Monday, February 24, 2020

People Of Frictional: Gregor Panič

WHO AM I?


Hi there! I'm Gregor and I'm a designer and programmer at Frictional, which means I'm responsible for all the fun events in our levels. Okay, maybe they're fun just for us.

It's me! And the sign on our door, printed on an A4 and a little crumpled...

I'm a more recent recruit, having joined around September 2016. My job description, gameplay programmer / designer, is purposefully vague. While I mainly work on level scripting, I also spend time on AI, gameplay systems and level design. I also worked on our collaboration with the Tobii Eye Tracker, which I will talk about later. The great part about this is that my work never gets stale and almost none of my days feel the same.

I'm originally from a little known country called Slovenia, but I've recently moved to the land of the vikings to become one myself. Or, in other words: I moved to Malmö around two months ago and now work from our fairly new office.

My setup at work - right next to the fanart wall! No deskmate yet, though. :'(
I absolutely adore our office and go there pretty much every day to socialize with and get inspired by my co-workers. I'm also the one who nags everyone with occasional movie and gaming nights, where we usually grab some snacks, relax and watch a horror movie (obviously), or games like FIFA and Jackbox Party Pack!

BACKGROUND


I can't really remember the time when I first started playing games. I do know that around the late 90s my dad brought home an Intel 80186 PC one day, thinking he would use it for work. He was wrong. After he showed me a couple of MS-DOS games and I realized I could make things move by pressing buttons, I became glued to that PC. My parents didn't manage to pry me from it, so I've been playing games ever since. Not on the same machine, obviously.

I played a lot of games, but didn't touch the horror genre for the longest time. I still remember having vivid nightmares and being unable to sleep whenever I saw something remotely scary on television. When I was older, however, a friend of mine bought me Amnesia as a "gift". It was a dare, of course, but because I didn't want to disappoint my friend, I played through it. It was just as scary as everyone was telling me, perhaps even more so.

But while I was playing it I also realized that it was about more than just scaring the living hell out of me. It managed to fully immerse me in its world and story, which I had not experienced to this degree before. This is how I got introduced to the horror genre, and to Frictional, which would later impact my life more than I could have possibly imagined.

Making games has been my dream ever since I can remember. Given how much fun I had playing them, I thought it would be great if I could make my own – which is why I always liked messing around with settings, seeing what I could do with cheat codes, and figuring out damage formulas so I could get an advantage. It wasn't until I got sucked into a game called Jedi Knight: Jedi Academy, however, that I actually made my first array into creating my own content. I made lightsaber hilts, maps, and even modified some scripts to make the game play like I wanted to.

Unfortunately, growing up in Slovenia there was no real game dev scene there, so I forgot about my dream. It simply never occured to me that I could make games for a living. However, since I was already using my computer so much, I thought it would be fun to work in IT. So I learned some basic C++ programming in high school, then went to a computer science university where I learned a lot more about programming and software in general.

For a long time I resigned myself to becoming a web developer, taking some summer jobs and part-time work in that field. The job became more and more mundane and boring, until I finally realized that I couldn't do it long term, and that I had to find something more fulfilling. That is when I remembered my dream of making games, how much fun they brought me and how great it would be to be able to help someone else have the same experience. I already had a lot of programming experience, so I became determined to join the games industry.

I immediately quit my part-time job and started working on my first small game. I wanted to do everything on my own so that I would learn all the intricacies of game development. A year or so of studying and work amounted to Welkin Road, a little puzzle platformer with grappling hooks.

In Welkin Road you use your two grappling hooks to solve movement-based puzzles.

While I was in the process of finishing Welkin Road, I started looking at potential studios I could join. That's when I saw a tweet from Frictional, mentioning that they were looking for a designer / programmer. I didn't think I was ready, but I figured this was my only chance to work with the company, so I sent my resume in anyway.

To my big surprise they offered me a work test, to see whether I was suitable for the role. I gave it my best, but after I sent in my project I tried to prepare myself for the inevitable let-down. Instead I got a positive reply and an invitation to an interview. The final decision came a couple of weeks later.

