Monday, 16 March 2020

Missed Classic: Trinity - When Soviet Time-Traveling Robot Armadillos Attack

Written by Joe Pranevich


In Trinity, we traveled to the dawn of the nuclear age and attempted to change history. We failed and became trapped in a time loop with our mischievous roadrunner friend. I suppose there are worse ways to go. In the words of one famous time traveler, "Great Scott!"

But what if the game didn't end that way? Unlike most of the games we played, this is not just a rhetorical question. Infocom has always had a special place in the hearts of digital archeologists and a level of attention that arguably exceeds their real contribution to computer game history. This is in part thanks to Infocom's own newsletters, but also the preservation of memos and documents from the company itself. That gives us a view on just about everything from sales performance to standings within the local softball leagues. As recently as 2019, source code was placed online for most of the classic Infocom games. This would be fun all by itself, but in Trinity's case we are fortunate to have preserved notes on three separate versions of the game, starting from something akin to "Time Police" and ending with the version that we explored together. I had hoped to include this material with the Final Rating, but that post was long enough. Let's close out our coverage of Trinity with a look at three versions of the game that might have been.

Mirai Sentai Timerenger!

Trinity 0.1 - The Time Police
It all started with a dead bird. A cat proudly deposited the carcass on the doorstep of her owner, a Japanese school teacher who had received enough of these little offerings to recognize something out of the ordinary. She sealed the corpse in a plastic bag and brought it to a biologist at the nearby medical school. The remains were identified as Geococcyx californianus, a species native to the southwest corner of North America. What a roadrunner was doing in the vicinity of Nagasaki's Heiwa Koen (Peace Park) was anybody's guess.

The first of the three pitches is undated but likely written sometime in 1985, although it may have been during or after the development of Wishbringer. It shows the game at an embryonic stage, but already elements were coming together that we immediately recognize as the core of Trinity. Nuclear blasts, in addition to all of the damage that we can see, also pierced holes in the fabric of space and time. These holes connected the sites of those blasts in an as-yet unknown way, allowing a New Mexico roadrunner to end up in Nagasaki, whirlpools of coconut-filled boiling water to appear spontaneously over Utah, and many other such events. Scientists discovered and investigated these holes, but the military saw them as being little more than a curiosity. Without military application, who cares if reality is becoming Swiss cheese? That was until a defector revealed that the Soviets had not only discovered the holes, but that they had a plan of their own to use them.

I'll let Moriarty's own words describe the next part:
Such were the humble beginnings of Classified Defense Project #43112. Its official code name is Termite. But the people who got it going and keep it running like to call themselves the Time Police.

You play the role of a Sentry on duty at Project Termite's Alamogordo Station. It's your duty to monitor the Hole created by the first atomic explosion, and to make sure nobody is in there mucking around with the original Manhattan Project. You wouldn't want some other country to get The Bomb before we did, would you?

Grand Moff Who?

The pitch continues into a brief description of gameplay. Rather than directly interact with history, you have an "array of technological gadgets" resembling real birds and small mammals that act as your eyes and ears in the past. Your job is to ensure that history (and a very large bomb) go off without a hitch, without being spotted and potentially changing history yourself. On one fateful day, it is your responsibility to defend the United States from a two-fold attack by the Soviet Union. You have to defend both the Trinity site on the morning of the blast as well as "present day" Alamogordo Station. It sounds like a lot of fun, even if it is unclear how you would solve two sets of problems at once.

Back to Moriarty:
Meep, your trusty Electric Roadrunner, has detected an army of stainless steel armadillos closing in on the shot tower at Ground Zero. And there's something else lurking in that pre-dawn desert; a mysterious Presence that will eventually lock you in a bizarre three-way struggle against time. The future history of the world -- perhaps the fate of the universe itself -- depends on your courage and resourcefulness. No matter what happens, you MUST make sure that the first atomic bomb detonates precisely on schedule! It is 5:00 AM on July 16, 1945. You have twenty-nine minutes.

