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Get a job: Remedy Entertainment is hiring a Programmer

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: Espoo, Finland

Remedy Entertainment, the creator of Control®, Quantum Break®, Max Payne®, Alan Wake® and Death Rally®, and one of the leading independent game studios in the world, is looking for a Programmer for a key role working on Remedy’s projects.

We are looking for a Programmer to help unify our digital character creation workflows. We have recently started from scratch to unify our character creation pipeline, presenting an unique opportunity.

While this a full-time software engineering role, the character technology team has also worked on implementing existing skinning algorithms, novel convolutional neural network architectures, facial blendshape solvers, custom photogrammetry hardware and statistical analysis of motion capture among others things. 

Responsibilities

  • Help develop an industry leading digital content creation pipeline
  • Adhere to high quality programming standards
  • Support the teams involved with character creation with tools to make their work easier

Requirements and qualifications

  • Minimum 2 years of experience working in the game industry (preferably on AAA titles) or VFX industry
  • Proficiency in at least C++ and Python
  • Curiosity, ability to learn fast and to communicate concisely
  • Experience working with Autodesk Maya or MotionBuilder APIs
  • Excellent verbal and written communication skills (in English)

The ideal candidate will also have

  • A degree in computer science or software engineering
  • Experience with any of the following: custom in-house game engines, test driven development, continuous integration, UI frameworks, API design, parallelism

What is in it for you?

  • Yes, you get to move to Finland where the quality of life is exceptional and cost of living is affordable
  • Moving to a new country can be intimidating, but our relocation service is there every step of the way to take care of you. You can concentrate on work, while we’ll take care of everything else
  • You will be offered competitive compensation with a bonus system
  • We work hard, but at Remedy we believe in a great work life balance. Happy people work better. In Finland you get up to 5 weeks of paid vacation every year. This is on top of public holidays and other special occasions
  • Above all, you get to work on awesome, unique video games that the global audience is interested in at a studio where your input is valued. We try our hardest to keep our team sizes and the work load sensible, so your contributions feel valuable

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: Breaking linear character progression with Outer Worlds’ flaw system

I was fighting for my life against a group of giant, acid-spewing lizards on the outskirts of Edgewater. I wasn’t far from my ship and had already dealt with dozens of other Raptidons while spending time in this cannery colony. I finished off the last one with a few swings of my tossball stick and started walking up to my companions when a prompt popped up. 

Spacer’s Choice, one of The Outer Worlds‘ fictional megacorporations, had found a flaw in me. They think I have Raptophobia or the fear of Raptidons due to repeated encounters with the beasts. I can choose to accept the penalties associated with the flaw in exchange for a point–one I can use to unlock one of the several perks that give my player character things like more health or bag space. Or I could just decline the choice altogether and move on.

“The flaw system was an intersection of two different goals,” Tim Cain told me. He’s co-director of The Outer Worlds and also the game design legend known for creating the original Fallout. “One of our goals was to not do all the character creation upfront. We wanted the player to pick a few things about the character and then other things get decided later…We also wanted to combine it with the reactivity of the game.”

“Character creation is the player telling the game how they want to play,” he added, mentioning that Cthulu board and computer games helped inspire this system. “The flaws are the game telling the player ‘here’s what you did, do you want to react to it? You got hit by a lot of plasma, do you want to be plasma susceptible? You fight a lot of robots, do you want to be scared of them?'”

The Outer Worlds’ flaw system reacts to how the player chooses to advance through the story. If you fight a lot of robots you can get robophobia and lose dexterity and perception points when near mechanical enemies. You can also get addicted to drugs after taking too many and some stats will be lower when you go through withdrawals. You can choose to accept or reject a flaw when they come up, though each one is permanent once accepted.  

It’s all part of Obsidian’s plan to have new types of gamified role-playing elements in their Fallout-esque first-person RPG. You can play as a charismatic gunslinger who hates robots or a tossball stick-swinging lockpicker with paranoia. You create your character as you play and not just in the character creation screen and when you level up. That’s why perks unlock throughout the campaign and why you assign skill points to categories until you reach a certain threshold and specific skill categories open up. It’s all part of an effort to have your character change as you hop from planet to planet. 

“What I like about this makes the character creation a lot deeper. People think of character creation as all these cool things you can do,” Cain says. “It’s really just something that makes your character different and unique. There’s something really cool about having a character that isn’t just a list of cool powers and extra things they can do that normal people can’t.”

