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Video: Crafting multiplayer maps for casual and competitive play

In this GDC 2018 talk Hi-Rez Studios’ Andrew Yoder describe several design processes he and his team used at Hi-Rez to create the levels for Paladins, a team-based FPS.

Yoder’s talk shed light on the key differences between designing multiplayer levels for casual vs. competitive (i.e. eSports) play, and offered useful examples relevant to fellow level designers.

This level of detail and level design insight seems relevant to anyone designing multiplayer spaces, 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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Microsoft Join Blender Development Fund

Microsoft have just joined the Blender Development Fund as a Gold Sponsor, joining the likes of Epic Games, Ubisoft, AMD and NVIDIA.  Microsoft are currently using Blender in some in-house projects and will be supporting the Blender Development fund to the tune of 30K Euro per year.  Details of the deal from the Blender website:

Microsoft makes use of Blender to generate synthetic 3D models and images of humans that can be used to train AI models. For researchers, having access to high quality free/opensource 3D software has proven to be of great benefit for scientific projects. You can check some of their work here.

To express their support, Microsoft is joining the Blender Foundation’s Development Fund as a Corporate Gold member per July 1st, 2020.

We at Blender are very proud of this support statement, it’s another important signal that the industry migrates to open source and finds ways to contribute to it.

You can learn more about the announcement and development fund in the video below.  If you are afraid of these corporate influences taking over Blender please be sure to watch this video as well.

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Cascadeur Now In Open Beta

Cascadeur is a unique physics based animation system for Linux and Windows (Mac coming soon) that just released into Open Beta.  Details of the first Cascadeur beta release:

New core architecture
The progress from the CBT to the OBT version may appear subtle on the outside, but on the inside the entire core architecture has been revised. As a result, the hardware efficiency and general performance of Cascadeur have improved considerably. With the new data-driven core design, we are able to optimize the software much easier and eliminate bugs faster in the future.

Improved rig creation
One goal of the core redesign was to simplify the rigging process in Cascadeur, by making the rigs adaptable at runtime. We are not there yet, but with the optimized core architecture, we have laid the necessary foundation for moving in this direction. Our long-term endeavor remains to give you instant visual feedback during the entire rigging process. Nevertheless, the new OBT version already offers you improved rig creation tools and other benefits, such as a more user-friendly controller behavior and improved interpolation.

GUI conversion to QML
During the past months, we migrated our GUI from the old QWidgets to the new QML standard. This goal has been achieved, and due to this important transition, we could remove several GUI bugs that came with using QWidgets.

Reverse compatibility issues
Unfortunately, switching to new core caused issues with reverse compatibility. Due to the optimized architecture, your scenes created in the previous versions of Cascadeur will not work in the OBT version. The problem is that old .casc scenes will load only as joints with baked animation and meshes. However, there are simple ways to transfer them to the OBT version. Please refer to this CONVERSION INSTRUCTION for more information.

Changed license model
And last, but not least, we have simplified our licensing model: Any animation created with Cascadeur’s new OBT version can be freely used in commercial games and movies – without asking for Nekki’s permission or paying any license fees.

The future goals of the Cascadeur development team are available on this Trello board roadmap.  More details are available in the documentation as well as in their YouTube based tutorial series.  You can learn more about Cascadeur and see it in action in the video below.

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Get speedy solitaire game Cast for free on Android and iOS!

We here are Pocket Tactics love ourselves a good puzzle game, especially when they’re easy to pick-up-and-play on the move. Games like Threes! or deck-based dungeon games like Card Crawl are always a great way to spend a little time. So that’s why this week we decided to partner with Badbones Productions to give away codes for Cast – a fast-swiping, no nonsense, card-based puzzle game. Cast is free-to-play, but we’ve currently got codes for removing the in-games ads on Android and iOS.

In a similar vein to Threes!, the game centres around combining your cards to earn points, but there’s a little bit of a match-three component as card colour also becomes a consideration. The most important thing to remember, however, is that if you go below zero, you’re done.

Cast builds on a simple formula and escalates it, introducing new cards that damage your total, movement cards that push you in certain directions, and different colours that swap your type. When you round it all off with a lovely vintage aesthetic, it’s a decent little game!

So if fast-swiping card play sounds like your sort of thing, enter below and you might get your hands on one of our Android or iOS codes. If you do, though, please read our terms and conditions first!

iOS

PT – Cast – iOS giveaway

Android

PT – Cast – Android giveaway

If you want to start playing Cast now, you can find it on Google Play and the App Store. You can also check out our list of the best mobile card games should it please you. Good luck! (We’re rooting for you).