I understand why this pitch didn't get made, but boy does it sound fun. The mix of robotic avatars and having to balance two separate modes of play at once sounds a bit too much like Suspended and A Mind Forever Voyaging, but there is something perfect about the idea of the Soviets using an army of time-traveling robotic armadillos. Would the tone have been jarring against its premise? How much fun can you have in a story about nuclear armageddon? And both of those previous games struggled with balancing the multiple aspects of their gameplay; could Trinity have done better? It is also not clear how many of the "termite holes" you would explore, and Moriarty may not even have worked out those details yet. This pitch represents a great start and could have been a fun-- if very different-- game if it had come to fruition. I especially like the hard science fiction approach and the structure that being a part of "Time Police" could bring to the story.

You can read the full first proposal here: https://github.com/historicalsource/trinity/blob/master/tr1.txt

"Bridgeport?" Said I. "Camelot," Said he."

Trinity 0.5 - Magical Kingdom

The next version of the game, dated September 1985, takes us much closer to the Trinity that we know. The hard science fiction and robotic armadillos are gone, as is the "Time Police". Instead, the game takes a hard turn into straight up fantasy. The start of the game feels quite similar to the final product: you are an American tourist in London on the day that the bombs fell. You will have to "solv[e] a lighthearted puzzle or two" to escape from London. While the pitch does not say so explicitly, it's likely that Moriarty had already worked through much of the Kensington Garden experience. When the bomb drops however, the game takes a turn from what we would come to know:
"Inside" the duct, you discover a bizarre fantasy world where space and time are interchanged. The magical inhabitants of this twilight zone are wringing their 4-dimensional hands because our atom bomb tests are blasting big, unsightly holes in their otherwise peaceful universe. The only way to prevent the collapse of the entire kingdom is for some foolhardy adventurer to journey backwards in time to the first A-bomb test at Trinity, and prevent it from going off.

Armed only with the 3-D map of the Hole Matrix provided in the game package, the player ventures through a bewildering variety of exotic locations, solving puzzles, meeting unlikely characters and casting magic spells. But unknown forces are at work to foil your quest, and you soon find yourself caught up in a multidimensional war between two great empires who seek to control the Matrix. It all comes together during a spectacular climax in the New Mexico desert, where you must single-handedly decide the course of history in just 29 minutes of real playing time.
"My name is Peabody. I suppose you know yours."

The game sounds much more "Zorkian" with exotic locations and magic spells; in fact, I cannot help but wonder if the bombs wouldn't have opened the door just a smidge to the actual Great Underground Empire. This is all speculation, but Trinity's internal development code was "Z7". All of the previous codes (from "Z0" to "Z6") were for the Zork and Enchanter series, plus Wishbringer, which also took place in the same universe. "Z8" and "Z9" would later be given to Beyond Zork and Zork Zero. Trinity is the only game in that series of codes to not be a Zork game. Why? Could they have been aiming for a more generic fantasy game while using the "Z" code? Absolutely. Could they have left the door open for it being an implicit Zork sequel? Also yes, especially as this version of the pitch suggests that it was to be the first game in a new fantasy trilogy. We don't know, but it feels like there could be a truth hidden in there someplace.

The "Hole Matrix" hinted at in the description, plus the fantasy kingdom itself, feels like an alternate or early form of the "wabe" from the final game. It seems that you would explore many different areas all connected by the nuclear explosions to solve puzzles. Except for the lack of spells and explicit fantasy elements, most of the zones that we traveled to in the final game could have worked with this pitch. Only the "hub" that connected them, plus the lack of magical solutions, could be different from the game that we know.

The final open question for this version has to do with the endgame: how would a "real-time" ending sequence work? Would touch typists and faster computers automatically have an edge? This must have been a major goal because Moriarty mentions the real-time nature of the ending more than once in his summary, and yet he doesn't appear to have found a way to make it work. This is also the only version of the pitch to not include the roadrunner; I cannot but think that somehow these two problems are related! Other than being a humorous fantasy (rather than dour magical realism), this game has all of the elements of "our" version of Trinity. The puzzles and worlds may have differed, but this is recognizably the same game.

You can read the full second version of the pitch here: https://github.com/historicalsource/trinity/blob/master/tr2.txt

"My patience is wearing thin. I'm banishing you to a time warp from which you will never return!" - Oroku Saki

Trinity 0.9 - Almost There!

