The developers of the of the critically acclaimed Wolfenstein 2, MachineGames, have now opened their vacancies for the Network Programmers which might indicate that the studio might be looking to introduce multiplayer in its next project, Wolfenstein 3 maybe? Their first game from MachineGames was Wolfenstein: The New Order which launched in May 2014 and received many awards including “Game of the Year” & “Shooter of the Year” awards. The recent title from the studio is Wolfenstein 2: The New Colossus which released on 27 October 2017. Wolfenstein 2 sold at a very quick pace and that was when the developers decided to recruit Network Programmers to strengthen their team. This actually means something that we might be able to see a multiplayer mode in this game with all the hiring going on. Network Programmer’s main responsibilities will be to coordinate with the engineers to construct and re-define gaming systems and also see the online features … [Read more...] about MachineGames Hiring Network Programmers, Multiplayer In Wolfenstein 3?
Community development programme launched in
Tekken 7 is the first Tekken instalment to hit PC since the series first launched in Japan in 1994. It's only taken 23 years, but it's no surprise that it's happening now: not only did Street Fighter 5 launch for PC last year but, increasingly, any game with a competitive-bent will usually find its natural home on PC.Last week I chatted with Tekken director Katsuhiro Harada, who was translated by fellow game designer Michael Murray. I also had some time with the game's story mode and... let's just say it's as hilariously overblown and intense as a Tekken game should be, with a blaring soundtrack and even some unusual third-person shooting sections. I'll write more about that later but, in the meantime, my chat with Harada and Murray is below. Tekken 7 releases June 2.PC Gamer: This is the first Tekken for PC – how are you finding developing for PC?Harada: There’s a lot of firsts for the series – not only being on PC, but using the Unreal Engine 4. It’s also … [Read more...] about Tekken 7 director on developing for PC and competing in a brave new esports world
[Gamasutra's Simon Parkin speaks to Erlend Grefsrud, co-founder of omga.me, just as the site -- a web-based Flash toolkit that allows game designers to borrow art and code with which to create 2D games -- enters Beta testing.]Strongman Games announced this week the launch of the OhMyGame closed beta. OhMyGame aims to be the most efficient, user-friendly game development toolset for use in a web browser.The platform will focus heavily on the social aspects of game development, allowing users to share their code, assets and levels with other OhMyGame users.In this Gamasutra interview, co-founder Erlend Grefsrud discusses OhMyGame's goal of providing game development tools that are accessible to anyone, not just coders.What's your pitch with omga.me?In brief, OhMyGame lets you make games in your browser, share all your code, assets and levels across a social network and output for a number of platforms.It is a web-based, fully integrated game development suite with heavy emphasis on … [Read more...] about Can OhMyGame! Democratize Game Development Through The Browser?
Blizzard's Starcraft 2 world championship series is one of the biggest eSports tournaments around, offering up prize money of $250,000 in a grand final due to take place in Shanghai in November 2012. The man behind it is Ilja Rotelli, Blizzard's Director of Global Community & eSports.We sat down with Rotelli at the European finals of the World Championship Series in Stockholm to find out his plans for making eSports more accessible, balancing pro and amateur play, what the community might not be expecting once Heart of the Swarm hits, and why he wants to put Starcraft in every school. Firstly, could you introduce yourself and explain to the PC Gamer readers what it is that you do? I'm Ilja Rotelli. My formal title at Blizzard is Director of Global Community & eSports and as the title describes, I'm responsible for two areas of our company -- one of them is managing the team that manages our community for World of Warcraft, Starcraft 2, Diablo and so forth, and the second is … [Read more...] about Starcraft 2 in every school: Blizzard’s eSports director interviewed
[Industry veteran, Game Programming Gems author, and former Game Developer EIC Mark DeLoura offers a valuable overview of game engines at GDC, examining how they've evolved in the past year, recent releases that highlight the engines best, and what they'll show off at GDC 2010.]A little over a year ago, I conducted a survey of senior technology- and production-focused game developers, asking them their thoughts about game engines. The results were published on Gamasutra in March 2009, in two large articles, one covering the general results and the other touching on the technology-specific results.Since that time I've been thinking about engines a lot, and talking to engine developers, but haven't spent much time writing about the space apart from a presentation I did for GDC China.Doing the survey again this year didn't seem like a good idea, since frankly a mere one year gap is rather short for this space. I'm not sure the results would be particularly different or interesting … [Read more...] about In-Depth: The State Of Game Engines At GDC 2010