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Get a job: Join Airship Syndicate as a Sr. VFX 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: Austin, Texas

Airship is currently seeking a Senior VFX artist to help drive the creation and quality of VFX across the studio on multiple projects. If you have the experience and enjoy working with a focused group of talented and passionate game devs, then we’re the place for you!

RESPONSIBILITIES:

  • Creation of stylized, hand-crafted 3D VFX for characters, action combat, and supernatural environments
  • Implementation of, and technical setup of all work using Unreal and related tools
  • Troubleshooting work and optimization of effects for performance on multiple platforms (PC and consoles)
  • Collaboration with art leads to collect feedback and iterate on work
  • Collaboration with other disciplines to ensure timelines and coverage across the game
  • Self-regulation of time and resources to keep pace with project needs
  • Oversight on outsource VFX resources, including direction, feedback, and integration

REQUIREMENTS:

  • Experience building 3D VFX in Unreal
  • 5+ years of commercial game development experience
  • At least one notable shipped title, demonstrating the ability to take a project to completion
  • Proficiency with all tools necessary to create (from scratch) stylized, hand-painted 3D VFX assets
  • Knowledge of modern 3D game engines and the tools required to implement VFX in-game, including the creation and use of shaders and/or scripting
  • A demo reel that shows significant relevant work

PLUSES:

  • Shipped titles on PC and consoles

SOME OF THE BENEFITS WE OFFER:

  • Full health benefits including medical, dental and vision
  • Profit sharing
  • Generous PTO
  • Relocation packages

PLUS…

  • Office movie lunches
  • Snacks on snacks on snacks
  • Ping Pong with a leaderboard
  • One sick mame cabinet

Please note, due to a high volume of applicants we cannot reply to each individually. Only those in consideration for a position will receive a reply. Thank you!

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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Video: A game dev’s guide to going beyond the hype of deep learning

In this 2018 GDC talk Electronic Arts’ Magnus Nordin gives an overview of the potential of neural nets in game development.

Plus, Nordin offered the audience an in-depth look at how you can use neural nets combined with reinforcement learning for new types of artificial intelligence in games, backed up with lots of useful examples.

It was an intriguing talk that illuminated some of the potential futures of neural nets in games, 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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Xbox Game Pass is all about the power of word-of-mouth marketing

“When people feel like you’re over-delivering on value, they want to not only continue to use your service but they want to tell their friends about it.”

– Xbox marketing GM Aaron Greenberg explains why the too-good-to-be-true value of Game Pass is its greatest marketing tool.

Xbox Game Pass has been an enticing buy since the subscription library first debuted back in 2017. Now with 10 million subscribers, its value has only increased as Xbox continues to announce more games and perks for its Game Pass memberships.

On paper, this may look like Xbox isn’t reaping the profits it could due to Game Pass’ most basic tier being priced at just $10 per month, but Xbox Games Marketing GM Aaron Greenberg tells What’s Good Games (via GameSpot) that the setup is more about building goodwill with customers for long-term gains rather than seeing short-term profits.

“The most powerful marketing is word-of-mouth marketing. We can create as many advertisements, as many assets as we want, but if both of you go tell one of your closest friends ‘You have to get Game Pass,’ that’s way more effective than any marketing I can do,” Greenberg tells What’s Good Games. He explains that word of mouth marketing is the most potent form of marketing they could ask for, and that over-delivering on the value of Xbox Games pass only adds more fuel to those word-of-mouth fires.

“For us, we just want to keep adding more and more value so you feel really good about that and you feel like you want to go tell your friends about it. And ultimately, we think, long-term, that’s the right thing for the business and will have long-term benefits for us. But in the short-term, yeah, it’s not a big profit play, but we think long-term it works out good for everybody.”

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Get a job: Join Impulse Gear as a Art Director

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: San Francisco, California

Impulse Gear is an award-winning, independent game studio in San Francisco, CA.  We released our first game, Farpoint, in May of 2017 to worldwide acclaim.  Founded in 2013, our studio is comprised of exceptional and veteran game development talent from the AAA VR, console, PC and mobile game industries.  Our core team has over 50 years of game development experience working on some of the largest and most successful titles in game history.   We are looking for game developers who want to solve unique and interesting challenges and have the ability to make a significant impact on future projects.  We value fast iteration and people who take initiative and love to learn!  

Here is a link to our story trailer for Farpoint – http://tinyurl.com/ya93yvqv

Impulse Gear is looking for an experienced Art Director with a thorough understanding of video game development and production pipelines. The ideal candidate would have experience leading a team and collaborating with senior leadership in directing an art department.

