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  3. Sjonsson

Posts by Sjonsson

  • Ubisoft Massive, Open Positions (Sweden)

    • Sjonsson
    • February 19, 2015 at 4:19 PM

    http://www.massive.se/available-positions/

    Disclaimer: I don't have anything to do with these positions, I just want to spread the word.

    So they got a slot open for Senior Level Designer for The Division as well as a Game Designer for Just Dance Now and more!

    Check it out!

  • The Alien movies

    • Sjonsson
    • February 19, 2015 at 8:34 AM

    I feel hyped and scared at the same time!

  • Games W.I.P Thread

    • Sjonsson
    • February 17, 2015 at 9:15 AM
    Quote from Castle

    At this rate, I will be posting screenshots of levels I am making for a FPS I am making.


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    First level I have in mind will be the a futuristic rooftop of a highrise tower.

    Interesting, so it will revolve a bit around map control vs item farming the same way Quake does it? Sounds exciting!

    I like how precise the guns look, hard to judge without actually playing but anyway!

    How long you've been working on this?

  • Games W.I.P Thread

    • Sjonsson
    • February 13, 2015 at 1:35 PM

    Thanks Vilham!

  • Games W.I.P Thread

    • Sjonsson
    • February 13, 2015 at 12:42 PM

    This is a huge milestone for the project even though we still have a long road to walk to release it.


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    Here's the link to our Greenlight page: http://steamcommunity.com/sharedfiles/fi…/?id=385795837/


    We also lunch our offical webpage for Spellsworn: http://www.spellsworn.com/


    As we assembled our alpha version of the game we decided it was time to take aim at Steam Greenlight and just today we have uploaded our game! This is undoubtedly one of our biggest announcements so far and we are so excited!

    If you want to support our Spellsworn and get it up on Steam for the whole world to enjoy, give us a thumbs up and add us to your favorites!


    Reflections

    Looking back at the latest three weeks there have been a lot of things going on. Ever since our first official alpha-test of the game we have been reworking a lot of things such as the general pacing of the game as well as fixing balancing issues. These tests have been an eye-opener to us and taught us a lot about the game and our target audience. Now aside these amazing tests we had over the internet we also had the game run through the GamesLab belonging to Massive Entertainment – A Ubisoft Studio. As the first developer to set our foot inside the games lab outside of the corporate group that is Ubisoft we were extremely excited and least to say it lived up to the expectations. We actually tested our game in the same place Massives upcoming game The Division have been tested.


    [Blocked Image: http://i.imgur.com/Cnpeggd.jpg]

    The testing facility was divided in three rooms, two with computers for playing and a third room with monitors so we could spectate all players at the same time. (Disaclaimer: I asked if it was fine that I could take this picture.) It started out with two Free-for-All matched and ended with a 2v2v2 with us scribbling down tons of notes, facepalming in despair because things went wrong or players didn’t understand. (We were not allowed to communicate with the players at all.)

    After the testing there was a discussion where we sat in the same room without the test pilots knowing we were the developers, listening to their thoughts and opinions. Forty minutes later the veil was removed and we presented ourselves to the testers for an open discussion. The day ended, we went home and the next monday the test report arrived from the Games Lab. A beautifully compiled .PDF document with 19 pages of gold for us to get our hands on.

    This testing session has taught us so much and we are forever grateful towards Ubisoft Massive for stretching out a big friendly hand. One extra goes out to the Project Manager of Massive GamesLab, Robert Jansson who was the one who made all of it possible! You’re the best! (Does anyone here know him? Think he's been at Massive for quite a while.)


    Gameplay Changes

    Some of all the things we have changed since last devlog post are shown is this video:


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    Many things have been changed after all of these testing sessions and in a brief description what we’ve done is; 1. Decreased the movespeed and projectile speeds of all entities in the game. This is to create bigger timeframes for the players to act in. 2. Overall spell damage have been increased.
    If you want to read even more about the spells in detail we have created a Spells Balance chart which you can checkout HERE! If you have any thoughts on the spells and all numbers involved, feel free to reply or send a mail. We’d be happy to discuss!

    Numbers aside we have also rehauled the Spell Shop. This is how it looks right now and later on you will be able to drag and drop spells when buying them, instead of just clicking.

    [Blocked Image: http://www.frogsong-studios.com/wp-content/uploads/2015/02/Screenshot_Shop.png]


    The future!

    There are a thousand more things we need to add, finetune, and reconsider for the game – sometimes we wish we just had a ‘Make Awesome Game’-button but that’s not the case. Game development is always (like many other things in life) about priorities and we are doing our best to make the right calls and change the things we believe is of most importance right now.

