And chalks up a series milestone
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And chalks up a series milestone
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It’s been quite the journey, and now it’s time for Floor Kids to launch on Xbox One. And to mark this occasion I wanted to write a personal note about this amazing experience and everyone I got to work with and learn from.
I’m JonJon, the animator and creator of the eight original characters in the game. To me, these characters represent me and my friends from a time when this world was my entire life. But they can also easily represent yourself and your friends in this current era, or from an era long ago. These characters shout out to the legends of the break scene that created all these movements as part of a rich and storied culture. The Floor Kids characters can come off as regular kids, but also possess the strength and stamina of super hero dance warriors of a funky animated world.
So, I want to share what I enjoyed most about this project and the people I’ve been collaborating with:
Ryhna Thompson
Our lead producer. The glue. She stood up for Floor Kids as a brand, from the inception, and at every turn, and protected our potential to go far. We were able to stay confident in ourselves, and patient, and kept Floor Kids as an artist-driven project for many, many years. She’s been the glue and stabilizing energy on the team. For something like a super long-term project like ours, even dating back to the first animated promo clip from over 10 years ago, keeping steady is no easy task.


Mike Wozniewski
Leader of Hololabs. My favorite part was watching him connect the sprites of my b-boy drawings manually, frame by frame, and getting involved in the decision making of what inputs would be needed at every branch in the animation system. Because in our philosophy, we opted to not have a generic transition system that makes use of an idle state or idle animation, because in breaking, that’s bad. True to the nature of this dance, I wanted to animate each transition uniquely between each move, between each step. Because that’s how it is in real life.
It was fun to see him really try to wrap his mind around break dance logic, which is vast and intricate, and understand the body physics taking place in each drawing, and figuring out programmable models and playback systems to describe attributes like momentum, flow, acceleration and slow motion strobing. Together we broke things down into categories that made sense to both the break logic and the coder logic. Programs and systems like to do things the same way every time. B-boys and B-girls want to do things differently every time.
Inherent in this, is a great challenge. How to program a game that represents an artform that is steeped in creativity, and originality. Seeing him ask questions like, “Can this frame stop?” Or, “Does this movement go continuously?” “Is this reversible or not reversible?” It was a thing of magic to see it gradually take form. There were so many fun tests and prototypes that we did, to see what controls would work and be fun. I’m proud of what we accomplished together.


Phil Rostaing
Our game designer for things like unlocking, progression, and figuring out a points system. He tackled the huge challenge of scoring. The challenge was that games need to present a clear goal. But in our case, there are multiple goals, and you get to choose which ones to tackle at any time. There’s freedom and skill required. He designed a fantastic and in-depth scoring system based off the real international five-point judging standard for break competitions.
The real-life system has five strategies to pay attention to and we flipped it for our game to make it Funk, Flavor, Flow, Fire, and Flyness. Each points system is simple enough to pick up on its own but factoring them all together requires mastery. I also traveled a lot with Phil to the game conventions. He was always down for road trips in a rental car, throwing the gear in the back seat. Spreading the game at every development stage to each new person one by one.
JoDee Allen
Our game designer for controls and rhythm. She tackled the controls originally slated for touch and then adapted for buttons and joysticks. Her controls were always tied to rhythm but also incorporating directionality. Finding the metaphors between the finger movements and the animation on screen. She was also a b-girl under the name of Feisty, with years of teaching under her belt. It was so fun working with her on this because the subject matter is so personal to us, and it was a way to revisit those memories.


Six Ascher
An early developer at Hololabs, taught me to open my mind to the concept of variable frame rates. As an animator from film my mind kept thinking in 24fps, but for this project we had to think in BPM (beats per minute). So, they taught me to let go of a rigid frame rate approach and to open myself up to a system that would tie my animation to the beat, whatever speed that would end up being. And it was really liberating to my animating process to be able to think this way.
Amesh Narsing
Our lead engineer. Respect to the architect! He came up with a super powerful idea. Rather than connecting the frames by hand, he laid the foundation for an animation fetch and play system that would locate the quickest path into a move. This was an exciting development which allowed me to decide many intricate things through the animation, on how moves would transition into one another, how many frames each move needed to be, where the hold poses were, where the in and out points would be.
The programmers and designers could focus on other important things, trusting me to deliver an animation move tree for each character that would leave room for player creativity, and wouldn’t crash the system. And so I opted to make as many unique transitions as possible, and to have enough of them in and out of each move to allow for player response time to feel right… bringing the drawing count up to the tens of thousands. Which nearly broke the system many times. By the end of the project, Amesh was learning to get down in the studio and six-step.


