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Get a job: Join Yacht Club Games as a Gameplay 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: Los Angeles, California

Yacht Club Games is working on a new 3D project and is building out our 3D team (and custom engine) to complement our existing 2D team. We are on the lookout to hire a capable mid to senior level gameplay programmer with a desire to build great gameplay experiences in a small, team-centered environment!

Responsibilities

  • Work collaboratively with designers, artists, musicians, programmers to implement and improve upon game designs with efficacy and efficiency
  • Write and extend tools and gameplay systems
  • Optimize runtime performance and team productivity

Qualifications

  • Deep interest in playing and making games
  • Self-motivated and curious with a willingness to continue learning
  • In-depth knowledge and understanding of game design
  • Proficient in C and C++ programming languages for creating 2D and 3D games
  • Strong 3D math skills (linear algebra, vector math)
  • Applied problem solving abilities – in particular related to game design and developing gameplay systems
  • Good oral and written communication skills; ability to work and contribute in a collaborative environment

Bonus

  • Experience with multi-threading
  • Experience with low level debugging and optimization
  • Experience writing multi-platform code
  • Experience with GPU programming (graphics shaders, compute)
  • Experience with network programming
  • Experience with UI programming
  • Experience with build systems
  • Experience playing products from Yacht Club Games

Benefits & Perks

  • Working in a collaborative environment where you are a core part of the team and are welcome to contribute to any aspect of the company that interests you!
  • Creating fun and challenging games that tug at heartstrings and delight with charm
  • Robust medical and dental insurance for you and your dependents
  • Generous Profit Sharing and Bonus plans
  • 401(k) Retirement Savings Plan with 4% company match
  • Unlimited discretionary vacation and sick days that we want you to use!
  • Working in our beautiful office located in Los Angeles!

Yacht Club Games is an Equal Opportunity Workplace

The team at Yacht Club Games is committed to diversity and inclusion and we wholeheartedly encourage candidates of diverse backgrounds and voices to apply for this position!

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Despite gov’t approval, Google rejects Attentat 1942 from Google Play Store in Germany

Attentat 1942 developer Charles Games says that Google has blocked the release of its historical game on the Google Play Store in Germany, Russia, Austria, and France over Attentat 1942‘s in-game use of Nazis.

“How we’re supposed to make an historically-accurate game about WW2 horrors without Nazis? We don’t know,” tweeted Charles Games at the start of a longer thread on the issue.

Those tweets from the dev (via PocketGamer) say Google rejected both the game and Charles Games’ subsequent appeal despite the fact that Attentat 1942 uses Nazis in an accurate historical context, was developed alongside historians from Czech Academy of Sciences and had already received approval for a German release by government regulators in 2018.

“We’re also frustrated because it hinders what mobile games are allowed to do,” tweeted the studio. “We firmly believe that videogames are art and can be an important part of public conversations. When we ban everything with any controversial keywords no matter the content, everybody loses.”

Attentat 1942 debuted on Steam in 2017 as a historical game the tells the story of Nazi occupied Czechoslovakia through the eyes of World War 2 survivors. It took no small amount of work to get the game approved to launch in Germany given the country’s regulations on Nazi imagery, as discussed in a blog post the team wrote up on the process.

That approval looked to hinge on the context in which Nazi symbolism was used in the game, and was largely made possible due to a change made in Germany’s Entertainment Software Self-Regulation Body created a pathway for case-by-case assessments.

While Charles Games hasn’t given up on launching the mobile port of Attentat 1942 on the Play Store, Google has so far remained steadfast in rejecting the game over its references to Nazis. Since that thread first went up however, Google Czech has reached out to the team promising to look into the rejection after Google’s developer support team followed up with little else to add.

“We hope Google will retract their decision and approve Attentat 1942 in the end,” tweeted the studio. “We want to keep history alive and considering how vast the mobile audience is, it would be a huge shame to lose them.”