The flaw system wasn’t originally designed to have to pay out perk points if a player accepted negative attributes. Cain and co-director Leonard Boyarsky told me they wanted to have specialized perks for each flaw that you couldn’t obtain any other way. That would entice players to try different things, but time and budget restraints prevented them from fully implementing anything other than what we see in the final version of The Outer Worlds

“The specialized perks were more related to the flaws,” Cain said. “There were a whole bunch of flaws that we never implemented, but we had things like if you’d take more damage from robots you could also give more damage to them. I think we had one where your aim would go down but your fire rate would go up if there was a robot around. It was like ‘ok I’m terrified and I’m just spraying bullets.'”

Cain and Boyarsky wanted flaws to force player to adopt different play styles when special situations come up. They didn’t want players to exploit the flaw system in a way that simply reinforced or entrenched them in one play style. “Picking a difficulty setting makes the whole game hard,” Cain said. “Flaws are supposed to make it situationally hard.”

Since The Outer Worlds launched in October 2019 Cain and Boyarsky have been listening and reading all sorts of feedback around this new system. One piece of criticism that hit home is the fact that the majority of flaws come into play during combat and not during dialogue or stealth sections. They had originally planned more non-combat flaws but they didn’t make it in time for the final release. 

“One of the flaws we wanted [in the game] was to be impulsive,” Cain said. “When dialogue options come up there would be a little timer. When it ticked down to five seconds one of the response options disappears, just greyed out. Then another one after another five seconds until there was only one option left.”

“The game wasn’t saying you had to be impulsive,” Cain added. “It was saying unless you play impulsively we’re going to pick your options for you. So it had you picking really quickly.” This flaw didn’t make it into the game as the team was already having trouble keeping up with their AI demands and an individual flaw was low on the development team’s priority list (players also wouldn’t be reading most of the text if they had to rush through it).

They also wanted to add a pathological liar flaw where the player would have to choose to lie if one was available while in conversation. They found it wasn’t as effective with how forgiving the dialogue system was in the game. They had a number of other non-combat flaws that didn’t make it into the game, including a “hotheaded” one that forced players to attack whenever the dialogue system gave them that option. 

The Outer Worlds does have a handful of non-combat perks including the drug addiction, farsighted, fear of heights, and a few others although most are dependent on combat. The development team brought the list of flaws and perks to the programmers on the team to see which ones would be the easiest to implement. “We ended up with a lot of susceptibilities, phobias, and addictions,” Cain said. “Those were the main categories.” 

While we don’t know much yet, Obsidian has talked about a possible sequel to The Outer Worlds. Cain hopes to build off the flaw system and incorporate some of the ideas that didn’t make it into this game. He also hopes other role-playing game developers try their hand at something similar. 

I’m hoping this idea catches on, that character advancement isn’t always linear. It isn’t always about getting better,” Cain said. “It’s really about getting different. I’m making a character that doesn’t always mean good things. I’m hoping that catches on outside our game.”

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What to expect when you’re expecting to attend GDC Summer this week

GDC Summer starts tomorrow, and since this will be the first all-digital Game Developers Conference organizers want to quickly remind you what to expect when you log on to attend!

Taking place Tuesday through Thursday, GDC Summer will have an expanded schedule that goes from 6 AM Pacific to 8:30 PM Pacific each day to better accommodate attendees in different time zones around the world.

That means you can look forward to both morning and evening sessions, separated by a long lunch break reserved for networking and special features. There will also be experiential events scheduled at the beginning and end of each day to jumpstart or wrap up your day at this unique digital event.

And don’t worry about disrupting your schedule to attend everything live; all live session broadcasts will immediately be archived on the event platform for on-demand access the week of GDC Summer, so you can create your own conference schedule.

Here’s what to expect from all the different options available to you when you attend virtually this week!

GDC Summer Schedule, August 4-6

  • 6:00 am – 7:00 am PT Wake up/Wrap up with GDC
  • 7:00 am – 7:00 pm PT Conference Sessions, Interactive Sessions, Sponsored Sessions, Community Channel Sessions, Student Channel Sessions*, GDC Pitch, Daily GDC Summer Puzzle Challenge, GDC Podcast Live! hosted by Gamasutra
  • 7:00 pm – 8:00 pm PT GDC After Hours

* Student Channel programming will only take place on Thursday, August 6

Conference Content

Sessions: GDC Summer sessions will be live broadcasts delivered by a single speaker or panel, with live speaker Q&A during the presentation. After their “first run” these sessions will be archived for on-demand access during and after the event.

