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Events

Get Cyberpunk 2077 by testing our system

If you have basic knowledge of Unreal Engine with Blueprints (being a professional video game developer or a simple amateur)… You’re interested in this! 😉

If you want to get Cyberpunk 2077, use our system and fill out the questionnaire…

We have just published GOAP NPC, a tool to be able to define the behavior of the characters of a video game using objective-based action planning, a very interesting AI technique.

Collaborate with us on testing this system and you’ll enter the draw for one of the most anticipated video games of recent years, Cyberpunk 2077 (one digital copy that we give you as a gift on the Steam account you prefer!).

All you have to do is carefully follow the instructions in our questionnaire, download and install the UE4 plugin from the Unreal Marketplace (GOAP NPC) and then answer our questions properly:

Important: To get the reward you must fill out 1 UNIQUE questionnaire per person BEFORE June 21st, 2020, by entering your email address at the end, so we can contact you. Save the project you have done following the instructions because we will ask you about it if you are the winner. We will release the winner on July 1, 2020.

Hey! Do you want to win more games? Test some other tool! 🙂

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Blog

Create your own video game against Coronavirus!

If you like video games and want to have a good time creating your own… don’t miss this! 😉

To enter the contest and get these prizes, just create a little game using our intuitive app…

We’re building an app, which serves to create video games based on funny tactical battles in a very simple way. Anyone, without programming or creating graphics or sounds, can have his/her own game ready in minutes, even the smallest of the house 😉

We are excited to release this application by creating video games with a very special theme, “The Good Doctors”, paying tribute to the winners of the Princess of Asturias Award of Concord 2020: OUR SANITARY!, who have taken care of us and have bravely faced the pandemic of COVID-19. Real heroes!

Set the stage to your liking, choose the story, the music… Put your health heroes and evil viruses wherever you want, and let the battle begin!

Take part in our tribute and if your game is among the winners you will receive download keys for titles like FIFA 20 (5 download codes for Playstation 4!) and Star Wars Jedi: Fallen Order, Battlefield V and Need for Speed Heat (2 download codes each, via Origin for PC!). What are you waiting for? 😉

All you have to do is carefully follow the instructions in our questionnaire, from where you can download the application, and then go answer it properly:

Important: To get the reward you must fill out 1 UNIQUE questionnaire per person BEFORE July 6th, 2020, by entering your email address at the end, so we can contact you. After evaluating your submissions, we will release the winners after July 10th, 2020 (The jury is still deliberating!).

Hey! Do you want to win more games? Test some other tool! 🙂

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Blog

VIS 2020: Cooperative Adventures in Space!

La imagen tiene un atributo ALT vacío; su nombre de archivo es TwoMars_MainMenu-1024x576.png

These days we are presenting our project “Two Mars” in Valencia Indie Summitt 2020! Follow our spacial adventures on Twitter!

Thank you so much to Juan, Irene, David and the rest of the team at Void Studios for showing the demo of our hybrid (VR & conventional screen) co-op adventure 🙂

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Blog

We published in ACE 2017

We just published about adaptive music for video games.

You can consult this document.

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Blog

Updating our blog!

Welcome! In this blog you can find publications related to all the own projects and researches and people who collaborate with us. In addition, you can also find us on our social networks: Facebook Twitter And do not forget to register in the option that you have in the right sidebar to receive notifications via email each time we upload a new post. Thanks for being there! The Narratech team

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Blog

Valve’s tips for success

Last Thursday, January 25, we attended a meeting that Valve organized with Spanish developers in Madrid. The goal was to explain and resolve doubts about the tools Steam makes available to distributors and developers to manage the games they publish on the platform. Steam is currently available in 26 languages, is distributed across 390 content servers around the world and accepts 38 different currencies. Over the past two years, diversity in content offering has reported to the platform an increase of 26 million users and the number of games released has doubled to $100,000 in sales in the first month alone. Valve-Logo

Publication tips

From valve, a number of general tips were offered to make effective publications and increase the chances of success of our project:

1. Planning

It is recommended to have good planning regarding the release of our video game. Not only take into account the previous movements but also the subsequent ones. Making a good market study and giving visibility on social networks are good examples of this.

2. Pre-launch management

Before the game is published, we recommend making use of a tool that has the platform, through which you can place the launch of your game as “Coming Soon”. Thanks to this tool and the customization options of the page, we will be able to make ourselves known before launch, thus having a base of potential buyers who will be able to follow the news of our project as well as be notified on the day of launch.

3. Community

It’s critical to create and interact with a fan community. Approaching the potential audience of the game and knowing what they expect from our project will help us achieve a more mature product. Likewise, we can make use of download keys to promote and boost the number of users, but make good use of them to avoid a possible devaluation of the game. Unlike consoles, being able to update the game when needed, without any filtering, will help solve possible errors with an immediacy that will certainly reduce the potential negative impact on the user community.

4.  Audiovisual reinforcement

It will help us a lot to create a trailer that concisely and directly exposes the key points of our video game, without creating false expectations that can negatively impact our rating within the platform.