Responsibilities and Requisites

Creates the artistic vision of the game and provides direction to realize that vision including:

* evangelizing the vision

* providing feedback and art critique

* defining visual targets and style guides

* collaborating with leadership to drive all artwork

Content

Able to produce artwork in multiple styles via expert knowledge of visual language and themes including the 2D presentation of the game, front-end and in-game interfaces, and paintovers

People

Evaluates, hires, and manages all art disciplines and third parties Develops leadership and empowers the team by sharing ownership and autonomy Uses experience to help with scoping and risk management on projects

Tech

Oversees the production of art tools, production pipelines, content creation Has the technical knowledge required to realize the artistic vision Identifies new tools and evaluates competing products for suitability/cost/use/etc. Has a thorough and broad technical understanding of assets and best practices

Impulse Gear is a leading VR game development studio, solving unique problems and bringing new creative ideas to our industry.  We offer competitive compensation packages, with stock options, along with top end health coverage and other benefits.  We are located in the heart of San Francisco, close to BART and many restaurants.  We have a fun collaborative team, and are committed to ensuring our employees success.

Impulse Gear is committed to an inclusive and diverse employee base, and is an equal opportunity employer.

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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A scrapped Luigi, unused Pokemon sprites & more dug up in retro Nintendo leak

Code, assets, and other files for a number of famous Nintendo games like Mario Kart, Star Fox, and The Legend of Zelda has leaked online in what’s being called the ‘Gigaleak.’

The sizable hoard of assets was first made available over the weekend and has since picked up traction on social media as more and more interesting development tidbits are uncovered from within fan-favorite classics. 

From the game dev side of things, it’s a bit of a mixed discovery. On one hand, the data made available in the leak offers an excellent chance to learn what made those early Nintendo classics tick and gives preservationists a meaty few additions for their libraries. 

On the other, many elements of the leak were very obviously never meant to be seen by the public, not to mention that the legality of how these files made it to the web is questionable at best.

The leak itself includes source code for several Nintendo games like Star Fox, The Legend of Zelda: Link’s Awakening, Super Mario All-Stars, Yoshi’s Island, F-Zero and tons of others. There’s also a bevy of unused assets like sprites for Pokemon Diamond and Pearl, and a handful of prototypes for games both familiar and entirely unheard of. 

Some elements of those leaks point to features that were once planned to be included in a game, but were scrapped along the way for one reason or another, like textures for Luigi discovered within the Super Mario 64 dev materials that point to the game’s canceled multiplayer feature, or entire unused minigames for Yoshi’s Island. Others, like high quality audio files for Starfox 64 or a prototype for Pilotwings, offer a look at (or listen to) assets that we’ve seen before when they were compressed to fit on Nintendo 64-era game cartridges or used in promotional materials.

There’s likely more that will come up relating to this leak in the near future, both because folks online are still working on picking through the leaked code and because Nintendo itself has yet to publicly comment on the materials now making the rounds online. 

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Analysis: Xbox Demo Fest blasts off

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.


[Hi, I’m ‘how people find your game’ expert Simon Carless, and you’re reading the Game Discoverability Now! newsletter, which you can subscribe to now, a regular look at how people discover and buy video games in the 2020s.]

Welcome to the latest ‘GameDiscoverabilityLand’ round-up, where-in I have a few hundred words to recap everything that happened this week. And I inevitably fail, at least on the brevity side of things.

Before we get started, thanks for the amazing response on the Steam reviews/sales ratio survey. You’ve still got ‘til Friday if you want to submit. But we have 220 (!!) responses so far, so it’s going to be a really robust data set. Anyhow… onward!

Xbox Summer Demo Fest – in full effect!

So the Xbox One’s pre-release demo event is currently running, and hopefully some of you have checked it out. There’s around 60 demos available right now (almost all from indie devs or smaller publishers, with exceptions like Destroy All Humans!)

Thought I’d document where it’s being showcased on the console, starting with the Store tab on the Xbox dashboard (even before you open the Store!)

When you go into the Store app itself, you’ll see it has an entire category to itself, which is decent billing:

Finally, here’s what the Game Fest ‘show all page’ looks like – it actually runs alphabetically, with about 12 leftover ‘second set of alphabetical’ games at the bottom of the page, haha:

Since you can look at how many reviews (in the U.S. Xbox store) each game has, I thought I’d briefly document and link to the Top 5 demos:

1. 9 Monkeys Of Shaolin (is alphabetically first, so that may help downloads.)
2. Skatebird
3. Destroy All Humans!
4. Cris Tales (this game is visually gorgeous!)
5. Haven

If you go by reviews, it looks like the most-played demos have around 10x the plays of the least-played ones so far. So plenty of range in there, for sure. There’s also this chart across all game demos on the Microsoft Store, which has different results, so YMMV.

