Spencer Rascoff scoops up another Brentwood Park home

first_imgTagsSpencer Rascoff Spencer Rascoff and the home (Credit; John Lamparski/Getty Images)Former Zillow CEO Spencer Rascoff has snagged another Brentwood Park property.Rascoff paid $5.7 million — a million dollars above the Zestimate — for the 1950s-era home a block away from his mansion, according to Variety.The 3,200-square-foot home sits on a quarter of an acre, with three bedrooms and 3.5 bathrooms. There have been some upgrades, but overall it does not appear there was a recent renovation. The trellis-covered back patio opens to a manicured backyard with trees and plants in every corner surrounding the swimming pool.Rascoff listed his nearby mansion earlier this year for $24 million. He paid $19.7 million for the 12,700-square-foot home in 2016. The home has six bedrooms and nine bathrooms.After stepping down as CEO of Zillow last year, Rascoff has been busy with his dot.LA project. The news and events company will cover the growing tech scene in the Los Angeles area.Earlier this year, news surfaced that Rascoff was co-chairing a special purpose acquisition company, also known as a blank check company. SPACs acquire other companies to bring them public and are seen as a cheaper way for companies to go public. They’ve seen a resurgence in popularity in the real estate realm over the last few years. [Variety] ­— Dennis Lynch  Share via Shortlinkcenter_img Share on FacebookShare on TwitterShare on LinkedinShare via Email Share via Shortlinklast_img read more

Flushing waterfront vote postponed as opposition mounts

first_imgEmail Address* Council members Francisco Moya and Peter Koo with a rendering of the Flushing waterfront (City Council; Hill West ArchitectsWith opposition to a proposal to transform Flushing’s waterfront growing among City Council members, a vote was called off Wednesday.The Council subcommittee on zoning and franchises was to weigh in on the $1 billion private development plan, but tabled the matter until Dec. 7. The delay follows a statement issued by a dozen members, including subcommittee chairman Francisco Moya, opposing the Special Flushing Waterfront District project.Moya tweeted out the statement Tuesday night, saying approval would be a “grave mistake.”“We believe that it would be irresponsible to approve the application without deep community benefits like real affordable housing and commitments to provide good jobs for local community members,” the letter states.ADVERTISEMENTIn a statement to The Real Deal, Moya attributed the vote’s delay to ongoing “negotiations and conversations taking place to hopefully bring this project to a better place that will serve the community.”The development team — F&T Group, Young Nian Group and United Construction and Development Group — said in a statement that Moya’s letter “ignores the many immediate benefits the Special Flushing Waterfront District will bring to Flushing.”“Without approval of the district, there will be ZERO affordable housing if the owners choose to develop as-of-right according to in-place zoning,” the developers said in an emailed statement. “It is antithetical of the Council members to support affordable units and simultaneously fight against the very zoning enhancement that would allow affordable housing to be brought to the area.”The opponents want more income-restricted apartments and are betting that the developers will add more rather than build the shorter project that current zoning allows. Normally those details are negotiated by the local member, in this case Peter Koo, whose decision would be echoed by the rest of the City Council.But the dozen opponents, who would need 13 more votes to defeat the measure when it reaches the chamber floor, feel Koo has not demanded enough from the developers, who are seeking to create a 29-acre special district along the Flushing waterfront.The companies would separately develop four sites, creating more than 1,700 residential units, a hotel, retail and public space. F&T is seeking to upzone its site as part of the city’s Mandatory Inclusionary Housing program and build a 304-unit building, with 75 to 90 apartments set aside as affordable. But the three other sites are seeking only to be taller than currently allowed, not to add units by increasing floor-area ratio.The proposal has faced local opposition and drawn the ire of two powerful unions, 32BJ SEIU and New York Hotel & Motels Trades Council. The former has raised concerns that the project will accelerate gentrification and the latter has criticized the development team for not committing to hiring union workers.The developers believe the community’s top priority — the waterfront access that the project would provide — is being lost in the conversation as critics focus on affordability.The real test for the proposal will be when it heads to the full City Council, which it can do even if Council committees vote against it. Koo’s support for the project figures to carry the day, but the developers might not want to risk a close vote.Contact Kathryn Brenzel Tagscity council Full Name* Message* Share on FacebookShare on TwitterShare on LinkedinShare via Email Share via Shortlink Share via Shortlinklast_img read more

