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Garena releases new Free Fire Sushi Menace elite pass

Garena has announced that the latest elite pass for Garena Free Fire is sushi-themed. Sushi Menace brings the world-famous Free Fire series into a quaint little sushi restaurant somewhere in Japan. Although, this is no ordinary sushi shack. It is the neutral meeting ground of two former warring mafia factions, where the fate of this dinner will decide if the partnership continues, or if the factions return to war.

The Sushi Menace elite pass introduces Taku and Shiori, the owners and chefs of the House of Knives. These martial arts experts don’t just know their way around a California roll; they are weapon masters in their own right, with Shiori specialising in pistols and knives, and Taku preferring katanas and rifles.

The owners of the House of Knives take on a comic book-like lifestyle, working days at their sushi restaurant, and nights as the Sushi Menace, a bounty hunting group. The elite pass doesn’t just put sushi on the menu though. There are a load of skins and backpacks, some of which include special effects.

There are plenty of juicy rewards for you to get your hands on in the Sushi Menace elite pass. We’ve listed a few examples of the sushi themed rewards below:

  • Sashimi slasher bundle skin (male)
  • Ramen slayer bundle skin (female)
  • Sashimi boat backpack skin
  • Salmon surfer skin
  • Sushi Menace grenade skin

Fancy looking at the teaser trailer for the Sushi Menace elite pass? Then watch the video below:

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You can download a free copy of Garena Free Fire from the App Store or Google Play.

Or, if you’re looking for the best multiplayer games mobile has to offer, you can check out the best mobile multiplayer games guide.

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Sega Group president and chief publishing officer Kenji Matsubara has resigned

Sega Group Corporation president and chief publishing officer Kenji Matsubara has stepped down due to “personal reasons.”

The company broke the news in a short press release, where it explained that Matsubara’s request for resignation has been received and accepted with immediate effect. 

Matsubara has held a number of roles at Sega, initially serving as the CTO of the company’s networks division before being appointed president and COO of Sega Games in 2017. 

He was named president and chief publishing in April 2020, but has now stepped down just four months later. 

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Meteorfall: Krumit’s Tale is available for pre-registration on Google Play

July 31, 2020 Pre-registration for Meteorfall: Kurmit’s Tale is now open on Android

Meteorfall: Krumit’s Tale is now available pre-registration for Android users on Google Play. The brilliant deckbuilding roguelike has been on PC for some time now but is nearing a full launch on mobile. Krumit’s Tale is the sequel to the incredibly well-received Meteorfall: Journeys, another card-based roguelike with Tinder mechanics. However, in this Meteorfall, the Tinder mechanics are shelved for a more dynamic three-by-three grid system. This may not seem like an enormous deal, but to anyone who played the original, this is game-changing.

Roguelikes offer superb replayability as no two playthroughs are the same. They compound this by including five unique starting heroes in Meteorfall: Krumit’s Tale, each with their own playstyle. Although the gameplay changes each time you die, your progress is saved in other ways. After several runs, you will unlock the starting characters and new cards to use.

Not everyone is a fan of roguelikes, but if there was ever one to convert non-believers, Meteorfall is the game to do so. If you are interested in pre-registering for Meteorfall: Krumit’s Tale, or if you want to see the games official trailer, read on for more details.

You can pre-register for Meteorfall: Kurmit’s Tale by vising Google Play and clicking the large green button.

The trailer of Meteorfall: Krumit’s Tale is not too revealing when it comes to the combat itself. The three-by-three grid system is on screen for a couple of seconds, before the character cards and animations take over. With that being said, the art style and animation quality is top-notch.

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If you would like to know more about Meteorfall: Krumit’s Tale, then check out the Steam page, which comes out of early access on July 23.

If you would rather find out about Meteorfall: Journey and the best mobile card-based games, then check out our best mobile card game guide. Also, if you’re looking for more roguelikes, read our best mobile roguelikes guide.