Anyhow, Xbox Summerfest is a really nice way to dip into games you might otherwise not have heard of. I played (and enjoyed) Dandy Ace, for example, which I didn’t know existed before.

So I can’t believe it’s anything but positive – albeit mildly positive, perhaps – for both players and devs. If you’re in it, tell me what you think of the results. And let’s have it happen once a year for all consoles! *snaps fingers*

Steam Summer Festival – the full results!

So, big shout-out to Chris Zukowski for doing the ultimate write-up of Steam Summer Festival’s results, following my slightly more anecdotal comments on the demo showcase a few roundups ago.

Definitely click through for the full thing, but the topline appears to be, for those demos that participated: “Average number of wishlists [added]: 3218; Median number of wishlists [added]: 500; Most wishlists earned by a single game: 41096 (The Riftbreaker); Fewest wishlists earned by a single game: 40.”

One graph I thought particularly relevant – even beyond the Summer Festival – was Chris’ calculation of median wishlists additions per genre for surveyed games:

This data maps fairly well to the kind of VERY broad game facets that I would recommend people make for Steam – to be commercially successful as a small/medium sized game.

(It’s way more complex than this, of course. And getting deeper into tag comparisons would surface a lot more detail. But it’s a super-useful snapshot of where perceived interest and depth is.)

Other Goodness…

Lawks-a-lordy, we’re most of the way through the newsletter already, and there’s still a hefty chunk of content to talk about. Here’s the best of the rest, in no particular order:

  • Would be remiss not to point out the big Xbox/Series X showcase that happened today . Here’s the text round-up, here’s all the trailers, and [email protected] also announced some ‘first to console on Xbox’ indie games which I thought notable for you all. These included titles from Annapurna, Raw Fury, Finji, Curve & more. In general, content & outlook ‘as expected’, though I’ll note Microsoft is pushing Xbox Game Pass hard. (Game Pass Ultimate folks get xCloud cloud gaming bundled in, too, which Stadia may be concerned about.)

  • Got an note from Erik Johnson that he’s been tracking the number of free games in Steam’s New & Trending – that’s the graph, linked – and it still seems to be on the upswing. I did get him to clarify from his data, and of the 777 games in those slots in the past few months, 85 of them were free (either just free, or more likely F2P), and 25 of them were ‘prologues’, i.e. demos. Interesting!

  • Good to see European Union regulations introduced for app stores (but not PC/console game stores, sadly!) around ranking transparency, justification for removal of apps, and more. Not convinced this one is a major game-changer, but government regulation & ‘walled gardens’ are a thing game devs need to pay attention to.

  • Thought it was funny that I was just talking about how good paid DLC is, and then rhythm RPG Cadence Of Hyrule debuted a really robust set of 3 DLC (and ‘season pass’) on Switch. Hey, if even Nintendo (and Brace Yourself Games) can get with the program, maybe we should all be paying some attention?

  • The second Summer Game Fest-themed Day Of The Devs showcase – with musical & Keighley prefaces – took place this week (here’s the video). Once again, I thought iam8bit and crew did an amazing job audio-visually and stylistically. But perhaps the announcements were a bit light this time. Petition to have Guerrilla Collective levels of content, but with Day Of The Devs-style curation & presentation for ‘online E3’ next year, please?

  • An anecdote from the very top end of the ‘games are platforms too’ camp, My former colleague Piers Harding-Rolls notes on Twitter that ‘third party created in Roblox’ game Adopt Me [pictured] “is now at 50m MAUs up from 30m in March. Around a 3rd of total Roblox MAUs are playing Adopt Me… Adopt Me studio aiming for 80-100 staff by year end.” Gosh.

Finally, let’s end out with this excellent data-filled sales blog about “modest indie hit game Curious Expedition”. The folks at Maschinen-Mensch have gone above and beyond on the transparency side of things.

Something I wanted to highlight was the game’s gross revenue curve, year on year, since its 2014 (!) off-Steam launch:

If you go deep into their postmortem, you’ll see all numbers of reasons for this impressive maintenance of revenue. These include a Chinese translation, being more aggressive with discounts in sales, and intelligent additions to the core game.

So – great work, devs, and a reminder that extending the tail on your game is one of the best ways to fund your next game.