Do YouTubers help you make better games? To find out, Gamasutra took to Twitter to ask our followers: Who do you watch? …
Virtual reality outfit Jaunt, a startup company founded in 2013 that develops tools and software designed to push the boundaries of cinematic VR, has received $ 65 million in funding. …
Former Valiant Hearts co-director turned indie developer Joan Fanise talks briefly about the design goals and development process of emotive rhythm game Lost In Harmony, his studio’s debut game. …
A former App Annie employee has launched his own analytics platform, Whally, that’s designed to identify and track ‘whale’ players who invest significant amounts of time into mobile games. …
Destiny: The Taken King is still a little over two weeks away from launch, but Activision is already sending out the launch trailer. In the trailer, we get some new looks at characters like Oryx, Cayde, Eris, and the Awoken Queen Mara Sov, along with some impressive outer space battle sequences.
Check out the trailer below, and share your theories about what you see in the comments below. For more on Destiny: The Taken King, don’t miss out on our now complete hub of cover story-related interviews, articles, and analysis.
(Please visit the site to view this media)
What effect did the incredibly popular, yearly promotion have on game developers? Two resources break it down for your perusal. …
Commercial success of Batman: Arkham Knight and Mortal Kombat X helps boost Warner Bros. quarterly revenue by 15 percent. …
The Late Show with Stephen Colbert doesn't premiere for two months, and apparently the comedian is using the free time to program text adventure video games (or getting someone to do it for him).
You can check out the game here, which is unsurprisingly funny, and is the one opportunity (that I am aware of) where you get be Stephen Colbert.
Colbert is a fan of nerd culture taking every opportunity to profess his love for all things Tolkien and Lord of the Rings and Star Wars. He had Anita Sarkeesian as a guest on The Colbert Report to discuss video games, had Rock Band in his green room and often got bands like Rush to play their own songs, and his song "Charlene (I'm Right Behind You)" was featured as a track in the game, but I don't know if he is a gamer himself.
Regardless if he plays games or not himself, he clearly has a respect and appreciation for the medium and understands its cultural relevance.
Thanks to Sam "Carcosam" Caloras for the news tip!
It’s been a rough week for WB Games, Batman: Arkham Knight developer Rocksteady, and PC fans hoping to play the series’ conclusion. The game continues to suffer from crippling problems that limit frame rate and visual fidelity.
Yesterday afternoon, game director and Rocksteady co-founder Sefton Hill offered a small update. Earlier in the week, Rocksteady revealed that WB Games outsourced the PC port. According to Hill, that developer is Chicago-based Iron Galaxy, the studio behind Killer Instinct Season Two, Borderlands 2 on Vita, and Divekick.
“I'm aware that some users are reporting performance issues with the PC version. This is something that Rocksteady takes very seriously,” Hill wrote on Twitter. “WB Games is working with the PC developer Iron Galaxy to address the issues ASAP. Rocksteady will provide any support to get this resolved. Totally supported decision to suspend PC version. We have our best engineers at Rocksteady working like crazy to help fix the issues ASAP.”
Batman: Arkham Knight sales were temporarily halted on Steam on and other PC storefronts earlier in the week. Rocksteady has offered some help for users related to suggested settings as a workaround while the studio, Nvidia, and AMD work to optimize the game.
Hill also says in a response to a fan question that PC fixes are being prioritized over any console updates. We’ll update as more information is available. For more, you can read up in our spoiler-free review.
The framerate problems experienced by many users is certainly one issue in play here, but it isn’t the only one. Side-by-side comparisons show that the PC version simply doesn’t feature some of the visual elements of the console installments. As impressive as the PS4 and Xbox One are, it’s a bad sign when those versions look better than the one running on more powerful hardware.
After reading Flatland: A Romance of Many Dimensions, indie game designer Marc Ten Bosch was inspired to create a game that would help people better understand the workings of the fourth dimension. Miegakure has been in development for a long time, but it may be nearing completion, so we talked with Bosch about the challenges of creating a game set in a dimension outside our own and what he's doing to ensure that players don't get completely lost while exploring the multiverse.
What's the most challenging aspect of programming a game
In general we have to generalize to 4D every concept we take
for granted in other games. Almost no one has done this before, so we had to
invent of lot of new tech for this game. For example, in a 3D game objects are represented by a bunch
of triangles that create the surface of the object. In a 4D game the surface is
represented using a bunch of tetrahedra! Similarly to represent the texture of
an object, in a 3D game we use images, which are essentially 2D squares of
pixels. In a 4D game we have to use images which are 3D cubes of pixels!
your personal history? What got you into game design?
I grew up in France. My first console was a Sega Master
System and I owned most consoles since then. I always knew I wanted to be a
designer and probably a game designer. As a kid, I filled tons of notebook with
game designs. Each notebook was a strategy guide for a game that didn't exist.
I moved to the US for college. I studied game programming at DigiPen and
computer graphics and engineering at Brown. After that I briefly worked at EA,
but I decided I wanted to make my own games so I showed a prototype of
Miegakure at the Experimental Gameplay Workshop at the Game Developers
Conference and people seemed to be into the game, so I kept working on it.
made you want to try to create a 4D game? That sounds like an incredibly taxing
I wanted to make an experimental game that combined my love
of programming (especially computer graphics) and game design. I also wanted to
make a game that would push the boundaries of what games can do.