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Don’t Miss: Frog Fractions 2 and the art of surprising players expecting to be surprised

With his 2012 browser game Frog Fractions, developer Jim Crawford created a nested series of interesting surprises, hiding a increasingly bizarre genre-scrambling minigames beneath what appeared to be an unassuming piece of educational software. Players responded well to it, seeming to enjoy the mystery and mystique that it reinfused into games. (He spoke about that topic in a well-received 2014 GDC talk, “Preserving a Sense of Discovery in the Age of Spoilers.”)

Crawford’s name became synonymous with mind blowing hidden secrets, and he was happy about that. “After Frog Fractions became really popular and I became ‘the mystery guy,’ it really solidified for me that I love this stuff,” he says.

But after the game’s release, Crawford faced what might be dubbed the M. Night Shyamalan Dilemma: When you become known as the mystery guy, how do you follow that up? When people are expecting out-of-left-field, fourth wall-breaking material for your follow-up game, how do you exceed expectations and catch them off-guard again?

That’s what Crawford was grappling with when he began conceptualizing Frog Fractions 2.

[BEWARE: Spoilers follow. Many, many spoilers.]

“I spent 2013 thinking about, ‘How do I do that?'” says Crawford. “The solution I came to was the one laid out in the Kickstarter: I would not put my name on it. You’d just have to find it.”

Instead of merely making another series of games-within-a-game, he would broaden the scope. The sequel would be dispersed throughout the entire world of gaming. Players found bits and pieces of the game in a variety of works, as well as in various real world locales. The clues would eventually lead players to a commercially released game on Steam that had no apparent connection to Crawford. After playing that unassuming game for several hours, players could uncover Frog Fractions 2.

The original Frog Fractions

Frog Fractions 2 is an honest-to-god game, with its own crazy logic and a series of delightful and absurdist intrusions by other completely unrelated games and interactive experiences. But the leadup to the release of the game was a brilliantly designed interactive experience in and of itself. 

“I called the sequel Frog Fractions 3 in the credits, because in my head-canon, the executable itself is the third game, and the Kickstarter campaign and the ARGs that preceded that were the second game,” says Crawford.

If the discovery of the hidden depths of Frog Fractions was its own mystery, so too would be the discovery of Frog Fractions 2, only spread out over the entire internet, all of Steam, and across the globe. Crawford accomplished that by using a silly Kickstarter to kick off the mysterious narrative, and then followed that with several ARGs that would lead to the game’s release (or not). 

Many of the ideas around the ARG, Kickstarter, and release would build on Crawford’s original ideas on how to make his game mysterious as well. One aspect was the use of sigils, coded symbols used in some of the ARG’s clues. “I was thinking about things that are hard to Google,” he says. “It was hard for people to put the pieces together because you can’t just search for that symbol.”


Hidden sigil in Firewatch

To make it even more challenging, though, the sigils which contained clues for the Frog Fractions 2 ARG were hidden not just on Kickstarter pages or within Crawford’s own work, but were buried within dozens of other games. Sigils were hidden in Firewatch, Crypt of the Necrodancer, Duskers, Quadrilateral Cowboy, and many more. “I had a special thanks section in the credits for all of the people who participated in the sigil ARG. If I remember right, there are 31 names in that list.” says Crawford.


Hidden sigil in Moon Hunters

The sigils were so spread out that the answers to Frog Fractions 2 could have literally been anywhere. For a period, people interested in what Crawford was doing had a sense that any released game could have offered some clue. Given that they could have been anywhere, this allowed Crawford to use the entirety of gaming to hide Frog Fractions. It allowed him not just to bury a needle in a haystack, but to bury pieces of a needle within thousands of possible haystacks.

Having clues hidden in any game that released made for a wide-spread mystery, but there was an extra layer of confusion and mystique around it. This came from the fact that the sigils could have been put in any game by anyone. 