Sponsored Sessions: These are your opportunity to hear from leading game technology companies firsthand about the latest products, tools, services, and techniques.

Student Channel: Learn from industry experts and professionals to help jump start your career through lectures, interactive sessions, and small-group discussion.

Community Channel Sessions: Taking place on the Community Channel and available to all pass holders, community channel sessions will address topics ranging from diversity to accessibility to quality of life within the realm of social advocacy in the game industry.

Interactive Sessions

Ask Me Anything (AMAs): GDC Summer will also host live, interactive 30-minute “Ask Me Anything” sessions featuring industry experts answering questions related to specific game development topics. A number of luminaries have already signed on to take part, including Funomena CEO Robin Hunicke and award-winning composer Winifred Phillips!

Skill-Building Series: 45-minute instructional presentations from expert instructors as they take attendees through an exemplary project and review the tools and techniques used to create the work. You’ll have the chance to quickly get up to speed on “Pixel Art and Animation in the Hi-Bit Age” with experienced artist and game designer Tyriq Plummer, for example, or bone up on “How Game Studios Should Plan Fundraising – Learning Best Practices” with veteran investor Teppei Tsutsui.

Roundtables: 45-minute live and interactive peer-to-peer discussions on open ended topics, facilitated by moderators who keep the flow of discussion inspired and moving. Constructive controversy and debate are welcome in these discussions, which include a Marketing & Discovery roundtable led by Kitfox Games communication director Victoria Tran and a Building Your Live Service Team roundtable facilitated by veteran producer Grant Shonkwiler.

Networking

Meetings & Networking: With advanced filtering and AI-driven technology, GDC Summer gives attendees access to identify, contact, and request and receive meetings with fellow attendees and sponsors via chat or video meeting.
Mentoring & Portfolio Reviews: Find and connect with a seasoned game development professional at GDC Summer to gain invaluable guidance or a portfolio review via chat or video meeting. Simply use the filter options in the networking tool to identify willing professionals in your discipline, or those seeking mentoring.

Showcase Features

Sponsor Showcase: Expand your professional network and join leading companies in game development ready to provide solutions to your business challenges from 11am – 3pm PT.

Indie Showcase: Learn about innovative projects from emerging and independent developers and meet the people who created them. Visit the studio’s dedicated pages and don’t miss their game demo sessions!

University Showcase: Meet with colleges and universities featuring some of the best and brightest students and education programs in the games industry. Learn more about their offerings by visiting their pages and setting up an exploratory meeting. 

Special Events

Community Channel Special EventsFrom yoga classes to mixologist tutorials, we’ve programmed three exciting days of experiential events to help fill in the gaps and get you out of your chair (or at least into a more relaxing headspace) so you can keep learning. 

GDC Summer Puzzles: Play through the GDC Summer event platform (alone or with a small team) to solve the daily puzzle, gaining in complexity throughout the week. Submit your answers for a chance to win GDC merch each day, or the grand prize of GDC 2021 All Access passes! Note: completing the puzzles may require some interaction with our sponsors, resulting in your profile information being shared with them.

GDC PitchSelected studios will pitch their games to a panel of investors and publishers followed by questions, advice, and feedback before the judges declare the day’s “Best Pitch”.

GDC Store: Grab your GDC Summer products at the all-digital GDC Store!

For more details on GDC Summer, scheduled to take place virtually August 4th through the 6th, visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa Tech

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Get a job: Join Digital Extremes as an Intermediate/Senior FX Artist

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: London, Ontario

Our culture is centered on providing great opportunities to our employees so that everyone feels they are making a meaningful impact. Developing new and existing talent is our long-term focus. We are honored that our work environment has been consistently recognized as one of “Canada’s Top 100 Employers”. We summon you to join our elite team! 