The final draft summary we have is from November 1985 and it is essentially the game that we came to play in digest form. In fact, this is the shortest pitch of the three and is detailed enough that Moriarty must have been fairly far along in his development process. The beginning and middle of the game appear to be exactly as we have played it:
The door transports you to a Zorkish fantasy world, centered around an enormous sundial that casts a long, moving shadow across the landscape. This improbable universe is littered with lots of giant toadstools, each equipped with its own magic door. Whenever the dial's shadow passes over a toadstool, the magic door opens, and you can visit a "real" historical place where somebody is about to explode an atomic bomb. Locations include an underground test site, a Siberian wilderness, a tropical atoll, a "Star Wars" orbital battlefield and a playground in Hiroshima.

The player has to explore every square inch of the fantasy world, figure out how to control the giant sundial, visit all the magic doors (in the right order) and solve a bunch of interconnected puzzles before he or she can tackle the seventh and final toadstool ... the Trinity test.

So far so good. I especially like the nod to my theory that he was explicitly aiming for "Zorkian", even if not the Great Underground Empire itself. And yet, Moriarty appears not to have cracked the final nut, how he would have run the end-game. This is not the three-way battle with robot armadillos from the earliest version, nor the real-time puzzles of the second, but something wholly different:
The player materializes in the test tower, only twenty-nine minutes before the Gadget is scheduled to detonate. The site is heavily guarded, and danger lurks behind every cactus. If you survive long enough to reach the control bunker, you'll meet a Who's Who of famous scientists, all intent on vaporizing your only way home. Can you stop the Bomb from going off? What will happen if you do? And what about those mysterious beings who keep making snide comments in the corners of your video screen? Are you being used?

I love the mystery being implied here, even if it is frustrating that we never got more than sniffs of it in the final version of the game that we played. Who was the mysterious voice in our ear? We never found out and it seems like perhaps Moriarty may have changed his mind about it more than once during development. Alas, we also never saw the "Who's Who" of famous scientists as the final endgame pivoted back towards the earlier ideal of causing as few ripples in history as possible. In fact, other than listening to humans on the radio, we interacted directly with absolutely no one in the endgame as we played it. There is not one "famous scientist" in there at all!

You can read the full third version of the pitch here: https://github.com/historicalsource/trinity/blob/master/tr3.txt

"Okay, um, how do I explain this concisely? This is Tuesdays... and also July."
"And sometimes, it's never."

Moving On

I hope you enjoyed these brief looks at alternate versions of Trinity. I am glad that we were able to experience the final version of the game, but there are many neat ideas presented across these several drafts that would have been fun to experience in some way. Ultimately, the ending of Trinity isn't perfect. The puzzles are too difficult and too many elements are left unexplained and unresolved. The nature of the time loop doesn't give us a sense of finality, especially after we looted our own paradoxical corpse. It seems from these documents that while the only aspect of Trinity that did not change from draft to draft was the final confrontation in the desert, the actual mechanics of that endgame experience did not come into focus until late in his design process. I wish we had these documents for more games to give us a basis for comparison, but what we have is a fascinating, if all too brief, window into how the sausage was made.

With this last side avenue explored, I am finally ready to tackle some Leather Goddesses. You can expect a mini-review of that soon.

With the spread of Coronavirus around the world, I want to take this moment to wish for safety and health for all of our readers and their families. Stay well.
Read More :- "Missed Classic: Trinity - When Soviet Time-Traveling Robot Armadillos Attack"

Sunday, 15 March 2020

You Spoke, We Listened! Oceanhorn Coming To PS Vita On May 17Th



In September 2016 we released Oceanhorn on PS4 and Xbox One, our very first console game. Since its release we received so much love and overwhelmingly positive feedback from console gaming community. Thank you so much!

Oceanhorn  is our love letter to action adventures from past generations and combines the action and puzzle elements from Zelda games with the emotional journey of the Final Fantasy and Mana series.

Oceanhorn on PSVita in action

Wow these colours pop on the PS Vita screen!

Soon after launch we received many requests from players who'd love a portable PS Vita version of this game so we decided to do a Twitter Poll about it. What followed was an incredible Tsunami of likes and retweets – it blew us away! We are very happy to announce that Oceanhorn – Monster of Uncharted Seas will arrive on PS Vita on May 17th, 2017.


Taking full advantage of PS Vita


We've been working hard to deliver the same gameplay experience that you've loved on consoles, so we put many hours into optimizing our code. We're very happy to confirm that the whole game runs beautifully on the PS Vita delivering smooth performance all the way through the entire game.

