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More License Options for YoYo Games GameMaker Studio 2

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YoYo Games is expanding the ways in which professional developers can get their hands on GameMaker Studio 2. The engine is now available as a console-only license and an all-in-one Ultimate license. Both the Console and Ultimate versions require users to be officially registered developers on all platforms for which they wish to useGameMaker Studio 2. Console Developers also now have the option to purchase a console-only license, which includes: A straightforward way to access powerful development tools for either PlayStation 4 or Xbox One; Provides the exact same game-engine functionality as the Ultimate version; Can be purchased for $799.99 per seat for a one-year license. Ultimate Videogame developers looking for a one-stop-shop route can now purchase the GameMaker Studio 2 Ultimate license, which allows: Cross-platform development for all supported platforms, including PlayStation 4, Xbox One, Windows, Mac OS, iOS, Android and more; Admittance to all of GameMaker Studio 2's well-regarded support platforms and communities; Can be purchased for $1,500 per seat for a one-year license. "YoYo Games is a huge proponent of spreading the joy of game development to as many people as possible, as efficiently as possible," said James Cox, General Manager of YoYo Games. "Based on our experience, one of the best ways to do this is by giving our users many options for purchasing a game engine, each tailored for a certain situation – the Console and Ultimate versions help do exactly that." News of the Console and Ultimate versions come on the same day that YoYo Games is implementing the latest update to GameMaker Studio 2. Version 2.0.7 brings highly requested IDE features and fixes including: New image editor tools such as Blur and Reverse Frames; Rewrite of the engine’s start page for a better experience; HTML5 updates and bug fixes. To see a full list of changes coming to GameMaker Studio 2.0.7, please visit https://www.yoyogames.com/gamemaker/releasenotes. For more information on how to purchase the Console, Ultimate or any other version of GameMaker Studio 2, head to https://www.yoyogames.com/get.

More License Options for YoYo Games GameMaker Studio 2

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YoYo Games is expanding the ways in which professional developers can get their hands on GameMaker Studio 2. The engine is now available as a console-only license and an all-in-one Ultimate license. Both the Console and Ultimate versions require users to be officially registered developers on all platforms for which they wish to useGameMaker Studio 2. Console Developers also now have the option to purchase a console-only license, which includes: A straightforward way to access powerful development tools for either PlayStation 4 or Xbox One; Provides the exact same game-engine functionality as the Ultimate version; Can be purchased for $799.99 per seat for a one-year license. Ultimate Videogame developers looking for a one-stop-shop route can now purchase the GameMaker Studio 2 Ultimate license, which allows: Cross-platform development for all supported platforms, including PlayStation 4, Xbox One, Windows, Mac OS, iOS, Android and more; Admittance to all of GameMaker Studio 2's well-regarded support platforms and communities; Can be purchased for $1,500 per seat for a one-year license. "YoYo Games is a huge proponent of spreading the joy of game development to as many people as possible, as efficiently as possible," said James Cox, General Manager of YoYo Games. "Based on our experience, one of the best ways to do this is by giving our users many options for purchasing a game engine, each tailored for a certain situation – the Console and Ultimate versions help do exactly that." News of the Console and Ultimate versions come on the same day that YoYo Games is implementing the latest update to GameMaker Studio 2. Version 2.0.7 brings highly requested IDE features and fixes including: New image editor tools such as Blur and Reverse Frames; Rewrite of the engine’s start page for a better experience; HTML5 updates and bug fixes. To see a full list of changes coming to GameMaker Studio 2.0.7, please visit https://www.yoyogames.com/gamemaker/releasenotes. For more information on how to purchase the Console, Ultimate or any other version of GameMaker Studio 2, head to https://www.yoyogames.com/get. View full story

Corona Enterprise is now free

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Hey everyone. Corona Labs has announced a big change with our stellar 2D engine today. Corona Enterprise, our native-extensions product is now free. Please read more about it here: http://bit.ly/2tTAaRQ Rob / Developer Relations Manager, Corona Labs.