Hawaii tightens rules for visitors to Kauai

first_imgShare via Shortlink Tagshospitality Share on FacebookShare on TwitterShare on LinkedinShare via Email Share via Shortlinkcenter_img Governor David Ige and Kauai Island (Getty; Unsplash)Hawaiian state officials are tightening restrictions on travel to Kauai.Nonessential visitors to the island will have to quarantine for 14 days upon arrival, according to the Los Angeles Times.Rules are different for each of the Hawaiian islands, but generally travelers don’t have to quarantine if they have tested negative for Covid-19 before flying there.Kauai counted 18 active cases as of Nov. 27, a pittance compared with other parts of the country. But the island is home to just 69,000 people, and 18 is twice as many cases as six weeks ago, when officials began allowing visitors to fly in with a negative test.Governor David Ige said Kauai needed a new rule because the island has the fewest ICU beds of the state’s five counties.Several hotels on the lush island have recently claimed status as “bubble resorts,” which allows them to host people throughout their quarantine.Visitors to those resorts must test negative in advance and can’t leave the establishments. They are subjected to another test after three or four days on the island.Resorts in Hawaii, like hotels across the U.S., have seen business slow significantly throughout the pandemic, but some operators hope the bubble program will help.Travelers, especially wealthy ones, have been lengthening stays, which is helping hotels and resorts get by.Kauai Mayor Derek Kawakami asked for the new rules and said they will allow the island community to keep businesses open and youth sports active “as we conduct surge testing and contact tracing.”“I will gladly repeal the moratorium once we have the virus under control again,” he said. [LAT] — Dennis Lynch last_img read more

Super Mario Odyssey hits 1 million physical sales in Japan

first_imgSuper Mario Odyssey hits 1 million physical sales in JapanThe latest Famitsu data shows Switch nearing 3 million units soldMatthew HandrahanEditor-in-ChiefWednesday 20th December 2017Share this article Recommend Tweet ShareSuper Mario Odyssey has eclipsed 1 million physical sales in Japan since it launched on October 27, while Nintendo Switch is on the verge of reaching 3 million units.According to data from Famitsu – translated by Gematsu – Super Mario Odyssey game has now sold 1,055,806 units in Japan. The total would be higher when combined with digital, of course, though the Switch audience has displayed a preference for physical products in the UK.Super Mario Odyssey sold two million units within three days of its launch, becoming the fastest selling Mario game ever in both the US and Europe. At around the same time, the game had sold 500,000 units in Japan.Related JobsSenior Game Designer – UE4 – AAA United Kingdom Amiqus GamesProgrammer – REMOTE – work with industry veterans! North West Amiqus GamesJunior Video Editor – GLOBAL publisher United Kingdom Amiqus GamesDiscover more jobs in games Famitsu’s data puts Switch sales at 2,988,399 million units in Japan, with 230,000 units sold last week alone. Based on that trajectory, the console is likely to have passed 3 million sales at the time of writing. Worldwide, Switch reached 10 million sales earlier this month, making Japan one of its most lucrative markets. Nintendo plans to ship 50 million Switch console by April 2019.Nintendo was one of our choices for People of the Year 2017, but we also highlighted the level of success Switch needs to achieve in the absence of a clear successor for the 3DS.Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Publishing & Retail newsletter and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesEA leans on Apex Legends and live services in fourth quarterQ4 and full year revenues close to flat and profits take a tumble, but publisher’s bookings still up double-digitsBy Brendan Sinclair 5 hours agoUbisoft posts record sales yet again, delays Skull & Bones yet againPublisher moves away from target of 3-4 premium AAA titles a year, wants to build free-to-play “to be trending toward AAA ambitions over the long term”By Brendan Sinclair 8 hours agoLatest comments Sign in to contributeEmail addressPasswordSign in Need an account? Register now.last_img read more

