With the growing maturity of open standards such as HTML5, WebGL and others, and dwindling support for the Flash player on various platforms, there has been plenty of discussions around the idea that 'Flash is dying'.
As of yesterday, it's official. Adobe has announced in a blog post that they will stop updating and distributing Flash as of the end of 2020, and will be encouraging content creators to migrate their content to open formats. The flash player will continue to receive updates for security and compatibility until that time.
Click through for full details in Adobe's announcement, or read what their partners have said in their own announcements:
Austin Game Conference and Intel invite indie game developers worldwide to apply to pitch their game live onstage at the 2017 Austin Game Conference. One again this year, AGC has teamed up with Intel to host this year’s Indie Game Developer Showcase on Wednesday, September 20th. Game Dev Showcase, the official AGC preshow party, is an eventful evening filled with networking, amazing game previews, hands-on demos, and more.
Indie developers should apply now to be a part of the Showcase! 10 finalists will face-off against their peers by pitching their PC game on stage! If you or your team is selected as a finalist you'll be on stage at Austin Game Conference, gain valuable feedback from our luminary panel of judges, and potentially win hardware prizes from Intel! Plus all 10 finalists get time to demo their game in the Intel booth in the AGC expo hall on Sept. 21-22. The deadline for submission isSeptember 1st. Prizes will be awarded for Best Overall Game, Best Artwork, Most Innovative, and Audience Pick.
All AGC attendees, speakers, sponsors and exhibitors are invited to attend the Showcase. You won't want to miss it. Doors open Sept. 20th at 6:00pm at Brazos Hall (204 E 4th St, Austin, TX 78701). Mark your schedule.
The Austin Game Conference (AGC) presented by Intel, takes place September 21-22, 2017 at the Austin Convention Center. AGC provides critical insight into online games development with more than 80 speakers across 7 conference tracks: Design, Technical, Production, Virtual Reality / Augmented Reality, Audience Development, Audio and Business. John Hanke, CEO and Founder, Niantic, Inc., creator of the popular augmented reality mobile game, Pokémon GO, will deliver the show’s opening keynote. Super Early registration is now open.
John Romero, one of the original developers of Doom, is heading to Kajaani in Finland to speak at the Northern Game Summit in October.
The Northern Game Summit (NGS) is a game conference and an annual networking event for the game development trade and associated industries. The event is held in the middle of Finland’s woodland, in the city of Kajaani on October 5th and 6th 2017. Kajaani is located 550 kilometres north from the capital of Finland, Helsinki.
The NGS's 500+ attendees can engage each other in an easy-going and intimate environment across three parts of the event – The Business Mixer, Bonus Stage Party, and the NGS 2017 itself. The event has six different tracks: Design, Production, Art, Audio, Business and Tech.
Speakers from all around the world have enlisted for NGS: John Romero from the US (Industry veteran), Adam Harrington from the US (voice actor, famous from Tales from Monkey Island and Wolf Among Us), Patrick Rose from Germany (Business and Product Analyst at Bandai Namco Entertainment Europe), Eevi Korhonen from Finland (Game Designer at Remedy Entertainment) and Timo Heinäpurola from Finland (Senior Engineer at Reforged Studios).
This year’s panel discussion is about game psychology and how does games and gaming have an influence on the human mind.
The Business Mixer is a pre-party of the Northern Game Summit. Game developers and others can mix’n’match there on October 4th before the conference. The Bonus Stage Party is an official after-party of the Northern Game Summit. It will have great people, Marioke, food, open bar and a small number of exhibitors. The party will be arranged in the evening of October 5th.
NGS main sponsors this year are Critical Force, Fingersoft and Supercell.
More detailed information about everything related to the Northern Game Summit can be found at http://www.northerngamesummit.org. Early Bird tickets are available through the website.
Serious games - those designed for education or training - are on a five-year compound annual growth rate (CAGR) of 20.2% globally, suggesting revenues will more than double to $8.1 billion by 2022, according to Metaari, the foremost analyst firm covering the market. In 2017, global revenues will hit $3.2 billion. And that number includes only retail packaged (off-the-shelf) products. It does not include revenues for hardware, devices, platforms, tools or custom content development services.
