For decades, Wizards of the Coast has connected people around the world through play and imagination, with core games that have defined their genres – Magic: The Gathering® and Dungeons & Dragons®. We want to offer more ways to connect and play as the company grows. And that’s where you come in.
WHAT IS THIS ROLE ALL ABOUT? The Magic: The Gathering Arena team is looking for an experienced engineer to help manage and lead a team of engineers who build and maintain scalable cloud services that will support vast legions of players. In close collaboration with designers, artists, and other engineers, you’ll be one of the main drivers of designs and decisions within the team.
A DAY IN THE LIFE AS A LEAD SOFTWARE ENGINEER
Directly manages and supervises a team of software developers
Designs and implements solutions for Magic: The Gathering Arena in alignment with architectural designs and program needs.
Provide consultation on complex projects as a top level contributor/specialist.
Communicate and iterate on technical designs and decisions with the team.
Problem Solving
Must be able to work across the entire project while providing guidance to your reports
Grasps issues quickly and makes educated, critical judgments in the absence of complete information
Understands the technical challenges that arise from developing online games on multiple platforms
Must be able to work with a variety of other departments to create technical requirements
Communicates well and does not hesitate to initiate dialog with the relevant stakeholders
Must be able to plan and develop technical roadmaps, technical documentation and help determine priorities
WHAT YOU’LL BRING
Experience Creating and Casting these Spells:
10+ years software design experience
5-8 years of experience developing online, scalable, high performance applications and components
5-8 years of experience creating and shipping games
3+ years of experience managing software development teams
Strong coding, debugging and problem solving
Strong communication and collaboration
Experience developing and supporting a live game service
Knowledge, Abilities and Characteristics of the Ideal Wizard:
Experience building software solutions using AWS Technologies
Experience with MongoDB or other NoSQL data storage technologies
Experience with scalable distributed systems
Experience with process level concurrency
Working knowledge of containers and orchestration
Sound knowledge of software engineering, software engineering methodologies, and the impact of early decisions on later development stages of software projects
Experienced and skilled at leading and coaching talented software developers
Ability to conduct effective requirements gathering and analysis
Ability to work effectively with diverse groups of people in various roles
Willingness to help troubleshoot and resolve technical problems as they arise
Unity development and mobile development are a plus
We are an Equal Opportunity / Affirmative Action Employer.
The above is intended to describe the general content of and the requirements for satisfactory performance in this position. It is not to be construed as an exhaustive statement of the duties, responsibilities, or requirements of the position.
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.
How did a PC classic get reborn as a multiplatform “enhanced edition”? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur’s Gate remake, and all of its complications.
I’m Trent Oster, President of Beamdog / Overhaul Games. We’re here to talk about the development of Baldur’s Gate: Enhanced Edition. BG: EE (as we like to call it) launched on PC on November 28th and on iPad on December 8th to great fan interest, rocketing to the number 2 spot on iTunes in the U.S. and number 1 in many other App Stores around the world.
Our initial plans were to launch all platforms as close to each other as possible; in retrospect, this was very naive, given the size of our team and the volume of work required. We’re working steadily now to build versions for the remaining platforms and to roll out concurrent versions so cross-platform multiplayer can be a reality. We’ve had great success on the PC and iPad, with great sales and positive feedback from the fans. We’re very anxious to roll the remaining platforms out as fast as we can.
From the trenches, the development of Baldur’s Gate: Enhanced Edition was an interesting journey. We had early moments of exuberance as we played the first tablet version and proved our theory that Baldur’s Gate did indeed kick ass on tablets. We had great moments of insight when we brought people from the modding community in and shared work-in-progress versions with them. We had moments of despair, such as the lost source art and subsequent sacrifices to salvage the deal. We had moments of great distress, such as when we negotiated the September-to-November contract extension for the game. Every day that we had to wait for approval of the new deal terms so we could tell the fans was like torture. We worked incredibly hard to come to terms quickly, but until we had sign-off we couldn’t announce the schedule slip.
We had some great moments as a team, such as the first time we saw the new UI scheme in the game and the first time Sam’s new music played in an area. It has been a great journey for us and we’ve formed a strong core team of thirteen people who are capable of some great works. Along the way we had the opportunity to work with some great talents such as Mark Meer, John Gallagher, and Sam Hulick. We’ve had the opportunity to leverage all the great work from the original title as we try to build something better, something familiar, yet improved. In short, Baldur’s Gate: Enhanced Edition was a challenge, but we’ve all come out of the development with some sanity remaining and a great understanding of the game, the engine technology and what makes Baldur’s Gate the legend it is.