Sony’s software strength offsets flat hardware sales

first_imgSony’s software strength offsets flat hardware salesSony shipped 9 million units of the PlayStation 4 in Q3, down 700k over last yearMatthew HandrahanEditor-in-ChiefFriday 2nd February 2018Share this article Recommend Tweet ShareCompanies in this articleSony CorporationSony’s Game & Network Services rose 70 per cent in the third quarter, a significant increase in software sales offsetting a decline in hardware revenue.In the quarter ended December 31, 2017, Sony Corp.’s games division earned ¥718 billion ($6.5b) in revenue, up 16.2 per cent year-on-year. These gains were almost entirely down to the performance of software, the sales of which rose almost 71 per cent to each ¥300.4 billion ($2.7b) for the quarter.Shipments of the PlayStation 4 were down, from 9.7 million units a year ago to 9 million, resulting in a slight downward trend in hardware revenue: from ¥279.8 billion to ¥270.6 billion ($2.5 billion). The PlayStation 4 has now shipped 76.5 million units worldwide.That wasn’t enough to counterbalance the performance of PlayStation software, though, and the division posted a 50 per cent operating profit increase, from ¥50 billion to ¥85.4 billion ($778m).Related JobsSenior Game Designer – UE4 – AAA United Kingdom Amiqus GamesProgrammer – REMOTE – work with industry veterans! North West Amiqus GamesJunior Video Editor – GLOBAL publisher United Kingdom Amiqus GamesDiscover more jobs in games Overall, Sony Corp. earned ¥2.7 trillion ($25.5b) in revenue, an increase of 11.5 per cent over the prior year. Net income was 295.9 billion ($2.7b), a huge 1400 per cent increase over the 19.6 billion it earned in Q3 last yearThe company kept the same full-year revenue forecast of ¥8.5 trillion, but increased its net profit forecast from ¥380 billion to ¥480 billion.In addition to the results, Sony’s Kaz Hirai announced that he would be stepping down as president and CEO of the company, with current CFO Kenichiro Yoshida scheduled to take over in April. You can read more about the coming transition here.Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Daily Update and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesPlayStation revenues near $25bn as PS5 ships 7.8m in five monthsSony’s gaming segment drives full-year revenues to $81.7 billionBy James Batchelor 14 days agoAmpere: PS5 and Xbox Series X|S sales in line with, not ahead of, previous genBut firm believes new PlayStation could sell up to eight million units by end of March, surpassing PS4By James Batchelor 3 months agoLatest comments Sign in to contributeEmail addressPasswordSign in Need an account? Register now.last_img read more

InnoGames reports revenue growth of 24% last year, up to €161.5m

first_imgInnoGames reports revenue growth of 24% last year, up to €161.5mTen years of consecutive growth for German mobile publisher and developer Haydn TaylorSenior Staff WriterTuesday 20th February 2018Share this article Recommend Tweet ShareCompanies in this articleInnoGamesLeading German mobile developer and publisher InnoGames has today announced record-breaking revenues of €161.5 million for 2017.With revenues up by 24% on the year prior, fuelled primarily by a 62% increase on mobile, 2017 marks the company’s tenth year of consecutive growth. Browser games remained intrinsic to the InnoGames’ success last year, with revenues up by 11% to €107 million. The company also confirmed an EBITDA margin of 25%, increasing its overall profitability. InnoGames’ reported a 15% increase in play time and an additional 13% in daily active users across its entire portfolio. Its flagship titles Forge of Empires and Elvenar saw revenue increases of 36%, with mobile as the main growth drivers. Related JobsSenior Game Designer – UE4 – AAA United Kingdom Amiqus GamesProgrammer – REMOTE – work with industry veterans! North West Amiqus GamesJunior Video Editor – GLOBAL publisher United Kingdom Amiqus GamesDiscover more jobs in games Meanwhile, Elvenar’s mobile version successfully launched onto iOS and Android in November 2017 and is expected to scale over the coming year. “The keys to our success definitely are our teams, our high-quality, data-driven approach and, ultimately, our games,” said InnoGames’ CEO Hendrik Klindworth. “We are focusing on the development of new mobile titles to further invest in future growth while optimising our existing titles. I want to take the opportunity to thank all the players and everyone who contributed to another record-breaking year for InnoGames.”Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Daily Update and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesMTG increases investment in InnoGames, forms new holding companyGamingCo will include MTG’s entire gaming business, including KongregateBy Rebekah Valentine 5 months agoForge of Empires reaches €500m in lifetime revenueInnoGames’ strategy title brought in over €250m in the last two yearsBy Rebekah Valentine A year agoLatest comments Sign in to contributeEmail addressPasswordSign in Need an account? Register now.last_img read more