    Without going into too much detail, here are some things you can expect in a foreseeable future:

    • Final size of the arena will shrink to an even smaller size to tighten up the gameplay.
    • An amazing Announcer for killing sprees, Round start et cetera. (Actor to be announced!)
    • Sounds for all spells!
    • More spells accompanied with spell combinations!
    • Custom keybindings.
    • More intuitive Spell Shop.


    If anyone of you Mapcorians read the whole thing or just half or it, or even glanced at it! Thanks for showing interest!

  • HATRED

    • Sjonsson
    • February 12, 2015 at 9:08 AM
    Quote from AlexM

    Anyone else feel like they are kind of ripping off the doom logo?


    At this point I really do have the feeling the team consists of some excellent marketers taking advantage of the current climate of social/political discourse . The timing is too good. It will be interesting to see whether or not this is a financial success.


    Also how crazy is it that RWS is still in business?

    Totally, I've been thinking about that since the first time I saw it.

  • IO Intertactive, Open Positions

    • Sjonsson
    • January 29, 2015 at 10:45 AM

    A friend of mine who works on IO just posted this: http://www.ioi.dk/jobs/

    DISACLAIMER: I have nothing to do with IO or their recruitment, I just want to spread the word here!


    JOBS

    Want to work at Io-Interactive?

    Good – because we’ve got some fantastic projects coming up – and your talent might be exactly what is needed to realize them.

    You can see our current open positions below, but if you are exceptionally talented in other areas, don’t let that hold you back. Just contact us anyway and we'll keep your application for future

    reference. We do only read applications sent to us in English through our online formunless otherwise stated in the job ad. We are looking forward to creating some great games with you!


    How to apply:

    Please submit your application in English (including portfolio) using our online form unless otherwise stated in the job ad.


    CURRENTLY WE'RE LOOKING FOR:

    Animator

    Io-Interactive is currently looking for a full-time Animator. You will be involved in all aspects of the production from the initial design of character movement and technical considerations of implementation to collaboration with other disciplines in planning and creating the final animation.

    Community Game Designer

    We're looking for a Community Game Designer to collaborate with our game designers with the specific purpose of building and supporting game communities.

    Concept Artist

    As our newest Concept Artist, you will collaborate with the Art Director to achieve the creative vision of the project by producing concepts for locations, characters and other game assets.

    Game Director

    Io-Interactive is currently seeking a full-time Game Director to run and manage a AAA game project. They will be working closely with producers delivering AAA content to various platforms resolving priorities of time, budget and quality.

    Gameplay Programmer

    Are you ready to take the chance of joining a team of very experienced gameplay programmers and content providers? As a gameplay programmer you are responsible for implementing gameplay features and will join the core gameplay team and work closely together with game designers, level designers, animators and tech programmers.

    Generalist Tech Programmer

    We've got an open position for a full-time Generalist Tech Programmer to join our team of very experienced programmers who work on advanced game technologies to push our AAA experiences to new heights.

    Lead Concept Artist

    Io-Interactive is currently looking for a full-time lead concept artist to join an unannounced AAA game project. We are prepared to accept applications from the very best talent from around the world and we offer relocation packages in order to secure the right candidate for this role. You will be collaborating with the game director and art director on executing the overall creative vision for the project. Your focus will...

    Render Programmer

    Join our team of Render Programmers and work with our Glacier 2 engine with a focus on making a state of the art renderer, running on multiple platforms at a stable frame rate.

    Senior Online Programmer

    Join our game team as a full-time Senior Online Programmer and help us create premium games in the Hitman franchise based on our in-house developed state-of-the-art Glacier 2 technology.


    Want to work at a different location?
    Take a look at jobs at Square Enix Montreal.

  • Environment Art: John Emerson

    • Sjonsson
    • January 26, 2015 at 8:06 PM

    My biggest issue with your portfolio is that when I open it I'm not sure what your professional identity is. Are you a 2D- or a 3D-artist maybe? Level designer? Writer?

    Content
    I read through the other replies you've got and if you're sure you want to become a producer that's the first thing your portfolio should scream.

    And to me, if I would look after a good producer I would be looking first and foremost at how many projects you've been working in and how many people you've been collaborating with. As you might know, a producer is the link between all members of the team, may it be art, design, code or QC - all of them has a link. Therefore, I believe it's very important you can show you have worked with people from different fields with different backgrounds, preferably with written recommendations.