Several convergent catalysts are driving the global game-based learning market, according to Metaari in its 2017-2022 Global Game-based Learning Market Report:
Organizational resistance to learning that includes game play is fading fast
The growing availability of easy-to-use development tools
Exponential innovation in Augmented Reality (AR), Virtual Reality (VR, and Mixed Reality (MR)
An upsurge of new next-generation educational games coming to the market
The impending rollouts of very fast 5G networks and the Internet of Things (IoT)
In 2017, consumers were the top buyers of educational games, followed by primary schools and corporations. The three buying segments with the highest growth rates are corporations (35.7%), preschool (30.7%) and higher education institutions (26.3%).
By 2022, corporations will the second-largest buyer group after consumers.
The highest revenue generating educational products are early childhood learning games, brain trainers and language learning games. The serious games with the highest growth rates are virtual reality educational games, at a breathtaking 47.9%.
Eight game-based learning buying segments are analyzed in the Metaari report: consumer, preschool, primary schools, secondary schools, tertiary and higher education institutions, federal government agencies, provincial/state and local government agencies and corporations. The report also lists more than 300 suppliers operating across the globe to help companies identify partners, distributors and resellers.
Metaari's report analyses size, growth and trends in seven regions: Africa, Asia Pacific, Eastern Europe, Latin America, the Middle East, North America, and Western Europe and has two sections: a demand-side analysis and a supply-side analysis for eight buying segments. For the U.S., Metaari provides a detailed breakout including information on major serious game studios and market cataysts.
Sam Adkins, CEO, Metaari, provided highlights of his 100+ page report to attendees at the 2017 Serious Play Conference, an annual gathering of the thought leaders in the serious games industry. Product revenue forecasts are based on Metaari's proprietary game-based learning pedagogical framework, which identifies 11 unique types of educational games. The framework provides suppliers with a precise method of tapping specific revenue streams and a concise instructional design specification for the development of effective educational games.
The Metaari report is available for sale at the price of $499 http://seriousplayconf.com/downloads/2017-2022-global-game-based-learning-market/
UBM Tech Game Network is now accepting submissions for the 20th annual Independent Games Festival (IGF).
The IGF is part of the Game Developers Conference 2018, which takes place March 19th through March 23rd at San Francisco’s Moscone Convention Center. Entries for all of the IGF categories will be accepted now through October 2, 2017, with finalists announced in early January 2018.
Finalists' games will once again be playable at the packed IGF Pavilion on the Game Developers Conference 2018 Expo Floor, and will compete for over $50,000 in prizes. These awards include the Excellence in Visual Art, Audio, Design and Narrative Awards, which will have six finalists each, with the winner getting $3,000 in each category. There will also be six finalists for the $30,000 Seumas McNally Grand Prize.
This year also sees the return of the Best Student Game award ($3,000 prize), and the special Nuovo Award ($3,000, eight finalists) will be offered again to honor the game title that 'makes the jurors think differently about games as a medium'. Finally, the IGF Audience Award ($3,000 prize) will be decided by a public vote from all of the competition finalists.
Organizers are also welcoming the return of the alt.ctrl.GDC Award ($3,000), an affiliated award to be given out during the IGF ceremony, honoring intriguing and inventive games using unique one-of-a-kind controllers. Finalists and the winner for this award will be picked from entries into the popular on-site GDC exhibit, which will open a little later in 2017.
The Independent Games Festival is the longest-running and highest profile independent video game festival, summit and showcase. It has served as a springboard for several games that have gone on to become critical and cultural hits. Previous IGF prize winners from the past 19 years include Quadrilateral Cowboy, Her Story, Papers, Please, Spelunky, Minecraft, Limbo, World of Goo, Braid, Castle Crashers, Everyday Shooter and many more of the game industry's breakthrough independent titles.
