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Portland, Oregon, United States
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Today, Electronic Arts (EA) was welcomed as a new member company by the Family Online Safety Institute (FOSI), an international, non-profit…
Today, Electronic Arts (EA) was welcomed as a new member company by the Family Online Safety Institute (FOSI), an international, non-profit…
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AJ Badarni
At Uncapped Games I'm helping to develop my favorite game I've ever worked on professionally by far... and surprisingly it's an RTS. This is surprising because I (unlike nearly the whole team who are RTS powerhouses), have basically no RTS experience at all. Fire up Super Smash Bros and I may have a shot to impress, but RTS has been a huge - and fun - mental shift for me! ...and somehow, I've gotten pretty good! (At our game at least 😅). Very excitingly, we're on the schedule to say more about our game at SGF ( https://lnkd.in/e5uDTwZp ) in June, but now, kicking things off so to speak, we've put out a really cool documentary that explains some of our philosophies, hopes, and goals. If you're an RTS nerd - or just curious to learn more, check it out: https://lnkd.in/eQpxP3WZ
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Dr. Yves Jacquier
Creating games is very difficult. And building games is challenging. The process of build requires to compile the code and all the data required in the game in a specific sequence involving many dependencies. As such monitoring the outcome is essential, but not sufficent. What if we were able to predict the outcome of a build ? What if we were able to decrease the required computing resources while increasing our iteration capability ? #Ubisoft #Ubisoftlaforge #innovation
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Joshua Javaheri
👶 Game producers = great parents… ? 🎮 Problem-Solving: Working with different partners/audiences with varying comm methods. 💬 Empathy/Sympathy: Seeing the world through other viewpoints. Interpreting signals! 🧘♂️ Stress Management: Resilience in the face of constant pivots & uncertainty… Are you a creating clarity or chaos when having to clean 💩? 📅 Organization: Scheduling routines and adjusting when your plan goes south. Have a mitigation? That helps! Game production = solid parenting prep! 🌟👾🍼 #parenting #chaos💩 #empathy
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Anton Slashcev
There's no single right approach to a feature or a game. I learned this lesson early on at Playrix. Years ago, I reviewed a new feature prototype for Fishdom. It was complex, experimental, and heavily inspired by another game. After playing, I felt the prototype missed the mark. The feature didn't evoke the desired emotions like its reference. So, I prepared detailed feedback: • Pointed out the flaws and differences • Suggested changes to align it closer to the reference I was confident my feedback was perfect. I thought I found the only "right answer," as if it was a math equation. Later on, my mentor looked at my feedback and said: 💬 "Anton, your feedback boils down to remaking everything from scratch to get closer to the initial reference. While that may be valid, did you consider finding something that works well and could be developed in a new direction, even if it’s not like the reference?" 💬 I was stunned. I hadn't considered another way except following the reference. And in the end, the team indeed found a different path for the feature. Since then, I've always reminded myself: There are always multiple paths to solve the problem. None are absolutely right or wrong.
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Adam Goodrich
Our new world-building system STORM is coming to Unity for games, sims, and digital twins. It's runtime and design-time capable and works with standard Unity workflows to ensure team productivity. Modules include: * CORE: Manages and accelerates everything * TERRAIN: New terrain rendering system from ground up * ROADS & RAIL: Procedurally generated road and rail networks * RIVERS & LAKES: Procedurally generated river and lake systems * BIOMES: Procedural vegetation, set dressing, rocks, pebbles etc * BUILDINGS: Procedural buildings (with optional interiors) * CITIES: Procedural cities * DUNGEONS: Procedural dungeons * UGC: User-generated content / runtime editing * LIFE: Living world / ecosystem simulator * AI: A bit further out but already super cool * GEOSPATIAL: for real-world geo import (terrain, satellite, roads, rivers, land use, buildings etc) Look me up at #gdc2024 to learn more! https://lnkd.in/gVxv9Xbq
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Robert Denton Bryant
Game Testing: All in One, 4th Edition is available now. This is a revised, updated, and classroom-friendly version of the leading textbook for game testers and test managers. Order your review copy at the link below: https://lnkd.in/gDhH8gsq #gamedev #QA #gametesting #testing #gamedesign
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Anton Slashcev
Play the game in your head before you code a single line. You must imagine every detail: gameplay, flow, visual style, UI, etc. ↳ The clearer your vision, the smoother the development. ↳ If you can't picture it distinctly, development will be chaotic. Because every new game starts in your head, in your imagination. So push it to the limits before spending any resources on development.