Terraria: Otherworld cancelled after more than three years in development

first_img 0Sign inorRegisterto rate and replyYiannis Koumoutzelis Founder & Creative Director, Neriad Games3 years ago Sad to hear a game from a team with great potential being abandoned.”Our team has a clear vision for this game.”Two things can be happening.A. Either the vision is not clear, orB. The team can’t execute (for whatever reason, financial, technical, organizational, personal.) Terraria: Otherworld cancelled after more than three years in development”Quality is simply not something we are willing to compromise on to make a quick buck,” says Re-LogicHaydn TaylorSenior Staff WriterMonday 16th April 2018Share this article Recommend Tweet ShareCompanies in this articleRe-Logic GamesTerraria: Otherworld has been cancelled by Re-Logic Games after more than three years in development.Otherworld — a spin-off from the studio’s 2011 debut title Terraria — has been axed following a status review of the game which revealed it was well behind expectations. “Our team has a clear vision for this game… in spite of all of our efforts, the current state of the game remains equal parts far from that vision and beyond behind schedule from our initial planning,” said the developer in a blog post. From there, the developer decided that reimagining the game was not a viable option, and that such time consuming work would interfere with other ongoing projects. Re-Logic added: “Come whatever may, quality is simply not something we are willing to compromise on to make a quick buck.”Following the decision, Re-Logic lamented having shared the game with fans so early into production, saying it will “fully own that error in judgement”. Parts of project had been outsourced to Re-Logic’s partners at 505 Games and Pipeline Games, a move the developer said it should have given more consideration. Related JobsSenior Game Designer – UE4 – AAA United Kingdom Amiqus GamesProgrammer – REMOTE – work with industry veterans! North West Amiqus GamesJunior Video Editor – GLOBAL publisher United Kingdom Amiqus GamesDiscover more jobs in games “Trying to outsource development of such a critical title for our company – even if just in part – was not the way to go,” said Re-Logic. “Moving ahead, our focus for the core development of new/future titles will be more inward and will seek to utilise our own people. We will share more information there just as soon as we have it.”The partnership with 505 and Pipeline will continue as the teams refocus on console and mobile. Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Daily Update and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesEA leans on Apex Legends and live services in fourth quarterQ4 and full year revenues close to flat and profits take a tumble, but publisher’s bookings still up double-digitsBy Brendan Sinclair 4 hours agoEA Play Live set for July 22Formerly E3-adjacent event moves to take place a month and half after the ESA’s showBy Jeffrey Rousseau 6 hours agoLatest comments (2)Simon Butler Computer Games 3 years ago Three years?Try five.This game was “started” in 2013.center_img 0Sign inorRegisterto rate and replySign in to contributeEmail addressPasswordSign in Need an account? Register now.last_img read more