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Dota 2 – Aghanim’s Labyrinth Update – July 30, 2020

General
– The next of Aghanim’s Trials will be set to Grand Magus ascension level
– Fixed a bug where passives would sometimes not update their values from upgrades immediately

Ursa
– Earthshock bonus damage upgrade increased from 75 to 100
– Fixed Relentless stacks getting wiped by re-casting Overpower
– Relentless: stacks gained increased from 1 to 2
– Ursa Minor: Cubs’ Fury Swipes damage increased from 20% to 25%
– Fixed Ursa being able to get permanent Concealed

Weaver
– Fixed Weaver being able to reduce Swarm’s attack interval to near zero

Several Encounters have had their difficulty adjusted down
– The Malorkian Hammers
– An Unwinnable Standoff
– The Soothing Sounds of Sirens

Several Encounters have had their difficulty adjusted up
– The Beastly Babies
– Rizzrick the Razorsaw
– A Bad Trading Post

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Get a job: Join PuzzleNation (remotely!) as a Senior Mobile Game Engineer

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

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

Location: Remote

PuzzleNation creates digital games based on bestselling printed puzzles including Crosswords, Word Search, Sudoku and more. Our games feature content from Penny Press & Dell Magazines, the number one puzzle magazine publisher. Our flagship apps, Daily POP Crosswords and Penny Dell Crosswords, are consistently rated 4.5 stars and engage 100,000 players daily.

PuzzleNation is excited to expand our efforts with the addition of a Senior Mobile Game Engineer, reporting to the Director of Digital Games. The right candidate will be results oriented, have deep knowledge and experience in developing mobile apps on iOS and Android platforms. This role requires 5 or more years experience developing mobile apps using various common technologies, such as Unity, Xcode, AWS, third-party SDKs and more. Knowledge of current mobile games, monetization and marketing trends is highly desirable. Salary is flexible, commensurate with experience. This is an excellent opportunity to join a successful and growing game development team!

This is a 100% telecommuter, work at home position. Our process includes daily morning video chats (U.S. Eastern time), additional video chats as-needed and constant communication via Slack and Trello.

Responsibilities

  • Contribute to development of new mobile games based on traditional pencil puzzles
  • Contribute to maintenance of existing mobile games – app updates and new content
  • Ability to be a strong contributor within a small development team
  • End-to-end development of new features from implementation to testing to deployment
  • Participate in game design, user interface design and monetization design
  • Perform ongoing analysis of application performance and implement optimizations
  • Collaborate with marketing on technical requirements and implement solutions 
  • Keep up to date with the technological developments and advancements in the mobile game industry

Personal Characteristics

  • Enthusiastic communicator with ability to make technical challenges clear and digestible to stakeholders at all levels
  • Attention to detail in all phases of development, including internal QA process
  • Self-starter who is as comfortable generating tasks as following assignments
  • Quick learner, rapidly pick up and begin working with new tools and technologies
  • Interest in traditional pencil puzzles with creative ideas for translating to digital games
  • Not above any task—will do what it takes to get it done as part of a small team
  • Willingness to task switch rapidly, prioritize conflicting tasks and be part of a small, nimble team

Required Technical Experience

  • Developed and launched multiple mobile apps on iOS and Android platforms
  • Experience with in-app purchasing, advertising, and analytics for multiple mobile apps
  • Worked with JSON and a NoSQL database for storage of app data 
  • Very comfortable using Git for version control

Desired Technical Experience

  • Unity and C#
  • XCode and Objective-C
  • Amazon Web Services (S3, DynamoDB, and API Gateway)
  • Facebook Platform
  • Multiple mobile ad partners (SDK implementation)

PuzzleNation offers flexible scheduling as well as health, dental, life and voluntary benefits, including a 401k plan. We are a 100% telecommuting team.

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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The Sims 4 passes 30 million lifetime players, doubles Q1 net bookings

Newsbrief: The Sims 4 has officially surpassed 30 million players across all platforms, a milestone that comes as the game exits its highest quarter in terms of daily, weekly, and monthly active users to date. 

For reference, that includes players that have given the life management game a go since its PC launch in 2014, and also includes those that have played on PS4 or Xbox One since it launched on consoles in 2017.

EA shared those tidbits about the game in its recently quarterly reporting, naming it alongside FIFA, Madden, and Apex Legends as games that saw particular gains during the quarter ending June 30, 2020. 