It's just amazing to see the game coming to life on the colourful PS Vita display. Everything looks so expressive, adding an extra punch to the huge variety of islands like rainy forests or scorching desserts. Explore all of them on the go!

The game will take you from the deepest dungeons to the highest skies


Beautiful Game for a beautiful Handheld System


We didn't stop with just porting it, we also added features to take advantage of the Vita in unique ways. You decide if you want to use them or play in a traditional way. First of all we enabled Touch Screen for casting spells and to navigate the menus. This is a very comfortable and direct way of choosing targets or menu options.  Furthermore we enabled PlayStation TV so you can play on the big screen.

Oh and in case you're wondering: The game features its own set of trophies, so all trophy hunters rejoice, another Platinum Trophy to hunt for. Altogether we aimed to deliver a must have for every PS Vita library and it's our way of saying thanks for your support. Cheers!

Korbinian Mossandl// Producer, FDG Entertainment



Read More :- "You Spoke, We Listened! Oceanhorn Coming To PS Vita On May 17Th"

Thursday, 5 March 2020

Why Do You Play Games?

In the first post of this year, I want to share some content from the book I'm reading at the moment: Playing smart - on games, intelligence, and artificial intelligence by Julius Togelius. The author discusses many aspects on how games challenge us and what we can expect from games that use artificial intelligence in the near future.



One of the first points discussed by Togelius is about the question I already brought many times in this site: why do we play games? It's not easy to answer (and we have many different views for this subject) but I think it's essential to gather multiple points of view to create a more solid opinion.

Togelius launches the question: why do you play games? And starts his answer with a very interesting argument that most of the time we are playing games for many reasons but all the time – despite the game we are playing – we are doing an exercise of intense planning.

Below, I want to share this excellent content from his book and recommend the reading for all the followers of this site:

Why do you play games? To relax, have a good time, lose yourself a bit? Perhaps as a way of socializing with friends? Almost certainly not as some sort of brain exercise. But let's look at what you are really doing: You plan. In Chess, you are planning for your victory by imagining a sequence of several moves that you will take to reach checkmate, or at least capture one of your opponent's pieces. If you are any good, you are also taking your opponent's countermoves into account and making contingency plans if they do not fall into your elaborately laid traps. In Super Mario Bros., you are planning wheter to take the higher path, which brings more reward but is riskier, or the safer lower path. You are also planning to venture down that pipe that might bring you to a hidden treasure chamber, or to continue past it, depending on how much time you have left and how eager you are to finish the level. You may be planning to eat the power-up that lets you get through that wall so you can lick a switch that releases a bean from which you can grow a beanstalk that lets you climb up to that cloud you want to get to. In Angry Birds you are planning where to throw each bird so as to achieve maximum destruction with the fewest birds. If you crush the ice wall with the blue bird, you can then hit that cavity with the black bomb bird, collapsing the main structure, and finish off that cowardly hiding pig with your red bird. (TOGELIUS, 2019, kindle edition – position 412)

#GoGamers



Reference:

TOGELIUS, Julius. Playing smart - on games, intelligence, and artificial intelligence. London: The MIT Press, 2019.

Read More :- "Why Do You Play Games?"

Am I An INFP? (Monday Musings 85)

The INFP Book by Catherine Chea
I became interested in the topic of Myers-Briggs (MBTI) when I was trying to figure out what techniques fit my personality the best, the past few weeks or so, to motivate myself to not procrastinate, as I noticed I was neglecting the blog. Of course, whenever you google personality types, the notorious MBTI personality inventory came up.

I was first introduced to Myers-Briggs as a senior in high school, when I was an immature teenager (18 years old) - I'm the very definition of a late bloomer - I may even still be blooming yet.

I was extremely pleased and elated that I was solidly an INFP because they were "so cool". One of the major characteristics is that "we're often misunderstood" recalling images of James Dean in Rebel Without a Cause. James Dean is a major icon of cool. Since I was nerdy and geeky, you can only imagine how happy I was.

Another major characteristic is that INFPs are "extremely creative" and best careers are in the writing and art fields. Never mind if you give me a blank piece of paper and tell me to write a story and draw, I would look back at you with the same blank expression. I'm so impressed with people who can create, and to be called creative was a huge compliment. 