Develop: Brighton 2017 Announces Indie Showcase Shortlist

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Develop:Brighton today announced the shortlisted games to be on display as part of the seventh Indie Showcase, sponsored by Unity. Running on 12 and 13 July within the Develop:Brighton Expo, the Indie Showcase highlights independently-developed games selected by a judging panel of industry experts. The process takes into consideration graphics, gameplay, technology achievement and originality. Attendees will be able to play all the games at the Expo and on Thursday 13 July the overall Indie Showcase winner as chosen by the judging panel and the People’s Choice winner, as voted for by delegates through the Develop:Brighton website, will be announced. Past shortlisted games over the last four years include critically acclaimed PC title Gunpoint; arthouse video game That Dragon, Cancer and PC title Action Henk which was picked up by Curve Studios after the event. "Every year we’re blown away by the standard of submissions for the Indie Showcase and this year was no exception,” commented Adam Green, chairman of the selection panel. “We had over 120 games submitted this year, which is the highest number yet. Selecting the finalists from such an incredible range of diverse titles was as challenging as it was inspiring. Be sure to swing by the Indie Showcase and check them out!" Managing director of Tandem Events, Andy Lane, added, “It’s been seven years since we launched the Indie Showcase, and the creativity displayed by all the indie developers that submit never ceases to amaze me.”“It’s fantastic to have Unity on board as sponsors for another year. Everyone involved is excited to see the industry reaction when they have hands-on opportunity at Develop:Brighton in a few weeks.” The shortlisted games for the Indie Showcase 2017 sponsored by Unity (in no particular order): Loco Dojo (Oculus Rift) Make Real Enter the whimsical wooden world of Loco Dojo! Discover a wealth of uses for Oculus Touch, taking it in turns to spin the wheel of a central board game and launch one of sixteen minigames in which to compete with your rivals for Grand Sensei's (voiced by Brian Blessed) favour. From Light (PC) Faffinabout A 2D-puzzle platformer that uses photography-inspired mechanics to challenge players to light-paint their own platforms and rescue their lost penpal. Dead End Job (PC) Ant Workshop Dead End Job merges the frantic gameplay of a procedurally generated twin-stick shooter with the look of a 90s cartoon. You take on the role of a worker at Ghoul-B-Gone – the #1 experts in paranormal pest control. Blast ghosts and then suck them up using your trusty vacuum pack, as every ghost you catch, citizen rescued, and job completed is added to the client's bill. Space Krieg (PC) We Heart Dragons In this tactical space dogfighting MOBA, teams of players fight it out in deep space using an innovative "real turn" system - a hybrid blend of real time and turn-based action. SVRVIVE: The Deus Helix (HTC Vive) SVRVIVE Studios A challenging mystery puzzle adventure game, inspired by classics such as Myst and Riven. With every mission comes entirely new worlds and puzzles. Abandon Ship (PC) Fireblade Software Abandon Ship is a single-player PC game where you take command of a ship and her crew, exploring a procedurally-generated world, taking on quests and dealing with random events. Frequently, you will end up engaging other ships in combat, having to employ your best tactics in order to out-manoeuvre and out-gun the enemy. ARCA (Gear VR) Dream Reality Interactive In this mobile VR physics platformer, you use hands-free VR controls to pilot the ‘ARCA Sphere' through a world of shifting platforms and abstract architecture. As you progress, the world evolves around you. Fully rebuilding a pathway through your daughter's 'mindscape' takes you a step closer to the ultimate goal - saving her life. Video: https://drive.google.com/a/dreamrealityinteractive.com/file/d/0B_ProX5QZRInWnVTeFU0blhaUFk/view?usp=sharing Tin Hearts (Oculus Rift) Rogue Sun In Tin Hearts players will build elaborate Rube-Goldberg machines to help a battalion of magical clockwork toy soldiers escape a series of Victorian rooms. Tin Hearts is Lemmings meets Pixar with a Dickensian aesthetic. Rocket Rumble (Android) Small Jelly Fight fast-paced space battles in a colourful sci-fi world. Collect cards featuring new ships, weapons, and defences, and build them into custom decks to conquer any foe! Choose from a huge range of Weapons, Nanotech, and strategic Utilities. Build decks from three starter classes - sneaky Smugglers, ruthless Enforcers or mysterious Ancients. Registration is open at www.developconference.com with passes starting from as little as £160. Entry to the Expo is free.