Though a specific number wasn’t offered in EA’s earnings report or its quarterly investor call, EA COO and CFO Blake Jorgensen also announced The Sims 4 has more than doubled its net bookings year-over-year, noting that the game’s net bookings are up 110 percent year-over-year.

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Don’t Miss: The creative camaraderie behind Wilmot’s Warehouse

The Gamasutra Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game, in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all.

In this deep dive, Wilmot’s Warehouse designer and artist Richard Hogg, who was also one of the lead creatives on the delightfully abstract puzzler Hohokum, serves up a meandering and delightfully insightful look at how the emergent puzzler came to be. 

If you like what you see, you can check out earlier entries in our Deep Dive series, including creating comfortable UI for VR strategy game Skyworld, achieving seamless branching in Watch Dogs 2’s Invasion of Privacy missions, imbuing cryptic worlds with color in Dead Cells, and developing a unique jump-only movement mechanic in Dandara.

At its heart Wilmot’s Warehouse is a game about categorizing things. This is the main thing that people do in the game and the main thing that people seem to want to talk about. That’s great. I am not going to talk about it much here though. I am uniquely unqualified to do so as I am the person who made all this stuff. It seems to me that people who are unfamiliar with it all are much better at talking about the challenges and joys of organizing all the things in this game, an excellent example being this Holly Gramazio article where she manages to compare playing Wilmot with her Brexit Prepping. 

I am a game designer but my practical skillset is very small. I can draw. That’s about it. I can’t code, I can’t make 3D art assets and I don’t really understand tools like Unity or Unreal. I make up for these inadequacies by working with other people who can do these things. Most notably my indefatigable colleague of over 10 years Ricky Haggett. 

Unfortunately, a few years ago Ricky went off and made a game that I wasn’t involved with. It’s called Loot Rascals and is very good. This left me in a bit of a pickle. Mostly during that spell I did illustration work for money but I also felt the need to design a game. So I started designing one, just by drawing it. This is the beginning of the process that eventually became Wilmot’s Warehouse.

I didn’t have any strong vision for what kind of a game it might be. In fact I deliberately avoided that kind of thinking and instead focused on a more practical and achievable goal of just making a bunch of visual elements that would hopefully make some kind of an interesting game.

I proceeded to draw hundreds of square tiles representing different things. While doing this I started playing with ideas about how these things could be similar and different to each other. Thematically, visually, color-wise etc. A mini ecosystem of interconnected visual elements began to evolve. Some in clear groups, linked by color or some kind of obvious motif,  some in thematic categories of varying obviousness, and some oblique, esoteric connections that probably only make sense to me. Most things are in more than one category and some things are deliberately in no category at all. Inconsistencies and contradictions were embraced and nurtured.

Hopefully you can see how, without writing a line of code or going anywhere near a game engine I had a set of powerful tools for shaping and tuning a game. I could think about and adjust the difficulty and the ‘gamefeel’ by editing this growing set of images. This is at a point where I still didn’t even know what the game was going to be like!

Despite not knowing what the game was going to be it turns out that the categorizing aspect of Wilmot’s Warehouse that I earlier said was the main thing that people do in the game was pretty much designed at this point. Another point about this process is that it was fun. Making these things was a bit like playing a game in a funny kind of way.  I would like to think that most good games were also quite playful to make.

I then started thinking about who to collaborate with. I made a document that I could send to possible collaborators explaining what this stuff was and inviting them to get involved with making a game out of it. I deliberately didn’t talk too much about what that game might be because I wanted to leave space for someone else’s ideas. A proper collaboration. I did mention a few possible game ideas in the doc. ‘A better match-3 game’ was top of the list and my favorite at the time. Then there was a bunch of other ideas (both video game and card/boardgame) that I am not going to share here and finally the last idea on the list was this:

A weird kind of inventory management game (this is possibly the ‘warehouse’ game that I have been wanting to make for years. It’s kind of complicated but I can explain it upon request. Ricky and Nate are sick of hearing about it. 

(The Nate here is Nathan Gary who we worked with on Hohokum)

I sent it to Ricky to see what he thought about it…

Time passed. For some reason I never sent the doc to all those cool game designer that I was planning to and then one day, out of the blue Ricky made a prototype of the warehouse game. In Ricky’s words:

“I went away on holiday for Christmas, and took my laptop… and I had this idea that maybe I could make a little prototype of this warehouse idea using these coloured tiles, and surprise Dick with it.”