Winners will be announced on stage at the high-profile Independent Games Festival Awards on Wednesday, March 21st, 2018, at the Moscone Center in San Francisco, with the IGF Pavilion open from March 21st-23rd, and the sister Independent Games Summit event taking place on March 19th and 20th.
The Independent Games Festival is a part of the 2018 Game Developers Conference, which will be held from March 19th through March 23rd, 2018 at the Moscone Center in San Francisco. IGF continues to be the largest annual gathering of independent video game developers, showcasing top talent across the industry and keeping a pulse on the future of independent games.
Submissions to the competition are now open to all independent game developers. Important dates for IGF 2018 are as follows:
● July 24, 2017 - Submissions are Open
● October 2, 2017 - Submission Deadline
● Early January, 2018 - IGF Finalists Announced
● March 19 - March 23, 2018 - Game Developers Conference 2018
● March 19 - March 20, 2018 - Independent Games Summit @ GDC 2018
● March 21 - March 23, 2018 - IGF Pavilion @ GDC 2018
● March 21, 2018 - IGF Awards Ceremony (Winners announced)
For more information on the 2018 Independent Games Festival, including submission specifics and frequently asked questions, please visit the official Independent Games Festival website. IGF entries can be submitted here.
Epic Games will host their first SIGGRAPH Unreal Engine User Group and party in Los Angeles on July 31, 2017 at the Orpheum Theatre from 4:30-9:00PM; more information and registration is available online.
The User Group will feature an exciting lineup of presentations -- from Epic Games Founder and CEO Tim Sweeney and Enterprise GM Marc Petit to companies as diverse as global architectural firm HOK, self-driving car start-up Zoox and animation production company Digital Dimension, among others. Customer presentations and third party integrations will underscore how Unreal Engine is transforming content creation across animation, feature film, augmented and virtual reality (AR/VR), architecture, and product visualization.
These incredible customers are just a sample of those turning to Unreal Engine to create high quality, interactive content--whether for large-scale design visualizations, childrens animated TV shows, AR, VR or artificial intelligence applications, said Marc Petit, Enterprise GM, Epic Games. Visual fidelity in real time is what were known for--now were adding workflow tools that simplify pipelines considerably and we look forward to demonstrating them at Siggraph!
Epic will showcase real-time productions, workflow tools, and interactive experiences at several events during this years Siggraph; from Real-Time Live!, to the VR Village, to the Computer Animation Festival, and much more. Highlights include:
DigiPro: Epic Games CTO Kim Libreri will keynote the DigiPro Symposium on July 29th at the Beaudry Theatre at Los Angeles Center Studios, where he will discuss Real-time technology and the future of production.
VR Film Jam: Throughout the Siggraph conference, Epic Games will coach the VR Film Jam where teams will convert animated shorts into interactive VR experiences.
Computer Animation Festival: This is the first year real-time production is represented and the only two real-time films being shown are both Unreal projects ("A Hard Day's Nite" and "The Human Race").
Meet Mike in VR: Meet Mike in VR is a state-of-the art digital human performance in virtual reality, powered by Unreal Engine. Spearheaded by FX Guides Mike Seymour as part of his PhD with the University of Sydney, this is a widely-supported global research project that is pushing hardware and software limitations to provide a glimpse into the future of photorealistic, character-driven real-time production.
Jonathan Blow, designer for Braid and The Witness, has been live streaming his latest game engine development and posting the streams to Youtube. The latest streams cover the implementation of an improved animation system and animation control methods.
Click here to view the full series or watch the embed below.
Develop:Brighton, announced record attendance figures with a 7.5 per cent year on year increase. The conference and expo which included sessions from industry visionaries including Brenda Romero, Graeme Devine, Tetsuya Mizuguchi and John Romero had 2,171 attendees over the three days, the most in its 12-year history.
“I’d like to thank all our speakers, sponsors, exhibitors and attendees for making this year’s Develop:Brighton such a success,” commented Andy Lane, managing director of Tandem Events. “Each year we strive to improve and deliver an event that provides the game development community with the opportunity to learn, network and be inspired and we intend to continue on this journey.”