I also was happy that we're supposed to be "emotional" because if anything, I'm as lethargic as my obese male cat, Fat Nyams, and often have a blank, glazed expression on my face. So it's nice that, per MBTI, I am emotional since INFPs "wear their hearts on their sleeves".

I was even more satisfied and smug because we're considered "the rarest type" (the INFJs are even rarer still) so that made me feel special - in American education, you feel the very opposite of special as you have to "fit in" with the structure and cliques.

Given my personality, I read all about INFPs and the part of having strong values rang true (of course, who doesn't have strong values), and felt that the description of INFP fit me so perfectly that it was uncanny. I was very satisfied with how I was one of the "awesome" rare fairies that are INFPs.

The MBTI came up in medical school when we all had to take personality tests as part of our "humanities" course where we learn about empathy, bedside manner and such. I came up as an INFJ and was confused, because I remembered how I was such a strong INFP back in high school, and personalities don't change. Your behaviors can change, but not your core personality.

For instance, if you're an introvert, you could never be an extrovert no matter how much effort. Eventually, forcing myself to be social exhausts me, and I have to go in hermit mode for days on end to recharge.

Being conscientious, I took the test again, and it came up as an INFJ. In medical school, we didn't have time to question and I left it at that. 

Flash forward to now, when I'm stable in my career and rather fortunate to have free time, I took the online MBTI tests (not the official). The first step was to read the description between INFP and INFJ.

I was hoping I'd be an INFJ because as a mature adult, the INFP description made me cringe.

First, they're described as being so sensitive that if someone says their hair looks like they didn't comb it, they'd ball up in a corner for days. And that INFPs have extreme meltdowns on a daily basis. I don't have those wild emotional mood swings at all. In fact, I've gotten even more placid as an adult. I just don't have the energy to get into rages.

Another extremely unflattering description is that INFPs seem like they can't get anything done and have difficulties finding a career, if they ever get a job in the first place. But I'm doing quite well in my career, and the medical and residency training was grueling and not considered "flaky".

Next, I took the online tests. I already know that I'm strongly INF,  that was never a doubt, so the question is the P vs. J. There were very conflicting results between INFP and INFJ and indeed a lot of mistypes exist between these two. There was a P vs J tester, and it would fall roughly 50/50. 

Because of this ambiguity, I did internet search and stumbled upon Casual Cognition as that was the first video that comes up when you type in INFP vs INFJ.

I didn't seem to be either INFP (Calypso, the owner) or INFJ (in this YouTube clip, though I'm more INFP-ish if I had to force myself to compare:



I was even more confused, until two pieces of the puzzle came together. The one question was "Do you consider yourself having the wisdom of a sage (INFJ), or the heart of a child (INFP)" and the answer was heart of a child, heart of a child, heart of a child.

Then Casual Cognition's section of micro-expressions clinched it - I definitely have the body and eye movements of an Ne (INFP).



Armed with this information, I read about the cognitive functions and stacking, which made it very clear that I'm an INFP. The descriptions of the personality types are of course stereotypes as there are variants (Monster Hunter World reference), but the preferences you have in the way you interact with the world remain stable.

Armed with all the above knowledge and research, I then read two books on the INFP, the first one was helpful as it was technical and described the concepts of cognitive functions and stacking.

Before reading this book, this video was difficult to understand, but then after, it made sense once you know the jargon. The part that made me chuckle is when I see Calypso with that glazed look on her face (very much me) and her partner, Alex, being so laser-focused and determined (she was very much into the discussion) that the juxtaposition was quite amusing:



The second book I read is the one I recommend if you want to know about INFPs. It was written by an INFP author herself and was so spot-on about my personality. It made me laugh at the end when she recommended that we do something that's outside of our comfort zone such as oral presentations. I ended up doing Twitch precisely for that reason, to do something new and challenging. Shortly after, she even mentioned how she joined Toastmaster's International.

Coincidentally, a month ago or so, I asked my best friend how can I improve my presentation in Twitch, and he mentioned that one of his best friends joins Toastmaster's International, and she really liked it, and that I should ask her about it and check it out.

It also made me cry near the end of the book as she wrote a letter of appreciation and affirmation to INFPs, since we're so critical of ourselves. Because our profile description makes it sound like we're pathetic and useless, INFPs tend to hate their personalities, and that's why we often mistype ourselves as other personalities. We want to be the golden retrievers, the doers, the inventors, the practical caregivers of the other personalities, but we fall in this category of being an idealist, being "true to ourselves" and "creative".

