also take notice that it is just a simple summarization of a few methods, it should serve more as inspiration for additional research than exhaustive list.

Heuristics:

With this method we are looking for rules of thumb. Some very simple rules that may lead to specific consequences. This is domain of “player type” of game creators and seniors who played it all already. Short Heuristic analysis can reveal a lot even before you start the game. Good news is that you probably already do this, just not systematically. For example: Does this platformer have a coyote time and how far? Does healing potion have the same colour as health (probably red)? It is well known approach in service and product design (try to ask your closest UX designer).  

  • Minimal variant: Just play the game. What are things that you expected to happen and didn’t. Show your game to somebody else who likes to play games and listen for what they notice as first. 

  • Advanced variant: Have extremely detailed journal constant of different introspections in various games and cultural artefact. Improve your heuristics by continuous playing all possible games. Make a library of patterns (Like you can find in Art of Game Design by Jesse Schell or Game Mechanics: Advanced Game Design by Ernest W. Adams and Joris Dormans)

Playtest: 

Playing games and seeing how it works. What happens in the game. It is basically starting the whole thing and seeing it running. There are a lot of very good articles, Reddit posts and videos on how to playtest for good reason. Playtesting is the cornerstone of any game development. If you are not doing this already then I don’t know what you are doing. 

  • Minimal variant: Play the game on your own or with few people; as soon as possible. Repeat all the time. 

  • Advanced variant: oh boy, so many. Kleenex playtesting, focus group testing, company wide testing. Have a dedicated team of pro players or ex pro players and let them play every new iteration of the game…

Discursive analysis

Discursive analysis is the analysis of language used in context of a specific topic. People are expressing most of their feedback by language (especially on the internet). Trying to look into this language may offer a very interesting picture. 

For example: in game Hunt: Showdown (2019) players created a new term “instaburners”, this term is a reference to people who start to burn enemy players once they are downed. Burned players cannot be revived by their teammates. Instaburner is somebody who burns an enemy as soon as possible. Fact that this new term was invented tells us a lot about how often this happens and what kind of connotations this can have in game.

  • Minimal variant: read feedback on games and think about the kind of language people use. For example: Do they say it is “stupid” or “dumb”?  It may have a very different meaning. Maybe try to ask in feedbacks “what kind of dumb it is? Using word clouds to see word representation in feedback forums. 

  • Advanced variant:

    • Machine learning will collect all feedback on all possible feedback sites, where it will evaluate patterns, semantics and pragmatics of language.

    • Using Discursive force (hello surprise mechanics) and then measure its impact on text.

    • Experienced language researcher analyze data with software as atlas.ti.

    • Somebody will dive deep into the community (community manager for example) and will explain to the team what are players talking about.  

Thought experiment/model

Sometimes you don’t have to run the whole game to see how it works. Sometimes it would actually be impractical because you only need to know a portion of the game (like economy). Sometimes you need to cut through complexity or you just don’t have another 10k players to play game 2 two hours a day. Then you are going for models. Don’t forget that map is not territory; by creating a model you are omitting some parts of the whole system. .

  • Minimal variant: describe all system parts and relationship and then start imagining how it would work together, Simply ask “what if” question; small mathematical model #EveryDayIsSpreadsheetsDay.

  • Advanced variant: Stochastic machine learning mathematical model predicting most possible outcomes based on system set up. Ask your soon-to-be-very rich friend about this. 

 

Domain analysis

In domain analysis you will go through competitors games in certain domains and look for commonalities and specifics. Domain can be anything from approach to 3rd person camera to genre. At the start of any domain analysis there are questions that you like to answer, things that you want to focus on. For example if you would do domain analysis on battle Royale you may find out that all of them have shrinking level mechanisms in one way or another.

  • Minimal variant: play some competitors’ games and look how they do stuff. Look at videos of playthroughs. Write down how they handle specific cases.