5. Quality feedback

Another recommendation is to teach our game to people who are totally honest. It is important to know how to find these people capable of gutting and criticizing our work constructively so that they give us a feedback that will undoubtedly be very valuable when it comes to finishing or improving our video game. steamcontroller

6. Location

Localization is a factor that can determine the commercial success of a video game based on how many languages it is translated into and whether that selection is appropriate for the product. Despite the distribution of the community by language, the economic impact of the localization behaves quite differently. For example, the sales impact of translating a game into English is 200% more sales than if we didn’t. It should also be said that this is not an exact rule, as each market has different cultures, different ways of understanding entertainment and specific tastes. Thus, translating a First-Person Shooter into Japanese may not be as decisive as it would be with a JRPG.

7. Portability

When it comes to mobile-to-PC game ports, you should also consider key elements such as resolution due to differences in screen formats used on one platform and another. Another key element is input as it must be fine spinning to re-implement the control scheme by making the user feel natural with the controllers. Finally, we should reflect on the business model, as some models, such as free-to-play on mobiles, are meaningless in PC games where there are longer gaming sessions. An example of this is the tendency of some studios to select the premium model on PC, rather than the original Free To Play mobile.

8. Mentoring Program

The mentor program consists of the discovery of new video games through recommendations of prescribers with recognized fame in the video game sector (YouTubers, streamers, journalists…). Users can discover niche games thanks to mentors, which sweetens the commitment to less commercial or crowded video game formulas and genres. In the latest update you can check the social networks (YouTube, Twitter etc.) of the mentors to, for example, see what type of user follows their activity and if it is the ideal mentor to advertise our game.

9. Events

Events are yet another opportunity to try to increase the visibility of our video game as the company makes available to developers an easy way to communicate events to the community of each game, such as live streams, updates of great content, contests and tournaments…

10. User analysis

Its purpose is to show feedback from users who acquired a title so that the community has enough information before purchasing it. In turn, it is vital information for the study because it captures the experiences of its players and allows us to become aware of which parts work and please our audience and what are the critical trends about the product. All this information allows us to modify the product to the taste of the community seeking to minimize criticism and improve the final product as long as proper monitoring is performed.  

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Blog

Launching Hackers & Bards 2018

Hackers & Bards, the first Conference on Technological Innovation and Narrative in Video Games, is coming! It is the first meeting between professionals and Spanish-speaking amateurs dedicated exclusively to narrative video games. If you want to know in depth this exciting do not miss the talks, workshops and round tables that we have prepared as part of the extensive program of Madrid Games Week (MGW). With the best creators and specialists in the country you will discover all the technological and design keys that will shape the future of interactive storytelling. Check out the calendar of activities that detail a few lines below! 🙂 All activities of Hackers & Bards (#HackerBard) are free, but keep in mind that they will be carried out within the Pavilions of the Fair, so to enjoy them you need: 1. Purchase your MGW ticket, whether it’s the full pass, family pass or simple tickets for every day that interest you. Don’t wait until the last day because the tickets get more expensive and they could be sold out! 2. Register for the event #HackerBard (Eventbrite or Facebook), to record your participation so that you can then request a certificate of attendance. Access will be free throughout the day until capacity is completed, so be sure to come before the seat activities begin. See you soon! 😉 ***** Calendar of activities ***** FRIDAY 19 OCTOBER 16.30  The Bard Algorithm, from writer to game designer – Carlos L. Hernando (Risin’ Goat and Blustery Games) 17.00  The Evolution of Narrative Video Game Design – Tatiana Delgado 17:30  Universal arguments as video game worlds – Antonio José Planells (Technocampus-Pompeu Fabra University) 18.00  Roundtable: The challenges of narrative video game design – Carlos G. Gurpegui, Joshua Monchan and Michael Santorum; moderae Mar Marcos SATURDAY OCTOBER 20 12:00  Pros and cons of the episodic format in video games – Ramon Nafria (BadLand Publishing) 12:30  Storytelling with puzzles – Jon Cortazar (RELEVO) 13:00  Roundtable: Design lessons from interactive fiction – Rubén Aguilera, Pedro Fernández and Jesús Martínez del Vas; modera Jaume Esteve 16:00  Location of narrative video games – Ramón Méndez 16:30  Mechanics and Narrative: When you put a cinematic and stay so pancho – Ludipe (AlPixel Games) 17:00  The Orderly Creative Process: Narrative Design and the Three Pillar Theory – James Feijóo (ToolkitsEU) 17:30  Guide and Narrate Without Words – David Cinnamon (Tequila Works) 18:00  Analysis and criticism of narrative video games – Seve Acosta (3 Person View) 18:30  Roundtable: The formation of a narrative designer – Beatriz Díaz, Roldán G. Párraga, Blanca Macazaga and Diego Sánchez; modera Juan Manuel Moreno SUNDAY 21 OCTOBER 12:00  The Storyteller, The Zombie Cat and the Quantum Cavern – Alberto Oliván (Fictiorama) 16:00  The programmer-designer conflict in the artificial intelligence of the characters – Ismael Sagredo (Complutense University of Madrid) 16:30  Here’s how machine learning works in video games – Maximiliano Miranda 17:00  The Ballad of the Hacker, from programmer to researcher in narrative – Federico Peinado (Universidad Complutense de Madrid)