Creators of the Timesplitters Rewind fan project have released their first developer update video, going over recent progress made. The project, which aims to recreate both multiplayer and single-player content from the first three games in the series, is still tentatively on-track for a partial launch in late 2017. While only a short video, the developer update provides a great visual look at Timesplitters Rewind‘s progress as it nears its initial release.The developer update focused on just a handful of topics. The team is currently acclimating to CryEngine’s 5.4’s preview build, deciding how to make the most of the new tools. This engine shake-up has apparently restarted a lot of the team’s in-engine work, but hasn’t shifted Timesplitters Rewind‘s initial release. A big focus right now is on 2D art, with assets for menus, loading screens, UI for certain game modes, and more ready and waiting implementation. Plus, the map “Chinese” … [Read more...] about Timesplitters Fan Remake Gets Developer Diary Update
There are lots of things that can go wrong when a dev team is handed a brand new engine, but there’s one in particular that experience has taught Andy Kipling to look out for: overexcitement. “I would say the biggest risk with the new hardware is going, ‘Hey, look at all these cool new toys, no-one has to deal with five or ten megs of RAM, we’ve got eight gigs, oh my God, we’re going to go crazy’,” said Zombie Studios’ director of production. So when Zombie’s “close, long-standing” relationship with Epic brought them unusually early access to Unreal Engine 4, the Seattle studio formulated a plan. They’d start off with a “low-fi” project - something that would teach the team the ropes of the new engine, and showcase the studio’s way with box-fresh tech. They’d release it quietly themselves. But overexcitement was in the air. The world’s press got wind of the fact that Daylight was going … [Read more...] about Making it in Unreal: How Daylight survived public pressure and became the very first UE4 game
The first digital fruits of Bethesda’s new kinda-sorta-paid-mods programme, the Creation Club, arrive today in Fallout 4 [official site]. It’ll then hit Skyrim in September. Unlike Bethesda’s disastrous first flirtation with paid mods for Skyrim in 2015, which was quickly abandoned, the Creation Club is more like a DLC microtransaction store partially outsourced to modders. It’s a selection of new content Bethesda are approving and commissioning themselves rather than Steam’s failed free-for-all marketplace where anyone could upload anything, see. The initial Creation Club lineup is pretty bland, mind, just odds and ends.Swing on by Bethesda’s blog to see everything in the Fallout 4 Creation Club’s launch lineup. Content includes clobber like Chinese Stealth Armor and Morgan Yu’s spacesuit from Prey 2017, Pip-Boy reskins, weapons, furniture for base-building, and a cheeky nod to Oblivion’s horse armour upset with a set of power … [Read more...] about Following paid mods fiasco, Bethesda launch Fallout 4 Creation Club
For an island that only measures 274.2 square miles with an estimated population of 5 million people, one might assume that video game development is almost nonexistent in Singapore. Far from it: Companies like LucasArts and Ubisoft have set up local development operations, while the Singapore government body, Media Development Authority (MDA), is continually pushing out initiatives to promote gaming culture and the industry throughout the country. In this GameSpot Asia feature, we look at just how vibrant the Singaporean development scene is, speak to some of the key players, and find out what the future holds for the industry. Is it all sunshine and roses to work in a country smack-dab on the equator? With about 1 million gamers and about 40 game companies, LucasArts Singapore's executive producer Gio Corsi certainly thinks so. "It's exciting times being a game developer in Singapore," Corsi says. "While the rest of the industry around the world is just starting to shake off … [Read more...] about Game Development in Singapore: A Primer
Unreal Tournament is coming back. Developer Epic Games revealed today that the multiplayer shooter's next incarnation — in development in Unreal Engine 4 for Linux, Mac and Windows PC and called simply Unreal Tournament — will be free, moddable and collaboratively developed with fans.We spoke with senior programmer and project lead Steve Polge ahead of today's Twitch reveal to learn how Epic chose this path, what the developer thinks players want from a modern arena shooter and what "free" really means. The next Unreal Tournament is a product of Epic's plans for Unreal Engine 4. In March 2014, the developer and software creator announced a new business model: Unreal Engine 4 is available to all for a $19 monthly subscription. Just this week, Epic released the software's development roadmap. A more affordable engine developed in public means more potential creators, a central focus of the upcoming game. "For years, we’ve wanted to reboot Unreal … [Read more...] about The new Unreal Tournament will be free, moddable and developed with players