  • Advanced variant: Make in-depth analysis on specific mechanics including data mining. Frame per frame description of actions. Look into interviews with creators. Plate all the games in genre and list all of the parts and relationships in them.

 

Quantitative analysis

You are measuring numbers and then using statistical analysis to get new knowledge. In this approach, more is usually more. This is the world of KPI and the F2P market and there is a lot of great material on this even on Gamasutra. No need for me to go into detail. 

  • Minimal variant: play game and note every time you die in specific level; Performing simple student tests on your marks per death in level; put simple scale (1 – 5) in feedback form and then look at average. 

  • Advanced variant: full blown analytics, buying data from big brothers. (I am leaving legality and morality out of it for now). There are plenty of companies who make their living just by this just for games. Don’t be afraid of them.

Interview/discussion

You can actually ask for people’s opinion. There are a bunch of problems here that are connected to all qualitative analyses. Question form, tone of your voice, even time since playthrough can change outcome. Neverthless, you may find out very specific new information about your game.   

  • Minimal variant: Let somebody play your game and ask them “what do you think about it?”, just let them talk. Don’t comment it, don’t defend your game, just ask and let them talk.

  • Advanced variant: Have full on randomized research with a preset of meticulously chosen questions and trained interviewers.  

  1. You don’t need to know what x, just how it manifests in the world

  2. Don’t be afraid of measurement, it is simple, just follow the major steps.

    • Define what is your decision

    • Build your theory

    • Define your best possible hypothesis 

    • Define what are the best possible proxies

    • Measure it! 

    • Improve your theory, adjust hypothesis

    • Repeat b) – f) until you have good enough information to make a decision.

  3. Beware the noise! Corroborate and try to refute your hypothesis. Combining different types of measurements and repeated measurements will help a lot.

  4. Low quality measurement is better than non:

    • We don’t need to know what something is, we just have to know more about it than before. 

    • We don’t need perfect measurement, just better than before. 

    • We don’t need perfect theory, just better than before.

  5. Measure with why (decision) in mind to prevent wasting resources. 

 

  • Hubbard, Douglas W., How to measure anything: Finding the value of intangible in Business. 3rd edition. Wiley: 2014. (Main inspiration for this blog and major inspiration in my work)

  • Popper, Karl: The logic of Scientific Discovery. Routledge: 2002 (oh yeah, I am going there. Only for intellectually brave)

  • Kuhn, Thomas. The structure of scientific revolution. University of Chicago Press : 2012. (scientists are people too)

  • Whelan, charles. Naked statistics: Stripping the Dread from the Data. W. W. Norton Company: 2014.

  • Seidman, I. Interviewing as qualitative research: A guide for researchers in education and the social sciences. Teachers College Press: 2006.

  • Thought experiments, https://plato.stanford.edu/entries/thought-experiment/

  • Woodward, Matt. Balancing the Economy for Albion Online. https://youtu.be/aX8f1lE09uY (GDC talk on albion online economy, great primer into economy and how to model it.)

  • Ruskin, Elan. Three Statistical Tests Every Game Developer Should Know. https://youtu.be/fl9V0U2SGeI (quick primer into statistics for game dev)

  • Collins, Steven. A/B Testing for Game Design Iteration: A Bayesian Approach https://youtu.be/-OfmPhYXrxY (You probably didn’t learn anything new from blog above, and that is ok. You still can leave comments about hating frequentism or smtg and then watch this video.)

  • Silver, Nate. Signal and the Noise: Why So Many Predictions Fail – but Some Don’t.  Penguin group: 2012.

  • Sasassovici, Alex  and Miravete, Beatriz. How to Use Machine Learning, Live Telemetry Analysis, and Computer Vision to Manage Communities.  https://youtu.be/pdJ-1i3cbng (oh yes, you can improve every facet of the game by measurement, even community management)

  • …and many many more! go and explore, don’t forget to measure your progress 😉

 

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Q& A: Making an outer space roadtrip with Night School’s Next Stop Nowhere

Next Stop Nowhere, the new game from Night School Studio and Well Made Entertainment, dropped last week on the Apple Arcade store, continuing the platform’s habit of announcing an array interesting titles a few days before their release. 