Vainglory has made $50 million in revenue since launch

first_imgVainglory has made $50 million in revenue since launchMajority of game’s revenue came through iOS, and US market accounted for $16 millionRebekah ValentineSenior Staff WriterMonday 30th July 2018Share this article Recommend Tweet ShareMobile MOBA Vainglory has earned $50 million in gross revenue worldwide across both Andoid and iOS since its launch in 2014. The game is the third most successful mobile MOBA in terms of player spending, ranked behind Arena of Valor and Mobile Legends.Related JobsSenior Game Designer – UE4 – AAA United Kingdom Amiqus GamesProgrammer – REMOTE – work with industry veterans! North West Amiqus GamesJunior Video Editor – GLOBAL publisher United Kingdom Amiqus GamesDiscover more jobs in games According to a SensorTower report, US players are responsible for 32% of that revenue, or $16 million. Japanese players account for 12% of the game’s revenue.The majority (64%) of player spending comes through the App Store–unsurprising, given that the game launched as an iOS-only game alongside the iPhone 6.Developer Super Evil Megacorp has achieved notoriety with Vainglory particularly as a pioneer for mobile esports, and at the end of last year secured $19 million in funding to double its studio space and invest in its 5v5 game mode.Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Mobile newsletter and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesEpic vs Apple – Week One Review: Epic still faces an “uphill battle”Legal experts share their thoughts on the proceedings so far, and what to expect from the coming weekBy James Batchelor 11 hours agoEpic Games claims Fortnite is at “full penetration” on consoleAsserts that mobile with the biggest growth potential as it fights for restoration to iOS App StoreBy James Batchelor 15 hours agoLatest comments Sign in to contributeEmail addressPasswordSign in Need an account? Register now.last_img read more

Just 6% of devs say Steam earns its 30% cut – Survey

first_imgJust 6% of devs say Steam earns its 30% cut – SurveyGDC poll shows which storefronts developers are depending on and which platforms they’re working onBrendan SinclairManaging EditorThursday 24th January 2019Share this article Recommend Tweet ShareCompanies in this articleValveFor years, Valve has thrived by taking a 30% cut of all revenues developers bring in through Steam, but the company is facing pushback against that practice from a number of directions lately.Aggressive new challengers like the Epic Games store and Discord store have embraced more developer-friendly revenue splits, big publishers are increasingly willing to launch big PC titles without Steam, and now many developers just don’t see themselves getting much bang for the buck on that 30% cut.The organizers of the Game Developers Conference released the results of their annual State of the Game Industry survey today, showing that just 6% of nearly 4,000 respondents believe that Steam justifies the 30% cut it takes from developers. That’s compared to 32% who said “No” when asked if it does enough to earn that share, and 27% who said “Probably not.” 17% answered “Maybe,” with another 17% in the “Not sure / don’t know” category. (The study was conducted from November 27 to December 19. Shortly after the survey began, Valve reduced its revenue split on particularly successful games.) Negative sentiment aside, Steam was the most popular PC/Mac storefront for developers surveyed, with 47% selling their games through it. The next most-common way for developers to get their games to customers was by selling directly through their own site (26%). Publisher-owned outfits like EA’s Origin or Battle.net were collectively used by 18% of respondents, the same amount that reported selling games through Itch.io. After that came names like Humble (17%), GOG (14%), and Discord (6%).The survey also identified some interesting dynamics about where developers’ business was coming from. Of the developers who sold their games on Steam, 55% reported that Valve’s storefront accounted for 75% or more of their sales. Developers on GOG, Discord, Humble, and Kartridge rarely reported those platforms contributing heavily to sales, with only single-digit percentages of developers reporting receiving more than half their revenue from any one of those stores. However, publisher-owned storefronts (36%), developer’s direct sales sites (41%), and Itch.io (29%) more commonly accounted for 75% or more of their games’ sales.As for platforms, PC is still dominant, with 66% of respondents currently developing for it. Smartphones and tablets were the next most common platform at 38%, followed by PlayStation 4 and Pro (31%), Xbox One and X (28%), and Macs (20%). Though the Switch trailed at 18%, interest in developing for the handheld hybrid was up year-over-year. 16% of respondents said they were making their next project for current and as-yet unannounced platforms, while 2% said their next game would be exclusively for unannounced platforms.The full State of the Games Industry survey covers a variety of additional topics, including unionization and work hours, and can be downloaded from the official website.Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Daily Update and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesWolfire Games files antitrust lawsuit against ValveThe developer argues that Valve uses its dominant position on the PC market to “exploit publishers and consumers”By Marie Dealessandri 12 days agoValve blocks Super Seducer 3 from SteamMultiple product reviews left Valve at “an impasse” with seduction game creator Richard LeRuinaBy Matthew Handrahan A month agoLatest comments Sign in to contributeEmail addressPasswordSign in Need an account? Register now.last_img read more