“I found out about a couple of these after the fact. While I was doing the sigil ARG, I didn’t know of any indie devs just putting the sigil in their game without talking to me first. But, I heard that it happened in a couple of cases, which is neat. And certainly, anyone could have done it. It’s not like I would have issued a press release saying ‘That’s fake.'” says Crawford.

Games Crawford may not even have been aware of could have been spreading misinformation, or misdirecting players just to join in the fun. Given that his players had already developed a taste for mysteries from Frog Fractions, they would be itching to dig into any new potential clue. Since the nature of a mystery is to give little information, any one sigil in any game could have been a valuable clue – one Crawford couldn’t identify as true or false without ruining everything.

Not that Crawford could have denied it, even if he wanted to. When a game he worked on, Gunhouse, released before Frog Fractions 2, people began to mine that title for the game. “Even after I said, explicitly, this is not Frog Fractions 2, I heard stories about people playing this game just to find Frog Fractions 2,” says Crawford. He could deny them all day, but doing so would only lend weight to the belief that they could be important, and that he was misleading players.

The made-up sigils became an unintentional boon, one born out of kindling the love players have for mysteries, and drawing upon the kind of schoolyard fibs and folktales children told about glitches and secret passwords and hidden levels back when Crawford was a child. “That’s fun. Looking back on that, it’s fun that there was space for those mysteries, and for that sort of stuff to be plausible.” says Crawford.

“It’s something that everybody who played games in the same era grew up with,” he says. “Kids would make up stories of secrets for Super Mario Bros, Metroid, and more. Most would be false, but with the discovery of the Minus World, Justin Bailey, MISSINGNO, and other secrets, it loaned those lies a bit of truth. Anything could have been true, lending every tantalizing story a hint of adventure in the discovery of its truth.”

Given that Crawford couldn’t deny the relevance of phony sigils without tipping his hand, he was given an accidental, beneficial misdirection that boosted to the mystique around his game. “Humans want that sort of thing. We want a good mystery,” he says. “It’s a really powerful draw for a potential player to hear that, in the age of spoilers, here’s a game that actually has some mystique to it.”

This absurdist project required some serious secrecy. “The internet is about dissemination of information, and mystery can only exist when information is deliberately withheld now,” says Crawford. “It’s something you have to make a priority.” 

He worried that the one thing could have forced him to tip his hand before he intended to was data mining. Industrious players can often go through the data for a game, seeking clues and buried hints that will tip them off to secrets within it. It’s simply something curious players do. The same curiosity that draws people to Crawford’s mysteries also gets players to poke at game files to see what’s inside.


This message was hidden in the source code of Twinbread.com, which figured in a 
Frog Fractions ARG

If Crawford was to release his game buried in the code of another game, it wouldn’t take long for data miners to find it, spoiling the surprise. “My plan for a time was to release Frog Fractions 2 encrypted. Then, the decryption key would actually be the maze people were putting together in the ARG. So, you would not be able to play the game until somebody solved the maze.” says Crawford.

“I ended up not doing that because it was really user-hostile to force people to look for art information in order to play the game.” says Crawford. He would later use encryption within the ARG itself to add to that puzzle, but as for the game itself, he would have to come up with another way of keeping it concealed.


Glittermitten Grove

 “Another way to protect from data mining is to just not have part of the game exist yet,” he says. In the end, to preserve the mystery, he kept Frog Fractions 2 from detection by hiding its release as an update to an existing game. He teamed with the creator of Glittermitten Grove, an assuming fairy game released on the Steam store once players of the Frog Fractions ARGs passed a certain threshold, the content would be added to Glittermitten Grove.

Glittermitten Grove released without Frog Fractions 2 in it, and it was only through the actions of the players of the ARG that that stuff came to exist.” says Crawford. This would keep it safe from data mining, as those players would likely have already looked at the game and dismissed it.

