Science doesn't have all the answers. There are plenty of things it may never prove, like whether there's a God. Or whether we're living in a computer simulation, something proposed by Swedish philosopher Nick Bostrom. From an article on Gizmodo: This kind of thinking made at least one person angry, theoretical physicist and science writer Sabine Hossenfelder from the Frankfurt Institute for Advanced Studies in Germany. Last week, she took to her blog Backreactions to vent. It's not the statement "we're living in a simulation" that upsets Hossenfelder. It's the fact that philosophers are making assertions that, if true, should most certainly manifest themselves in our laws of physics. "I'm not saying it's impossible," Hossenfelder told Gizmodo. "But I want to see some backup for this claim." Backup to prove such a claim would require a lot of work and a lot of math, enough to solve some of the most complex problems in theoretical physics.
Read more of this story at Slashdot.
An anonymous reader shares an EFF article: Today, the Supreme Court heard arguments in a case that could allow companies to keep a dead hand of control over their products, even after you buy them. The case, Impression Products v. Lexmark International, is on appeal from the Court of Appeals for the Federal Circuit, who last year affirmed its own precedent allowing patent holders to restrict how consumers can use the products they buy. That decision, and the precedent it relied on, departs from long established legal rules that safeguard consumers and enable innovation. When you buy something physical -- a toaster, a book, or a printer, for example -- you expect to be free to use it as you see fit: to adapt it to suit your needs, fix it when it breaks, re-use it, lend it, sell it, or give it away when you're done with it. Your freedom to do those things is a necessary aspect of your ownership of those objects. If you can't do them, because the seller or manufacturer has imposed restrictions or limitations on your use of the product, then you don't really own them. Traditionally, the law safeguards these freedoms by discouraging sellers from imposing certain conditions or restrictions on the sale of goods and property, and limiting the circumstances in which those restrictions may be imposed by contract. But some companies are relentless in their quest to circumvent and undermine these protections. They want to control what end users of their products can do with the stuff they ostensibly own, by attaching restrictions and conditions on purchasers, locking down their products, and locking you (along with competitors and researchers) out. If they can do that through patent law, rather than ordinary contract, it would mean they could evade legal limits on contracts, and that any one using a product in violation of those restrictions (whether a consumer or competitor) could face harsh penalties for patent infringement.
Read more of this story at Slashdot.
Rikard Steiber and Joel Breton explain the HTC Vive approach to VR, which differs quite a bit from Oculus
UPDATE How do you solve a problem like Joy-Con desyncing? Well, just a few weeks after the Switch launched, it seems Nintendo has finally found an answer. ...
Finji's Bekah and Adam Saltsman talk about fleeing the mobile space for the sustainability of a supposedly indiepocalyptic PC and console world
The fifth in a series documenting the production of a commercially viable game, entirely unaided. In this article I put forward five ways to ensure that your soundtrack complements your game. ...
Paperbark and Necrobarista both seek to be proudly Australian in a way that shows the world that an Australian setting isnâ€ t only appealing to a narrow, regional interest. ...
California’s reservoirs depend on the gradual melting of winter snow in the Sierra Nevada mountains, but the snowpack is dwindling and may not return
Some ne'er-do-wells have been futzing around with user ratings on Kongregate.com to cheat our monthly contests. Let's take a look at what they're doing and how we can try to combat it! ...
Chinese company pulls away from rival publishers with new and old hits and Supercell acquisition
Prototypes to be showcased at EGX
Denying Outlast 2 a certificate sends a message of "censorship, disapproval and discouragement"
Positive fallout from recent Mass Effect: Andromeda attacks
How do you make games while coping with possible threats to your livelihood? We talked to Jewish game developers at GDC and beyond about how they're coping with recent anti-Semitic threats. ...
Veteran EA executive will arrive ahead of the full launch of social VR platform Sansar
About Us :
At WRKSHP, our mission is to bring people together through the power of play. We believe in teamwork, intellectual honesty, and high quality craftsmanship and work hard to create simple, beautiful and massively social games that expand the possibility space of people’s lives.
We are passionate, boot-strapped and profitable. Our 60 person team is made up of the best artists, developers and designers in the world. We have developed over 55 top 25 applications in the App Store and our latest game, Battle Camp, is the world’s largest mobile MMO with over 30 million downloads. Battle Camp was the App Store’s Best Multiplayer Game and is a Top 100 Grossing App in 100 countries on iOS and Android.
The Role :
Are you a talented Artist with a passion for gaming and are looking for a way to break into the mobile games industry? We are currently seeking a Junior Art Director to join our team of talented game professionals in our studio in downtown San Francisco. This role will work closely with our Art Director on all of our game projects, including our hit game “Battle Camp”. Our ideal candidate will be extremely well versed with Illustrator as that will be their primary (but not only) tool used on the job. They will also have experience creating both human and non-human characters and environments in 2D and 3D, as well as have had experience in UI.Due to the nature of this position, no candidate will be considered without a diverse portfolio submission.