Following the conclusion of Develop:Brighton, Tandem Events confirmed that Develop:VR, a one day conference and expo focused on the new commercial opportunities that Virtual and Augmented Reality present for today’s game developers, will return on Thursday 9 November at a new location, London’s Olympia. Tandem Events also announced Sony Interactive Entertainment will be a headline sponsor of Develop:VR.
On the announcement of Develop:VR, Andy Lane commented, “We are delighted to announce the return of Develop:VR at its new home. Every day we’re learning more about what is possible with VR and AR technology. This is a fast growing sector both inside and outside the games industry and we believe Develop:VR is a destination for developers to learn from and network with those who are making waves in the space. I’d also like to thank Sony Interactive Entertainment for their support of the event as a headline sponsor.”
Michael Denny, SVP WorldWide Studios, Sony Interactive Entertainment Europe, added, “Following on from the success of last year’s event, Develop VR promises to be an essential addition to the industry events calendar. As our PSVR ecosystem pushes at the boundaries of VR, with award winning experiences like the Joshua Bell immersive video project and exciting new games like Farpoint, having an event like this is vital to spread ideas, knowledge and best practice to ensure that, across the creative industries, we can truly deliver on the exceptional promise of VR to our consumers.”
Speaker Submissions is now open for Develop:VR 2017 and prospective speakers have until 23 August to submit proposals at http://www.developconference.com/conference/vr-call- for-speaker- submissions.
Epic Games has announced that the 2017 Unreal Engine Marketplace Summer Sale is officially underway and runs from July 18 to August 1. Over 1,200 items are available at discounts up to 90% off. Blueprints, textures, music, and more are all available. From the blog:
In case you hadn't heard yet, GameDev.net's own GameDev Marketplace also has a summer sale. Until August 31, get 50% off all GameDev Marketplace assets using the code gdnetsummer2017. Browse, buy, and sell at https://gamedev.market.
Nearly 5,000 developers and tech professionals across the world responded to Packt’s third annual Skill Up survey to share their thoughts on the latest tech tools and trends, and how they work and learn. Skill Up 2017 also investigated wider questions about the tech industry - from its status and value in organizations and industry today, through to urgent issues around diversity.
The aim of Packt’s Skill Up survey is to help those working in tech make better decisions about the tools they decide to use, how they use them, and how they learn about them, in order to stay relevant and gain a competitive edge in their careers.
Download the full Skill Up report to discover what it’s like to work in tech today.
Who took part in Skill Up 2017?
Skill Up was circulated globally to people working across an array of sectors in tech; from mobile developers to big data engineers, and everyone in between. 4,731 respondents from 43 countries around the world took part. The majority of responses came from men aged between 35 and 45 working full-time in software solutions in the United States.
A full breakdown of this year’s demographics can be found in the full Skill Up report.
Skill Up at a glance
And the number one tool is…
Python. Its popularity has surged over recent years and it has clearly gained huge mainstream uptake due to its accessibility, fully featured standard library, rich ecosystem of libraries and frameworks, and highly engaged community. Joining Python in the top 5 are Git, Visual Studio, Eclipse, and Java.
Discover who’s using Python and the tools they’re most likely to use with it in Skill Up.
What should people be learning next?
Python’s popularity won’t be waning any time soon – it came in at second place as the tool to learn over the next 12 months. Python was pipped to pole position by Docker. With the growth of containerization, a surge in people learning Docker makes sense. Angular, Visual Studio, and Jenkins also make the top 5.
Take a look at Skill Up to explore who will be learning what over the next 12 months.
Why learn something new?
‘There is a problem that I need to fix and don't know how’ is the number one reason why developers and tech professionals choose to learn something new. They also cite solving problems more effectively at work, and curiosity about tools and languages they’ve read about online as reasons to get learning.
18-34 year olds are most likely to learn something new in order to expand their skillset and apply for a new role. Despite this career focus, they are the most likely to say they are not motivated to learn. The over 45s are very practical about their learning, saying that a new update or change to a language or tool they work with spurs them on to learn. Whilst they have the motivation to learn, they find that lack of time is their biggest barrier.