Develop: Brighton 2017 Announces Indie Showcase Shortlist

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Develop:Brighton today announced the shortlisted games to be on display as part of the seventh Indie Showcase, sponsored by Unity. Running on 12 and 13 July within the Develop:Brighton Expo, the Indie Showcase highlights independently-developed games selected by a judging panel of industry experts. The process takes into consideration graphics, gameplay, technology achievement and originality. Attendees will be able to play all the games at the Expo and on Thursday 13 July the overall Indie Showcase winner as chosen by the judging panel and the People’s Choice winner, as voted for by delegates through the Develop:Brighton website, will be announced. Past shortlisted games over the last four years include critically acclaimed PC title Gunpoint; arthouse video game That Dragon, Cancer and PC title Action Henk which was picked up by Curve Studios after the event. "Every year we’re blown away by the standard of submissions for the Indie Showcase and this year was no exception,” commented Adam Green, chairman of the selection panel. “We had over 120 games submitted this year, which is the highest number yet. Selecting the finalists from such an incredible range of diverse titles was as challenging as it was inspiring. Be sure to swing by the Indie Showcase and check them out!" Managing director of Tandem Events, Andy Lane, added, “It’s been seven years since we launched the Indie Showcase, and the creativity displayed by all the indie developers that submit never ceases to amaze me.”“It’s fantastic to have Unity on board as sponsors for another year. Everyone involved is excited to see the industry reaction when they have hands-on opportunity at Develop:Brighton in a few weeks.” The shortlisted games for the Indie Showcase 2017 sponsored by Unity (in no particular order): Loco Dojo (Oculus Rift) Make Real Enter the whimsical wooden world of Loco Dojo! Discover a wealth of uses for Oculus Touch, taking it in turns to spin the wheel of a central board game and launch one of sixteen minigames in which to compete with your rivals for Grand Sensei's (voiced by Brian Blessed) favour. From Light (PC) Faffinabout A 2D-puzzle platformer that uses photography-inspired mechanics to challenge players to light-paint their own platforms and rescue their lost penpal. Dead End Job (PC) Ant Workshop Dead End Job merges the frantic gameplay of a procedurally generated twin-stick shooter with the look of a 90s cartoon. You take on the role of a worker at Ghoul-B-Gone – the #1 experts in paranormal pest control. Blast ghosts and then suck them up using your trusty vacuum pack, as every ghost you catch, citizen rescued, and job completed is added to the client's bill. Space Krieg (PC) We Heart Dragons In this tactical space dogfighting MOBA, teams of players fight it out in deep space using an innovative "real turn" system - a hybrid blend of real time and turn-based action. SVRVIVE: The Deus Helix (HTC Vive) SVRVIVE Studios A challenging mystery puzzle adventure game, inspired by classics such as Myst and Riven. With every mission comes entirely new worlds and puzzles. Abandon Ship (PC) Fireblade Software Abandon Ship is a single-player PC game where you take command of a ship and her crew, exploring a procedurally-generated world, taking on quests and dealing with random events. Frequently, you will end up engaging other ships in combat, having to employ your best tactics in order to out-manoeuvre and out-gun the enemy. ARCA (Gear VR) Dream Reality Interactive In this mobile VR physics platformer, you use hands-free VR controls to pilot the ‘ARCA Sphere' through a world of shifting platforms and abstract architecture. As you progress, the world evolves around you. Fully rebuilding a pathway through your daughter's 'mindscape' takes you a step closer to the ultimate goal - saving her life. Video: https://drive.google.com/a/dreamrealityinteractive.com/file/d/0B_ProX5QZRInWnVTeFU0blhaUFk/view?usp=sharing Tin Hearts (Oculus Rift) Rogue Sun In Tin Hearts players will build elaborate Rube-Goldberg machines to help a battalion of magical clockwork toy soldiers escape a series of Victorian rooms. Tin Hearts is Lemmings meets Pixar with a Dickensian aesthetic. Rocket Rumble (Android) Small Jelly Fight fast-paced space battles in a colourful sci-fi world. Collect cards featuring new ships, weapons, and defences, and build them into custom decks to conquer any foe! Choose from a huge range of Weapons, Nanotech, and strategic Utilities. Build decks from three starter classes - sneaky Smugglers, ruthless Enforcers or mysterious Ancients. Registration is open at www.developconference.com with passes starting from as little as £160. Entry to the Expo is free. View full story

Corona Enterprise is now free

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Corona Labs has announced a big change with their 2D engine: Corona Enterprise, the native-extensions product is now free. Starting today, developers can get a combined package that includes the standard Simulator-based product and the native-based product (formerly Corona Enterprise). And naturally, the next public release of Corona will also be a similar combined product. Don't know about Corona? From their website: Read more at: https://coronalabs.com/blog/2017/06/21/welcome-to-the-new-corona/

Corona Enterprise is now free

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Corona Labs has announced a big change with their 2D engine: Corona Enterprise, the native-extensions product is now free. Starting today, developers can get a combined package that includes the standard Simulator-based product and the native-based product (formerly Corona Enterprise). And naturally, the next public release of Corona will also be a similar combined product. Don't know about Corona? From their website: Read more at: https://coronalabs.com/blog/2017/06/21/welcome-to-the-new-corona/ View full story

UBM Releases the VR/AR Innovation Report for VRDC

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UBM's VRDC surveyed over 600 professionals in the VR/AR/MR space to get developers' perspectives on the industry and the road ahead. The report findings include: VR will be a profitable, sustainable industry in the mid- to long-term Rise in popularity of HTC Vive and Oculus Rift among developers Platform exclusives are becoming a bit more common Also of interest is the drop in external funding from angel investors and VC's, and the belief that AR will be more popular than VR in the long-term. Learn more at http://reg.vrdconf.com/VRDC-2017-Innovation-Report.