Dontnod “didn’t want to shy away” from the difficulty of creating a transgender hero

first_imgDontnod “didn’t want to shy away” from the difficulty of creating a transgender heroGame director Florent Guillaume on why it was important to define Tell Me Why’s Tyler Ronan by more than just his gender identityJames BatchelorEditor-in-ChiefTuesday 19th November 2019Share this article Recommend Tweet ShareCompanies in this articleDONTNOD EntertainmentMicrosoftXboxThe games industry has a lot of work to do when it comes to representation, especially as budgets rise in the AAA space. At E3 earlier this year, just 5% of game protagonists showcased across the week were women, with the vast majority predictably composed of men. Other gender identities were almost nowhere to be seen.While the indie scene offers a far broader range of roles for players to step into, very few major games firms take such risks with the heroes of their titles. Xbox and Dontnod hope to change that with Tell Me Why, a new episodic narrative adventure announced at X019 last week.Dontnod may not quite qualify as a major games firm, but to have a platform holder supporting and publishing a title in which one of the playable characters is a transgender man is a welcome step towards progress. The game follows Tyler Ronan and his twin sister Alyson as they explore childhood memories through their supernatural bond to uncover the mysteries of their past.GamesIndustry.biz spoke with both Dontnod and Xbox Games Studios at X019 last week, where game director Florent Guillaume revealed that — in contrast to how prominent Tyler’s gender identity has been in the announcement — the Life Is Strange studio didn’t set out to create a transgender hero at first.Florent Guillaume, Dontnod Entertaiment”We didn’t start the project setting expectations or having an agenda to push for inclusivity,” he explained. “We started this great collaboration with Microsoft to tell a story about twins, and as we developed the characters and the story, because we’re talking about twins, two identical people, we wanted to make the characters unique. They are both likeable, both great characters by themselves, and we came up with this idea of having Tyler be a transgender man.”When we started with this idea, we thought it was great, it was [a story] we wanted to tell, it made sense for the story and the characters. We didn’t want to shy away from that and the difficulty of doing it.”The first step was to research and gain a better understanding of the trans community. The studio began reaching out to people and groups to learn more, but the most crucial connection made was with GLAAD, the Gay and Lesbian Association Against Defamation.”They were terrific with us, they really helped us understand, helped us talk to people and get a real sense of what the life of these people is like and what their struggles are,” said Guillaume. “They also helped us reach out to transgender actors that would be able to help us give life to Tyler.”That’s how we started, and after a lot of research we crafted a character we’re really happy with — and we’re happy with both characters, because we have two leads. We believe they are great, they tell a great story, that people will be able to identify with them, that they are authentic to what we tell through the story.””We don’t create characters to be archetypes. We certainly don’t want Tyler to be identified only for being transgender” Florent Guillaume, Dontnod EntertainmentGuillaume admitted that the team were “probably naive at first” but were soon “enlightened by GLAAD and all the people we’ve met.” While he was unable to give a precise example, the director said he “personally learned a lot” from the experience and hopes that, through Tell Me Why, Xbox and PC players will discover new things for themselves.”To me, it was important to understand the transgender community, their struggle and what they live and go through,” he said. “If we can pass on this message to all the gamers who play the game, it will be fantastic.”Just as Dontnod is keen to emphasise that Tell Me Why is about more than just Tyler, Guillaume stressed that the twin is defined by more than just his gender identity. As with all the studio’s characters, he has been developed with both laudable qualities and human imperfections.”We don’t create characters to be archetypes or represent something,” said Guillaume. “We certainly don’t want Tyler to be identified only for being transgender… We want people to be able to relate to them, we don’t want to make superheroes that are monodirectional, all perfect and shiny — that’s not what we do. “[Both twins] have