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Siddharth Singh
What can we learn from Genshin Impact’s new screenshot feature about enhancing player experience? In game development, we often focus on major updates and flashy content. But guess what? It's the small, subtle features that can make a huge difference in player experience. Take Genshin Impact, for example. HoYoverse’s upcoming feature lets us hide dialogue text and the HUD for better screenshots. This community-driven idea enhances immersion and storytelling in a big way, allowing players to capture breathtaking moments without distractions. Here’s why we should care: 1. Player Preferences: Listening to our community can turn minor requests into game-changing features. Genshin Impact shows us how powerful community feedback can be. 2. Improved Immersion: Small tweaks like these make the game world feel more alive and engaging. Genshin Impact’s beautiful landscapes and detailed character interactions become even more captivating. 3. User-Friendly Design: Practical, easy-to-use features like Genshin Impact’s new toggle for hiding text enhance gameplay without disrupting the experience. 4. Boosted Engagement: Incremental updates keep our games fresh and players invested. Genshin Impact’s regular updates and QoL improvements keep the player base excited and engaged. Any specific feature of Genshin Impact that has captured your attention? #GameDevelopment #PlayerExperience #GenshinImpact #GameDesign
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Stephen Larsen
As much as I am devastated I am, in the most professional way possible, angry. I am angry that executives have turned to an unsustainable model of infinite growth to attract and please investors that know nothing of the craft of game development. I am angry that executives continue to push this urgency for game releases when the incredibly lucrative and successful Baldur's Gate 3 took 6 years to develop. And then when these games are pushed by executives to be released before finish or polish, the game performs poorly and then the same executives close the studio blaming the failure on the developers who wished for more time in the development cycle. I am angry that investors have no interest in the quality of products in the games industry and only on short term ROI. I am angry, that we as gamers keep buying these poor products and that executives lay off talent and close studios not because they are in danger of bankrupcy but to show "growth." Enough is enough. Don't join a AAA company. Join a start up. Work part time outside of games while working for a profit share agreement with friends at your own studio. Join a union. Hold these executives and publishers accountable. Do not trade your talent for a salary with a studio that does not respect you. This isn't new. This is the same song and dance that has been happening for years in this industry. And it doesn't have to be this way. Make your voices heard.
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Guido Schmidt
2nd Book Progress – Be so good they can’t ignore you This week has been great. I have been fleshing out my other significant character in the development team: an ambitious Senior Level Designer from Italy who is free-climbing in her free time. She is going to have a major story arc in the book. On her journey to becoming a team leader, she has faced several difficult problems in the past that carry over to our current project. She has a reputation of focusing mostly on herself and her own achievements. She is very controlling and wants to get into higher positions for the privilege and power they offer. This is also the main reason why her former team leaders had kept holding back on giving her more responsibilities, especially with regard to leading other team members. Naturally, this made Simone feel somewhat bitter to the point where she feels the company owes her a promotion. At this stage she joins project leader Angelo and his team to lead the level design department there. This is a great opportunity for her, and with Angelo’s guidance, she starts to thrive. A few key things he tells her are that your leaders need to understand what kind of leader you would be if they were to give you this chance. Therefore: 1️⃣ Focus on others and elevate your team members over your own achievements. 2️⃣ Lead before you officially are a leader. 3️⃣ Do remarkable things for the project. 4️⃣ Be so good they can’t ignore you. Once she internalizes these points, she starts changing her behavior and immediately sees success and recognition from the team. When the pandemic hits she really begins to shine. Her wits and adaptability ensure a great working environment despite the new challenges of working from home. She even surpasses Angelo in making sure everyone feels valued, cared for, and able to perform at peak efficiency. This, truth be told, is the best compliment you can get as a leader. When someone in your team becomes better than you. #gamedesignimpossible #writing #gamedevelopment #gamedesign
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Ali Farha
Invest in yourself daily. But success is about consistent, small steps. How to level up with microlearning: 3 simple steps. Every day, I commit to these habits: • 10 pages of reading • 15 minutes of a video • 2 hours of a course weekly Why microlearning? It fits into any schedule. It allows continuous growth without overwhelming you. Here’s the impact over a year: • 6-9 books read • Dozens of videos watched • Several courses completed In today’s fast paced world, staying ahead is essential. Success is built on daily, small actions. PS: What’s your favorite microlearning method?