The two points I want to focus on here are about Ricky’s initial attitude about this warehouse idea and about the fact that he made this prototype ‘to surprise me’

Earlier I said that Ricky and Nate were sick of hearing about this idea. That was an understatement. In reality they openly mocked it. They had a running joke that I should call it ‘Clown Warehouse’ and make all the things in it clown paraphernalia. I wasn’t particularly hurt by this. It was good banter. It’s kind of how we talk about game ideas a lot of the time. 

But then Ricky made a prototype to surprise me. (Not to mention spending months taking it from a prototype to a finished game.) And my point is that this is how friendships work. These expressions of good natured antagonism and affection, Winding someone up one day and giving them a nice surprise another, are the hallmarks of real friendship.

If you make games and your game development process isn’t like this you are doing it wrong. In my opinion.

I play a lot of Tetris. In fact I never stop playing Tetris and play it pretty much every day.

Wilmot’s Warehouse isn’t actually that much like Tetris but one way that it is, that I find interesting, is that it incorporates what I call emergent puzzles. There is probably a better word for this. What I mean by it is that the puzzles in the game are a function of the player’s behavior. Rather than solving puzzles that have been ‘authored’ by a game designer you are solving puzzles that are a byproduct of how you solved the last puzzle. Or at least a byproduct of your overall behavior and the choices that you have made leading up to this point. It is what I love about Tetris and I am proud that Wilmot’s Warehouse is a bit like that too.

Firstly because from a design point of view it has an elegance to it. Rather than having to design puzzles we have to design systems that lead to spontaneously emerging puzzles. This is a good thing because I am no Alan Hazleden. I am not clever enough to think of good puzzles, let alone work out a nice progression from easy puzzles to really hard ones. Turns out I don’t need to. I just need to make a system that allows the player to make and solve their own puzzles. 

Secondly, as a player I like the element of balance in these kinds of games. I like how, in order to ‘be good’ at the game just solving a problem isn’t enough. You have to solve it with economy and prudence in order for the next problem to hopefully be easier. There is an element of overall ‘management’ here, maintaining an equilibrium. I like this kind of gameplay. It is very satisfying when it goes well but also fun and exciting when it all goes to shit.

Thirdly, because it is like life. Real life works in exactly this same way. Life throws challenges at you and you have to deal with them but how well you deal with them often affects the nature of subsequent challenges. This is true of doing your accounts, your weekly shop in the supermarket or snowboarding down a mountain. 

Realism is a guiding principle in the games me and Ricky make. A good example is our game Hohokum. It is considered to be quite a strange game and you might not think that ideas bout realism had much to do with its making. In fact there is one key way in which it is more realistic than most other games. This is to do with how Hohokum operates as a place. When you play Hohokum you can go anywhere at any time. You can visit any area of the game and spend as long as you want there. In this respect it is like a real place. When you go for a nice city break in Glasgow you don’t have to accomplish a set series of tasks in the Merchant Quarter before the West End unlocks for you. Yet most video games work like this. Even many that purport to be ‘open world’ games. 

Wilmot’s Warehouse is a realist game in a different way. Simply that it is based on my real life experiences of working in these kinds of jobs. I worked in two warehouses, Asda and Boots, and also spent a year working in a picture archive at the BFI. The initial idea for this game comes from how much I enjoyed these jobs. They were rewarding, interesting, fulfilling jobs for various reasons but the main one to focus on here is how game-like they were. A big part of my enjoyment in all three of these jobs came from trying to be good at them. Optimizing my routine. Becoming an expert on the informational-topology of the space. Even altering and improving that topology when the opportunity arises. I kind of self-gamified these jobs for myself.

During development we constantly used this principle of realism as our compass when making design decisions. “What would happen in a real warehouse” It is really gratifying when you realize how often the solution to a design problem in the game turned out to be the thing closest to how warehouses work in real life. Realism in this case is not just an inspiration but a tool.

We need to talk about Amazon

This is from a YouTuber. It is a familiar refrain and one that troubles me a lot. Large logistic hubs like Amazon are a terrible thing. This is something I care about a lot and have spoken about before. Without spoiling it for people who haven’t played it, this is also a thing that the game tackles, albeit in a gentle humorous way. 