1. Fans and Community
Early on we knew one of the key elements to succeeding with the Enhanced Edition of the game was to bring in as many people from the modding and fan communities as possible. By working with them and listening to them, we could make the right changes and try to improve the game to better meet their needs. Our first few attempts were crude — an invite-only Reddit, some direct e-mails — but things rapidly turned around with the launch of the official message boards where we could speak directly with the modders and fans and listen to their concerns.
We shared new content with them as early as possible and acted on their feedback to make the game a better experience for users and a better platform for modding. We did this through hosting a long-running private beta. We would push a new build out to the beta group, have them poke it and respond with suggestions and feedback.
Our core community firmed up quite quickly, with a number of key people stepping forward with well thought-out criticism and thoughtful solutions. We read all the feedback, but we prioritized responding to the in-depth feedback and the community quickly oriented around that model, understanding we give the attention to those who put in the effort. The private beta was composed of hand-recruited community members from this active thoughtful group. We will be forever grateful to all the people on the forums for all the effort they contributed on our journey to make a better Baldur’s Gate.
Grip Gets Updated with Four New Tracks and One New Team Mode
Hey, Xbox racers!
We’ve had a blast with Grip: Combat Racing on Xbox One. Since launch we’ve listened to fans through the Grip Garage club, plus our Wednesday afternoon online sessions, and have continued to support players through a series of updates as we fine-tune and optimize the racing experience!
One of the areas we’ve seen players have a lot of fun in is the arenas. Here it’s full on PvP action with modes like Deathmatch! A few months back, players told us they wanted team modes for the arenas and for classic races… they also told us they wanted a bunch of all new tracks. We heard you and set about bringing in some classic Red vs Blue action, along with creating some of our most outrageous track designs to date! Launching today, as a free update for all players, we’re thrilled to bring the team modes into Grip, alongside four new tracks!
Team Modes
Team Racing & Team Deathmatch
Players can now join either red or blue teams to battle it out in any racing mode. This includes Classic Race, Ultimate, Elimination, Deathmatch and Speed Demon! The team with the highest points wins!
New Tracks
Mindbender (Haze reverse) (Orbital Prime) (City)
A highly modified version of Haze reverse. Key sections include a massive jump, tricky S turn and twisting sewer section!
Naptha Valley (Jahtra) (Desert)
Quite possibly the most rollercoaster-y track of all. Set in a resource mining center, key sections include a mineral deposit cave, large stepped curves of terrain and an indoor facility.
Hive Horizon (Orbital Prime) (City)
A beautiful, sunset soaked, gravity defying city district. Key sections include an affluent block of corporate structures, a big ceiling ride to floor jump and an ascending spiral road!
Spin Cycle (Liddo5) (Forest)
Players wanted more tunnels, and this track was designed to let ‘em dig deep! Key sections include an open area with beautiful autumn visuals, tunnel turns perfect for barrel rolls, glass tunnels and an obstacle ridden turn to the finish!
We’ve also released new ‘glowing’ garage packs and based on your feedback, raised the level cap! We’re really excited for players to get a grip (pun intended!) of the new content, and although we’re not revealing exactly what is next in the pipeline, know that we have something big on the horizon for the next content drop…
Grip started out as the passion project between two guys: myself, a home renovator in Canada, and Rob, a veteran 90s games developer who worked on Rollcage (might have heard of it). Robert retired to an island with no thoughts of development, and I was up on roofs doing my thing. But through our mutually shared love of old combat racers, we starting brainstorming what a modern version of Rollcage would be like on today’s consoles. After a plethora of emails and Skype calls between us, we worked with a group of very talented developers and artists along with an incredibly supportive publisher (big ups to Wired Productions!) to put out one of the best combat racers of this era. We are humbled by our amazingly dedicated community and are really excited for what is coming to Grip in the future!
Grip: Combat Racing is available now for Xbox One on the Microsoft Store. It is also currently available for all Xbox Game Pass members.