Computer graphics is fun because
you get to make pretty pictures by writing code. In this case it's even more
fun because the graphics and the gameplay are so intertwined. This is because a
large part of the gameplay comes from understanding how to navigate a
four-dimensional space, and that involves paying attention to the environment
and the way it changes when you change where you are looking in 4D. As a player
you look for landmarks and any cues you can find to understand what is
happening. So the graphics are not just a backdrop, they are a large part of
It's taxing in a way, because it's
not an easy game to make (we have to generalize every concept we take for
granted in other games, like representing shapes, texturing them, colliding
with them, etc…) but it's also exactly what I enjoy doing, so why do anything
Who is the main
character in the game? What's his goal?
The main character in the game is Kata. He lives in a village in a world
that is a mix between European and Japanese middle-ages. One day, wanting to
help a friend in trouble, he discovers that he has the ability to move along a
fourth dimension of space. He does not know how he came to have this power, as
no one he knows can do that, let alone know anything about a fourth spacial
dimension. As he explores the fourth dimension he discovers that the world he
is from is only one out of many worlds, all "stacked" along the fourth dimension.
He also meets a few strange creatures for which moving in 4D is natural.
Be able to move in 4D is
disorienting at first, but it gives great powers. For example he can disappear
at will, reach in or appear inside closed spaces/buildings without opening
them, make objects seemingly float in mid-air, etc… As the game unfolds, his
goal is to understand these powers and discover more about the 4D world he
lives in. Who else has this power? Who are these strange 4D creatures? What
have they left behind?
(Please visit the site to view this media)
On your website, you
say that the fourth dimension isn't time. Why is that?
People have often heard the phrase "the fourth dimension is
time," but we can label dimensions however we want: there is no such thing as
*the* fourth dimension, just like
there is no *the* first dimension or second or third.
In any case, it is possible to see
time as some kind of dimension, one that works a lot like a spacial dimension;
in fact that's the basis for Einstein's theory of relativity. But time is not
exactly the same as a spacial dimension. For example, we experience time as
always moving forward. The fourth dimension in the game works exactly like the
first three spacial dimension we are familiar with, and so it is different from
time. So if we wanted to give time a number, then we might say that in this
game time is the fifth dimension. So this is not at all a game about
Do you have any
systems in place that will help players navigate this world and not get lost?
How will you know which part of the world you're in and how to travel where you
want to go?
Of course! We worked hard to make sure players don't get
lost. We build levels out of 4D tiles, in a similar way to how Minecraft's
world is built out of 3D tiles. But unlike Minecraft we keep levels very small
so that there is not a lot to keep track of. We put clear landmarks like trees
and lantern that help players keep track of where they are. We also texture the
ground differently at intervals along the fourth dimension: it turns out this
makes 4D space look like a bunch of parallel universes, like in a game like
Zelda: A Link Between Worlds for example. The difference is that there are
usually more than two worlds, and you move between them in this strange way:
there's a perspective where you see multiple worlds at once, but only part of
each. As you play the game, if you pay attention to your environment and keep
track of landmarks, you slowly understand how to move between the different
worlds and how they overlap/relate to each other.
Can you give us some
examples of puzzles that might be in the game? Maybe something you haven't
talked about before?
Puzzles in the game try to showcase things you can do
because you can move in 4D that would normally be impossible for a 3D being. So
for example, in a level there is a temple which is closed-off in all
directions. However, it's just a 3D building so it's not closed off along the
fourth dimension! So you can enter it from the fourth dimension. Inside the
building is a moveable block, which you can then take with you and use as a
platform to get to the goal, which is outside the temple. This level showcases
how you can steal an object from a seemingly closed container without opening
it. Another level has two large rings that start separate, and to get to the
exit you must bind them together. It turns out that this is possible to do
without breaking the rings by moving one of them into the fourth dimension and
Something I haven't talked about
before? If you turn something 180 degrees in the fourth dimension, you can
actually turn it into its mirror image. So for example if you turned 180
degrees into the 4D, your heart would then be slightly offset to the right
instead of to the left, any birthmark you have would change sides, your right
hand would become your left hand, etc… One puzzle uses your ability to easily
turn objects into their mirror image.
How do you manage to
keep how this game works in your head?
As far as how to play the game, once you understand how it
works it's fairly straightforward, and you do get better over time. You also
don't have to understand every single detail of it to play it. As far as
programming it, it works just like any other video game, except that instead of
each object's position being represented with three numbers (x,y, and z), it's
represented with four numbers (x,y,z, and w). If you set it up properly, a lot
of the game code works the exact same way regardless of how many numbers there
What are some of the
coolest things we could do if we actually had access to the fourth dimension?
I already talked about some of them when talking about the
puzzles; being able to move in 4D would be super useful for a thief, from being
able to disappear at will to being able to enter locked buildings and safes. You
could also spy on people without them knowing. But it's not just about what you
could do but also how much more varied a 4D world could be, filled with
interesting shapes that could not exist in 3D. Things like knotted spheres for
example. So much crazy vegetation, machines, sculptures, etc… could exist in
Marc Ten Bosch has been working on Miegakure for a long time. See the game in action back when we originally cover it in 2010.