lived different things, they’ve had a journey in their lives that’s made them who they are now. We want to represent both our characters for who they are as people, not as archetypes, and I think we’ve done a good job with that.”Extensive research and a partnership with GLAAD will ensure Tyler Ronan is not only representative of the trans community, but also developed beyond this single characteristicThe studio is already famed for telling stories centred around unorthodox characters, regardless of how it might seem to damage the game’s commercial prospects. Life Is Strange, although it has become a cult hit, was originally rejected by publishers for having a misfit teenage girl as the protagonist.As the lack of variety in playable game heroes shows, the industry hasn’t made a great deal of progress since then, but Xbox, for one, is keen to explore a broader range of games and stories, especially as it bulks up the library for Xbox Game Pass. “We can only do this if we do it the right way, in a way that’s thoughtful and creates a game that lives up to the high bar we’ve set for ourselves” Joseph Staten, Xbox Game Studios”What excited us about Florent and the team at Dontnod was their authentic and true-to-life approach to Tyler,” Xbox Games Studios’ senior content director Joseph Staten told GamesIndustry.biz. “For Xbox, it’s absolutely perfect. We’re all about gaming for everyone, making sure that regardless of the sort of game you want to play that there’s an experience for you inside of Xbox. “For us, it was a great opportunity to join up with a world-class creative team and tell a story which absolutely fit with the kind of games we’re trying to bring to Xbox. Hopefully, we’re not just a place where you come for big action shooters. We want to be a place where people feel welcome to come and play experiences that speak to them on a very human level.”This is Dontnod’s first collaboration with Microsoft, and Guillaume had plenty of praise for the partnership — and the studio is “very grateful we got this opportunity to develop this all the way, no matter what the difficulties could be.” “It was not always easy — unfortunately, it is difficult to talk about this subject, it is difficult to have representation in games,” he said. “As we created the character of Tyler, GLAAD helped us to cast a transgender actor — and it’s difficult to find other transgender actors because there are so few in the media. We found a brilliant person to incarnate Tyler [actor August Black], so we’re happy about that.”Tell Me Why launches next summer, and is split into three chapters. Dontnod assures this will be released at regular interviews over the course of the summer, recognising that fans have found it difficult to wait for the next episode or full series in previous games.Related JobsSenior Game Designer – UE4 – AAA United Kingdom Amiqus GamesProgrammer – REMOTE – work with industry veterans! North West Amiqus GamesJunior Video Editor – GLOBAL publisher United Kingdom Amiqus GamesDiscover more jobs in games It will be released on Xbox, PC and, naturally, Game Pass. Neither company is willing to talk expectations, but both are confident the game and its protagonists will be well received. Staten pointed again to the amount of research that has gone into Tell Me Why, along with the partnership with GLAAD, as assurance that the story and Tyler’s gender identity will be handled with the utmost respect.”Early on, we talked about it and said we’re only going to do this if we do it the right way, in a way that’s thoughtful and ends up with a game and experience that lives up to the high bar we’ve set for ourselves,” he said. “The only way we’re able to do it is, as Florent said, with a really close partnership between our two studios, but also reaching out to real experts. “We knew early on that we didn’t know everything, certainly about the trans community and the issues they face. We had to reach out to get expert help, so having gone through this really thoughtful process, I’m really happy where we’ve ended up.”Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Publishing & Retail newsletter and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesEA leans on Apex Legends and live services in fourth quarterQ4 and full year revenues close to flat and profits take a tumble, but publisher’s bookings still up double-digitsBy Brendan Sinclair An hour agoEA Play Live set for July 22Formerly E3-adjacent event moves to take place a month and half after the ESA’s showBy Jeffrey Rousseau 3 hours agoLatest comments Sign in to contributeEmail addressPasswordSign in Need an account? Register now.last_img read more