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Friday, February 28, 2020
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Monday, February 24, 2020
Hiring: 3D Artist
Title: 3D artist
Focus: Environment design
Type: Full-time, permanent
Last day to apply: 17th of June 2018
Frictional games are filled with terror, intrigue, mystery, and emotion. We want our environments to reflect that, from the shape of the landscape to the smallest rock, while subtly guiding players and helping to enhance the gameplay.
This is where you come in.
We are now looking for an experienced 3D artist, who will focus on environment design for our upcoming games. This means working closely with our gameplay programmers / designers, and using modelling, texturing, and design skills to create memorable, interesting, and functional environments for our players to experience.
What will you work on?
We are quite a small team, but we consider it our strength. As an environment artist you will get to work on everything from props to high-level design. This means your contribution will greatly influence how the final game looks, plays, and evokes emotions.
Here are some of the things you will be working on:
- Collaborating with designers to create level layouts, combining both gameplay and an artistic perspective.
- Taking levels from whitebox to a polished product.
- Creating basic models that make up the levels, such as walls and floors.
- Modelling props of various complexity, both with and without the help of concept art, and often having to take gameplay concerns into account.
- Constructing particle systems, both by drawing textures and using parameters in our editor.
- Combining various techniques to create special effects, such as flowing water or fire.
For some examples of our environments, please check the video above!
What are we looking for?
The person we're looking for is creative, driven and self-sufficient. We have recently set up a central hub in Malmö, Sweden, and hope you can move over to our seaside city sometime in the future.
You have to be a European resident to apply.
Here are some essential skills we require:
- Good understanding of composition and player guidance.
- Ability to challenge yourself, make bold creative decisions, and try non-conventional things.
- A critical approach to your work, with the ability to take a step back and reflect.
- A strive for structure, efficiency, and clarity.
- Strong self-drive and ability to organise your own work.
- Interest in and ability to do research for interesting prop and environment solutions.
- Love for working on a variety of tasks.
- Fluency in English.
- Excellent skills in 3D software. Modo preferred.
- Familiarity with Zbrush/Mudbox/similar.
- Excellent skills in Substance.
- Excellent skills in Photoshop or similar software.
- Familiarity with issue-tracking software.
- Experience in classic/non-PBR workflow.
- Basic rigging and animation skills.
- Love for horror, sci-fi, and narrative games.
- A major role in completing at least one game.
- Great free-drawing skills.
- Experience in level design.
- Strong game design skills.
- Experience kitbashing/working with modular sets.
What do we offer?
We make games, because that's what we love. But we know there are other things we love, like playing games, taking part in sports, or spending time with our families. We believe a healthy balance between work and life reflects positively on your work, which is why we don't encourage crunch.
We also offer:
- Flexible working hours.
- Opportunities to influence your workflow.
- Variety in your work tasks, and ability to influence your workload.
- Participation in our internal game Show & Tell sessions, so you'll have input into all aspects of the game.
- Social security and holidays that are up to the Swedish standards.
- An inclusive and respectful work environment.
- An office in central Malmö you can use as much as you please.
- Fun workmates, game and movie nights, and other outings!
Apply? Apply!
If all of the above piqued your interest, we would love to hear from you! Send us your application 17th of June the latest - but the sooner, the better! Please attach your:
- Cover Letter
- Why should we hire YOU?
- CV
- Portfolio
- Link or PDF
- Preliminary work test
- See the test below
- Examples of works that have inspired you or blown you away
- PDF, screenshots preferred.
Please note that we require all the attachments to consider you.
Send your application to apply@frictionalgames.com!
Preliminary work test
After 3 years of failed experiments, Professor Kim finally managed to reverse gravity. However, the professor died just as he succeeded, and the whole thing ran amok.
The player enters the research facility where the experiments took place. As they go through the level, they gradually learn about what the professor was trying to achieve. At the end they're met with a revelation, and see the disturbing results of the experiment. As they reach the end, the level must loop in a way where the player finds themselves near the entrance, where they first started.
We are looking for a simple design, done as a rough 3D sketch/white box. You are free to write notes and do paint-overs on top of the 3D.
This test is a first step in the evaluation process, showing us your basic skills, so we are not looking for you to spend a lot of time on it. Imagine this as a quick proof of concept you would present before doing a pitch or a design.
We will evaluate your artist vision, creativity as well as level design skills.
Put everything as a collection of images into one folder on Dropbox, Drive or similar, and send the link to us.