Skill Up also revealed that 18-34 year olds are big Stack Overflow fans, whilst the over 45s are into their reading. Packt is committed to learning to suit everyone; offering eBooks, print books, videos, blogs, and an online learning platform, Mapt.
Discover more about how those working in tech are learning in the full Skill Up report.
The skills that pay the bills
The big question – who’s earning the most? The top five roles to be in for ultimate earning power are C-Suite Level Managers, Big Data Engineers, Mid-level Leads/Managers, Security Engineers, and Information Architects. Unsurprisingly, developers and tech professionals in North America have the highest average salary, whilst those in South and South-East Asia are worst off.
As for the lowest paid roles, hobbyists came out on top, yet we can assume respondents identifying as hobbyists do not work full-time in a tech role. In terms of full-time professions, Game Developers had the lowest average salary, followed by Web Developers, Technical Support Professionals, and Mobile Developers.
So what do you need to learn to earn? Respondents with Splunk, Hadoop, Kafka, Chef, or SAS under their belt earn more than the average salary. It seems as though Big Data is the industry to be in.
Does the tech industry have a gender diversity problem?
90% of respondents to Skill Up were male, which in itself reveals the industry’s lack of gender diversity. Packt asked respondents if they thought the tech industry does have a gender diversity issue, and a majority of 47.2% agreed. 24.3% didn’t think there was an issue, whilst 28.5% were sat on the fence.
The biggest gap between gender equality appeared in the Financial Services and Software Solutions sectors, whilst Design and Marketing came out on top for diversity. It may come as no surprise that 18-24 year old males were the least likely to agree there is a gender diversity issue. Perhaps a rose-tinted view stemming from a lack of industry experience?
The full Skill Up 2017 survey report is free and available for download here.
GameDev.net and CRC Press have teamed up to bring a new ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design.
The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game.
The free ebook is available through CRC Press by clicking here.
The Curated Books
The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell
Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here.
A Practical Guide to Indie Game Marketing, by Joel Dreskin
Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here.
An Architectural Approach to Level Design
This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here.
Learn more and download the ebook by clicking here.
Did you know?
GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Babylon.js v3.0 has been released. The open source framework allows developers to create 3D experiences in the browser.
The release includes:
Support for WebGL 2 with more control over the GPU
Support for WebVR 1.1 including support for the new Windows Mixed Reality headsets
Support for glTF 2.0 including physically based rendering materials
Improved physically based rendering (demo)
New Babylon.GUI for generating an interactive user interface
Support for morph targets
Support for live textures using WebCam
Documentation improvements and the Playground, where developers can experiment with a live code editor
Learn more from the announcement on the Windows blog.
Unity 2017.1 is now available for download.
As a major release, a ton of improvements and fixes have been included. Here's the rundown:
Timeline allows you to create cinematic content such as cutscenes and trailers, gameplay sequences, and more
Cinemachine is an advanced camera system allowing you to compose shots like a movie director, without code
Post-processing allows you to easily apply realistic features to scenes using film industry controls
Unity Teams includes a set of features that simplify the way creators work together, including Collaborate and Cloud Build
Live-Ops analytics introduces easier ways to understand users without having to redeploy
Improvements to Particle Systems and the Progressive Lightmapper
Performance boosts with Deferred Rendering on iOS and NVIDIA VRWorks on PC
Plenty more improvements and bug fixes are in the Unity 2017.1 release. Get the full details at the Unity blog announcement.
The Walt Disney Company announced today that Epic Games has been selected as a 2017 Disney Accelerator to help build the future of media and entertainment. As a Disney Accelerator, through a program designed to connect Disney portfolio companies with the creativity, imagination, and expertise of The Walt Disney Company, Epic will have access to Disney's leadership team, mentorship, and support.
From the Epic blog:
Learn more from the Epic blog or https://disneyaccelerator.com/.
The Austin Game Conference (AGC) today announced that John Hanke, CEO and Founder, Niantic, Inc., creator of the popular augmented reality mobile game, Pokémon GO, will deliver the show’s opening keynote.