The adventure game, which jumps beyond the 2D-storytelling of Night School Studios’ Oxenfree and Afterparty puts players in the boots of an outer space transport pilot named Beckett. Instead of walking side-to-side across otherworldly environments, players now explore a 3D environment in top-down view, with brief excursions through asteroid belts and while piloting an AI-powered ship. 

It’s a neat jump for the small indie developer, pushing the boundaries of what the studio’s known for and trying to expand what can be done with narrative games in the world of Apple Arcade.

For a look at some of the thinking behind Next Stop Nowhere, we chatted with lead writer Adam Hines and creative director Sean Krankel, both co-founders of Night School Studio, about what it was like making a space roadtrip story people can play on their phones.

Next Stop Nowhere kind of sprung up out of the blue, to be announced and launched on Apple Arcade within minutes of each other. How long has Night School Studio been working on this, and what were the origins for what seems to be a new kind of game for the company?

Krankel: Nobody knew we were working on it except for us. It was a very tight-lipped project. We wanted to build this project since even before Oxenfree was finished. We started working on this concept back in 2016, and ended up shelving it briefly at sort of a very high-level story phase because we didn’t know exactly how to bring it to life. We didn’t know exactly how to merge some of the mechanics that we wanted to do. 

The idea for Afterparty bubbled up at the same time, and that just seemed like a funnier, easier thing to jump into right now. So we had cool concept art and some basic story, ideas floating around and back then the idea truly was “how can we do a playable roadtrip adventure? How can we do one that that feels like an Odd Couple sort of pairing between two characters that might not necessarily want to be spending a bunch of time together?” 

[It was] this kind of Americana roadtrip, Route 66-type of a thing that evolved over the next few months before we ended up going “alright, this team is getting bigger than we think we can handle right now.” In the middle of making Afterparty, we were able to bring it back to life because we pitched it to the folks at Apple.

The idea was really to make not just a roadtrip, but one in space–if you think of most space games, usually they’re epic in scope…ours is much more like, “what if it was a comedic sort of Mad Max version of space? And what if seeing other people was very few and far between, something that feels much more grounded? How can we recreate the feeling of Han and Chewie arguing with each other throwing a wrench at each other and being in the cockpit and make it feel really small as opposed to a big sort of space opera?” 

To do that, we just wanted to focus on a small cast. So you play as this character Beckett, who is a courier who has a pretty boring life other than the fact that he’s flying around space. But he is in his ship named Cody and Cody is kind of like if you took the Millennium Falcon, but put Siri in it. Cody is like [Beckett’s] best friend, like a puppy for him. And he gets embroiled in this much-larger-than-him story where this woman Serra that he meets at a a truckstop bar is trying to find and save her son who has double-crossed some organized crime dudes.

Over the course of this game, it’s almost like you’re the sidekick or the helper for Serra. Serra is the one with the larger than life story. You’re just a standard courier and it’s really this relationship between you, Cody, Serra, and all the kind of misadventures along the way.

The last time Night School Studio made a game for phones. It was text message Mr. Robot game where function and form overlapped with story. What did you learn about making games for phones with Next Stop Nowhere

Hines: Sean has a lot more experience working with games tailored for the phone experience. It was great having that insight. One big change in our thinking is that in our past games Oxenfree and Afterparty, you could get really comfy on the couch, sink in and you’re gonna play for a while and the conversations can flow and mingle and it’s meant to be kind of a very easygoing experience. 

But of course, on the phone, it’s people playing on the bus, people playing on the couch…or [waiting for] what they’re cooking to get done. It was really important for us to make these very nicely consumable bite-sized chunks of content, where you could dip your toes in and out of plots with the characters and the gameplay mechanics that can all feed into that. 