Days Gone Review Roundup -- Here's What Critics Are Saying
Years after its debut, Days Gone is finally available. The open world zombie game puts you in the shoes of Deacon St. John, a rough-and-tumble biker turned mercenary after the world went to hell. You'll take on Freakers (aka zombies) and factions of brutal survivors in an expansive open-world adventure.
Though the game boasts high production values, reviews have been mixed. The adventure itself is often said to be dull or middling, and many critics agree the story fails to do anything interesting with its conflicted hero. This is reflected in GameSpot's own review.
"I did a lot of things in Days Gone," said Kallie Plagge. "I burned every single Freaker nest; I cleared every ambush camp; I maxed out my bike; I took out a few optional hordes just because. Like Deacon with Sarah, I kept going because I hoped to find something, to follow a thread to a possibly fascinating or satisfying or impactful conclusion. But at the end of it all, I'd only gotten scraps."
Many other outlets have published their Days Gone reviews as well. We've gathered a sampling of them below to give a view from around the industry. For an even broader overview, check out GameSpot's sister site Metacritic.
Game: Days Gone
Platforms: PS4
Developer: Sony Bend
Release date: April 26
Price: $60 / £50 / $100 AUD
GameSpot -- 5/10
"Deacon also has a policy where he doesn't kill unarmed women, which does not affect the story in any way and goes completely unexamined. There's no introspection here; Deacon is selfish, and it's simply boring that the game is uncritical of him." -- Kallie Plagge [Full review]
PlayStation Lifestyle -- 9/10
"Days Gone checks all the boxes of a proverbial PlayStation exclusive, but never feels like it’s stepping on anyone else’s toes. Despite the games, film, and TV that you can easily draw comparisons too, Days Gone handles it all in such a way that it has its own unique identity. The more I played it, the more I loved it, until finally finishing the long journey and not wanting the adventure to end. Sam Witwer is brilliant as Deacon St. John, and his journey of survival, humanity, and self-discovery through a deadly world via motorcycle is a memorable one that shouldn’t be missed." -- Chandler Wood [Full review]
Attack of the Fanboy -- 8/10
"Days Gone is by no means perfect, but if you're willing to put up with some shortcomings the reward is one of the best open-world zombie apocalypse games to date." -- William Schwartz [Full review]
Game Informer -- 7.75/10
"Days Gone has good gameplay foundations. The scarcity of supplies and ever-present threat of zombies put me on edge as much as it gave me options to escape by the skin of my teeth. But the inability to fully deliver on either the story or open world fronts makes it a title of both possibilities and limitations." -- Matthew Kato [Full review]
USGamer -- 3.5/5
"The zombie apocalypse is well-trodden territory and the open-world spin of Days Gone can only differentiate it so much. There's a strong narrative focus, but Deacon St. John doesn't carry that weight as deftly as he could. There are highlights and fun tools available within, but the game doesn't push those forward initially, leaving the players to deal with some tedium first. Days Gone is a great foundation for something better though, so hopefully Bend gets the chance to improve upon it." -- Mike Williams [Full review]
IGN -- 6.5/10
"Days Gone feels bloated, like a movie that goes on for an hour longer than it needs to or should’ve. It’s messy and confused, but peppered with genuinely thrilling encounters with rampaging hordes of zombies and occasionally breathless firefights. There’s a good game in here somewhere, but it’s buried in a meandering storyline, repetitive missions, and just too much obligatory stuff to do without an eye on the smaller details that could have given it much more character. Some fine tuning and editing could have removed the tedium and celebrated what makes this game unique and interesting, but Days Gone rides strictly down the middle of the dusty road and never finds its rhythm." -- Lucy O'Brien [Full review]
Destructoid -- 6/10
"Days Gone ups the open world survival ante but doesn't have enough cash to pay for the rest of the rounds of betting, making it one of the weirdest AAA releases in recent memory. If enough people buy it, its stronger moments will likely be immortalized in YouTube videos for years to come. Yet, most people will probably remember it as the open world zombie game that didn't bring much mechanically to the table. With some tweaks to the pacing, it could have reconciled its warm, frank look at humanity and been something special." -- Chris Carter [Full review]
Slant -- 1.5/5
"Days Gone is the apotheosis of the more-is-more philosophy: more bars to fill, more gates to progress, more hours of playtime, more zombies per square inch because “more” is supposed to fill the hole where some semblance of meaning ought to be, bridging the gap between one mind-numbing mission template and the next. It’s the purest example yet of the video game as mere content to be consumed, down to the very fact that each storyline you’re supposed to be emotionally invested in is marked with a completion percentage. Days Gone is a void." -- Steven Scaife [Full review]
Variety -- No Score
"There is a living, breathing undercurrent of ambition undeniable in the scale and intricacy of developer Bend Studio’s creation. And you can tell the effort here is to apply to a naturally tense open-world survival structure the kind of high-impact narrative one would expect from a linearly-funneled action game. But the result is one of the best examples of why that can’t work, and of the damage such an effort can have on otherwise solid foundations. With the game’s pacing ground to dust in service of open world largess, expansiveness, and narrative potential, the core of “Days Gone” is buried too deep for even a zombified resurrection." -- Trevor Ruben [Full review]
Hands On: Super Mario Odyssey VR – A Non-Essential But Pleasant Return Trip
After losing our lunch with Breath of the Wild‘s VR mode update, we entered the Cap Kingdom in Super Mario Odyssey with a sense of trepidation, as well as a slight headache. We’d been excited to explore Hyrule with the Labo VR Goggles and it was disappointing to have our latent fears concerning the Switch’s limited VR prowess confirmed.