UBM Releases the VR/AR Innovation Report for VRDC

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UBM's VRDC surveyed over 600 professionals in the VR/AR/MR space to get developers' perspectives on the industry and the road ahead. The report findings include: VR will be a profitable, sustainable industry in the mid- to long-term Rise in popularity of HTC Vive and Oculus Rift among developers Platform exclusives are becoming a bit more common Also of interest is the drop in external funding from angel investors and VC's, and the belief that AR will be more popular than VR in the long-term. Learn more at http://reg.vrdconf.com/VRDC-2017-Innovation-Report. View full story

Problem with the website

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I had no idea where to start this thread so here it is. I have barely 1 message in my inbox and yet when I want to compose a new message I get "Your inbox is full. You must delete some messages before you can send any more". A bug?

Computer Tycoon – Kit Computers, Home Computers, Personal Computers, Portable Computers and Tablets?

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Computer Architectures in Computer Tycoon Computers are evolving since the 70s. In one of my previous writing, I’ve explained what’s the main difference between Personal Computers and Home computers in the game, and what is the story behind these names. In a nutshell, the expression “home computer” became unused because of marketing reasons. Companies thought that this name will indicate that their computers are only for games, and this will demotivate the business sector in buying their products. In a nutshell, the expression “home computer” became unused because of marketing reasons. Companies thought that this name will indicate that their computers are only for games, and this will demotivate the business sector in buying their products. Also, the personal computer concept of IBM became really popular and the only alternative that was financially successful is the “MAC”, so we now have PCs and MACs. (Please don’t forget my mailing list. By subscribing you can be one of my alpha testers or even win a free copy of the game before release http://eepurl.com/cG63JD) But these are only 2 categories. Still, we have very different architectures, such as “Portable Computers”. Well, this is again, a not really popular expression. Laptops, notepads, tablets could be called like that. This is again, somehow the result of marketing strategies. Basically, when you have a product, you try to sell it as something “new”. Also, these new names or categories sometimes are really logical as well. So today we have laptops, notebooks, tablets and so on. (some time ago we also had PDAs, and in fact we have today smartphones as well, and during that time we had kinda hybrid devices as well). In Computer Tycoon you will have Kit Computers, Home Computers, Personal Computers, Portable Computers, and Tablets. Oh, what a nice list, isn’t it? Kit Computers Oh yes, this is something interesting for youngsters. A long time ago computers were very expensive devices. Also, they very huge physically as well. First, they were bigger than rooms, after that they were as big as a furniture, a cabinet. They used huge magnetic tapes or punch cards. Early developers made such cards as their “programs”. Wow! Just imagine me giving you Computer Tycoon on a 100-meter long card! Then some nerds created the first computer for a “consumer friendly” price. Is it something like computers today? Well, not really. It didn’t have a screen, neither a keyboard (not a mouse of course). It was able to communicate with you by LEDs on its front panel. You were able to give numerical commands to the computer using toggle switches. And also… these were so called “kit computers” because they were constructed by YOU from a so called (not so user-friendly haha) kits. They were awesome if you ask me. Here is the kit computer from Computer Tycoon: Lovely, right? Well, you can’t play GTA V or LOL on it. Not even Tetris or Pong. Still, it was awesome. Before that computer people could only see computers in labors or some universities. Now you could have one at home. What is really interesting to me, that the next models were not really so far from this actually. They used not much better CPUs, but they got a keyboard and a screen. This is what I call a small step in technological advancement but a huge jump in features. From the user experience perspective, it’s undeniably something very important. In Computer Tycoon Kit Computers are represented only as introductory and tutorial purposes. In fact, you will start with a Kit Computer and your first task is the get all of the needed technology to build your first Home Computer! Look at this picture, please: Here you can see the main parts of this system. Red parts are mandatory at the moment (this is something that can change by time sometimes). Your kit computer will have some memory, a CPU, power supply, the main circuit (let’s call it a motherboard, although it’s not the same as today, but generally this was the base) and some kind of “operating system” (a program that can handle all of these parts) Home Computers When you get keyboard and monitor to the accessories and other important technology you can move to the “home computer” era: Here you go. As you can see the system has expanded. Did you notice that displays aren’t mandatory? Well, there were Home Computers connected to the television. A well-known model was the Commodore 64 for example. Don’t worry about the empty parts by the way. You will fill those with hardware elements. In Computer Tycoon you have to develop the hardware elements first. Building your own system is only the second step. As you should have noticed. There are different indicators on the screens, such as “performance”, “prestige”, “quality, “features”, and “ease-of-use”. Different elements give different values to these, and different architectures have different possibilities as well. (Oh just noticed the type in “prestige :)) on the screenshot). These indicators will be very important to you because the market will receive your product depending on these values AND on your price of the product… and on the offer of your opponents. Personal Computers After a while, you will get Personal Computers and Portable Computers as well… Do you notice the difference? But why aren’t storage or power supply is mandatory? Well, I already mentioned that different architectures mean different possibilities. As I told you in the beginning in real life the difference between PCs and HCs is mainly from marketing aspects AND the modular build of PCs. Although back in the early times it was still more of a marketing tool as well (Because they promised that you can easily change the CPU on your computer, in reality, it was hard and rare), today it’s kinda true. The PC compatible computers can contain devices from a lot of manufacturers together, and also you can greatly improve and customize your system. If your customer can gather hardware for a PC from different sources.Why couldn’t you avoid some kind of hardware elements? Although you have to offer the main parts of the system, still you can create only basic computers here, without input devices, storages, displays or a power supply… AND of course, you don’t have to create an operating system either. Is it beneficial to you? Well, we will see! (Oh my gosh, “operation system” on the screenshot! Well, I will have to operate out these labels soon ) Portable Computers Portable Computers come only one step later. Although they won’t be a hit fast: The first portable computers were not like our laptops today. Some of them were as big as a traveling suitcase with a screen on it as small as your palm. And again. The mandatory parts are changing. Also, I should notice that the viewable architectural differences are only one thing. With different devices, your customers will have different desires and you will have to solve this. There will be some additional design concerns connected to the different architectures. You don’t have to create the fastest Computers out there for the same price as their Personal Computer rivals. Also, Home Computers will tend to be more a prestige symbol after a while. Oh, MACs are very nice. But will a hardcore gamer buy a MAC for gaming purposes? Of course not. Or will a hardcore player buy a tablet maybe, for gaming purposes? But at the same time, a businessman, will buy a Nuclear Reactor Madaf***er PC to show documents to his customers? Tablets And eventually, we will have the tablets: Although Tablets are portable, they function today as a really different thing compared to laptops for a reason. These are much more like a gadget than a computer. It’s unlikely that you will use a tablet for computing astronomical data, right? And although laptops are portable, having them in your bed isn’t recommended. Laptops are portable in the first case to move them between your homes, rents or workplaces and use them on a table. (Oh I know that how much of you don’t see it like that ) But a tablet is really something that you can grab and bring it with yourself to anywhere. Even to the toilet haha! Also, a tablet is even more of a luxury product if you ask me, something that is for your comfort and pleasure, not for work. A laptop will last much longer than a tablet. (this is a concern even to banks today where they would like to use them to enrich the customer experience. What they don’t really consider that these are not durable enough to serve too long under a massive user load). They won’t last for too long, because in my opinion after a while their design will be obsolete. In the future, I’m sure that we will use some kind of light-based devices, and holographic GUI. Also, I do believe that our “desktop” computers will be all portable after a while. Well, maybe I’m wrong in that. We will see! Originally I planned to include PDAs and ROBOTS into the game, but I decided to cut them out because of financial and design concerns. But if the game will sell well, I will include them in DLCs. I hope that you enjoyed my article. Please share it if you like what you see. I’m a solo-dev fighting with time, I need your support out there. Also please remember that I’d like to release the game in early access, or at least create a demo for you to October 5. in memory of Steve Jobs. Cheers!