In his keynote, What is AR and Does it Matter for Games?, Hanke will discuss the challenges and opportunities of building augmented reality games. He will provide learnings from developing AR games and running them as live services and discuss what shape augmented reality will take on in the next few years.
AGC returns to the Austin Convention Center Sept. 21-22, 2017, with the support of game development community and presenting sponsor Intel. More than 80 speakers will share critical online game development insight across 7 conference tracks: Design, Technical,Production, Virtual Reality / Augmented Reality, Audience Development, Audio and Business.
As CEO, John leads Niantic, an innovative company dedicated to building “Real World” mobile gaming experiences that foster exploration, exercise and social interaction. Niantic has developed and released two games, Ingress and global phenomenon Pokémon GO. The company was originally founded as a start up within Google to explore the creation of new kinds of entertainment at the intersection of location, social, and emerging mobile devices. Niantic was spun out as an independent company in 2015 with backing from investors such as Google, Nintendo and The Pokémon Company.
In the past year since the launch of Pokémon GO, Facebook, Google, Apple, and Snapchat have all started talking about Augmented Realty. And yet many people are still not sure what ‘AR’ is and there is debate about whether it is relevant to gamers in the near term. Hanke will discuss the challenges and opportunities of building augmented reality games. He will provide learnings from developing AR games and running them as live services and discuss what shape augmented reality will take on in the next few years.
“With the debut of Pokémon GO, last year, Niantic brought augmented reality and managed live game services to the forefront of both game development and the general public, creating a tidal wave of interest,” says Christopher Sherman, Austin Game Conference Executive Director. “We’re excited for John to kickoff AGC and share his insight into what they’ve learned developing the game, the Niantic platform, the live service, and how developers can work to develop the next generation on real world games.”
John is joined by more than 80 expert speakers from across the game industry, including individuals from Electronic Arts, Battlecry Studios, Owlchemy Labs, SVRVIVE Studios, Art & Craft Entertainment, Inc., Bungie Studios, ChickenWaffle, Epic Games, Daybreak Game Company, Cloud Imperium Games, Trion Worlds, Riot Games, Twitter, Wicked Fun, Sphero, Sony Interactive Entertainment, HTC Vive, TheWaveVR, Kongregate, Audiokinetic and more. View the full speaker list at http://austingamecon.com/speakers/.
Super Early registration for AGC ends July 22nd for the rate of $249.
Unity has announced on their blog that they will be deprecating DirectX 9 support in the upcoming Unity 2017.3 release. They explain that reduced DX9 hardware in the market and a lack of support from Microsoft have led to the decision.
Starting with Unity 2017.3, the Unity Editor and Standalone player will no longer support DirectX 9. Unity also recommends developers change the "Graphics API for Windows" setting to use "OpenGL" in order to support the Windows XP platform.
You can learn more at the Unity blog.
The initial version of Waveform has been released. Waveform is designed for developers who don't have the time to create 3D artwork for their project. It simplifies art creation into programmable blocks and 2D curves, allowing developers to create better "programmer art".
From the blog:
Waveform is free to use for 30 days, after which a license fee of £29.99 (~$38 USD) is required to receive updates for up to 1 year.
The GameDev.net Game Jobs board is back online at https://www.gamedev.net/jobs. You can access it in the menu through Careers -> Game Jobs -> Browse, where you can view the job listings and find a career in games doing what you love. You can also search the board with the site search at https://www.gamedev.net/search (in menu at Activity -> Search).
One change from the pre-upgrade system is that we've also launched our new Games Industry jobs microsite, GameDev.Jobs.
GameDev.Jobs powers the GameDev.net jobs board, so you'll see all the same listings here that you see there.
If you're interested in posting a job on our board, you can learn more about posting your listing by clicking here.
AbleGamers Foundation, the charity and organization wielding the power of gaming to break down the barriers of economic and social isolation for people with disabilities, has announced Player Panels, a new initiative which partners AbleGamers and its community with leading publishers, AAA to indie developers and leading researchers to ensure game accessibility is at the forefront of game development.