Privacy Policy
By sending us your application, you give us permission to store your personal information and attachments.
We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.
Sunday, February 23, 2020
Brainstorming With Factoring
In the last post I described how I sometimes describe a problem with a matrix, and then look at the matrix transpose to see if it gives me new ideas. Another technique I use is to look for a factoring.
In algebra, factoring transforms a polynomial like 5x² + 8x - 21 into (x + 3)·(5x - 7). To solve 5x² + 8x - 21 = 0, we can first factor into (x + 3)·(5x - 7) = 0. Then we say that x + 3 = 0 or 5x - 7 = 0. Factoring turns a problem into several easier problems.
x | 3 | |
---|---|---|
5x | 5x² | 15x |
-7 | -7x | -21 |
Let's look at an example: I have six classes, File
, EncryptedFile
, GzipFile
, EncryptedGzipFile
, BzipFile
, EncryptedBzipFile
. I can factor these into a matrix:
Uncompressed | Gzip | Bzip | |
---|---|---|---|
Unencrypted | File | Gzip(File) | Bzip(File) |
Encrypted | Encrypt(File) | Encrypt(Gzip(File)) | Encrypt(Bzip(File)) |
Using the Decorator pattern (or mixins), I've turned six different types of files into four components: plain, gzip, bzip, encrypt. This doesn't seem like much savings, but if I add more variations, the savings will add up. Factoring turns O(M*N) components into O(M+N) components.
Another example comes up when people ask me things like "how do you write linear interpolation in C#?" There are a lot of potential tutorials I could write:
C++ | Python | Java | C# | Javascript | Rust | Idris | … | |
---|---|---|---|---|---|---|---|---|
Interpolation | ||||||||
Neighbors | ||||||||
Pathfinding | ||||||||
Distances | ||||||||
River maps | ||||||||
Isometric | ||||||||
Voronoi | ||||||||
Transforms | ||||||||
… |
If there are M topics and N languages, I could write M*N tutorials. However, that's a lot of work. Instead, I write a tutorial about interpolation, someone else writes a tutorial about C#, and then the reader combines knowledge of C# with knowledge about interpolation to write the C# version of interpolation.
Like transpose, factoring only helps sometimes, but when it applies, it can be quite useful.
Friday, February 21, 2020
Movie Reviews: Ready Player One, Game Night, Three Billboards Outside Ebbing Missouri, The Phantom Thread, Loving Vincent
Sorry guys; five disappointing movies ...
Ready Player One: From Steven Spielberg, this is a shallow, uninteresting movie is about a guy who plays in a virtual world looking for three Easter eggs, or "keys", so that he can gain ownership of the company that owns the virtual world. While he is at it, others are also looking for the keys, one of whom is a woman who joins him as love interest (along with some other guild members), as well as certain high-financed players backed by people who are willing to kill you in the real world if they discover who you are and that you are a competitor.
Within five minutes of the start of the movie I found myself not caring about the boy or anyone else, since there is zero character development. Astonishingly, the amount I cared continued to drop as the movie went along. I didn't think that was possible, since I already didn't care at all, but I managed to continue to care less and less. I eventually figured out that this was because the score was very good. It cued me into thinking, every once in a while, that something that I might care about was about to occur. Each time, however, this never happened.
The amusement of the movie is supposed to come from a) watching other people play video games, which is a colossal bore (unless the player knows how to fill the time with snarky commentary, as people often do on YouTube), and b) seeing hundreds of throwbacks to 1980s video games and fiction. Unlike recent media in which this worked, such as Stranger Things and even Super 8 to an extent, it did not work here. I didn't get 90% of the references, and, anyway, simply seeing references on screen is not what made those other media good; the other media had good stories. And, I guess, we are supposed to be amused by c) the suspense as to whether the main character will solve the rather obvious and uninteresting puzzles and ultimately find the keys and triumph. Duh.
There is not a scrap of emotion in the entire movie. Someone gets killed at one point, but it's someone who we were barely introduced to and who is not shown as having any emotional connection to the main character. I am really in shock at this. This is the emotionally manipulative director who brought us Jaws? E.T.? Shindler's List? Bridge of Spies?
Whatever. I guess, while it is a useless and dull movie, it is not particularly offensive, at least. Oh wait, it is: at the end of the movie the narrator tells us that we shouldn't be spending all of our time playing video games / in virtual reality, but should instead interact with each other more in the real world. Thanks for that very important message; never would have known that.