Spoiler alert: I got the job.

Given that I was a big fan of Amnesia and SOMA, the decision to accept was a no-brainer. However, it took me quite a while to properly register that I had fulfilled my lifelong dream. A year and a half later I realize how lucky I am to be one of the few people who can wake up on Mondays with a smile on their face.

After joining, I immediately started working on my introductory tasks aimed at learning the new tools. I joined at the same time as Max, so we bonded over struggling to understand all the new stuff. When those tasks were done, I started working on my first real project: designing and implementing eye tracking features in SOMA, which I will talk about in more detail in the next section.

A while after I was brought on, the company started looking to set up a studio in Malmö. I already knew that if I wanted to make games, I would most likely have to move, so the decision to move to Malmö didn't take me long to make. Finding a place to stay took a while, but I eventually managed to find a nice apartment and settle in, in no small part thanks to my incredibly kind and welcoming co-workers.

The setup in my new home in Malmö!


FIRING LASERS (more commonly known as Eye Tracking)


As promised, I will now spend some time talking about my adventures in eye tracking. After receiving a unit from Tobii, I first tested it with a bunch of games that already had eye tracking support. Deus Ex: Mankind Divided was a particularly useful use case study, since it had a robust implementation and used the eye tracker in interesting ways. I was initially very surprised at how well the eye tracker worked in that game, and how seamless and intuitive it was to use without putting any strain on my eyes. This gave me the confidence that we could use this to enhance SOMA.

Once I got a feel for what the technology was capable of, I read through Tobii's SDK documentation and code samples to figure out how it all worked. In simple terms, the Tobii eye tracker provides a continuous data stream of screen coordinates that represent the location on the screen the user is looking at. Think of it as firing 60+ laser beams per second from your eyes to your monitor. Bring it on, Cyclops!

After I was done feeling like a superhero, I looked into how we could use this in our own engine, HPL3. Since Tobii's SDK was easy to use, integrating it into HPL3 wasn't too difficult, especially with the help of our engine programmer Peter.

With the technical aspects more or less dealt with, I started thinking about the design of our eye tracking features, and how we could best make use of this technology to enhance the game. This included brainstorming sessions, quick prototyping and a lot of feedback from the rest of the team.

It quickly became clear that while controlling and moving stuff around on the screen with your eyes is fun, it becomes tiring and uncomfortable really fast. For a good experience, the player must never be actively thinking about using their eyes. Instead, the game should react to the player's natural eye movements and try to enhance the experience. A negative side effect of this design principle is that unfortunately quite a lot of features become very subtle and hard for the player to notice consciously, despite having an overall positive effect.

The white circle is where the player is looking.

Another interesting aspect of designing these features was how eye tracking could be used in a very immersive first person horror game. Horror games often rely on where the player is looking to trigger certain events, which always means a certain level of uncertainty about whether the player actually registered what was happening on the screen or not. With eye tracking, this uncertainty became very minimal, which meant that the timing of a lot of the events in SOMA naturally improved.

In the end, we ended up with a number of eye tracking features we were happy with. The most noticeable ones are extended view, which makes the viewport pan towards where the player is looking, and the ability to control the flashlight with your eyes. A number of enemies also react to the player's gaze, such as the flesher monster becoming aggressive when looked at and teleporting when the player blinks, or the deep sea diver stopping when the player maintains eye contact.

Other features are much more subtle and designed to enhance immersion and mood. For example, staring at creepy and gory scenes zooms the screen slightly, giving the impression that Simon is in a trance or shock-like state and can't look away. When the player looks at enemies, the screen distortion effect intensifies to further discourage players from looking at them.

Additionally there are some really secret ones, such as Ross' distorted computer messages appearing exactly when the player blinks, to further reinforce how Ross is inside Simon's head. My personal favorite, however, is a subtle reaction from K8, the incredibly friendly and helpful swimbot, which gives the player a small opportunity to communicate with it.