It was fun trying to come up with these little 10-minute, 15-minute chapter chunks and try to always have a bit of a carrot dangling on the stick to try to…either [drive you] to keep playing the game if you like, but also feel very comfortable to put it away. The game is always telling you, “it’s okay to stop now and take a break if you want.” For me, from the writing angle, that was the biggest, most fun challenge to apply to this new type of game.

Krankel: I think the constraints of touch controls and mobile helped us make this game more unique than what our initial concept was for it. Initially, we thought…this is going to be a console-first thing but what ended up happening was that the sort of sheer focus of the size of the screen and the play session length and the [mobile controls] just helped us make a cleaner better game I think like it impacted our art style in a big way. 

Initially our art style was probably veering toward what most people would think a stereotypical space game–rusty ships in black space with white stars, etc. We went “no, let’s do something extremely bold. Let’s make sure it’s got crazy screenshot appeal.” Now the color palettes change on a per-scene basis for the characters so the characters are constantly color swapping. We looked at some of the best-in-class stuff from games like Monument Valley, to other games that really own that screen real estate well. 

It was the same thing with the [game controls]. I think it made us really think “let’s not assume that we can have some big inventory and that the player is going to see all this various stuff all over the screen to be able to grok it. Let’s boil it down and make sure that dialogue choices, interactions, puzzles are all really juicy and fun to interact with,” which is not a thing that we’ve really leaned into in the past. 

Your last two games featured young characters figuring out who they are both in Oxenfree and Afterparty. This game features a jobber, a working-class kind of person, like someone who got past the “figuring out who they are stages” of life and are now in the “just trying to get by” stage. 

They’re both actually pretty atypical fantasies for games. Did that lead anywhere interesting in the design and in your vision for the game? 

Hines:  It was definitely fun to play in this headspace as opposed to always kind of doing a coming-of-age thing. I think two things definitely led us here: One was the reality that we 100 percent wanted a character that had a kid, and that kid to be adult enough to have gone on his own adventure, stole this thing and gotten into trouble. 

That by itself aged up all the characters. They just couldn’t be 18 and 16. So putting that kind of stake in the ground forced us to consider actual adults who have past lives. Just like you said, their priorities are very different. Then you’re kind of just coming out of high school or life is all ahead of you.

Second, the game is set after Earth has failed, so no one has a ton of hope. It makes a lot of sense that the characters here would be adults that are just trying to get by and trying to find inspiration and love and fun in a very kind of hopeless situation. That became a big theme of the game.

Krankel: The other piece of it is, pretty early on when we talked about making this Odd Couple type of dynamic. We wanted to let the player play an adventure that they can turn into a romantic comedy, or one they can turn into just, “alright I guess we’re stuck in this together,” or to not even be remotely friendly with each other. 

That dynamic of making the player character be somebody who has lived enough of a life, and like Adam mentioned, Serra already having a kid, meant that we just needed to build out a history for Beckett, that afforded a little bit more mature opportunity to fall in love with somebody, as opposed to “this is my first love.” I think that it was kind of fun to get into a character that frankly, is probably more relatable to those of us in the studio than our other characters. 

But the funny thing is, we talk about our other games being coming-of-age games, but I think the further we go through life, it’s always coming-of-age! I don’t know if you’re like 70 and you feel like you’re coming-of-age. So even this one I think still feels like [it’s] a coming-of-age game. It just so happens to be with some early 30-somethings.

There’s an arcade component in this game with flight challenges. It’s a little bit Star Fox and a little bit Rogue Squadron to my millennial eyes. Whenever a studio makes a new gameplay introduction, it means like a pretty significant technology leap somewhere. Do you have any insight on how a small studio was able to add those to its repertoire without breaking itself?

Krankel: One of the biggest leaps for us for this was the fact that this game has full 3D navigation and the flight sequences. We actually partnered with this incredible studio, Well Told Entertainment, and they are folks who we’ve worked with for years to supplement some of the stuff we’ve done in the past. For Next Stop Nowhere, they took on a much more robust role in building the game. 