It saddens me when people see that there is a game about working in a warehouse and instantly jump to the conclusion that it is some kind of Amazon Simulator. The reality couldn’t be further from the truth. Companies like Amazon have systematically used technology to strip logistics workers of any agency. These jobs dehumanize and abuse the people who do them. No one would want to play a game that is like working for Amazon. 

I like this tweet. It contains an important distinction:

Fortunately even in 2019 there are still many jobs in logistics that are not working for Amazon and that are capable of still being enjoyable in the way that Wilmot’s Warehouse hopefully is. During playtesting a build found its way into a vinyl record distribution warehouse in London and it was lovely to hear about people whose real life jobs involve sorting, stacking and dispatching products playing Wilmot and relating to it.

I Live in Hastings, East Sussex and often find myself daydreaming about what kind of nice local warehouse job I can do when this video game business dries up. Current top of my list is Source BMX.

A popular Twitter account called ‘wholesome games’ gave Wilmot’s Warehouse the thumbs up and that makes me happy. I like the idea of wholesome games. Me and Ricky have always tried to make games that are useful and welcome parts of people’s lives. All our games are non violent, and we generally focus on experiences that are not stressful and possibly even therapeutic in nature. Wilmot’s Warehouse presents some problems in this respect.

A common reaction to it is that people find it very therapeutic but in a way that inherently includes an element of stressfulness. I guess this is just the nature of a ‘sorting things’ game. It can be incredibly relaxing and rewarding but in a way that easily tips over into something that feels overwhelming or daunting. I don’t think there is a complete solution to this. We have done the best we can to build in systems that help people feel relaxed and content while playing the game. The fail states are very ‘soft’, almost meaningless fail states and the game is very generous in terms of giving the player all the time and space that they might need. 

A similar, and perhaps more troubling issue is addictiveness. When I meet people who aren’t interested in games they often tell me that they don’t play video games because ‘they are addictive’. Until recently I have been able to reassure them that I don’t make addictive games. Now I have made Wilmot’s Warehouse and am not so sure.

The thing that baffles me is all the people who are saying that Wilmot is addictive are all saying it in a complementary way. “My life is going to shit because I can’t stop playing Wilmot’s, lol”. I take comfort from the fact that there is mostly a cheerful tongue-in-cheek nature to these admissions of personal weakness. 

I want to make games that respect people’s time. That don’t take the piss. That don’t trap people in unhealthy fun/not-fun gameplay loops. Games that are compelling but that don’t overstay their welcome. I know what it’s like to feel resentful towards a game that you can’t stop playing. (Here’s looking at you Alexey Pajitnov) I never want to make games like that.

Hopefully Wilmot is on the right side of the line between that nice compelling feeling you get from a good video game and unhealthy feelings of addiction. We have done our best to make it that way. Wilmot’s Warehouse takes about 6 hours to complete. It has a finite end and limited replayability. I think your average person who is really into Wilmot might play it through twice. Perhaps one normal game and then a game on hard or with a friend. We have made very deliberate design decisions to that effect. There has been lots of calls for an ‘endless mode’ and that will never happen. To quote Ricky:

It would absolutely have been possible to keep the warehouse in equilibrium, so you can keep going forever, or to gradually make it harder and harder at the end until you just can’t continue any more…

None of those felt like satisfactory ends to the game though. We didn’t want everyone’s experience of the game to be ‘I played it until I got bored/frustrated, and then stopped’. Also, keeping players on the hamster wheel doesn’t feel ethical.  Time is precious, and as game designers, we don’t want to waste it. Building in meaningful, satisfactory off ramps feels like a thing more games should be doing.

I think I spent somewhere in the region of 200-400 hours playtesting this game. 

Nate Crowley, in his RPS review, said:

“It feels very much like a game where every feature has been through hundreds of iterations in order to end up fitting just so with everything else; if not, the developers are sorcerers and I fear them.”