This book helped me to embrace who I am instead of trying to be someone who I'm not, and the exercises in self-compassion seem to be much smoother!

TL/DR: I admit that I'm an INFP!

The How of Happiness Review
Read More :- "Am I An INFP? (Monday Musings 85)"

Making Monsters Different - An Example Of Invisibility

Different invisibility/blinking mechanic that I've used, instead of just a modifier to hit roll

Advanced Dungeons & Dragons presents a great many monsters who can have some really cool effects, but at the end, a lot of those effects get folded into simple "reduce to-hit by x" and it's done. Players know that the creature will be harder to hit, but that's it...

What if we made took this idea of an invisible/shadowy monster that's hard to hit, but rewards players who use tactics to overcome it's special ability?

In simple, what I'm proposing is doing away with the straight -4 penalty for hitting invisible/shadowy figures. Creatures get two ACs - one when they're "invisible" and the second when their location has been pinpointed. Let's take a shadow as our example - they'll have AC2 when invisible, AC7 when PCs know where it's at.

At first, invisibility is just that, it can't be seen. In the case of the shadow, depending on light, I might rule, depending on what players are doing, that they catch glimpses of "something wrong" in the direction they're looking, if they're looking at the shadow. Or they catch glimpses of movement, but nothing is there.

So the PCs would be groping around and striking out. As the DM, I'm keeping track of where the creature is at. I will let the PCs roll to hit, but for those that aren't within melee range of the creature, they "miss" and will do so automatically, but I don't tell them any different. Just that they missed.

For PCs that are within melee range, they are rolling to hit against the harder AC, so in this case vs. AC2 for the shadow. They hit!

Now the PCs have an idea of where this thing is. As long as the PCs are within melee range of the creature, it can be pinpointed and it's AC drops down to 7. So life is good, right? Well, not necessarily.

Let's say all the PCs miss in combat - I'm going to rule that they've no longer pinpointed the creature and now its AC is back up to AC2! It's managed to avoid being hit and seen, so it has a chance to slip away again! At this point, since they've not pinpointed it, it could even flee without penalty, though the PCs could hit vs. AC2.

So why would I do this? To me, an approach like this makes fighting an invisible creature more interactive, more mysterious and potentially more exciting. Rather than a boring -4 to hit, this allows the PCs to use circling and trapping tactics. If the PCs did circle the creature while it was pinpointed, then I would not allow it to slip away. It might go back to the AC2, but it's surrounded - nowhere to run!

This also requires a bit more interactivity with the players. They can just attack the darkness, but I as DM know where this thing is. If they're within melee range, I describe an effect (shifting shadows, distortions in the light) that lefts them know they're close. Attacking blindly? Not seeing the effect.

Once they hit, then they see blood/wounds/effects which allows them and others to hit better. The creature is obviously trying to get back to being hidden! So... if everyone misses that round, they're not able to see it as well, and next round it may slip away!

These are the kinds of small things I like to add to make the game more interesting. The players don't need to know the mechanics in shifts in AC (unless they ask), but they do see the effects. I find doing things like this makes monsters... mysterious. Unpredictable.

I've also earned the players' trust that I'm fair and always give them a path to success while also giving them an obstacle to overcome. Tactics helps with this type of monster (one person hits, rest form a kill box. Now it's trapped....)

Also, I'm using Descending AC, but you can modify Ascending AC in similar fashion, going from hard to hit, to easy to hit, once the creature is pinpointed.

What do you think? Do you use certain effects and different takes on mechanics to achieve an effect that makes the monsters more interesting?
Read More :- "Making Monsters Different - An Example Of Invisibility"

Wednesday, 4 March 2020

Sheffield Wednesday Vs Man City Live Stream: How To Watch The FA Cup 5Th Round From Anywhere - Ars Technica

Read More :- "Sheffield Wednesday Vs Man City Live Stream: How To Watch The FA Cup 5Th Round From Anywhere - Ars Technica"

Hiring: 3D Art Lead



Title: 3D Art Lead
Focus: Pipeline development, 3D modeling
Type: Full-time, permanent
Last day to apply: 8th of September 2019
Location: Sweden, applicants residing in European countries welcome


A door swings open, a dim light beckons you to come step further, pick up the dusty items, give them a long look before venturing forward, the architecture leading you ever deeper. Frictional's games are filled with intrigue and emotion, the art subtly guiding  the players. To keep up the illusion of a living world, the execution has to be consistent across the board.