I think what was really helpful was that they really, instead of being afraid of that wanted to push even harder into that territory. So we’ve got full 3D-navigation, which allows our level designs to be a lot more interesting or dynamic-feeling than they have in the past. You get more interesting spatial puzzles that we didn’t do much of in our last two games because we were really restricted to just the X-Y axis. 

But on the flight front, it’s funny–we tested it forever and it’s just so difficult to find this balance of like, “how do you make a game that’s challenging enough that feels good and exciting and seat-of-your-pants but also doesn’t betray the rest of the story components?”

A lot of people that play our games are not looking to play the twitchiest, skill-based thing ever. It’s not like we’re going to throw a Dark Souls boss into the middle of Oxenfree, as much as Adam probably wants that.

Hines: *laughs*

Krankel: It was a combination of…not necessarily a ton of technical challenges, but certainly design challenges and finding a balancing act that felt good for that. We had versions of this that were far more complex and more difficult and they just didn’t feel good. So we whittled it down, and our ethos was, “if you are getting dumped into one of these sequences, it should never anger you, it should be a fun version of stress.” And so the gameplay really in those flight sequences is primarily obstacle avoidance and story content at the same time. 

I think the other piece for us that that we never want to turn away from is letting stories still sit inside of other mechanics. When you’re flying, you can still have conversations when you’re flying…I feel really good about where we landed, but you know, Well Told really helped push those flying sequences to be what they are. 

Another thing just to add to that, is that we want players to make choices not just in dialogue. Choice also should be about spatial choice and where you are going and when. Our flight sequences aren’t just like, “welcome to the arcade crazy sequence. We’ll go back to the story in a minute and a half.” 

Those are real roadtrip moments where it’s like, “if my two friends over here are going to investigate something on the southern path, we’re going to go on the northern path, and we are going to completely miss the story content that existed on that other path.” It’s funny you mentioned Star Fox, because obviously there’s some inspiration there. But the branching map of Star Fox was hanging in our office for a while.

I low-key forgot Star Fox had that.

Krankel: Right?! Which is crazy that that had branching levels. It was so unnecessary!

Every interview we do these days has an element of “how are you dealing with COVID-19” in it. Because you can’t not talk about a global pandemic, right? Normally what I’ve been asking developers is “how are you adapting to remote work,” but especially with a mobile game, it’s worth asking if you’ve learned anything about how peoples’ play habits are changing?

Krankel: In terms of like, making Next Stop Nowhere, the interesting thing was because we’ve partnered so closely with Well Told, who were not on site with us. [They] actually primed us in many ways for this. It made our communication as a studio already get better via Zoom and all the tools that and now everybody’s kind of forced to be using. I think we sort of lucked out on that front because we went through our growing pains on that a little bit earlier.

I think there was a very serendipitous thing and that the themes of our game really are things that feel like to me, something I want right now just you know, subjectively like the fact that it is a game about connection and a roadtrip and seeing people when you rarely get to see them and it’s got you know, awesome music, and the story has a lot of heart and warmth. To me it feels like it’s ready for this moment. But that was just luck, just good timing that, “let’s go on a roadtrip, that sounds fun right now” [being relevant]. 

In terms of the launch that feels super weird just because I imagine every developer launching a game right now feels kind of odd, but it’s just a bummer that we don’t get to see [reporters] in-person, or talk to other people…all the natural stuff that feels like how you launch a game we just haven’t done. I think across the whole team, we’re still like, “oh, is it out? Is it really out?”

It doesn’t feel like we put it out yet because nothing seems different anymore. Everything is the same day over and over again.

Hines: To Sean’s point, it’s definitely been a slow process…of just learning how to work with another team off-site, and thankfully, [the pandemic] hasn’t really changed to too much of that. It’s just kind of our own internal team. We’re really learning and relearning, again, how to make sure that we’re always in communication and making sure that things are getting done.