Yeah. We are not sorcerers. We just spent a lot of time on this stuff. At times I felt like I was going mad. Playtesting your own game is an awkward and cringeworthy thing to do. It’s not much fun. Then after a long period of torment you kind of break through into some new higher state of not-giving-a-fuck and it is like a weird kind of enlightenment. Like it’s not your game anymore. It’s liberating. I cycled through feelings like this and then back in to doubt and self-consciousness quite a few times. It’s also boring a lot of the time. I fell asleep while playing Wilmot’s Warehouse …quite a few times. 

I’m not sure I am recommending this to anyone. After all, not all games even benefit from this kind of playtesting. Many games are somewhat spoiled by prior knowledge that, which as a designer you’re bound to have. That means the effectiveness of spoilers, surprises and twists can’t ever really be gauged by the person that made them in the first place, which is probably a touch obvious.

But if your game is the kind of game that you can repeatedly playtest meaningfully yourself, say a rogue-like, then it’s a good idea to do a lot of it. I’m not saying this in a bullshit macho ‘you have to put the hours in.’ kind of a way. We don’t crunch. We work sensible hours. It’s more that I think you should expect to make playtesting time a big chunk of your overall development time. See playing your own game as a big part of the work that you do as a game designer. As valuable as coding or making the art or whatever. And do it in a healthy way. 

Ultimately, with this kind of game it is worth it. Wilmot’s Warehouse is undoubtedly a good game rather than an ok game because of all the playtesting I did. Anyone who has also played the original version that we released as part of Humble Bundle probably has a sense of what I mean.

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Engagement hits unexpected highs at EA as Q1 live services revenue crosses $1.1bn

EA, like many other major game companies, is reporting better than forecasted player engagement for its most recent quarter due in no small part to the current global pandemic and its own ‘Stay Home, Play Together’ initiatives.

For the quarter ending June 30, Electronic Arts reported net revenue of $1.46 billion, most of which came from live services. 

EA does, of course, have quite the robust library of live titles, including Apex Legends, Battlefield V, Star Wars: The Old Republic, The Sims 4, its EA Sports lineup, and many mobile games.

For that pool, Q1 for the 2021 financial year saw the release of 30 new content updates, 2 major expansions, and 50+ mobile updates across Electronic Arts, likely driving the quarter’s potent live services revenue. On the full game releases side of the fence, the quarter’s only new launches were Command & Conquer Remastered and Burnout Paradise Remastered though Q1 did see EA launch a good number of its existing games on Steam.

Still, revenue from full games sales is actually up year-over-year at $359 million compared to Q1 2019’s 262 million, but revenue from its ‘live services and other’ category is significantly higher. Revenue in that live services (and other!) category came in at $1.1 billion for the quarter, up from the $947 million reported the year before.

It’s a similar case for the revenue when viewed across the past 12 consecutive months. For the trailing 12 month ending June 30, 2020, full game revenue came to $1.98 billion, up year-over-year from $1.78 billion, and live services revenue came to $3.8 billion, up year-over-year from $2.32 billion. 

As a whole, the trailing 12 months for EA reaped $5.79 billion in net revenue (up yoy from $5.02 billion,) and $1.98 billion in net income. 

To look at things a different way, EA’s Q1 net bookings (or the net amount of products and services sold digitally or sold-in physically in the period while taking deferred online game revenue into consideration) grew by 78 percent year-over-year, driven by growth across all platforms. The chart below offers a look at how those numbers played out over both previous Q1s and trailing 12 month periods.

“This was an extraordinary quarter, and we’re deeply proud of everything our teams at Electronic Arts are doing for our players and communities,” reads a statement from EA CEO Andrew Wilson. “We launched new games, deeply engaged players in our live services, and welcomed tens of millions of new players to our network. It was an unprecedented first quarter of growth in our business, and we will continue building on that strength with more innovative experiences, more groundbreaking content, and more ways to connect with friends and play great games throughout the year.”