Update#2

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Finally after having so many optimization problems I have completed object pooling system for handling bullets. Now for Ai's and Players that use characters that use guns will be able to shoot without worrying about FPS! Stay tuned for the next Update! If you have any questions feel free to ask me! Feedback is always welcomed. I will make another post tomorrow about my blog schedule. Hope I heard from yall soon ;p. Also for those of yall who are interested in keeping up-to-date more consistently I have a new twitter account follow me here: https://twitter.com/ACTNS_Ent

How to Propose an Idea as an Indie to a Big Company?

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Hello. Let's say that we've got a good idea/design for a game, but we can't develop it on our own due to our beginner knowledge and skills, so instead we want to propose/sell/give the idea to one of the big publishing companies like Bandai, Ubisoft and Square Enix. Is it possible for beginners to propose ideas for big companies? and if so then how? please we need a detailed answer if possible. Thanx in advance. *Note: we're NOT saying that we want to be employees in the company, what we mean it is more like working together with the company in the way that we give them the idea of the game and they develop it and then both sides benefit.

Merge a small sprite over a large sprite at it's center?

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So I am using Unity, I have a large sprite and a small sprite that I am merging with SetPixel, in code c#. This was working fine while both sprites was the same size as I would just multiply the two pixels. Now when I try it I get an error because it doesn't fill the array, so I filled in with a blank vector, it works, except now the sprite is in the upper left corner. What is the math for merging any larger sprite with a smaller one at it's center?