There’s also the awkwardness of trying to schedule in “happy fun time” because it’s just impossible to naturally bubble up those moments where you go “hey, let’s get a coffee and talk and just hang out for 15 minutes before getting back to work.” To me, it’s still important that those things happen. So remember that we’re humans on the other side of the monitor, but just trying to make that a thing that we still do. 

But yeah, and then there’s just the brutal every day bad-news, bummer cycle. It probably would have affected the story and led us to tweak some tonal things and things might have been a bit bleaker and might have been a bit more cynical. But I’m glad in a way that we made a game where the tone of it…because it was written right before the pandemic, and because we’re still so focused on being an ultimately lighthearted roadtrip game…

I like Sean’s point it is the thing that is hopefully a bit of a nightlight in all of this where it’s kind of nice and comforting. Ultimately, there are themes that I don’t think should go completely away and should be [ignored] right now, even if we all might feel like things aren’t looking too great.

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Get a job: Join Hidden Path as a Senior 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

You will create new gameplay experiences for our AAA fantasy RPG that will set the gold standard for level design. To accomplish this, you will interface with numerous strike teams across all disciplines, creating levels from concept to completion. You will collaborate with combat and encounter teams to establish standards and practices for gameplay, with narrative to ensure theme and IP are consistent and strong, with art to ensure levels look as great as they play, with producers to get level design tasks created, assigned and kept up to date.  You will organize level reviews and playtests.  We want you to be able to mentor others as we grow the team.  This role reports to the Lead Designer.

Hidden Path is an inclusive, collaborative environment. You will be working with animators, designers, engineers, and other disciplines from all walks of life who have a variety of different perspectives. Being able to navigate and thrive in this kind of environment will be key to your success.

You should:

  • Be self-motivated and proactive
  • Have great design sense
  • Be fluent in Unreal 4
  • Be passionate about gameplay in general and RPGs specifically
  • Be comfortable scripting in Blueprint
  • Be knowledgeable about current games and industry trends
  • Have excellent verbal and written communication skills
  • Have strongly cultivated soft skills

Nice to have:

  • Previous experience developing RPG titles
  • Technical design skills
  • Environment art skills
  • Leadership experience
  • Experience with JIRA, Confluence and Perforce

 Benefits:

  • Robust health insurance options
  • 401(k) with company contribution
  • Employee profit sharing
  • Life insurance
  • Vacation time plus paid holidays
  • Unlimited sick leave
  • Paid Parental Leave

 COVID-19 Statement:  We are following protocols established by the CDC and Public Health – Seattle & King County with respect to COVID-19. We have made our workplace available to up to 25% of employees who request access in advance but are not requiring anyone to come to the studio. We are supporting employees working from home to the best of our ability.

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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Don’t Miss: Musical scoring with SFX in mind for Call of Duty: WWII

You may not recognize the name Wilbert Roget, but you’ve probably heard his work. Roget was a music editor at Lucasarts for many years, and he wrote original music for Star Wars: The Old Republic and Star Wars: First Assault, and arranged and supervised music for Monkey Island 2: Special Edition. Since then, he’s been the composer for titles like Guild Wars 2: Path of Fire, Lara Croft and the Temple of Osiris, and Dead Island 2.

Roget also served as composer on the powerful, memorable music for the recently released Call of Duty: World War II. He spoke to Gamasutra about his inspirations, his attempts to stay true to the time period of the game, and how to score with special f/x in mind.

Roget: I had played and loved Sledgehammer Games’ previous game, Call of Duty: Advanced Warfare, and was strongly interested in working with the company on a future project. One of my former-coworkers from LucasArts had worked as a sound designer on Modern Warfare 3, so I asked him to put me in touch with Sledgehammer Games’ audio director, Dave Swenson. It turns out Dave had recently played a previous game I scored, Lara Croft and the Temple of Osiris, and so we met a few weeks later at the Game Developers Conference. Several months of follow-up meetings and Skype conversations later, and eventually I was hired. 