One more thing that irritated me: T.J. Miller played the exact same character in this movie that he played in Silicon Valley. I liked it in Silicon Valley, but it was pretty out of place here.
Game Night: This is ninety minutes of one joke, the kind of joke that is funny only if it comes once, unexpectedly, in the middle of an otherwise serious situation, but is not funny when it comes repeatedly for ninety minutes. This is a farcical remake of The Game (1997, Michael Douglas). Instead of a strange combination of gaslighting, pursuit, and trying to figure out what is going on as the terror mounts, in this movie the terror happens, but everyone keeps making stupid jokes. It's supposed to be funny, because they keep making light of things while bad things happen; that's the one and only joke, really. The acting, directing, and cinematography were fine. Jason Bateman and Rachel McAdams are always cute.
The movie that did this well is The Man Who knew Too Little (1997, Bill Murray), which was a cute and silly movie. I was appalled enough at this movie to happily walk outside the movie theater twice to answer phone calls (I had it on vibrate, guys). If my friends hadn't been with me in the theater, I would have gone home and not gone back in to the theater to finish the movie. In the movie's defense, my friends liked it. They said that they like to see a mindless, silly movie once in a while (I think that's a slight directed at me and my movie choices).
Three Billboards Outside Ebbing Missouri: This is a well-acted, grim piece of midwest Americana. Mildred's (Fances McDermott) daughter was raped and murdered several months ago, but she hasn't heard anything from the police who are busy (according to her) chasing and shooting blacks who aren't really doing anything. So she puts up some billboards that pointedly call out the chief of police (Woody Harrelson) in a low-trafficked area. What makes it interesting is that a) she is actually friends with the chief of police, b) the chief is dying of cancer and should really not be at work, and c) the rest of the police dept doesn't take kindly to this, especially one lunatic racist violent hotheaded police creep. Things come to a boil, especially after the police chief shoots himself.
This movie is relentlessly depressing, representing a lot of the worst aspects of American prejudice, violence, despair, and hatred. Just about nobody supports Midred, not even her son. Interestingly, the lunatic police guy actually makes a kind of (unbelievable) change around two thirds into the movie. This should have given us a bit of hope. However, the movie ends just as bleakly and miserably as it started.
Other than being relentlessly depressing, what actually ruins the movie for me are the multiple acts of outrageous criminal behavior performed by multiple people on multiple occasions, some of it incredibly brutal and most of it performed in sight of multiple witnesses. These acts are done and never have repercussions. And I'm not saying that the bad guys weasel their way out of repercussions, I'm saying that the movie doesn't seem to believe that any reactions by the witnesses or police is expected. What the hell? Is this a video game? While I expect to sometimes find injustice in the system, the system still exists; treating violence like it's just a video game broke the reality of the movie for me.
The movie has compelling performances and some good ideas, but it's ultimately not realistic enough to recommend.
The Phantom Thread: Daniel Day Lewis gives another astounding performance as Reynolds, a dressmaker / bachelor / bully and all around a**hole in 1950s London. He is joined by other great performances by Vicky Krieps, Lesley Manville, and everyone else in this beautifully shot and artfully scripted period piece about a dressmaker who obsessively creates beautiful dresses, but only if his cadre of assistants take care of his other needs and none of them interrupts his "solitary genius" thinking. This genius is, apparently, sufficient excuse for everyone to give him his way, and for him to throw toxic vitriol at anyone who expresses any kind of opinion, presence, or personality. Like a spoiled baby, as one of the other main characters eventually says.
Krieps plays a waitress, Anna, who is drawn to this bully and who follows him to London to be a dress model and eventually a lover. She falls deeply in love with him - because he is such a genius - and even goes and does some of his bullying for him, both - because he is such a genius - and because she hopes he will one day fall in love with her and allow her to butter her toast in his presence without cursing her out. Even taking into account that this is the 1950s, she is really pathetic; in the first two thirds of the movie, not a moment is shown where she has a relationship with anyone else but him. No family? No friends or neighbors at all?
SPOILERS follow, because really you shouldn't watch this movie, and if you do you should be prepared for what happens.
Anna has a little strength in her, just enough to keep wanting him to love her. And so, one day after she suffers great abuse from him, she poisons him, and he falls sick and can't work for the next few days he is too sick to abuse her, so she is happy. And then, he comes back from his illness and proposes to her.
Okay ... but maybe he doesn't know that she poisoned him?
After the marriage, things go back to as they were, obviously, and he begins to heap abuse at her again until one day she overhears him complaining about how he doesn't want her around as she is disrupting his work. So she poisons him again, and this time he knows it and goes along with it. And he loves her.
