Sucker Punch is officially looking for an Outsource Artist to work on Ghost of Tsushima. The wait is over, you finally have the opportunity to be a part of one of the biggest studios in the gaming industry. Sucker Punch is generally looking for an artist who can help create art faster and by also giving the highest quality of output. Sucker Punch is looking for a driven, self-directed Outsource Artist to use their artistic eye and technical skills to help create the world of Ghost of Tsushima for PlayStation 4. Ghost of Tsushima is an upcoming action-adventure video game currently in works and is without a doubt of the biggest and most anticipated titles of all times. Qualifications needed are as follows. Portfolio demonstrating an artistic eye related to environment props, construction, and proportion A solid understanding of PBR texturing pipelines Experience working in a PBR-ready game engine, such as Unreal, CryEngine, or Unity An in-depth working knowledge of Maya, ZBrush, and … [Read more...] about Sucker Punch Is Looking for Outsource Artist to Work on Ghost of Tsushima
Working 2 full time jobs
The PCG Q&AFind previous editions of the PC Gamer Q&A here. Here are some highlights:What's the most unpopular gaming opinion you're willing to stand by?Do FPS games still need a singleplayer campaign?What's your favorite non-violent game?When you're doing your millionth daily quest, grinding for a particular item or just playing on autopilot, a game can suddenly go from being enjoyable to a weird obligation. It can feel a little bit like having a job, even when it's a game you otherwise love playing.Here, we share our experiences of that. Has a game ever felt like it's become a job to you? Let us know your answers in the comments. Joe Donnelly: every instalment of Football ManagerMe, every October: "I'm going to give Football Manager a miss this year. It takes up too much of my time."Me, every November: "THAT WAS NEVER A PENALTY REF, YOU @#!$"I've been playing Football Manager since its mid-'90s Championship Manager days. I play it all year round, but I'm most invested at … [Read more...] about Has a game ever felt like it’s become your job?
Cogmind recently made it through a second whole year of its pre-Steam early access program, and as this period comes to an end I’d like to take the opportunity to, like the first year, share some data and pretty graphs :) This is an interesting milestone because it more or less coincides with the completion of Cogmind’s primary content, represented by the Beta release just last month, meaning it took around two years of work to bring the game from Alpha 1 to Beta 1. And it’s still amazing that support has been sufficient to maintain full-time development for this long--Cogmind’s lifetime revenue passed the $100k mark in April :D. So a big thanks to everyone who has helped it reach this stage! @’s celebrate the Beta :) For a more general summary of late-alpha progress you can check out the data in my 2016 annual review, whereas this article will instead be mostly looking at revenue and pricing. And while the first year of sales data was neat simply … [Read more...] about Cogmind Alpha Year 2 Sales Data (Pre-Steam)
Cogmind has been in mostly full-time development for 2.47* years now, and things got especially interesting this year with alpha opening up. Again it’s time to recap the past year’s highlights and make, um, “educated guesses” as to what the future holds ;). Like last time, let’s first check out a collage of development images from the past year: Images from the past year of Cogmind development as shown on this blog (click for mega size). I’ve been showing a heck of a lot of gifs instead of static images, so that doesn’t really do the past year justice, but it’s still pretty to look at :D. In the period since full-time development began, I’ve invested 4,339 hours of work into all things Cogmind. Below is a summary of how work was distributed over that period: Cogmind Monthly Development Hours, 2013.7-2015.10 (click for crisper full-size version). (The color coding is for different aspects of development tackled each month, which … [Read more...] about Year 2 of the Cogmind
By Staff, Tuesday, 9 January 2018 05:42 GMT A walkthrough to get you on the V route in Mystic Messenger’s Another Story mode. This Mystic Messenger guide page is designed to ensure you successfully achieve V route at the end of the first four days of Another Story mode. V route is only available in Another Story; you cannot access it in Casual or Deep Story modes. You should not play Another Story until you have seen 707’s endings in Deep Story mode and unlocked all the Secret Ending story content in the gallery; although Another Story is set before the other modes in its own timeline, it spoils content from the core stories. At time of publication there is no second route to Another Story; that will be added sometime in early 2018. As such, you’ll end up on V’s route pretty much no matter what you do, as long as you don’t make so many bad choices that you end up on a Bad End. Just to take the worry out of it, though, we’ve posted a successful … [Read more...] about Mystic Messenger: how to get on V’s route walkthrough – Prologue, Day 1, 2, 3 and 4 (Another Story mode)