Happily, then, it was most pleasant to discover that Mario’s tailor-made mini-missions are far better suited to prolonged play sessions. The bite-sized nature of these trips to the Cap, Seaside and Luncheon Kingdoms means you won’t be spending very long with the Goggles held to your face, but even so, you’re unlikely to experience dizziness or pain in your temples either.
Once you’ve downloaded the update you can access the VR levels from the main menu. Starting in the Cap Kingdom, the camera is rooted to a fixed point in the middle of the level from which you control the plumber and guide him to close-by treble clefs. Collecting the notes that appear after touching them reveals a musical instrument to deliver to one of three musicians milling around.
That’s it. You shouldn’t go in expecting much – you’ll visit three kingdoms in total but the whole thing will probably take you 15 minutes, if that. However, that’s 15 fresh minutes in the delightful world of Super Mario Odyssey, and compared to the migraine that is the Breath of the Wild VR update, this is a lovely little treat.
Having the camera stuck in the same spot means Mario can move pretty far away – far enough that you’ll be able to count the pixels in his cap – but fortunately hitting ‘L’ or ‘R’ zooms to give a better view of distant detail. If you lose sight of Mario at any time, clicking the right stick will snap the camera round to frame him in the centre again, otherwise an onscreen indicator points you in the right direction. Get too far away and you’ll be plucked up and delivered back to the play field. Slingshots exist which fling you to other small areas of the level and there are a handful of secreted coins to discover, but you won’t be staying anywhere very long.
Even if you don’t own the requisite Labo kit to enjoy the VR, you can still play using the console’s gyroscope. You might lose that feeling of immersion, but you’ll gain a massive increase in resolution and it plays just fine outside of VR, too.
Once you’ve found the musicians in the three kingdoms it’s off to the concert with you for another encore of Odyssey’s signature song. We remember ‘Jump Up, Super Star!’ bringing a tear to the eye the first time we heard it, although it doesn’t quite have the same effect the 562nd time. Pauline takes centre stage, of course, and you still have control over Mario. Jumping on Pauline’s head causes her to stop singing, which we found hilarious for some reason.
Also viewable in stereoscopic 3D are the opening and closing cutscenes. Presented in ‘Theater’ mode, you can’t move your head and it feels almost identical to watching cutscenes on a 3DS. A nice extra, but hardly scintillating.
The patented Nintendo ‘take a break’ advice screens are present and correct which is a tad irritating when the whole mode is so slight, but Super Mario’s Odyssey’s micro-brand of VR is very pleasant indeed, especially coming after the disappointing implementation in Zelda. It’s a fluffy, throwaway thing, but cute nonetheless, and the fact that its also available without VR means there’s no reason not to give it a try. We wouldn’t buy Labo VR just to play this update, but the cumulative value of this and the Labo VR Kit itself (specifically the Starter Kit + Blaster) makes Switch’s VR experience worth investigating if you are at all curious. On the strength of this, we’d be up for seeing more VR novelty updates for other Nintendo games – a blaster-based on-rails update for Splatoon 2, for example, wouldn’t go amiss.