This is where you come in.


What will you work on?

We are looking for an experienced 3D Art Lead to join Secret Project #2. This is a senior position, meaning you will have responsibility over foundational elements of the project. You will work closely with other team leads, such as the creative lead and art lead.

Right now Secret Project #2 is in pre-production, which means that you would find yourself working on establishing pipelines and practices for a good workflow.  On the creative side you will be working within the established style of the game – creating art, researching and documenting. The 3D art you would work on include architecture and complicated props, as well as putting everything together into functional and beautiful environments..

Once the project shifts into production, your role will involve more lead work. You will find yourself communicating with other employees and outsourcers, making sure tasks get assigned and done, and giving feedback. Alongside you will still be able to participate in creating art.

As a small team, everyone in the company has a wide variety of responsibilities as well as rights, but we consider that our strength – no day in development will look the same!


What are we looking for?

You have to be a European (EU/EEA) resident to apply. We cannot consider other applicants.

The person we're looking for is creative, self-motivated, and comfortable in a lead position. We need you to fulfill the essential requirements, but are flexible with how you have acquired your experience.

We welcome applicants regardless of background, situation, sexual orientation, religion, and similar, so don't let anything like that hold you back from applying!

Here are the essential requirements:
  • Knowledge in 3D asset creation pipelines in digital games
  • Being up to date with the latest trends in 3D art tools and techniques
  • Not being afraid to give feedback to coworkers and outsourcers
  • Substance Designer skills in creating procedural textures
  • Ability to adjust artwork based on an established art style
  • Major role in at least one released title (not as a student/intern/trainee)

And here are some more technical skills:
  • Experience with face weighted normals
  • Experience with trim sheets and tiling textures
  • Experience in Medium Poly Modeling
  • Knowledge in Modo, or willingness to learn it as a main 3D modeling tool
  • Some technical art knowledge (you will not have to create anything from scratch, but you should be able to communicate your needs to the programmers, or have suggestions such as saving performance on assets)

If you want to impress us:
  • Experience with character art and/or organic art
  • Knowledge in blendshapes
  • Knowledge in motion capture
  • Experience with scripting tools in Modo
  • Experience with Marvelous Designer
  • Experience in  setting up lighting and doing basic level set dressing
  • Love for hard sci-fi
  • Penchant for bold design

What do we offer?

We at Frictional make games, because making games is what we love. But we know that's not all there is – there's also playing games, doing sports, or spending time with loved ones. We believe that a healthy balance between work and life creates positive ripples throughout, which is why we discourage crunch.

We also offer:
  • Variety in tasks
  • Opportunities to influence your workflow and workload
  • Flexible working hours
  • Participation in internal Show & Tell sessions for both projects, meaning giving feedback to and receiving feedback from all members of the projects
  • An inclusive and respectful work environment

We welcome remote applicants from European (EU/EEA, UK) countries. However, you are welcome to join us in our office in Malmö if you live in the area, or would be willing to relocate after the trial period.


Apply!

If all of the above piqued your interest, we would love to hear from you! Send us your application 8th of September 2019 the latest - but the sooner, the better! Please attach your:
  • Cover letter
  • Why should we hire YOU?
  • CV
  • Portfolio (link and/or PDF)
  • Answers to preliminary questions (see below)

Send your application to apply@frictionalgames.com!

Please note that we require all the attachments to consider you.


Preliminary questions

Please provide a document answering the following questions:
  1. When is the earliest you could start working?
  2. Tell us about the daily work you did on your last finished game project.
  3. Name two games you think have high quality 3D art. Explain why.
  4. Imagine you are in charge of the 3D art pipeline for a new sci-fi game. Name the top 3 things you think need to be included.

If you are not living in Sweden, please also answer the following:
  • Do you have the ability to invoice?
  • What kind of hardware do you have?
  • What kind of internet connection do you have?


Wonder how we hire? Read our blog on How we hire at Frictional Games.
What kind of application are we looking for? Read our blog on Writing the best application for a Frictional Games job.


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.

Read More :- "Hiring: 3D Art Lead"