2D Unity Programmer looking for Artist/Group

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Hi, I'm an Unity programmer and I'm looking for an artist/group to make something togheter (2D), I was thinking of a Point and Click Adventure, a FMV game, an Adventure/RPG in a streaming 2D world or a Myst Like (panorama) game but I'm may be open to other suggestions although arcade/plataform games are not my thing, in general I love games in which the story plays an important part You can see some things I've done here: http://zenger.co.nf If you are interested please send me a mail (the mail is at the webpage) Thank you very much

Fantasy Tech Demo (Esenthel Engine)

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Check out latest tech-demo of Esenthel Engine, a high performance, cross-platform game engine, in development since year 2000, it's available for licensing at http://esenthel.com/ This is also going to be a game! See the game's facebook page here: https://www.facebook.com/EsenthelWorld/ Try the demo by yourself: http://esenthel.com/?id=store&item=111

After falling way behind China's telecoms refocus on mobile payment market

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China's big three telecom carriers might have been among the first companies to get licenses to run mobile payment services, but they have since fallen to the back of the pack. Alibaba Group Holding's Alipay and Tencent Holdings' WeChat Wallet now control the vast majority of China's immense mobile payment market. Nevertheless, the telecoms have not given up. With mobile users sending fewer text messages, the carriers see the need to develop new businesses - especially mobile payments. A China Telecom executive believes the company has an opportunity to leap over the market's current leaders by getting in early on the next generation of mobile payment technologies. However, analysts and insiders believe that the carriers' rigid management systems will make the road to mobile payment leadership a long and bumpy one. They say that it's the early bird that gets the worm, but the old adage hasn't been true for China's telecoms in their battle to capture the country's rapidly expanding mobile payments market. China's three major telecom carriers each obtained license to get into the mobile payment business in 2011, the same year that Alibaba Group Holding got licensed for its popular Alipay service, and a year before other Internet companies like JD.com Inc received the license. Although the carriers got in early and have released numerous products based on their payment services over the years, they have failed to get more than a toehold on the market. China Telecom, the country's third-largest carrier by subscribers, appears to have been the most active one among its peers in developing its mobile payment business. In 2011, it established a company, China Telecom Bestpay Co, to run its mobile payment business, Bestpay, which handled 770 billion yuan ($116 billion) in transactions in 2015, according to media reports. China Mobile's payment service followed closely behind with 600 billion yuan in transactions in 2015, with China Unicom's payment service coming in a distant third with 100 billion yuan in transactions. As an amount of money, 770 billion yuan might sound impressive, but it is next to nothing compared with the size of China's mobile payment market. Alipay handled 72.9 percent of the 9.31 trillion yuan in mobile payments transacted in the country in 2015, according to data from BigData-Research. Tencent Holdings' WeChat Wallet was a distant second with 17.4 percent of the market, which still amounts to well above 1 trillion yuan in transactions. JD.com also made it into the top 10 with 0.5 percent of the market. However, none of the telecom giants broke the top 10. High hopes It's pretty clear that Alipay and Tencent dominate China's mobile payment market, but China Telecom Bestpay General Manager Gao Hongliang sees a chance coming. Mobile payments made via quick response codes (QR codes) have been rapidly replacing cash thanks to the success of Alipay and WeChat Wallet, and China Telecom Bestpay is well-positioned to exploit the trend. "We expect to overtake them once the next generation of payment technologies replaces QR codes," Gao told the financial magazine Caixin Weekly on August 12. "Over the next two decades, biometrics will become the mainstream method for mobile payment processing." China Telecom Bestpay has established an innovation center to explore new mobile payment technologies. China Mobile and China Unicom also plan to invest heavily in their own mobile payment businesses. China Unicom has redirected much of its resources to mobile payments, said Li Weibing, deputy general manager with China Unicom's payment service. He predicted the service would take a great step forward in 2017. China Mobile, the country's largest carrier, is banking on near-field communication (NFC) technology to capture a larger piece of China's mobile payment market. NFC allows users to make payments without needing a sales clerk to scan their mobile phones. Some see NFC payment systems as more convenient, though they do require users to have NFC-enabled smart phones and vendors to have NFC-ready point-of-sale terminals. China Mobile plans to continue pushing sales of NFC-enabled smartphones at its stores and hopes to have 10 million users for its mobile payment service by the end of 2016. The target is up from 6 million users in 2014. No choice but to change The telecoms see the need to transform their businesses as smartphone apps have supplanted their traditional services such as voice calls and text messages. In 2015, the number of text messages sent in China fell 8.4 percent to 699.18 billion, according to a report issued by the Ministry of Industry and Information Technology in January. Internet finance is another area of interest for the carriers. China Unicom and China Telecom began selling monetary fund products in 2014. According to Caixin's report in May, China Mobile plans to invest 2 billion yuan in two insurance companies under China Merchants Group. New businesses such as mobile payments and wealth management might not end up as a windfall for the telecoms, an unnamed industry insider was quoted by Caixin as saying, but they might help them build up customer loyalty. The telecoms' efforts in Internet finance seem like they are just following the path of China's Internet giants - Baidu Inc, Alibaba and Tencent, which got ahead by amassing huge pools of users with free Internet finance services that they could monetize later, the insider said. Core concerns However, some people wonder whether the telecoms have the expertise to move into new businesses such as mobile payments. How much can a payment service contribute to their core business? This is the question the carriers' employees ask the most, Caixin reported, citing an unnamed source close to the telecoms. Some branch offices of the major carriers have balked at promoting their companies' mobile payment services because they see the marketing a large cost that will not immediately bring in new users, the source said. By contrast, WeChat Wallet and Alipay routinely hold promotions to attract users. A WeChat Wallet promotion on August 8 enabled its users to save 978.86 yuan per purchase at 700,000 stores around the country, according to media reports. The event attracted more than 100 million consumers. None of China's telecoms could put together a promotion with so many stores - nor do they have the ability to spend so much money to build up their user bases, the source said. Gao said that Bestpay is currently seeking capital from strategic investors and also plans to adopt an equity incentive program to attract talents. Analysts said that such moves may help make the telecoms' management more efficient, but it's hard to say how soon it will happen. Launch your app in China now. Tips & Resources: Quick Tips for Resources Download Quick Tips before App Submission Technical Knowledge Base Partner Resources Portal FAQ