Composer Wilbert Roget

“All in all, it was about six months to write the full score.”

We had our first on-site meeting to begin the process sometime in late January. But I started sketching various ideas on paper all the way back in August, as soon as I knew it would be a WWII-era score. The score for the original Call of Duty had such a big influence on me back in college, so I immediately had some ideas I wanted to explore.

Ultimately very little of those sketches made it into the game, with the exception of the minimalist triple-meter concept I used in the ‘Berga’ track. My first game-specific pieces were written in early February, and we had our final recording sessions towards the end of July, so, all in all, it was about six months to write the full score.

“A Brotherhood of Heroes” by Wilbert Roget

For my overall direction, my inspirations came from several different media. I was already familiar with the first Call of Duty scores as well as Modern Warfare and Advanced Warfare, but when the project began I started to study a few war films to see how their scores interacted with the drama.

Of those, I’d say The Hurt Locker, Zero Dark Thirty, and Saving Private Ryan were the most tonally relevant even though my score doesn’t sound overtly similar. I also studied several pieces of 20th-century art music very closely: Claude Vivier’s ‘Zipangu,’ Toru Takemitsu’s ‘Requiem for String Orchestra‘ and of course Penderecki’s famous ‘Threnody for the Victims of Hiroshima.’

“I only had an illustrated storyline document to work with at my personal studio. I didn’t have a chance to play the game while scoring.”

After my first meeting onsite at Sledgehammer Games, I only had an illustrated storyline document to work with at my personal studio. Sledgehammer sent me a few gameplay capture videos later on, but I didn’t have a chance to play the game while scoring. Actually, when writing the first few in-game pieces, I used gameplay footage from Call of Duty 2’s ‘Rangers Lead the Way’ level to check if my own music would fit the mood and soundscape, as that level is both high-octane and has long stretches without music.

Testing against gameplay footage reassured me of the efficacy of my sonic experiments, like my use of solo strings and period-accurate musique concrète. It also helped me arrange the music in such a way that it complemented the sound design instead of competing against it. And then towards the end of the project, there were two pieces, ‘Birds of Prey’ and ‘Berga,’ which I wrote for specific levels’ gameplay footage.

“The game used original recordings of historically-accurate weaponry and vehicles, and so we wanted to make sure the sound design would be unobstructed by musical elements.”

This was one of the first considerations I had when developing the musical direction for the game, and one of our audio director Dave Swenson’s primary concerns when starting the project. Call of Duty: WWII used original recordings of historically-accurate weaponry and vehicles, and so we wanted to make sure the sound design would be unobstructed by musical elements.

We had several solutions for making sure the music would be effective while avoiding conflict with the soundscape. First off, I stripped down the traditional battery of orchestral percussion, avoiding sounds like snare drums and mallets that would compete with gunfire or stick out of the mix. I also avoided big epic trailer-esque percussion and overt use of synthesizers, since I envisaged the soundscape would provide more than enough punch and excitement in the mix.

I did use some large drums and dhol ensembles, but I never let their volume get above a mp level; their only purpose was to add bass and a tiny bit of motion to certain high-intensity action pieces. In place of this percussion, I employed the aforementioned musique concrète technique: sounds from period vehicles and other military sources were heavily processed and used to create a “haze of war” effect.

I avoided high woodwinds as well, and I only used trumpets to double the horn section at key moments. The strings were a fairly typical section with 34 players, but I intentionally avoided the highest range of violins to avoid letting the orchestra poke out too much. I also used solo strings and string quartet extensively, to get sharp and crisp rhythmic elements in action cues especially. 

Lastly, we embraced a relatively dry overall music mix, with lots of high-end clarity and not too much reverb. As a result of all this, the music was mixed somewhat louder in-game than is usual for the franchise, but it still never conflicts with sound design.