Roger Braunstein
Our junior engineer and programming spark plug. When he writes code, he talks out loud. So, we could all hear him play-by-play commentate on himself catching and zapping bugs in the system. I also witnessed Roger perfect the rhythm section at the Peace Summit, the hardest level in the game, on a first try – when we thought that would be impossible.
Eric San
Last but not least, DJ Kid Koala. Through his music and shows around the world, he’s kept the dream of Floor Kids alive all these years until the right opportunities hit. His brilliance is not just in the music and sound, but his vision, his jokes, and his wit. One of my favorite things in the game is the story — it’s a poem. Eric wrote something to be funny, and it came in at the last minute, in a flash of inspiration. It was written with cadence and wit. It speaks in a legendary yet playful tone but is also dropping hints about how the scoring system works. Each chapter of the story incorporates the theme of the location and describes a lesson for one of Funk, Flavor, Flow, Fire, and Flyness. Funny thing is that these lessons could also apply to our real lives.
He read it out loud and everyone was laughing, but what I heard, was something deeply meaningful, as I realized his story touched on the sentiment of everything I had drawn and tried to create.
So, he sends me all the story music tracks, and they were so goofy and silly, I laughed so hard because they sounded hilarious, and I knew what he was thinking… but I was like “A’ight. I’m going to try this other idea that I have.”
So, I came back with story panels for a huge journey traveler adventure drama, a serious quest through the city. Eric laughed at how epic the story panels had become. And he changed the whole music of the story sequence to make it super vast and intense. In the end, we laughed our heads off at the combination.
And so that’s a glimpse into our story as a team. Floor Kids is now on Xbox One. Now go build your crew and we hope you have fun!
See the rest of the story on Xbox Wire
Related:
Travel Through Time and Memories in The Gardens Between, Available Now on Xbox One
Xbox Game Pass: The Gardens Between, Mutant Year Zero, and Strange Brigade Coming Soon
Set Sail for Shrouded Spoils, the Next Free Sea of Thieves Update
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Today, Major Nelson announced the addition of three new titles to the Xbox One’s backward compatible roster. Fans of Kingdoms of Amalur: Reckoning can now resume their hack and slash role-playing on the Xbox One. Fans of the blue hedgehog will also be happy to hear Sonic Unleashed is now backward compatible and players can continue their fight against the xenomorphs with the now-backward compatible Aliens vs. Predator.
As of today, there are over 500 Xbox 360 titles now available for play on the Xbox One, so if you still haven’t made the jump to the current-gen system, there’s never been a better time. If you own the Xbox One X, some select Xbox 360 titles can even be played with enhanced graphics such as Assassin’s Creed, Gears of War 2, and Halo 3.
Backward compatible titles will instantly be available for download if you’re still using the same online profile from your Xbox 360 account, and if you used cloud saved games, you can pick up where you left off on either console. Players can also download backward compatible titles by inserting the corresponding game disc or purchasing the title from the Xbox live marketplace.
A few weeks ago at XO18, it was announced that Final Fantasy XIII would be joining the backward compatible roster. Players can vote on which Xbox 360 games they’d like to see join the ranks by going to the Xbox feedback website. While not every game Xbox 360 game is currently backward compatible, more titles are being added on a routine basis.
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Pocket Camp, the iOS and Android mobile device Animal Crossing game, released on November 21 back in 2017 and in order to celebrate the game’s one-year anniversary, the game has been updated to version 2.0. Some of the affiliated updates are minor, like the ability to skip some scenes, but it also adds more intriguing things like “the cabin feature”. You can check out the full list of updates below.
We don’t know a whole lot about what’s next for Animal Crossing, but we do know a new entry is making its way to Switch. You can read more about that here.
[Source: Animal Crossing: Pocket Camp]
Our Take
I haven’t touched Animal Crossing on my phone in some time… but I also haven’t deleted it and that says something. I am seriously considering loading it back up, but at this point it has been like eight months since I checked in. My campsite can’t be pretty.
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Dragon Ball Super: Broly is a new Dragon Ball movie that will be making its way to North American theaters in January and it has some known quantities: Goku will be in it, Vegeta will be in it, Broly will be in it, and they will fight. A new 30-second clip from the film released today adds another character to the list: Gogeta.
You can check out the clip below which showcases the character as they take on Broly in some impressive fight sequences that will presumably appear in the final film.
Dragon Ball Super: Broly hits theaters on January 16. For more on the movie, head here.
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Anthem is a game that BioWare has been very clear will change and grow after it officially releases. In interviews the developer has taken a “never say never” approach to potential gameplay features, so make sure you keep that in mind while reading this tweet from producer Mark Darrah responding to a fan query on twitter.
Not at launch https://t.co/fzxBZz67iU
— Mark Darrah (@BioMarkDarrah) November 28, 2018
The definite news you can take from Darrah’s response is clear – Anthem will not have cross-platform play at launch. Xbox players will not be playing with PC players on February 22. But, it also implies that cross-play could be in the game’s future, and optimistically could potentially leap the PS4 hurdle. We have our fingers crossed, but also aren’t holding our breath.
For a whole lot more on Anthem, head here.
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Rockstar opened up its Red Dead Redemption II shop a few months back, which includes a variety of items themed to fit the game’s Old West sensibilities. Today, the company announced its collaboration with clothing company Barking Irons. The clothier’s Red Dead Redemption II collection features shirts and accessories designed with period-accurate flourishes.
The shirts pictured above will run you between $120-150, while the Henley below is priced at a comparatively more modest $92. The duffel is $325. While they’re considerably more expensive than the usual silk-screened gaming fare you’ll typically find at your local mall, these have the advantage of being a little more versatile than a T-shirt. Those are coming, too, but keep in mind that Barking Irons sells Billy Joel tees for $98.