[Rev-share]Level Editor and Designer

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DESCRIPTION Starboard Games LLC is looking for a highly professional, qualified, indie team developer to join our ambitious INT project. INT is an upcoming Science Fiction RPG that has been in continual development for several years. The team is in need of a Level Editor and Designer to join the team to work on the development of the game. This position does not require you to be a programmer or 3D artist. The INT team is a large, international team, focused on the development of a core demo which will showcase RPG elements and core features for fundraising and investors. We are a friendly and passionate bunch and hope you will apply soon to be part of our team. Please review the job requirements and responsibilities below. As the INT Level Editor and Designer you will be the individual on the team who received art assets and builds the level to Game Dev requirements. This position will require a knowledge of the Unity Game Engine, but not programming or art asset creation knowledge. Our levels have been mapped out and annotated with setup notes. While these setup notes and blueprints should be followed, as our Designer you can feel free to be creative in the setup process. When you place assets and design exterior and interior spaces you can be creative in how you build these spaces out. Responsibilities: 1. Report to team Leads. 2. Report to weekly Dev Meeting. 3. Ability to think creatively and design portions of the level when required. REQUIREMENTS 1. Knowledge of the Unity Game Engine 2. Experience using Unity and importing/setting up levels in Unity 3. Experience optimizing levels in Unity 4. Ability to work under Team Leads 5. Must be able to take feedback constructively 6. Must be able to interpret and decipher maps and notes to set up the level BENEFITS We offer revenue-sharing generated from crowd-funding to team members who maintain consistent communication on company projects and meet Starboard Games deadlines. Currently we are unable to offer wages or per-item payments. Your understanding is greatly appreciated. Thank you for your time! We look forward to hearing from you! TO APPLY Please send your CV/Resume, as well as (the link to) your portfolio to: JohnHR@int-game.net. Kindest regards, John Shen HR Lead Starboard Games LLC