“Welcome To The Bloody First” by Wilbert Roget

For Call of Duty: WWII, the music team at Sony Interactive Entertainment was hired to supervise, mix, edit and implement the score. They would spot the game levels and assign me music “suites” that they could then edit and implement into the game, with music changes at key moments during each level. As a composer, I didn’t need to keep the gameplay dynamics in mind while writing — I simply had to make sure that each piece I delivered contained a few different moods, had stinger moments built-in naturally, and featured as much movement and development as possible.

We did have a stealth music mechanic however, which involved writing pieces that included brief one-shot stingers for when the player is detected by enemies, as well as a few swells into combat. That was the only case where I had to write to the implementation. Normally I would write through-composed pieces with enough drama for the Sony team to edit from.

“For Sledghammer’s team to do their work, I needed to deliver my music in up to 30+ stems per cue.”

For their team to do their work, I needed to deliver my music in up to 30+ stems per cue. In other words, instead of just sending over a stereo render of the piece, I had to split into “low strings short,” low strings sustains,” “high strings short,” and so on for the entire orchestra — as well as delivering individual renders of every non-orchestral element. 

My solution involved creating a folder within my Reaper project file that contained in-line renders of all the stems, with automatic soloing via track groups. I’d still have to manually record each stem, but this made it very easy to test my stems for accuracy. In the rare instances where I needed to revise a cue even after it was approved, those changes were easy to make.

Finally, I wrote the entire score in a single Reaper project file, but I wouldn’t call that a technical “challenge” per se. This is how I have written every one of my orchestral scores since Lara Croft and the Temple of Osiris, and because I only use a single PC without VEpro, this saves me tons of time starting new cues and revising old ones. It also helps me keep a consistent mix, and it helps me easily reuse live-recorded solos and sound design elements.

One unique aspect of working with the Sony team in producing a score is that they don’t have a big generic cue list saying, for instance, “Ambient 08” or “Action 13”. Instead, they assign specific suites with clear direction on the mood and sonic direction. So as soon as I had an idea and was sketching on paper, I already had a good sense of the emotional context of the piece, and how I would satisfy it. 

From there it was just a matter of arranging everything, creating a synthesized mockup, and frequently taking a step back to see if there were other elements I could add (or remove!) to help the piece fit the overall musical direction. For instance, my final step in most tracks would be to create a second layer in the music, which again I called the “haze of war” effect — this usually meant adding things like brass-sliding electric guitar played with an ebow and tons of reverb/delay, or adding my musique concrète elements like steam train sounds, distant explosion debris, and various metallic sounds.

Because Call of Duty: WWII takes place in real-life settings, it was crucially important the music was respectful in tone. For the score to work, I needed to make sure that every piece had a concise focus, avoiding excessive embellishment in the orchestration and especially melodies. At the advice of our audio director, I used as few “syllables” as possible in my themes and motives, and to make sure that every piece in the score sounds unique to this game, I used signature sounds and themes as much as possible. For that reason, I believe this is the most cohesive score I’ve written to date.

“Game music is an incredibly competitive field, but having technical knowledge as well as creative ability will certainly give you an edge.”

I’m in this industry because I’m in love with games and the way they are created. We have brilliant artists, programmers, and designers who are constantly pushing the envelope with clever solutions to both creative and technical problems. When I play a game, that’s what I’m looking for: titles that create memorable, fantastic and seemingly impossible real-time experiences. Many of my friends are in the games industry working as those very same artists and programmers, and I enjoy reading and studying the technical side of games creation almost as much as I enjoy playing them. 

My advice to other composers looking to enter the games industry is to know the medium, do your research and play both recent and classic titles. Understand how games scoring is different from film and TV, even when it’s the same composers working on all three. I’d also recommend studying how game audio implementation works, and practice by deconstructing how a game’s sound design and music implementation work while playing the game. Game music is an incredibly competitive field, but having technical knowledge as well as creative ability will certainly give you an edge.