How did you find Super Mario Odyssey’s VR update? What other games could benefit from a little Labo VR seasoning? As always, let us know below.
This is the most authentic simulation of the sport ever created, with TV-style presentation and commentary, true-to-life physics and advanced artificial intelligence. Choose from offline and online modes, from quick play online match-making to global online tournaments that link in real-time with the live World Snooker calendar.
Avengers: Endgame Directors Are Done With Marvel Movies, For Now
Anthony and Joseph Russo, collectively known as the Russo brothers, have helmed four Marvel movies--including both Avengers: Infinity War and Avengers: Endgame, and two of the three Captain America movies--back-to-back. With Endgame here, the Russo brothers are taking the chance to say goodbye to Marvel Studios and the Marvel Cinematic Universe--at least, for now.
According to a GamesRadar interview, the Russo brothers have no plans for more Marvel movies at this time. "It's our Endgame, at least for now," said Anthony Russo. "We don't have any plans for now to make any more Marvel movies." The key phrase is "for now," as Anthony confirms that the opportunity "certainly may come up in the future at some point."
So what's next for the director duo? The two are teaming up with Tom Holland (Captain America: Civil War, Spider-Man: Homecoming) on a smaller project called Cherry, with American screenwriter Jessica Goldberg (creator of Hulu's The Path) writing the script.
"[It's] loosely based on a real story about a veteran of the Iraq War, who suffers from PTSD ... gets a heroin addiction and ends up robbing banks to sustain that addiction." The book, also titled Cherry and published in August 2018, is the debut novel of currently-incarcerated Nico Walker, who robbed 10 banks around Cleveland in a four-month period in 2010. Walker was arrested in April 2011 and indicted with an 11-year sentence in 2012.
In addition to Cherry, the Russo brothers have 21 Bridges and Dhaka in post-production. 21 Bridges, an action thriller, stars Chadwick Boseman (Black Panther), J. K. Simmons (Justice League, Whiplash), Sienna Miller (American Sniper, Foxcatcher), and more. Dhaka, meanwhile, is an action drama featuring Chris Hemsworth (Thor: Ragnarok, Avengers: Infinity War), David Harbour (Hellboy, Stranger Things), Manoj Bajpayee (Love Sonia, Missing), and more.
In our Avengers: Endgame review, we called it "an emotional, fulfilling ride [that's] a love letter to the entire MCU--the whole thing."
Don’t Expect A Skies Of Arcadia Port Or Sequel Anytime Soon
When Skies of Arcadia was originally released on the Sega Dreamcast in the year 2000, it was widely praised by fans and critics alike. To this day, it’s still considered to be one of the greatest JRPG and video games of all-time.
After underperforming commercially on the system, it was then ported across to the Nintendo GameCube as Skies of Arcadia Legends in 2002 when Sega exited the hardware business.
In a recent interview with Kotaku, the producer of the game Rieko Kodama was asked about the possibility of the game being re-released on the PC or modern video game hardware such as the Nintendo Switch.
Unfortunately, Kodama wasn’t very direct with her reply, instead stating how she was “very grateful” the game had a special place in the hearts of those who had played it and was happy to hear fans were openly voicing their wishes.
As for a sequel – don’t go expecting any announcements in the near future. Kodama believes the GameCube release was more than enough:
“I personally feel that [the GameCube’s] Skies of Arcadia Legends completed the “director’s cut” of the title. But I am honored when fans of the game who have become game developers themselves express interest in creating a sequel. It makes me happy to think of its legacy being passed on in this way.”
Would you like to see Skies of Arcadia re-released one day on modern hardware? How about a sequel? Did you play the GameCube or Dreamcast version? Tell us in the comments.
Talking Point: What Are You Playing This Weekend? (April 27th)
After another busy week, this time full of Nintendo financial news and that Persona 5S reveal for Switch, it’s finally time to wind down with a game or two. Team Nintendo Life has gathered to discuss our gaming plans once again, and we’ve love for you to get in on the action in the comments and poll below. Enjoy!
Ryan Craddock, staff writer
Each night this week, I’ve been rummaging around my office, attic, and anywhere I can think of to gather every single video game I own. Annoyingly, I sold quite a few in my youth (darn you, younger Ryan) but I still have most of my Nintendo games and I’ve been cataloguing everything in hopes of keeping on top of a physical collection.