Great team looking for talented artists to work on adventure game

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Hello everyone, We are looking for some talented artists to join our team in developing a new classic style adventure game. Open Positions Our team is currently looking for two artists, one 3D model artist and one 2D concept artist. 2D Concept Artist Help us translate the concepts into visuals to improve our 3D model workflow 3D Artist Help with creating 3D environments, buildings, props, dressing etc. 3D Animator Someone that can bring our models to life and make them feel less static. What we are looking for We have a fun and talented team working on an ambitious project, but we need help in creating 3D assets. We need people with experience, comfortable with defining streamlined workflows and producing work in a quick pace. We also need someone to help bring our ideas to life in 2d concepts first to better improve our workflow in creating the 3D scenes. Although it is a hobbyist project, we take the project seriously and we are committed to finish the project, so we need people that can commit to the project with the goal to end it. The ideal candidate Is used to work for milestones and timelines Used to working in a collaborative approach within a team environment Has time available to be present on a regular basis, appear on slack and provide updates Can output work on a fast pace That understands what it means to work in a project The skills For 3D Modeler Skilled in creative 3D environments, including props and scene dressing Ideally that has worked with Unity before Bonus points if you have talent for character creation Bonus points if you have actually worked on a title until the end. Experience with Unity (double bonus) For 2D Concept Artist Experience with concept art Bonus point if you have created concepts for a game Bonus points if you have actually worked on a title until the end. Experience with Unity (double bonus) For 3D Animator Experience animating humanoids and animals Experience animating inanimate objects Experience animating environments (vegetation, ocean etc) Bonus point if you have created concepts for a game Bonus points if you have actually worked on a title until the end. Experience with Unity (double bonus) The Background The game takes place in a world almost submerged by water, where all the land that is left are small islands, where the remains of the human race try to survive after the cataclysm known as the Seven Tides. You play the story of Jon Riley, a young boy living in the Island of Chelonii, in the Eastern Kingdom of Khalandrie. After a visit from an old mysterious acquaintance, his grandfather, the only relative Jon has mysteriously disappears and Jon embarks on a quest to find what happened to him, while discovering the truth about himself, and the underlying mystery of the Island. For a full description of the game check out The Game page. (user: seventides pass: indie) The Mechanics The game will be mainly feed from the traditional mechanics of adventure games popular in the 90’s with games like The Broken Sword, Monkey Island, The Longest Journey, Full Throttle, The Dig etc. It also introduces some RPG elements that promote exploration in order to immerse the player deeper in the world. The main driver of the gameplay experience is going to be the story as it's traditional in this genre of games. The Art Style Currently the adopted art style is a flat shaded, low poly style. You can see some examples below and the full gallery here (user: seventides pass: indie). Please not all of the screens are work in progress as we are working in iterations to move faster. The Music We are lucky to have an amazing musician and talented producer in the team that is composing amazing musical scores for the game. If you want to hear some music samples get in touch! The Tools The game is being developed in Unity 5 in 3D low poly flat shade style. We are currently using the following main tools: Unity 5 - Game engine Dialog System - Dialog System for non linear interactive dialog databases Adventure Creator - State machine for the traditional adventure game workflows FMOD - Sound Engine Blender - 3D Modelling Sculptris - 3D Char sculpting Slack - Communication Trello - Task Management Our Trello Board! The Team We are a team mostly composed by professionals in our areas but new in applying our skills in game development. Game Designer/Project Lead - Background in Computer Science and working professionally as the technical director of a leading web development agency in Sydney. Duarte brings maturity in project management methodologies and technical leading. An obsessive adventure game player and very seasoned technologist, Duarte is the founder of the project. Lead Developer - A very experienced developer, Joao is the main man behind the implementation in the Unity engine. He will translate the specs and game design workflows into the engine. He is a professional web developer currently working in Vienna, Austria. Music Producer/Sound Design - A professional musician and music producer, Richard is a guru in enhancing the experience with sound and musical scores. He works professionally as a musician and music teacher and lives in London. 3D Artist/ Character Design - An aspiring musician and hobbyist game designer and 3D artist, Kevin is mainly responsible for character art. He currently lives in Puerto Rico. 3D Artist/ Environment Design - A hobbyist 3D artist, Joshua is mainly responsible for environment art, buildings, landscapes and props. He lives in London. If you are interested If you want to join the team, get in touch and I will supply the full game design document, our wiki containing character references, sound design cues etc and provide access to our Slack team chat. If you are interested contact me through private message. Looking forward to hear from you!

[Rev-share]Assistant Art Team Director

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DESCRIPTION The team is in need of an assistant Art Team Director that will assist the Project Lead and Art Director in the development of the game. The position does require you to have knowledge of the Unity Game Engine, 3D asset creation software, and a desire for project management. The INT team is a large, international team, focused on the development of a core demo which will showcase RPG elements and core features for fundraising and investors. We are a friendly and passionate bunch and hope you will apply soon to be part of our team. Please review the job requirements and responsibilities below. Starboard Games LLC is looking for a highly professional, qualified, indie team developer to join our ambitious INT project. As the INT Assistant Art Team Director you will report directly to the Project Lead and Art Lead. In the occurrence of an emergency you would become the acting Art Lead. The position does require a knowledge of the Unity game engine. This is because we would like our Assistant Art Team Director to have a knowledge of the game engine, and the ability to create scenes to showcase assets. Furthermore, you would need to be able to create assets for the core demo in a 3D modeling suite. Many of our artists use blender, but if you have a commercial license for another program then that would be acceptable as well. You will also need to possess team management abilities. This means you will be reviewing 3D artist work, 3D artist samples and test submissions, 2D concepts, and possess an understanding of the ‘big picture’ for INT which will be shared with you by our store, lore, and Project Directors. Responsibilities: 1. Report to Art and Project Lead. 2. Act as Acting Art Lead in the event of an emergency. 3. Ability to think creatively. 4. Ability to communicate effectively and work with other team leads. 5. Desire to see the project through to completion. REQUIREMENTS 1. Knowledge of the Unity Game Engine. 2. Experience using Unity. 3. Experience using 3D asset creation suites. 4. Experience managing a team or being part of a team environment. 5. Must be able to take feedback constructively. 6. Must be able to interpret and decipher maps and notes. 7. Must be able to work from 2D art. 8. Commitment to the Project and the ability to spend large chunks of time working towards the completion of the project. BENEFITS We offer revenue-sharing generated from crowd-funding to team members who maintain consistent communication on company projects and meet Starboard Games deadlines. Currently we are unable to offer wages or per-item payments. Your understanding is greatly appreciated. Thank you for your time! We look forward to hearing from you! TO APPLY Please send your CV/Resume, as well as (the link to) your portfolio to: JohnHR@int-game.net. Kindest regards, John Shen HR Lead Starboard Games LLC
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