Steve Spohn, AbleGamers COO shared:
Working with the University of York, AbleGamers’ Player Panels enlists gamers with disabilities to work with video game companies and researchers directly to help lead the charge in improved accessibility technologies and game design practices. Player Panels team members will leverage their personal challenges (due to their various disabilities) faced while playing games, helping enhance and shape and the future of game accessibility based on real-world, first-hand experiences.
“For the last 12 years, AbleGamers’ in-house accessibility experts have provided game companies with critical input through our game accessibility reviews and Includification resources,” said Christopher Power, Vice President of AbleGamers and Lecturer at the University of York. “Player Panels is the natural progression of that program. All of our testers live with disabilities, which allows them to offer the game industry in-depth insight to potential solutions that may not be apparent to people who have studied, but have not experienced disability firsthand.”
AbleGamers’ Player Panels will connect disabled gamers and top organizations that share the mutual goal of making sure as many people as possible can game regardless of their disability. Player Panels team member qualifications only require a love of video games and some form of disability. Those approved will be compensated for their time and expertise. Gamers with disabilities who are interested in joining can sign up today at www.ablegamers.org/player-panels.
The International Game Developers Association’s (IGDA) executive director, Kate Edwards, is stepping down after almost five years of tireless work to expand the IGDA’s support for game developers worldwide. Trent Oster, chair of the board of directors and CEO of Beamdog, will serve as the interim executive director until a suitable replacement is found.
“Kate has been an important industry leader for the IGDA in this role, doing heroic work as an advocate for developers of all backgrounds. Her accomplishments have carried the IGDA through tough times and helped countless developers on their journeys,” says Oster. “We look forward to seeing what Kate accomplishes in what is certain to continue to be a bright career.”
During Edwards’ five years as executive director, the IGDA expanded its international reach, establishing chapters in Bangladesh, Egypt, Estonia, Georgia, Tunisia and numerous other locations. Edwards signed more than 300 peer advisory letters of recommendation for game developers trying to get work visas in the U.S.
Under the guidance of the IGDA’s board of directors, Edwards took firm stances on social issues, being among the first to speak out against the misogyny and hate perpetuated by GamerGate and against the detrimental practice of “crunch” time, standing up to the NRA which tried to blame tragedies such as Newtown Connecticut on videogames, and advocating on behalf of the international game developer community when President Trump’s administration recommended the travel ban.
“It’s been a great honor to help game developers from all walks of life, all over the world, succeed in our industry,” says Edwards. “I want to thank the IGDA board, staff and all its members whose advocacy has made a difference for our community, and I look forward to following the association’s continued success.”
sProfessional, amateur and student developers focusing on the Mac platform will now have access to the robust features and tool sets YoYo Games, creator of GameMaker Studio 2, put together in this latest iteration on the popular platform.
GameMaker Studio 2 on Mac OS is completely on par with its Windows and console siblings, keeping intact the vast upgrades and overhauls made in still-new engine released earlier this year. YoYo Games has developed a product for all levels of expertise as seen with the trademarked Drag and Drop system (DnD™), which translates desired actions into actual, functioning code designed for beginners. Professional developers retain the same powerful programming language and comprehensive set of tools for advance exporting and rapid deployment across all leading platforms including mobile, console and desktop.
“Mac owners love video games just as much as PC or console owners,” said James Cox, General Manager of YoYo Games. “Bringing GameMaker Studio 2 to Mac will help us reach as many budding or expert developers as possible. With GMS2 we are eliminating the OS roadblock many developers find themselves behind when they want to focus on the Mac platform.”