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Get a job: Insomniac Games is hiring a Sr. Character TD

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: Burbank, California

Character TDs at Insomniac are responsible for working with the talented team to design, implement and maintain the animation and rigging pipeline.  This role creates character setups, Python tools and basic animations as needed, and works with other departments to solve art related production needs, creates production systems and methods to attain production goals. Go teamwork!  Read on if this sounds interesting-   

Essential Duties and Responsibilities include the following:

  • Creates high quality animation rigs, systems, setups and workflows that help to define the standard for the industry
  • Designs, develops and continuously improves character set-up process and systems, including facial setups and animation transfer tools, as it relates to the animation pipeline
  • Rigs characters in preparation for animation in Maya. This includes creating skeletons, smooth-binding character models, rigging character faces for lip-synch and facial performances, writing Python tools, and creating custom rigs as needed
  • Writes Python scripts that expedite character setup and animation processes
  • Works with the Core Dept on improving engine and tools features to advance the state of character performances
  • Works with the Art Department on modeling practices to facilitate the set-up process and to advance the visual fidelity of the character performances
  • Acts as an intermediary between the animation and programming teams to elucidate the workflows, needs, and terminologies of each team
  • Understands (and assist when technical needs arise) the entire process of creating cinematics including set construction, camera setup, character blocking, character animation, animation troubleshooting, and help ensure that scenes run properly on the real-time game engine
  • Maintains an expert understanding of skeletons, facial animation methodologies, constraints and other Maya tools and systems used for character animation
  • Maintains expert understanding of the Facial Action Coding System and corresponding facial anatomy
  • Possesses strong shape-sculpting abilities for both facial rigging and corrective shapes
  • Maintains strong understanding of skeletal and muscular anatomy
  • Maintains awareness of industry leading performance capture and solving techniques, including machine-learning based approaches
  • Assists Leads with supervising/mentoring with more junior level Character TD’s
  • Other duties may be assigned

Education/Experience:

  • Bachelor’s degree (B.A.) from a four-year college or university; or five to seven years related experience and/or training; or equivalent combination of education and experience
  • One to four years of experience in character setup, Python scripting, a familiarity with MEL and a comprehensive understanding of all technical aspects of Maya animation
  • One to two years of animation training covering all basic animation principals
  • Extensive knowledge of Maya

Other Skills: The ability to articulate thoughts and ideas effectively both verbally and in writing.

If this sound like the opportunity that you have been looking for- we want to hear from you.  Please use the link and apply directly to the role.  Also remember to attach your reel.  Thanks!

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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Updated: Riot’s LEC league partners with openly anti-LGBT sponsor, and Riot devs are furious

Updated 7/29: In a new statement, Riot Games announced it is junking its partnership with NEOM.

“As a company and as a league, we know that it’s important to recognize when we make mistakes and quickly work to correct them. After further reflection, while we remain steadfastly committed to all of our players and fans worldwide including those living in Saudi Arabia and the Middle East, the LEC has ended its partnership with NEOM, effective immediately.”

“In an effort to expand our esports ecosystem, we moved too quickly to cement this partnership and caused rifts in the very community we seek to grow. While we missed our own expectations in this instance, we’re committed to reexamining our internal structures to ensure this doesn’t happen again.”

The original story can be found below.

Riot Games’ League of Legends European Championship (LEC) looks to be one of the few major organizations that kept its Pride-flavored Twitter icons beyond the month of June, but now that visual promise of inclusion and support is incongruently paired with the announcement that NEOM is sponsoring LEC’s Summer 2020 season

The announcement, which praised Saudi Arabia’s NEOM project as a groundbreaking addition to its sponsorship lineup, rapidly faced criticism online, including messages of disappointment from prominent players, esports casters, and Riot Games devs alike. 

NEOM itself is the source of the controversy. The city is a creation of the Saudi Arabian government, conceived under a regime with a history of human rights abuses that include persecution of LGBT persons and other transgressions against human rights.

According to The Guardian, a portion of the actual construction of the $500 billion futuristic city that boasts “better humans, better society” in its marketing is also taking place on land belonging to the Huwaitat tribe and forcibly displacing those currently living in that area.

Those involved with Riot, from esports players and casters to the developers behind the games featured in the league, are speaking out against the partnership en masse online.

To pour salt on the wound, the sponsorship follows promises of inclusion from Riot Games made in recent years following earlier allegations of a toxic and sexist company culture throughout Riot as a whole. That includes a recent op-ed from Riot Games CEO Nicolo Laurent (via GamesIndustry.biz) published the day before yesterday titled “Lessons learned guiding Riot Games through a cultural crisis”, further casting doubt on leadership’s ability to back up its words with action.