You can check out the complete line here.
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The Gardens Between is a single-player puzzle-adventure, but you don’t control the characters — you control time – and you can play it today on Xbox One and Xbox Game Pass.
At The Voxel Agents, we’re passionate about creating games that surprise and delight the player. It’s our goal to kindle that beautiful sense of wonder you felt as a child exploring the world, where everything is wonderful and new. With our newest puzzle-adventure game The Gardens Between, we not only try to capture that feeling, but the whole story revolves around that very concept; about a time in your life where for a short while, there was nothing more important than your best friend.


The idea for this game came from several directions. Our designer Henrik wanted to tell a story where (just like in real life) the player wasn’t in control of events, and I had this prototype of a game idea based on the scene in “Minority Report” where Tom Cruise is scrubbing through memories looking for clues. Other members of the team had their own ideas and influences and the result was The Gardens Between.
In building the game, we challenged ourselves to tell the whole story without any words or dialog. To achieve this goal, everything needed to work together to tell a singular narrative. The story comes from the environment, the art, the world, the music, the mood, the characters actions, and even how the player controls the game.


One small example of this is our theory of time travel. The way we think about time in each garden is how two friends might reminisce about the past. As you’re discussing events with a friend, you might have slightly different memories about the facts or the order of events. Yet, as you continue to converse, the picture in your minds converge until you have a new, correct memory (or as correct and rose-tinted as a memory can be).
Creating this game was a four-year-long process of prototyping and big discussions, but the result is an almost serendipitous harmony of beautiful ideas that work together perfectly. All of it comes together to tell an impactful story about the importance of friendship, at a time in our lives when nothing else mattered.
See the rest of the story on Xbox Wire
Related:
Xbox Game Pass: The Gardens Between, Mutant Year Zero, and Strange Brigade Coming Soon
Set Sail for Shrouded Spoils, the Next Free Sea of Thieves Update
Lovecraftian Horror Awaits in Achtung! Cthulhu Tactics, Available Now on Xbox One
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Everything in one box.
Sony seems to be really getting behind PlayStation VR ahead of the holiday season. Not only was it aggressively discounted during Black Friday, the platform holder has been introducing brand new bundle packs for the device. Earlier in the week, we saw the new PSVR bundle with Borderlands 2 VR and Beat Saber, and today, Sony has revealed another package to entice Christmas shoppers.
This one, called the PlayStation VR Mega Pack, provides an instant games collection straight out of the box. It includes the PSVR headset itself, of course, alongside a PlayStation Camera and five games: The Elder Scrolls V: Skyrim VR, Astro Bot Rescue Mission, DOOM VFR, WipEout Omega Collection, and PlayStation VR Worlds. It’s very much a variety pack, offering a wide range of experiences from cutesy platforming to frenetic, violent gunfights.
Read the full article on pushsquare.com
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Fake news.
There are some PlayStation 5 renders doing the rounds, and some sites want you to believe that they’re Sony’s next-gen console. That’s absolute nonsense, of course, considering the company’s yet to even announce a new system. The mock-ups are pretty neat, though, showcasing a slim, almost external hard drive-esque box. There doesn’t appear to be space for a disc drive in these concepts.
Read the full article on pushsquare.com
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