Simply by the nature and scope of the project, Frog Fractions 2 would require the involvement of many different people. Developers from around the world were hiding sigils. Friends were helping Crawford run the ARG to keep it from distracting him from developing the game. The game itself was to release inside the work of another developer. All of this would require silence from all of them, something difficult to maintain among so many people.

Crawford was fairly confident that no one would want to spoil the mystery. After seeing how much people enjoyed the discovery of Frog Fractions, he felt that his secrets would be safe in order to preserve the fun. “When you talk about people doing leaks, they’re either doing it to get traffic to their website or they’re doing it for social cachet,” he adds. “There’s no cachet to be had for being the guy who ruined Frog Fractions for the world. I guess there would be traffic, but everybody would be so mad. I can’t imagine it working out well for them. I kind of just implicitly assumed that everyone worked that way, and it worked out.”

Still, if anyone had let slip, that was another tool that Crawford could potentially use. “I didn’t have any problem telling any individual person any one fact about the game. It only becomes a problem when any one person knows too many facts.” says Crawford.

For a mystery to start, seeds need to be planted. Hints dropped. Crawford could play with this, letting several people in on the mystery, but even among his close friends, he made sure that no one person knew too much. In doing so, even if someone talked, the incomplete info they divulged could only  help to build mystique.

“Probably my favorite thing about the Frog Fractions 2 project, the thing I’m most proud of, is the idea that the game could be anywhere. That any game you play is now imbued with this additional sense of possibility that maybe this is the game where I’m going to find Frog Fractions 2.” says Crawford.

This legacy, far beyond hiding a game within a game, opens the doors for other developers to do the same. To make up secrets. To bury clues in hidden places. To orchestrate enigmas for the curious and dedicated to crack. Through his work, Crawford has made the entire industry just a little more mysterious.

When asked whether Frog Fractions 2  is the end of the line, or whether a followup might be in the offing, Crawford is characteristically enigmatic. “It doesn’t make any sense to have two of something,” he says. “It’s either one, or an infinite number.”

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acdsee Video Studio 3 Free

After a recommendation from the Gamefromscratch discord server, today we take a look at acdsee Video Studio 3 that is available for free until July 29th, if registered with a valid email address.  Acdsee Video Studio enables you to capture, edit and produce video in an easy to use way.

Acdsee Video Studio is described as:

With a simple, easy-to-master interface, powerful 64-bit performance, and high res results, ACDSee Video Studio 3 provides value-based video editing without the learning curve. Now featuring higher quality screen recording, support for still images, 3x faster recording save times, 4K rendering, a variety of creative filters, audio effects, flexible tracks that you can layer and blend, and much more, ACDSee Video Studio 3 is versatile content creation in one lean package.

Engaging your audience, students, employees, and customers has never been this painless. ACDSee Video Studio allows for the quick creation of accessible media content and takes the mystery out of distribution with easy sharing solutions.

It’s amazing to see just how much of a copy this program is to Camtasia Studio, as you can see in the video below.

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Tilekit

Tiletkit is a new tile based map editor available for Windows and Linux.  The key feature of Tilekit is a rules based pattern driven map editing, define your tiles and rules and the map editor takes care of the rest.

Features:

  • Unique pattern-based-rule autotiling system
  • Map export to JSON
  • Code-export of final ruleset to C or Lua
  • Basic object system for game-entity placement
  • Simple animated tile system

Tilekit is available on Itch.io, with a demo save restricted version available for download.  Tilekit has a $20 price tag.  You can learn more and see Tilekit in action in the video below.

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Get a job: Velan Studios is hiring a Community Manager

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: Troy, New York

The Community Manager will work closely with the project’s key leaders to define and execute the relationship management strategy with our player community.  The ideal candidate will act as a bridge between our gamers, game developers and the publisher.  They will influence internal operations to improve the effectiveness of each game or product line.  The Community Manager will have experience engaging online communities across a variety of platforms from social to gaming focused media. He/she/they will also build strong internal partnerships with our product and marketing teams to deliver against important business initiatives.