The rewards of a career with Digital Extremes include:

  • Competitive salary with bonus opportunities
  • Excellent benefits and paid time off
  • Matching RRSP plan
  • Employee Assistance Program (EAP)
  • Professional development and career support
  • Fitness and parking/transit subsidies
  • Daily lunches prepared onsite by our in-studio Executive Chef and professional kitchen staff
  • All-day snacks and drinks, sleep pods, massage chairs, cold brew, dog therapy days and more

ABOUT THIS POSITION

Digital Extremes is seeking an experienced Intermediate/Senior FX Artist to join our team. You will be utilizing traditional art training and knowledge of 3D art, design and computer graphics software to build efficient, high quality special effects while keeping in mind technical specifications relating to memory usage and gameplay speed. You will need to have an excellent understanding of what makes real time special effects work in addition to an understanding of game engines, tools, pipelines and development processes. Preferred extras include experience working with Maya, AfterEffects, Houdini, and Photoshop, as well as a thorough knowledge of the game development process. An understanding of scripting languages such as Python or Lua is also an asset.

RESPONSIBILITIES

  • Utilize traditional art training and knowledge of 3D art, design and computer graphics software to build efficient, high quality special effects, keeping in mind technical specifications relating to memory usage and gameplay speed
  • Keep up-to-date with contemporary effects techniques and research new effects technologies and solutions
  • Cooperate closely with art, design, audio and development department to deliver first class visual effects that exceed the state of the art
  • Work under the creative guidance of the Art Director
  • Deliver work on time and according to schedule as prepared by the Art Director
  • Actively participate in the feedback loop including accepting feedback from and providing feedback within the art and level design team as required, staying current on the scope and understanding of the project
  • Multitask effectively, prioritize competing demands, and follow through on details

REQUIREMENTS

  • 2+ years’ previous experience creating high quality VFX for film or video games
  • Excellent understanding of what makes special effects work – particle systems, postprocessing effects and shaders (specular and normal maps)
  • University degree in visual arts with specialization in graphic design, commercial art, graphic communications or cartooning or completion of a college diploma program in graphic arts
  • Understanding of game engines, tools, pipelines and development processes
  • Working knowledge of a commercial 3D package
  • Good communication skills across multiple disciplines; ability to follow direction and to collaborate successfully with others
  • Ability to handle and prioritize multiple tasks, to meet deadlines and to excel under production conditions
  • Strong work ethic, self-direction and artistic vision, dedicated work ethic
  • Have a genuine enthusiasm and interest in video games

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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Halo Infinite’s multiplayer is a free-to-play mode

Microsoft and 343 Industries look to be taking a page from Call of Duty: Modern Warfare’s standalone and free-to-play Warzone mode for their upcoming launch of Halo Infinite.

While previous Halo games have locked access to multiplayer behind a full game purchase, the Halo team announced via tweet that Halo Infinite’s multiplayer mode will be free-to-play.

Halo is for everyone,” reads that tweet. “We can confirm Halo Infinite multiplayer will be free-to-play and will support 120FPS on Xbox Series X. More details will be shared later!”

This follows recent rumors that Halo Infinite would bring its multiplayer out from behind the paywall, information that first leaked via since-pulled details on a store listing. Only two elements of the full leak were confirmed today, however. The leak (via The Verge) originally noted Infinite would have free-to-play multiplayer, 120 FPS on Series X, a battle pass system, and new character customization options. 

Both the battle pass and customization remain unconfirmed, but if true the former feature would explain how Halo Infinite would monetize a free-to-play multiplayer mode and bring the game in line with the many others that are opting for a battle pass system rather than purely microtransaction-led monetization.

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Epic Games Store now offers mod support for some games

MechWarrior 5 is the first game to roll mod support into its Epic Games Store page as Epic moves the feature into beta testing.

The Epic Games Store has been slowly trialing and launching new features since its somewhat barebones debut back in 2018, and mod support looks to be one of the latest developments Epic is looking to bring to its Steam competitor.

MechWarrior 5: Mercenaries launched mod support on its Epic Games Store page this week, noting in a blog post that the game is the very first to do so under the freshly launched Epic Games Store Mods beta.

There’s a dozen or so mods already listed for the game, created either by the MCM Team themselves or by community modders. For those looking to bring their own mods to the Epic Games Store, or for developers curious about how the whole process works, MechWarrior 5’s listing now includes a Modding Toolkit tab that explores the ins and outs of the process.

In the case of MechWarrior 5: Mercenaries, purchasing the game automatically pushes the MechWarrior 5 mod editor to a buyer’s EGS library. That tool is similar to what the dev team used during the game’s creation, but minus access to source code and code modification.

Epic hasn’t yet said what games the beta program will welcome next, but an update to the Epic Games Store’s public roadmap notes that “more game titles and more polish and features [are] to come!”
 