As tedious as this sounds, it’s been an utter delight stumbling across games I’d forgotten about. From the excellent Pokémon Trading Card Game on Game Boy Color, to the probably not-so-excellent Bunnyz on DS (don’t ask), it’s been making me want to spend some time booting up some golden oldies for the sake of nostalgia. If I get any time to do just that this weekend, I might have to go with Banjo-Kazooie – I haven’t played this for well over 15 years and I think it’s time to give it a revisit.
Austin Voigt, contributing writer
My friends – it is with a happy heart that I say I will finally be delighting in a full replay of Zelda: Breath of the Wild in cardboard Virtual Reality. Had a little taste last night before bedtime (nothing like waiting til the last minute to release that update), and I’m already hooked. I’ll also be visiting my little brother at uni, so I have a feeling I’ll get a chance to take down some college kids in Mario Kart 8Deluxe and Smash Bros. Ultimate.
Lastly, I’ll be continuing my adventures in Xenoblade Chronicles 2 (officially very glad I finally picked up this title), and My Time at Portia (but for the love of the Church of Light, please fix those lag times…).
Dom Reseigh-Lincoln, reviewer
This weekend I’ll be spending even more time with Mortal Kombat 11 as I attempt to reclaim my once proud prowess with Sub-Zero. Alongside punching people until their heads come off, I’ll be taking Beyond Enemy Lines: Covert Operations for a spin to see if an indie developer can make a sandbox FPS really work on Switch. The things I do without COD…
Gavin Lane, staff writer
Ah, the weekend. All being well, I’d love to dive into the first course of Overcooked 2‘s DLC. Despite losing enthusiasm for some of the later challenges in the main game, I’ve got such residual affection for it that I immediately bought the season pass without a second thought.
On the subject of co-op, I noticed a new icon for Death Squared on my Switch menu indicating an update has dropped, so that could also be on the menu. We’ve also been having fun with blasting fruit at hippos in Kablasta’s hippodrome (ha!) for Labo VR, but if my significant other is indisposed for any reason, I may squeeze in a level-or-two of Wolfenstein II, too. Too many ‘toos’?
Have a good one!
Gonçalo Lopes, contributing writer
My condition of physical cartridge addiction once again came back to haunt my weekend. There will be no Dragon’s Dogma: Dark Arisen or Mortal Kombat 11 for me because neither game currently exists at European retailers. However, the weekend was saved by a timely arrival of a parcel from the Far East; added to my humble Japanese import collection are Chocobo’s Mystery Dungeon Every Buddy!, Final Fantasy X/X-2 HD Remaster and Blade Arcus Rebellion from Shining. New spirits arriving in Super Smash Bros. Ultimate also ensure that I will once again be hustling at the Spirit Board.
My game of the week is rather special since I had the pleasure of accompanying this one since its early access days on Steam. Loren Lemcke’s Super Blood Hockey is not only the single current gen hockey game on the Switch, but it’s also one of the best games representing the sport ever made. And I’ve been around for all of them. Drop the puck!
Which games are you playing this weekend? (272 votes)
Posted by: xSicKxBot - 04-28-2019, 07:03 AM - Forum: Lounge
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Flash Deal: Get 12 Months Of Xbox Live Gold For $40
If you're an Xbox One owner who plays online multiplayer games, you're probably very familiar with Xbox Live Gold, Microsoft's premium service that lets you do just that. A 12-month membership sells for $60 at most retailers, but for a very limited time, you can grab an annual subscription to Xbox Live Gold for just $40 at MassGenie. The deal ends in less than 24 hours, so act fast.
Here's how to claim the offer at MassGenie: On the product page, click on the Power Deal circle. It'll prompt you to sign in or create an account--creating an account is free (and there's no guest checkout for Power Deals). After you're signed in, you'll automatically be redirected to checkout, and you'll see that the coupon (XBOXLIVE12M) has automatically been applied.
After you check out, the Xbox Live Gold code will be sent to you in a tracking email after the Power Deal ends. The Xbox Live Gold code is the same as the tracking ID in your order history. To see the code, just click "track your package" in the email you'll receive, and you'll be redirected to your order details, where you can see the tracking ID/digital code to redeem at the bottom right.