Responsibilities

  • Develop a long-term community support strategy in collaboration with our existing team
  • Strategize ways to scale our communities and connect with gamers
  • Maintain expert knowledge on each social platform’s algorithms, user dynamics, and evolving feature sets. Provides recommendations to enhance algorithms to further maximize marketing impact
  • Identify, evaluate, and report performance KPIs with a strong understanding of which measurements align with business goals
  • Leads the development and execution of marketing strategies through various social media channels
  • Own content creation and development (e.g. events, contests, videos, livestreams, and marketing promotions) across various social channels, such as Facebook, Twitter, Instagram, Twitch, and YouTube
  • Be flexible and able to recommend and execute ad-hoc community actions based on short-term business needs
  • Leverage data-driven insights and critical thinking skills to make strategic recommendations to internal teams
  • You will represent the point of view of our players and manage all external communications as the friendly, responsive, knowledgeable, and enthusiastic voice of Velan Studios
  • Fully aware of the company’s online presence on social media and makes corrective recommendations if community image is deviating from strategy
  • Addresses inquiries, complaints, comments and other contacts generated through social media
  • Leads the development of standard responses or guidelines to the most common inquires, complaints and comments
  • Provide meaningful feedback and reporting to game teams on the community’s sentiment, concerns and suggestions
  • Acts as primary point of contact with key influencers within various social media networks
  • May work with key influencers to execute social media marketing strategies
  • May negotiate deals with social media influencers to achieve social media marketing goals

 Requirements & Qualifications

  • 4+ years of relevant community management experience
  • Proven game industry experience, including community management experience supporting at least one shipped AAA title
  • Familiarity with / enthusiasm for the core games space – spanning mobile, console, and PC gaming
  • Comprehensive understanding of best practices standards for all social media channels including and not limited to Facebook, Twitter, Instagram, YouTube, Discord, Pinterest, etc.
  • Considered an expert in the industry with the ability to develop and execute long-term social media marketing plans with minimal direction and guidance
  • Strong writing, editing (photo/video/text), presentation and communication skills
  • Ability to lead the analysis of social media marketing efforts to measure and how social campaigns deliver impact to broader business & marketing objectives
  • Ability to measure and analyze results and make decisions using qualitative and quantitative data
  • Ability to communicate with diverse (and sometimes challenging) personalities
  • Bachelor’s Degree preferred

Big plusses:

  • Experience managing a live service gaming community
  • Experience with Photoshop, video editing, HTML/CSS, and live stream production skills
  • Experience working with remote teams
  • Experience working in a fast-paced start-up environment
  • Interest in emerging technologies

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 writing team for Voltage’s Lovestruck is on strike over pay, working conditions

The writing team for Voltage USA’s choice-driven mobile game Lovestruck has gone on strike after studio management both refused to recognize the Voltage Organized Workers (VOW) union and address their concerns about working conditions, transparency, and protections.

As we’ve seen in other industries, organizing can be a powerful force to ensure that staff is treated properly and given fair compensation. Though some have rallied behind cries for the game industry to unionize, it’s still an uphill struggle for organizations like VOW seeking to be recognized by management and have their demands for better working conditions heard. 

According to that statement, Lovestruck’s writing team is routinely given tight deadlines to produce new content for the game, and are paid less than half the industry standard rate while doing so. VOW is asking fans of the game not to boycott the game, but instead reach out to Voltage USA and ask they hear the union’s demands.

“We want to see our hard work and commitment to authentic storytelling given the value it deserves,” reads a statement from VOW.

“All of the Lovestruck writers are members of marginalized genders and/or sexualities. We have been given an invaluable foot in the door to the industry and a platform to tell stories that represent our voices, our passion, and our experiences. We are also all fans of the app, and we care deeply about the stories we tell. However, not only are we paid less than half the industry standard rate, we are asked to meet extremely tight deadlines and produce enormous amounts of content without protections or benefits.”