And that's the movie. Okay...
So this is a sick, toxic (literally) relationship that works for both of them. She is only happy when he is poisoned and helpless, and he, despite his passion and perfection for work is apparently only able to love her when his work is taken from him and he is poisoned and helpless. Apparently he makes the choice to let her poison him. Perhaps he really doesn't want the endless pressure of being a genius after all? It's hard to say, as the screenwriter leaves it a mystery.
Like Whiplash, I recognize great performances and interesting screenplay, but I can't watch it. Who really wants to watch two hours of repulsive people, where the main character is an abusive, horrible person? A little bit of it in a movie adds color. You know that the scriptwriter threw it in for you to not like the abusive character. But, if the whole movie is about an abusive character who doesn't learn the error of his ways, you get the impression that the scriptwriter thinks that we should be entertained by it, or even sympathetic to this toxic white privileged male jerk.
But I wasn't. And I wasn't. I was simply repulsed. And the perfect "solitary genius" who is too important to be bothered with having to be nice to people is a myth.
Loving Vincent: Like a number of other animations I have reviewed, this work is one of astounding, gorgeous animation but also utterly boring. The plot, such as it is, is ... um ... well, there isn't one. A police officer wanders around trying to deliver a letter and asks a few questions about how Van Gogh died. It is all shots, and scenes, and music, and flaccid unimportant dialog. And nothing happens and there are no characters.
Thursday, February 20, 2020
HOTT 52 - Getting Ready
(See [1] for what HOTT is, if you've never heard of it before.)
I'm going back in time, though, back to the last published version of HOTT, 1.2, which is now available again on Lulu! After playing a version of HOTT that was updated for the latest DBA 3 rules, I've decided to go back. Not because the update HOTT2DBA3 rules are bad, but because a lot of HOTT play at conventions/events is still based on 2.1. I wanted to re-familiarize myself with the actual version.
I was reading through my well worn copy of the rules and kept finding odd notations that implied I had done something earlier, so I went through my Google Drive and found this:
HOTT Reference Sheet (Google Drive Link)
The first page is written for my Etinerra campaign world, and I converted the measurements to inches because "'Murica", but the rules summary works very well as a one sheet/two page summary of the game.
Rather than try to do a huge big restart to my wargames campaign in Etinerra, I'm just going to play some games with miniatures and get to playing HOTT regularly, THEN I can see about tying things back to Etinerra. So this coming weekend, I will do two games to catch up with the weeks - last weekend was all about my playtest of Hommlet!
While I love Chaos Wars and still play it, HOTT is perfect for an hourlong game that gives me some fun, but doesn't require a lot of time.
Thanks, Kaptain Kobold, for the inspiration!
[1] HOTT/Hordes of the Things is a fantasy miniatures wargame that uses a small number of figures to play out just about any fantasy setting you can imagine. It also allows you to make just about any army you can imagine, with an army list that ranges from high Tolkein fantasy, to Asian Indian mythology, to Discworld and even Christmas Land! The rules can be interesting to interpret, with "Barkerese" on the same level as "High Gygaxian" in terms of writing. There's a ton of help on the web and my reference sheet to help you with the rules!
Meet Commodore's VIC(-20), The Friendly Computer
When Commodore made the PET-2001, they made a computer that found some success in the market, especially in Europe. The PET turned into a series, but it was an all-in-one PC that came with a monochrome monitor and was rather an expensive product. Commodore wanted to expand to more of a mass-market, and they designed the Commodore VIC-20, the first personal computer to sell for less than $300. The VIC was very successful when it was released in 1981, becoming the first computer to sell over one million systems. Its low price and feature set (color graphics, 4-channel sound) helped it to outsell its competitors. But it days in the limelight were short-lived due to the arrival of its successor, the Commodore 64. Having acquired a VIC-20, let's take a look at some of the practical issues with using it.
Read more »
G Fuel Alternative (Monday Musings 83)
The ingredients aren't harmful because of the low dosages, but I hate the Sucralose and Acesulfame after taste, which G Fuel contains, and further, G Fuel is rather expensive at $35.99 for 40 servings, approximately $1 per serving, so I thought I can find a healthier and more cost-effective alternative to G Fuel.
After doing research, I found that the most effective way to improve energy and mental alertness is the tried and true, boring and effortful healthy ways such as:
- Going to bed and getting up at the same time, i.e. good consistent sleep - most people need 8 hours
- Exercising around 30 minutes between 55 to 85% (60% makes the most sense) of your max heart rate, at least 3 times/week, calculator here.