    If you haven't been involved with very many projects yet, maybe it's time you get to it. There are tons of modding groups, independent game developer who would very good to have someone around who is in it solely/first and formost to make the project happen and not the development.

    Lastly, don't get me wrong about you showing off you know a good deal of multiple things. As a producer I also think it's important to have some kind of insight in all disciplines.

    Layout
    In terms of layout I like your portfolio, it is easy to navigate and has a simple design - just the way I like it. Also I think most people appreciate portfolios to be straight forward. I cannot find any big problems with the layout, so you go that going for you! There is this one thing that I noticed though, you are having different fonts for the image slices and your site header. Then you have your mailadress in itallic and all content text is in another font. My sister who studied typography once told me the fewer fonts the cleaner look you'll get. I'm not saying do this, do that - just maybe you could play around with different amounts of fonts. Maybe use one font only for all big texts and another for content. Now this is nitpicking but I thought I'd give it a mention.

  • What have you read lately?

    • Sjonsson
    • January 23, 2015 at 12:12 PM

    This: http://www.amazon.com/Lost-Sea-The-R…s/dp/1594631956

    Reaaally good journalism! Jon Ronson (worked as journalist for the Independent and the Guardian) travels world wide to interview many interesting figures such as the man who made a self-portrait while being induced with one different drug for each portrait. (This guy: http://bryanlewissaunders.org/drugs/)

    I can warmly recommend it for something you don't usually read!

    [Blocked Image: http://www.panmacmillan.com/devpanmacmillan/media/panmacmillan/Books/width220px/untitled-ronson-978144722391701.jpg]

  • Dreamworks / PDI Shutting Down Studio

    • Sjonsson
    • January 23, 2015 at 9:12 AM

    Dreamworks / PDI Shutting Down Studio


    BREAKING! The beleaguered DreamWorks Animation just announced in a written statement that it will eliminate approximately 500 jobs at its company, far exceeding the previously anticipated number of layoffs. Many of those five hundred layoffs will come from the unexpected shutdown of one of its main studios, PDI DreamWorks, in Redwood City, California.


    Read more here:


    http://www.cartoonbrew.com/business/break…ted-108161.html


    This sucks big time.

  • Games W.I.P Thread

    • Sjonsson
    • January 22, 2015 at 5:01 PM
    Quote from Vilham

    One of the reasons is the lack of gameplay sound, having low levels of gameplay sound in your trailer massively helps, its one of the key aspects of any game, it would be interesting to see a video of it with the actual sound. Another thing is the particle effects appear a bit lackluster, this is reinforced by the height of the camera, the majority of your screen has not much going on. Not sure if it works in your case as you appear to have a camera that can be freely moved but minor screen shake. General things that give feedback to the players.


    Maybe that isn't what the game is going for. But the high tempo of the music in the trailer sure makes it feel like it's meant to be. Here is an example of something that certain feels like every hit and move has a bit more impact.


    http://store.steampowered.com/app/261180/

    Yepp, I haven't reflected all too much about the trailer but I think you're right. I will see to it that we add in-game sounds for the next trailer. The whole deal with the camera height is very complex and I've been vouching strongly for limiting the camera height to a closer distance, though the team insists that you lose too much gameplay readability if there are things happening off-screen. My side of it is that the problem with things happening off-screen isn't as big as they think it is (as it is not a problem in StarCraft 2, Dota, LoL etc.) I do agree that due to our long range spells there is some problematique, but not big enough to counter-weight the other disadvantages. We're in a state where everyone agrees it's a "personal preference" and thus hard to decide on.

    We do have some screenshakes in the game but I think they are only present if you are the player who get's hit by a spell.

    Now I've heard the music tempo vs game pacing enough times to actually put some weight into it. The problem is it's really hard to find fitting and royalty free trailer music. We do have a composer but he's really busy as it is right now and we need to put him on sound effects asap so we're not gonna get new music resources some time soon. Doesn't change the point you're making though, we have to do something about it.

  • [Insurgency] Kandagal

    • Sjonsson
    • January 22, 2015 at 4:07 PM

    Wow, that's just amazing Latteh! GZ!

    All that hard work paid off!

  • Games W.I.P Thread

    • Sjonsson
    • January 21, 2015 at 1:59 PM
    Quote from Vilham

    My main criticism would be that it doesn't look visceral enough, the pacing seems quite slow which atleast the trailer suggests you don't want it to feel.

    To be honest I dun even know what visceral means in this context! Please elaborate!