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Don’t Miss: Talking evocative games with thatgamecompany’s Jenova Chen

Jenova Chen is one of the original indie game development stalwarts, having co-founded Journey developer thatgamecompany with Kellee Santiago in 2006.

Chen and his studio have been proponents of making games that bring about more subtle emotions than fear or excitement. On the latest episode of the GDC Podcast, he explained why he’s drawn to designing games like Flower, Journey, and the studio’s latest game Sky: Children of the Light.

Listen now on iTunesGoogle Play Music, and Spotify

“My goal has changed over time even though the mission is the same,” Chen said. “The mission of the company is to help promote video games and let the people around the world that the game industry and games as a media is not all negative like people think. It could be positive, have a good influence on peoples’ lives and it could be considered as a form of art.”

Chen said at first with games like Flower, thatgamecompany simply wanted to make games that were counter to the game industry status quo. And Journey was a response to games that centered on killing, instead focusing on emotions and working together.

“We wanted to make you feel small, we wanted to make you feel in awe, not knowing all the answers,” he said.

But Chen said that even though Journey gained an audience, attention in the art world, and critical acclaim, that one effort wasn’t enough to tilt the scales in favor of more evocative games across the game industry.

“After Flower and Journey, just proving a game can touch people does not change the industry,” he said. “It doesn’t even change society’s view on games as much…nobody cared.”

“For a while I was very disappointed,” Chen said. “I thought that if games could be accepted by the mainstream as art, then people would respect the industry, but they didn’t.”

He said at one point he spoke with his mentor, long-time game industry figure-turned-investor Bing Gordon, and asked him when society might treat games the same way as cinema and literature; as a form of art.

“Bing just said, ‘don’t worry, these people are all going to die, the people who didn’t grow up with games will die very soon,'” Chen recounted, “‘and the ones who grew up with games will already automatically consider them as an artform.'”

“And I said, ‘well in how many years?'” (laughs) But Chen said as years have moved on, he’s realized it’s not about just sitting around and waiting for older people to be replaced by younger people. “We actually have to push for the content itself [so] people who are older will still think games are relevant,” he said.

GDC Podcast music by Mike Meehan

Gamasutra and GDC are sibling organizations under parent Informa Tech

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Video: Level design for non-linear story discovery in Tacoma

In this GDC 2017 talk Fullbright’s Steve Gaynor and Nina Freeman share lessons learned during the development of their non-linear space station story exploration game Tacoma.

It was an insightful look at the design of Fullbright’s follow-up to the genre-defining Gone Home, and how you can apply the studio’s techniques for fleshing out narratives in a 3D space to your own game development process.

If you missed seeing it live, or if you just want to refresh yourself on some of the finer points, good news: this Tacoma level design talk is now available to watch for free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page

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GDC Summer’s Sponsor Showcase offers access to industry heavyweights like Unity

As you finalize your schedule for GDC Summer next month, don’t overlook the opportunities you’ll have to meet and learn from some of the industry leaders sponsoring the event, all of whom will be accessible for GDC attendees looking to take their career to the next level!

At next month’s all-digital GDC Summer you can look forward to cutting-edge insights from these sponsors, presented across sponsored sessions and the GDC Summer sponsor showcase, which will be available August 5th and 6th.

These sponsored sessions are often remarkable opportunities to quickly improve your skills with industry-leading software and services, as well as get direct access to company experts who can help you achieve your goals. 

In “Iterate Faster With Improved Artist Workflows in Unity (Presented by Unity Technologies)“, for example, experts from Unity will show you how artists and designers working in Unity can enhance their workflows for a faster and more-efficient production pipeline.

You’ll learn how easy it can be to import art from popular 3D content-creation tools and facilitate real-time art reviews and asset integration. You’ll also get practical guidance on how to better use Unity for environment creation and grey-boxing, game and cinematic cameras, event sequencing and playback, as well as using visual scripting tools for rapid prototyping. Don’t miss it!

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