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Carla Rylance
🎮Monthly External Game Dev Pulse🎮 I’m on a personal mission to broaden my awareness and gain an ongoing pulse into the landscape of External Development in the Video Games industry. Video Games is an industry that I have been employed in for nearly 20 years, with External Development covering much of this tenure. I love it, I live and breathe it, and I’ll be doing this until I’m much older and wrinklier. I care about seeing this industry continuing to thrive, and I believe that the flexibility, scalability, and diversity of expertise in External Development can be a key component in supporting the industry as the landscape begins to (hopefully) restabilize. As such, I am starting a monthly pulse survey to gain regular snapshots in time of the industry-wide vision on External Development, with an aim to provide Video Games professionals the data needed to lean on external development to create increased development stability. To help with this mission, I am asking the community to please take 5-10 minutes completing this 5-question survey. I plan to release these pulse surveys on a monthly basis, and as a thank you I will share key data and insights with this community on Linkedin. This survey is open to participation for those working in External Development in the Video Games industry as a Service Provider, Developer or Publisher. I hope that this personal initiative will help many throughout the industry, whether you are involved in external development, hoping to learn more about external development, or interested in learning more about options for industry stabilization. I hope for a large pool of diverse participants, so if you see the value in this initiative please do share this post with your network. If you have any feedback for how the most can be made of this initiative, or improve the questionnaire for future releases, please let me know your perspectives through a Linkedin message. Thank you.
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Adam Sidwell
4 years ago I started an animation and game development studio called Future House Studios. We've delivered content for Hasbro, Marvel, Disney, and many more. Here's what I learned: (I hereby evoke the power of LinkedIn emoji checkbox lists!!!!!!) ✅ Quality work -- both technical and artistic -- is the lifeblood of the company. Deliver a great product. ✅ You have to know when to say "yes" and when to say "no." You can "yes" an organization all the way into oblivion. ✅ You have to hire talent that is self-driven to solve technical challenges, make amazing art, and manage their own work output. You can teach some skills, but you can't teach drive. ✅ Some people will row hard, and others will sit in the boat waiting for others to row them. Identify who is who as quick as you can, because your clients will notice when someone is not rowing. ✅ Save for a rainy day. ✅ Build the best team you can. Everyday, I'm glad I get to work with problem solvers that can build almost anything in games, tv, film, and themed entertainment. Here's to 4 more years! And then 40 more! Future House Studios #animationstudio #gamedevelopment #vfx #tv #film #mobilegames
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Jake Tomlinson
I've tested out the demo for a game in the auto-battler genre called Hero's Warband. Game has a nice amount of content with the units, items and upgrades. I also came across a bug or two while playing which is cool. Here's the video. Will post the written feedback next. vid: https://lnkd.in/eyZRztxQ #gaming #games #indiegame #gametesting #gameindustry #videogames #videogame #game #feedback #bugs #glitches #gameplay #qa #gametester #playtester #demo
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Britain Vanderbush
One phrase that keeps coming up from big game publishers when trying to justify their layoffs and cuts is this, "the market is oversaturated." They're intelligent enough to identify that fact and blame it on enhancements to technology and accessibility, but they don't appear to have been intelligent enough to acknowledge that their habitual hiring/firing practices have contributed directly to the market's oversaturation that is now harming their growth. I can almost guarantee that every one of you reading this knows multiple people who have started their own indie studios, joined an indie studio, or become solo developers following the disillusionment they experienced due to the current widespread job insecurity in AAA games. These companies have identified the problem while simultaneously contributing to the problem, because the ability to think in terms of short-term financial gains does not equate to the ability to think in terms of human behavior. Unless employment in AAA becomes truly equitable - and I'm talking about what will take years of shows good faith, of creating and maintaining steady full time employment for everyone across the board (that means doing away with a lot of temporary contract work), that means no more leaving the creators out to dry - the future of games will belong to Indie developers. There will at some point be a decisive shift in power if there is not active, intentional, and equitable change made by the people in positions of power. I'm not saying this with hope that the indie devs will win out above AAA. Not at all. I want both to thrive, and to everything there must be a balance. I've been far more enmeshed within and therefore very hopeful about the future of AAA games throughout my career, and I still dream of a world in which AAA game devs on every rung of the ladder have steady and unshakable lifelong employment within that world. It IS possible, and it HAS been possible. But as long as greed is at the wheel, that dream will not become a reality outside of independent studios. And that's just the truth of it. What can you do? In whatever capacity you are able, do what you can to create a more honest, decent, and equitable world. You can do this in your company, you can do this in your personal life with the people you meet. Take every little opportunity to do something good, because every good act plants a seed. We simply haven't had enough little good acts, and that shows up in in society in big, big ways. Peace to you. -B
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