    And about the pacing, from I spectators view I totally see how the pacing seems slow and maybe some think it would be slow in-game too. The problem is though the game is a lot about dodging and responding to enemy spells and projectile where a part of the problem lies in the movement speed. If the movementspeed would be increased, so would the projectile speeds which then results in a lot smaller timeframes for counter-actions.

    I do think we could increase the general speed overall a bit but nonetheless it might be hard to balance.

    Another solution we thought about is just upping the playspeed in the trailer, though that is quite dishonest and might upset some players.


    Quote from Pampers

    think the characters should pop out of the environment a bit more

    You're totally right, I'll give that a mention.


    Also, thanks for replying guys!

  • Games W.I.P Thread

    • Sjonsson
    • January 20, 2015 at 9:09 AM

    Been slacking off to post here recently but here we go!

    Devlog Update #10 – Teamwork!


    This is our tenth Devlog post, ain’t that a thrill! As usual we are working like rabid animals to get more stuff into the game and here goes our latest recap.

    The Tenth Steam Concept Video!


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    Gameplay!

    The biggest change we did in terms of gameplay is the addition of Teambased Gameplay! That said we now have two game modes for the game, FFA Deathmatch and Team Deathmatch. We are not sure how many game modes we will end up with but we are for sure willing to explore the lands of different game modes. As you might have imagined this addition pretty much turned the current balance of the game upside-down, but don’t you worry! We will put big efforts into balancing and testing in the future.

    [Blocked Image: http://www.frogsong-studios.com/wp-content/uploads/2015/01/SpellswornHeartSteam.png]

    Steam Integration

    As our team values playability and availability we decided to finally integrate the game with Steam. Currently it’s very basic and you still have to connect to eachother via the console and shows your steam name. More integration features coming soon!

    What’s more?

    We are closing in on our second run at Ubisoft Massive’s testlab and this time we are going to have external testers and be there as observers, pretty much the most exciting event so far. We are also delving the depths of different grants we are to apply for, everything to keep us going!


    We are going to have a test run this Friday, if anyone is interested to have a go with us, send me a PM!

  • Need to buy a laptop, but I know nothing about them!

    • Sjonsson
    • January 15, 2015 at 5:01 PM

    Thanks a lot from your answers, I'm now compiling a "Laptop Recipe" from your answers, gonna read through that thread!

    Gonna post here if I figure some questions or find something I might buy, need some advice with some weight behind!

  • Need to buy a laptop, but I know nothing about them!

    • Sjonsson
    • January 13, 2015 at 8:41 PM

    Hello Mapcorians!

    I'm gonna buy a laptop for the first time in my life as I am sickly tired of travelling with my stationary, I did it way too many times already.

    I want to be able to work on it, that said, should be able to handle at the very least photoshop and UE4 running at the same time, preferably maya too.

    Thing is I have no clue on what I need or what I don't need. Sure I know about games but computers, not really much at all.

    How much would you need to spend to get something that can handle that?

    Pleease help, I'm entirely lost!

    Thanks!

  • Games W.I.P Thread

    • Sjonsson
    • January 12, 2015 at 9:25 AM

    Nice going Pampers!

  • What's going on with your life?

    • Sjonsson
    • January 8, 2015 at 5:53 PM
    Quote from TheOnlyDoubleF

    Today I've been smashed by a terrorist attack in my country.

    Completely horrible, and it's really not good for the whole of Europe considering all racist parties spreading their seeds. This will only enhance their influence. ;/

  • The random model thread!

    • Sjonsson
    • January 7, 2015 at 8:10 AM

    3DSMAX, Bend of Brothers

    Super cool script you Max users should check out!


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    Download: https://gumroad.com/l/TqTzB

  • Alien: Isolation

    • Sjonsson
    • January 5, 2015 at 12:17 PM
    Quote from SpronyvanJohnson

    Oh you're in for one hell of a ride. Or like Cameron said it in Aliens DC "20 miles of bad road"

    I bet I am. Hmm, I better re-watch the good ol' Cameron movies some day!


    Quote from SpronyvanJohnson

    So we had session 4 last night. Now I can say that this is GOTY for me. The detail and love in this game are amazing. I just had a mission we didn't expect and all we could say was:


    We've also found the flamethrower. Even the flame moves with the wind and when you swing it around it makes exactly the sound it's supposed to make. There's so much detail put in this game. I can't emphasize this enough. It's a labor of love making it visually one of the most convincing worlds I've ever set my digital feet in and the sound design, goosebumps all over. Also, still, fuck that alien!

    Seems like I have to keep pushing myself through it, really looking forward to that hot safety of the flamethrower. Glad the immersion and scare factor of the alien haven't faded yet, like you were afraid of.

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