- Fruits and vegetables - at least 5 servings - and whole grains
- Reduce stress through meditation, problem-solving, and so forth
- Smokers, QUIT!
- Limit alcohol use
- Diaphragmatic breathing
- Hydrate
- Avoid sugars
Even so, the fact that G Fuel doesn't list how much powder and extract they use, most likely there's no antioxidant effects.
Wednesday, February 19, 2020
About Hyper Casual Games
We have many casual games in different platforms today, but there's a new idea rising strongly: the hyper casual games concept. These categories of games, according to Johannes Heinze are "games that are lightweight and instantly playable". Note the difference: the hyper casual are instantly playable; this makes a big difference in today's gaming context.
Companies like Voodoo and Ketchapp Games (both French) are two good examples of how to explore business models using hyper casual games. They are creating very simple and addicting games. You play them and, if you like them, there's a possibility to buy a premium version of the game without ads, or you can play it and watch the ads.
One good example of this kind of game is the awesome Helix Jump (one of my favorites). Check the gameplay trailer below:
Here in Brazil, companies like Sioux are investing in this gaming category. They launched a very interesting title named Overjump. Do the exercise: watch the video and notice that in the first 8 seconds you already understand the mechanics.
The most important point of this discussion is the rising of hyper casual games parallel to a big triple A titles showing us that we are living a great moment in the gaming industry: a moment full of opportunities.
#GoGamers
Game 357: The Dungeon Of Danger (1980)
The game efficiently blends its title screen with character creation. |
Versions released in 1980 for the Atari 800, 1981 for the Apple II and TRS-80, 1983 for the Commodore PET, 1984 for the Commodore 64
Date Started: 7 February 2020
And here's a final (for now) quick entry to clear up another "game" that made its way onto MobyGames recently. We already had a discussion, relative to The Devil's Dungeon (1978) as to whether a book of type-it-yourself code constitutes a "game." Having not reached a satisfactory conclusion, even in my own mind, I decided I might as well play this one.
Yep, another one of these. |
A random encounter with a good wizard offers the only graphic in the game. |
Killing a dragon and getting its gold. |
A map of the level. The fuzzy bit in the seventh column is my current position. |
- Rooms with pools of water that might freeze you, do nothing, or burn you
- Thieves who may steal your gold or drop theirs
That could have been worse. |
- Vapors that might knock you out, causing you to awaken in a random part of the dungeon
- Trap doors that might dump you to the next level (or into a pit if already on Level 2)
Every one of those sets of ellipses is accompanied by a pause as the text loads. |
I won. I hope someone, somewhere, is happy. |
The initial lines of code for The Dungeon of Danger. |
There's no character development, combat is based on random rolls and not any intrinsic attributes, and there's no inventory, meaning that the game fails all my criteria for an RPG. (Frankly, it fails MobyGames's definitions, too, but it's easier to write an entry than to get them to change incorrect information.) It thus earns only a 5 on my GIMLET.
That catches us up to where we were before someone with too much time on his hands decided that The Devil's Dungeon, Knight's Quest, and The Dungeon of Danger needed to be preserved in our memory. Back to Ragnarok and the final entry on Blade of Destiny.
****
Note: An earlier version of this entry, accidentally published before I was ready, was a lot angrier. I was trying to make a joke by which my entries got progressively more ranting and incoherent over the last three games, culminating in my basically frothing at the mouth on this one. I had scheduled all three games a few days in advance. I later decided that people wouldn't get the meta-joke, which was only a little funny in the first place, and removed the setups from the first two entries but neglected to edit the third before it automatically published yesterday. I quickly took it offline to edit out the more irate language. Sorry if you got the premature edition; it would have been confusing.
Thursday, February 13, 2020
Brave Browser voted the best privacy-focused product of 2019
Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.
An extremely productive year for Brave
Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.
Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.
The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.
Ryan Hoover, the founder of Product Hunt said:
"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"
Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.
Privacy and blockchain are the strongest forces in tech right now
If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.
The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.
AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.
For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.
Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.
Earn Basic Attention Token (BAT) with Brave Web Browser
Try Brave Browser
Get $5 in free BAT to donate to the websites of your choice.Saturday, February 1, 2020
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- Meet Commodore's VIC(-20), The Friendly Computer
- G Fuel Alternative (Monday Musings 83)
- About Hyper Casual Games
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