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Video: Creating Dr. Grordbort’s Invaders for Magic Leap One

In this 2019 VRDC talk Weta’s James Everett discusses the process of creating the striking Dr. Grordbort’s Invaders game for the Magic Leap One Creator Edition headset.

Notably, Everett shed light on how the Weta Gameshop team, born of a collaboration between Magic Leap and Weta Workshop, delivered on their mandate to make a great game while providing feedback on the ever-evolving hardware and software that became the Magic Leap One Creator Edition.

It was a fascinating talk that explored the hurdles of working so closely with an evolving piece of hardware, as well as the challenges of designing games for mixed-reality headsets, and now you can watch it for free on 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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Don’t Miss: Making the tactics genre more accessible & less intimidating in Fae Tactics

The tactical strategy genre is sacred ground. Plenty of developers have tried their hand at the genre but few can get out of the shadow of fabled franchises like Fire Emblem, Advance Wars, and Final Fantasy Tactics. It’s a wonder that we’ve seen Wargroove and Into the Breach in the last two years — two incredible games with nods to tactics games of the past, but with their own unique flavor.

Those classic franchises are so hard to overcome for two reasons: the first is that rose-tinted glasses prevent a lot of fans from remembering the issues those games had, and second is that those issues are difficult for designers to overcome.

Fae Tactics, a grid-based strategy game by Endlessfluff Games duo Carolina Moya and Kyron Ramsey, is trying to buck this trend by combining the best elements from the Japanese games that inspired them. Their intention is to mesh features from Final Fantasy Tactics, Fire Emblem, and Advance Wars while addressing their issues as well.  

“Everything in the strategy format has pros and cons in how it’s presented. One of the main ways we wanted to approach the genre was through menu-less, seamless gameplay.” Ramsey said. “When you play Final Fantasy Tactics the combat animations are satisfying but not too long. The ones in Fire Emblem take so long that you end up turning them off.”

Fire Emblem is very simple though, all the info is conveyed by the units type and where they are on the map,” he added. “But in Tactics you have to scroll through a series of menus to get all that info. Our approach is a combination of both.”

That mentality is at the core of Fae Tactics— creating a Final Fantasy Tactics-like experience without the menu surfing or the lengthy Fire Emblem-esque battle sequences. It’s something Kryon and Moya believe is the strongest part of Fae Tactics, as it helps the entire game be smoother and more approachable. Everything from the uniquely-designed character models and animations to the deep combat is all clear from a glance.

“[Interactions] are all within a few clicks,” Moya said. “It’s very easy to get into.”

In order for the menu-free system to work, Ramsey and Moya needed to create a way for players to easily digest all the required info without cutting to any other screens. Status ailments and buffs, character and attack types, height and environmental effects all had to be discernible without causing confusion.

“Figuring out how to display certain bits of information was challenging at the beginning,” Moya said. “At first we had a little ticker go by on the bottom of the screen, like you see on CNN, that taught people how to do certain things. We eventually changed that to small icons near the characters profile image.”

While icons can be useful, too many of them can clog up a screen, turning it into a cluttered mess. Instead, Ramsey and Moya created environments and characters with a wide set of animations and detail so their actions and appearances convey enough information on their own. Environments are three-dimensional, with varying types of terrain and elevation that units visibly interact with. Character designs clearly depict a unit’s type and abilities.

It’s clear when a unit is standing in water, when they’re at a height disadvantage, or when they are about to turn invisible. The issue came when trying to display all the intricacies of combat easily as well.

“The part of the menuless system is that all your commands are context-based,” Ramsey said. “It’s like the positioning in Final Fantasy Tactics. A sword wielder with the high ground isn’t intimidating, it’s intimidating if he has a bow. The main challenge was having a player remember the all that context when it gets more complicated.

Ramsey and Moya did a few things to make Fae Tactics’ complexities easier to digest and retain. There is a mixture of both leader units, similar to Wargroove’s main characters, and summon units, and Pokemon-like units that are more akin to the disposable troops you find in Advance Wars.

“Summon units originated from a deck-building concept,” Ramsey said. “We started out with the idea that you’d build your team with a deck of cards, but after a bunch of testing we realized there was too much randomness tied to that.”

While there is a variety of unit types, Fae Tactics limits a team to only six for each battle with three leader units and three summoned units. Summoned units, like every other element of the game, are collected during battle for use in the next mission.