The developer showcase of eye tracking features.


In summary, working on eye tracking has been an incredibly fun and rewarding experience both because of the challenge, knowledge gained and the creative freedom. Besides, who doesn't enjoy firing lasers with their eyes? The end result hopefully enhances the SOMA experience, even if just a tiny little bit. So if you have the PC version on Windows and a Tobii eye tracker, consider giving an even more immersive version of SOMA a go!

The official trailer for eye tracking in SOMA.

Eye tracking is just a small part of my work at Frictional though, as I'm currently working on one of our next projects. I'm already really proud of what we're creating and I'm happier than ever with my choice to follow my dream of making games. We're all really excited to be able to share more of what we're doing, but until then we'll just keep doing our best. This also reminds me it is time for another gaming night, to keep our spirits up!

Quality Frictional Humour™ from a recent Jackbox Party night.


Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!

Sunday, February 23, 2020

GameFly Experience (Monday Musings 77)

Addendum:
I returned Sekiro and by the next day, GameFly already shipped out a new game! I'm very happy thus far with my GameFly experience.

I decided to take advantage of GameFly's free month trial, and place Sekiro at the top of the list. Given that Sekiro was recently released, and GameFly noting that there's "low availability", I was surprised to see the game shipped out the day after I signed up for the trial! I signed up Monday, shipped Tuesday, and received Friday.

Given the popularity of Sekiro, I thought I had to wait a couple of weeks, at least, to receive the game, so I was pleasantly surprised to see "shipped" when I checked the status the next day. However, I'm not sure how quickly you can receive a game that has just been released that day. Would I have received Sekiro four days after its release date?

Looking through the list of GameFly games, I was impressed that they not only have the triple A titles, but also some niche ones including the Atelier series, that appear to come out yearly. I enjoyed Atelier Sophie, but not to the point where I want to buy future Atelier series at the $60 price point. 

You can keep the game for as long as you want, and once you finish the game, upon receipt, they mail you the next game.

Games in my queue are newly released Days Gone, Dragon Quest XI (as I was considering buying the game), soon to be released A Plague Tale: Innocence, and Red Dead Redemption 2. I'm curious to see for myself if I'd enjoy RDR2, and GameFly gives me the opportunity to do so free, as opposed to having buy the game and not enjoying it. 

As difficult as Sekiro is, even if it takes me 2 months to complete, the rental is nevertheless cheaper than buying the game full price. However, it does appear to be a game I'd like to buy on sale, once the Bundled edition comes out (From software always releases DLCs), so I can return Sekiro and hopefully get Days Gone (also "low availability").

Indeed, a strat that you can use, is to write down a list of all the game titles you're considering purchasing, sample these games, spending a few hours to see if this game is up your alley, and then return quickly to receive the next game. If a game appears to be a must own, then you can buy it without buyer's remorse. 

If you're a slow gamer like me and you like to take months on a game, then GameFly may not be a good option, since it costs $15.95/month for one game out at a time, or $22.95/month for two games out at a time.

So far, I've had positive experience with GameFly, albeit it's only been 1 week's experience. If you have a GameFly membership, please feel free to describe your experiences with them.

The How Of Happiness Review

Friday, February 21, 2020

Call For Candidates For IESF's Referee Course.

Johan van Breda (ZAG Academy) in action at MSSA's National Championships.
International Esports Federation (IESF) has a vision to standardise esports and its ecosystem in which it finds itself. As such IESF established an 'International Referee system'. Supported by 

Busan IT Industry Promotion Agency (BIPA), IESF has achieved great  strides in this arena and has been able to, as a result, add value to esports championships world-wide.

In 2016 Mind Sports South Africa's (MSSA) candidate (Thomas Brown)  participated in the first international referee workshop in Yinchuan on 12 May 2016. Thomas went on to be the first South African to referee a major esports event in Beijing in the Olympic Tennis Stadium.