With GameMaker Studio 2 more widely available to Mac developers, students and educational institutions can broaden their usage of the engine and begin, or continue, their journey into gamecreation. Anyone using the engine will also benefit from many improvements including:
Workflow enhancements: a new innovative workflow and seamless path from DnD™ to actual code with multiple workspaces, user definable resource views, real-time updates from one editor to another, and cross platform source level debugging;
Level editing features: new layer-based level editing gives developers the ability to create more complex visuals with backgrounds, tiles, instances, assets and paths. New features also include level inheritance to create multiple levels at once, and an advanced tiling system that automatically selects the right tile for the job;
Cross-platform development: available for Windows (Vista and above) and soon for Mac OS X for target development across multiple platforms including Windows Desktop, Mac OS X, Ubuntu, iOS, Android (including Android TV, Amazon Fire and Fire TV), Microsoft UWP, PlayStation 4 and Xbox One;
Native extensions: Game Maker Language (GML) supports all native targets to simplify the cross-platform development.
Learn more at http://www.yoyogames.com/.
Mozilla and Humble Bundle have teamed up to release HumbleNet, a C API that wraps WebRTC and WebSockets and hides away all the platform differences between browser and non-browser platforms.
Starting as a project in 2015 to support an initiative to port peer-to-peer multiplayer games in asm.js and WebAssembly, Mozilla identified the need for UDP networking support for web games and partnered with Humble Bundle to release the project as open source.
But why does the world need another networking library? According to Mozilla:
You can find pre-built redistributables at https://humblenet.github.io/ with binaries for Linux, macOS, Windows, a C# wrapper, Unity3D plugin, and emscripten for targeting asm.js or WebAssembly.
Learn more from Mozilla's announcement by clicking here.
It’s official, the world has ended as Microsoft has resurrected the hugely successful Dream Build Play challenge for 2017. The biggest difference in this resurgence is that you can now use any tool, framework or language you wish, so long as it targets Windows 10 UWP!
You can learn more about the competition at https://developer.microsoft.com/en-us/windows/projects/campaigns/dream-build-play-challenge.
The competition is broken up in to 4 main categories with various Prize levels for each, totaling a MASSIVE $200,000 prize fund for entrants to win!
The competition is open to all (worldwide) with only a few of the usual exceptions:
If you are a legal resident in your place of residence and 18 years of age or older as of June 27, 2017. If you are 18 years of age or older but are considered a minor in your place of residence, you must have your parent’s or legal guardian’s permission to enter; and
You have the technical programming education, experience and/or knowledge to create games for UWP; and
You are NOT a resident of any of the following countries: Cuba, Iran, North Korea, Sudan, and Syria; and
PLEASE NOTE: U.S. export regulations prohibit the export of goods and services to Cuba, Iran, North Korea, Sudan and Syria. Therefore, residents of these countries / regions are not eligible to participate.
You are NOT an employee of Microsoft Corporation or an employee of a Microsoft subsidiary; and
You are NOT an employee of any company or organization that is involved in the provision of prizes, equipment or materials for this Challenge; and
You are NOT involved in any part of the administration and execution of this Challenge; and
You are NOT an immediate family (parent, sibling, spouse, child) or household member of a Microsoft employee, an employee of a Microsoft subsidiary, or a person involved in any part of the administration and execution of this Challenge.
You also can’t (of note) submit a game that is being built by a major publishing house or one that is currently in development for console development programs such as ID@Xbox, PS Dev, etc. It has to be your own work and not linked to your development studio or company. If it wasn’t obvious, you also cannot submit games that are already published and sold, the game / project must be new.
If you are up to the challenge, there are a few key dates to be aware of!
A brief history of Dream Build Play
Dream Build Play which ran from 2007 through to 2012, has birthed some of the most famous Indies in the years gone by, including:
SKA-Studios with The Dishwasher: Dead Samurai & I MAED A GAM3 W1TH Z0MB1ES 1NIT!!!1 – So famous everyone is still playing their games
Humble Hearts with Dust: An Elysian Tail (which went on to be bought by Microsoft Studios)
Xona Games with Duality ZF (still going strong with new titles being released this year)
Most Studios and 1 man bands, especially those that won, have all gone on to do great things and that was only with a single framework to build it in, Microsoft’s XNA Framework.
Read more about the history of Dream Build Play on Wikipedia.
Now, with the new and improved Dream Build play, the competition is open to anyone and everyone, with any tool, framework or language you wish, with only one single requirement: It must target the Windows 10 Universal Windows Platform.