One part of limiting [the number of units per team] is that the choice of units you bring is a lot more meaningful. If you had the ability to bring more than you could build a superteam that’d could deal with anything. The way this works is you can see what’s on the field and adjust accordingly.”

Although Fae Tactics has more than 40 unique units, multiple main characters, eight different elemental types, and other combat mechanics, Moya and Ramsey took steps to make each one distinguishable on the battlefield.

“Every unit is the same base model instead of having classes, although every unit is different,” Ramsey said. “Each summoning unit has a completely unique model with its appearance and attack animations. Our player units are especially unique, since they are things like a young dog, a girl, and a bird.”

“It’s more approachable,” Moya added. “It’s not like having a soldier, cleric, or wizard.”

Many of these choices were made with the menu-free gameplay in mind, and Ramsey and Moya wanted deep gameplay that wasn’t intimidating. Although the game doesn’t come out until later in 2019, the systems they’ve built already make tactical strategy easier to understand. For example, only one status ailment can be used at a time — so adding a buff to one of your units will automatically remove a poison effect.

“There is a trade off for everything,” Ramsey said, “but we’ve put enough effort in to make the consequences of those tradeoffs less drastic.”

Fae Tactics has striking visual design, which makes sense, as Ramsey and Moya are visual artists. Designing beautiful cutaway animations and other elements can be a real joy — but they’re not useful to the game without proper implementation. “We’re artists first, we came into game design as artists,” Moya said. “We love artwork and animations — but we’re always focused on gameplay first. We want to get to the action first before we get to the flair.”

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Enjoy live GDC podcasts hosted by Gamasutra throughout GDC Summer!

Do you love listening to things? 

Many people do, which is why GDC organizers are pleased to confirm that the hosts of the GDC podcast will be producing a daily, hour-long show of game industry news, discussion and interviews during GDC Summer!

Broadcasting live to GDC Summer attendees for an hour every afternoon next Tuesday-Thursday, the GDC Podcast Live! hosted by Gamasutra will give you an opportunity to join the Gamasutra editorial team for regular updates and frank discussion of the day’s events. 

They’ll be chatting about what’s going on at GDC Summer and in the game industry at large each day, interviewing interesting guests, and generally bringing the intriguing conversations you expect from the GDC podcast directly to GDC Summer attendees. Here’s what’s in store:

August 4, 1:45pm PDT

Making games more accessible with AbleGamers’ Greg Haynes

Greg Haynes, Lead Games User Researcher for accessibility charity AbleGamers joins Gamasutra’s Kris Graft and Alissa McAloon to chat about how games can be made to be more accessible and inclusive for people with disabilities. 

August 5, 1:45pm PDT

Finding indie publishing success with No More Robots’ Mike Rose

Mike Rose of publisher No More Robots (Descenders, Yes, Your Grace, Hypnospace Outlaw et al) joins Gamasutra’s Kris Graft and Alissa McAloon to talk about the many complexities of publishing in today’s crowded digital marketplace, and how to navigate through them. 

August 6, 1:45pm PDT

Building trust within your team with Double Loop Games’ Emily Greer

Emily Greer with newly-minted mobile game studio Double Loop Games expands on her GDC Summer talk on practical tips to prevent abuse and build team trust within game dev teams, and talks about her long career in games, which includes co-founding Kongregate.

The podcast will be broadcasting daily to all attendees starting at 1:45 PM Pacific, to everyone with a pass (including the free Community Pass!) If you can’t watch live because you have another session or engagement to attend, don’t worry; all episodes will be archived for later viewing on the GDC Summer platform, and released as downloadable episodes of the GDC podcast on iTunesGoogle Play Music, and Spotify!

For more details on GDC Summer, scheduled to take place virtually August 4th through the 6th, visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa Tech

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New partnership will give 2K access to over 2000 NFL player likenesses

2K has signed a partnership with OneTeam Partners and the National Football League Players Association that will allow the publisher to include the likenesses of NFL players in multiple football games. 

The deal will give 2K the right to feature the names, numbers, images, and likenesses of over 2000 current NFL players. The financial terms of the agreement weren’t disclosed. 

The news comes a few months after 2K penned a “multi-year partnership” with the National Football League that will allow it to create a number of new football video games. 

That deal, however, will prevent 2K from going head-to-head with EA in the simulation genre, as it specified those new projects must be “non-simulation football game experiences.” 

At the time, 2K president David Ismailer said the company will design “approachable and social” games that are “centered on fun.”