Thus International Esports Federation (IESF) have requested its member federations to submit candidates for its 2020 Referee Training Course to be held from 24 to 28 February 2020 in Busan, Korea.

The curriculum has been developed by IESF together with game publishers in an effort to ensure that it meets the highest standards. 

Candidates for IESF's International Esports Referee program are nominated by member federations until Wednesday, February 12th (KST).  Successful candidates will be announced on Friday, February 14th (KST) by IESF.

Thus all Registered Players who are currently qualified as MSSA umpires who are willing to be considered for selection must provide the following to the Board by 10 February 2020:
  1. Number of national championships refereed by the candidate, and
  2. Proficiency in English

Thursday, February 20, 2020

Mouslings!

   These are some Reaper Bones figures I bought just because I like them. The paint jobs aren't really anything fancy, but they work.




Five Excellent Documentaries About Gaming Culture And Gaming Industry

1-) Indie Game: The Movie - is the first feature documentary film about making video games. It looks specifically at the underdogs of the video game industry, indie game developers, who sacrifice money, health and sanity to realize their lifelong dreams of sharing their visions with the world.



2-) Screenland - A documentary series that immerses viewers in the artists, makers, designers, players and coders who are revolutionizing the new digital worlds through screens all around us.



3-) Atari: Game Over - For the documentary, the filmmakers excavated the landfill site in Alamogordo, New Mexico, where many E.T. game cartridges were buried. The excavation dig took several months of preparation, and was finally carried out on April 26, 2014. Although the digging had only been planned to go as deep as 18 feet, it actually went to 30 feet. Around 1,300 of the approximately 700,000 games buried were unearthed.



4-) King Of Kong A fistful Of Quarters - the documentary follows Steve Wiebe in his attempts to take the high score record for the 1981 arcade game Donkey Kong from the previous holder, Billy Mitchell.



5-) AlphaGo - In October 2015, AlphaGo became the first computer Go program to beat a human professional Go player without handicaps on a full-sized 19×19 board. This documentary shows this awesome battle between human versus machine.



#GoGamers

(218 MB) GTA Vice City Download For Free

(218 MB) GTA Vice City Download For Free




Screenshot



System Requirements of GTA Vice City Free Download

  • Tested on Windows 7 64-Bit
  • Operating System: Windows Vista/7/8/8.1/10
  • CPU: 800 MHz Intel Pentium III or 800 MHz AMD Athlon or 1.2GHz Intel Celeron or 1.2 GHz AMD Duron processor
  • RAM: 512MB
  • Setup Size:218 MB
  • Hard Disk Space:450 MB












Wednesday, February 19, 2020

Visit To Uclan Games Design By Joe Nelson

UCLan Games Design students were delighted to welcome an important visitor from the games industry to their studio this week.

Namely, a fantastic opportunity to hear from Joe Nelson, Game Director at Ninja Theory on the 5-time BAFTA-winning "Hellblade: Senua's Sacrifice". Joe studied Game Design at UCLAN in Preston so we are particularly proud of his achievements.

Joe Nelson is a game director at Ninja Theory, having been design lead on Senua's Sacrifice" and previously working on both level and system designs.

His presentation described how to develop a plan for your game design to maintain a feasible story and authentic feel throughout the project. Joe's talk was a unique and fascinating insight into the depths of research and design planning that go into a game such as HellBlade.

It was great to welcome Joe back to the course in his capacity as a Games Director.
















EA Cricket 2018 Download For Free Full Version

EA Cricket 2018 Download For Free Full Version




SCREENSHOT



System Requirements Of Cricket 2018 Download Free

  • Tested on Window 7 64 Bit
  • Operating System: Window XP/ Vista/ Window 7/ Window 8 and 8.1/10
  • CPU: 2.0 GHz Intel Pentium 4 or later
  • RAM: 512 MB
  • Setup size: 1.1 GB
  • Hard Disk Space: 4 GB






Thursday, February 13, 2020

Brave Browser the Best privacy-focused product of 2020



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.