Formulate design concepts and presentation approaches for mobile games, including creating computer graphic images depicting characters and objects in motion or illustrating a process, and to create visual effects and character animations in Flash, and develop modeling, rigging, UV mapping, texture and animate three-dimensional characters and assets for mobile games.
Work with game design engineers to determine frame-rate parameters and to implement the design of complex graphics and animation.
Make objects or characters appear lifelike by manipulating light, color, texture, shadow, and transparency, or manipulating static images to give the illusion of motion.
Script, plan, and create animated sequences under tight deadlines. Design and illustrate promotional material for Facebook or presentation ads in the Apple mobile game app store.
Oversee and maintain the art direction of the environments, characters, creatures, items, banners, advertisements created by the art team.
Select responsible and skilled artist for new projects in the future. Train new artist to be production ready in style, technique and speed of producing work.
Bachelor’s degree in Illustration with coursework in Computer Art Application, Electronic Illustration, Color Theory and Application, Editorial Illustration, and 3D form Design.
If you like what you read, please submit your resume and portfolio at http://grnh.se/ihxey01
Treyarch is seeking a Senior UI Artist with exceptional creative talent to bring vision to the user interface of our games. The Senior UI Artist will iterate rapidly on concept sketches and prototype assets, using the systems design requirements defined by the User Experience Designer and the visual style requirements defined by the Associate Art Director. In this role, you will work to establish a unified product style guide which will create a seamless road map for UI asset generation through completion of the final shipped game.
The successful candidate will have a rich understanding of human-software interaction and will be highly effective at communicating complex information using simple aesthetics. The ideal candidate will be a self-starter who is capable of navigating within a large development team to get things done with a strong desire to exceed expectations.
What you’ll be doing: • Work directly for the UI Lead, establishing the look of the game’s front-end user interface, in-game HUD, and additional art content to maintain a consistent visual aesthetic across all UI assets
• Work closely with the User Experience Designer and Systems Designers to iterate on concepts until architectural and usability requirements are met
• Work with User Experience Designer to ensure that the end-user has a seamless and intuitive experience and that all assets appear in-game with a high degree of readability
• Work with Engineers to ensure that all assets appear in-game to specification and within technical constraints
• Work with the Producer to prioritize your schedule and deliver assets that support the development goals of each milestone
• Generate assets for front-end menus, icons, buttons, widgets, backgrounds, data displays, top-down maps, etc., from concept to final polished product
• Have a driving desire to make the best-looking and most intuitive user interface ever experienced in a video game
The skills & experience you’ll need:
• 5+ years’ experience working in visual media with a focus on user interface design
•Proven management skills and ability to motivate, coach and mentor artists
• Game industry experience on at least 1 commercially shipped title is preferable
• Experience in collaborating with an UX Designer to solve problems at a wireframe level
• Strong portfolio demonstrating a breadth of visual creativity with many examples that fit within the constraints of a system design. Additionally, portfolio should contain examples of logos and iconography
• Proficiency in standard graphic media applications, such as Photoshop and Illustrator • Knowledge of secondary visual media applications, after effects, 3D packages, and Flash
• Must demonstrate that you have a thorough understanding of the processes involved in a large-project art pipeline • Must be a good communicator who works well with a variety of personalities in an energetic team environment
• Must be concept driven and able to come up with multiple solid ideas, pitch them to a client, absorb feedback, re-pitch to client, and then see them through production • Experience working in a related field, such as advertising, motion graphics, web design, information architecture, illustration or industrial design
• Bachelor’s degree in Graphic Design, Illustration, or Industrial Design
• MUST have a passion for games; multiplayer gaming is a big plus
Developing games since 1996, Treyarch is home to some of the industry's best and brightest talent.
Prior to entering development for Call of Duty®: Black Ops 3, the studio’s Call of Duty: Black Ops 2 set world-wide launch day records, with its previous game Call of Duty®: Black Ops having also set an entertainment launch opening record (2010). Black Ops 2 continues to be one of the best-selling games of all time.
Treyarch is also the birthplace of Call of Duty's Zombies.
We employ the world’s greatest engineering, design and creative talent and give them the cutting-edge technology, tools and resources that they need to thrive creatively, both on their own and as teams.
It is our life’s passion to create epic gameplay experiences that are enjoyed by as many video game fans as possible. We are driven by a deep sense of pride, constantly striving to do the best work of our careers, so fans can have the most fun of their lives.
To learn more about our studio, please visit us at www.treyarch.com, on Facebook at www.facebook.com/treyarch, and @treyarch on Twitter.
As a UX/UI designer, you’ll work closely with a team of talented individuals across several disciplines within our organization to expand and develop new features for Choices: Stories You Play, our latest mobile game.
While your primary focus will be on UX flows, wireframes and conceptual design, you will also be heavily involved in UI design, visual prototyping, and asset production.
Work on making our flagship game (Choices, a Top 50 iOS and Android title) that millions have played
Turn your ideas into experiences that come to life on mobile
Design, plan and drive UX of key features and systems for exciting projects
Build wireframes and app flow layouts
Collaborate with artists and developers to transform wireframes and behaviors into highly polished UI and animated widgets
Strong grasp of modern app design patterns
Good understanding of mobile and responsive design best practices
Ability to gather and understand product requirements and work within technical constraints
Ability to work directly with multiple teams to guide implementation and realization of design
A great attitude and desire to work in a team environment
Expertise with Photoshop, Sketch, and Omni or equivalent software
Experience in the mobile gaming industry
Excellent visual design skills
Experience with animation and interaction design
Experience building interactive prototypes
Cover letter, indicating why you are interested in the position.
A current resume, highlighting design and game related experience
A portfolio showcasing your most recent work. Please include examples of mobile app design and or game UI design. We are not considering web design portfolios.
This Job is Different:
Feel good about what you do. Pixelberry has a strong social mission - our games have literally saved lives.
Learn about the business side of mobile games. Our team is 5 for 5 in launching games into the Top Grossing 100.
Enjoy a good work/life balance. The three founders all have young children and take a long term view on company growth.
Enjoy your teammates. We’re a small, tight group that enjoys each other’s company. Many of the team members have worked with each other for more than 10 years. We have two married couples who met via the studio and are still here at Pixelberry.
We believe in "flat" org structures - everyone contributes and interacts with each other. The org chart is 2 levels deep for many people and 3 for everyone else.
Health, Dental and Vision insurance
Flex Time - if something comes up, talk to your manager and make up the hours some other time
Work from Home Days - Optionally telecommute on Tuesdays, Thursdays (most people do so)
We are seeking a Sr. Staff Animator who will contribute to the artistic vision and development of a AAA product with a specialized focus on Animating characters, weapons, vehicles and everything else that moves in a game.
Help drive the implementation of all in-game animation.
Work with programmers and leads to develop game animation pipelines and processes.
Create high quality animation content, primarily characters, objects, and creatures.
Collaborate with designers on solving gameplay problems while maintaining artistic vision.
Collaborate with other animators and programmers to solve technical issues and in-game limitations
Work with character artists and environment artist to develop proper models with animation considerations.
Contribute to the creative process with original ideas and inspiration.
Maintain the high quality expected of the studio, fostering the same level of quality in the other team members.
Work with the Project Manager/Coordinator to understand the assignment deadline and scope of work.
Research, analyze, and shoot reference as needed to plan for each animation assignment.
Address feedback from the leads and director in a timely manner, communicating time needed and understanding of the feedback given.
Work with the Leads to mentor and guide more junior artists.
Expert understanding of all animation and motion capture workflows.
Expert knowledge of Motion Builder, Maya, Max and other animation applications.
Intermediate to expert knowledge in 3D rigging and some modeling is desirable.
Utilize traditional art training and knowledge of animation and computer graphics software to produce animations, thumbnails, storyboards and blocking animation.
Excellent reading and comprehension skills in order to fully understand complex process description documents, design documents, and written assignments.
The ability to communicate effectively one-on-one with all team members and within group settings.
Excellent problem solving skills with the ability to take complex design documents and create achievable plans for converting to animated assets.
Excellent time management skills, with the ability to break down tasks and assignments and prioritize them into workable pieces on a daily, weekly, and project length basis.
Work independently and conscientiously with minimal supervision.
Able to manage long-term projects, creating and following a comprehensive schedule for the creation of complex assets such as game levels, animation systems, character systems, etc.
Able to complete tasks and assignments quickly with little need for iterative rework.
Excellent data management skills, with the ability to manage and track large amounts of data as they go through the art pipeline, with minute attention to naming conventions, directory structures, and other processes.
Able to write up short, clear documents that explain various art processes.
At least 5 years of game art production or film related experience
One or two years of post-high school education or training
Senior Engine / Gameplay Programmer
What We're Looking For:
An enthusiastic and experienced software engineer to work on strategy / RPG titles currently in development.
Working on a smaller sized team, applicants will have the opportunity to take on different roles, potentially working on gameplay features, tools, performance optimization and whatever else comes up.
Work would take place remotely (we have no physical office, with people currently in MA, FL and WA) most of the team is in MA) and you would be expected to generally be online and available weekdays during "core" hours but otherwise can set your own schedule.
Crate is an independent PC developer with a current team of 12, led by game industry veterans with over 15 years of individual experience. We are self-funded through 2020, with no outside investors. We recently released the PC ARPG Grim Dawn, which has sold over 900k copies with a 93% Steam user rating. This is a unique opportunity for someone with a passion for core PC games, to work in a fun, creative environment without the stress and politics that often exist in big companies tied to publisher / investor milestone schedules.
2+ years of professional game industry experience and at least one shipped title.
2+ years professional experience coding in C++
Excellent written and verbal communication skills
Highly self-driven and able to accomplish goals with minimal supervision
Must reside in the United States and be authorized to work
Passion for games and some background playing PC strategy and RPG / ARPG genres
Experience programming with C#
Prior work in the Unity and / or Unreal engines
Experience with random terrain generation
Applicants can directly email a cover letter and resume to firstname.lastname@example.org