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    by Published on 07-17-2014 12:36 AM

    An interesting little tidbit of information has trickled into the wild today, when the database information for Torchlight II on Steam was altered. Now, in addition to the entry for the PC Version there are entries for Mac OS (which is confirmed to still be in development) and Linux. Here is a copy of the entries, which originally can be found by clicking here.


    • 200714/config/language: english
    • 200714/config/oslist: macos
    • 200714/name: Torchlight II Mac
    • 200715/config/language: english
    • 200715/config/oslist: linux
    • 200715/name: Torchlight II Linux


    Meanwhile, Torchlight 1 had a similar change. While Torchlight 1 was released on Linux already, it was only available via a Humble Indie Bundle, and not through Steam. Here is a copy of the Torchlight 1 changes:


    • 41504/config/oslist: linux
    • 41504/name: Torchlight Linux




    • launch/2/config/osarch: 32
    • launch/2/config/oslist: linux
    • launch/2/executable: Torchlight.bin.x86
    • launch/3/config/osarch: 64
    • launch/3/config/oslist: linux
    • launch/3/executable: Torchlight.bin.x86_64




    Perhaps this is a sign that there will be Linux releases simultaneously with the Mac release of Torchlight 2, and the big day is finally almost here? I'll be sure to post when either there is confirmation or official denial. ...
    by Published on 06-22-2014 08:17 AM

    Hello all! Great news to share with you today! To get straight into it, thanks to several considerate contributions to the site we'll now be Advertisement-Free for all registered members until the end of July! That means no download delay screens for the Torchlight 2 mods and no more banners anywhere. Thank you all! It really feels like every time I start to worry about the site's finances someone selflessly steps up to help out! ...
    by Published on 06-20-2014 06:13 AM
    Article Preview

    Welcome to the summer everyone! (Except for those of you on the south side, then welcome to the winter!) Today I've got a great way for you to empty your wallets: Cheap copies of the Torchlight series and merchandise! Here's the skinny straight off the official website:

    Need to update your wardrobe for the sunny, summer weather? Well, head on over to ourMerch Store because we've got just the thing for you! Fashionable Torchlight II tees for guys and gals are on sale right now. Did I mention that we have posters and a limited edition concept art print?But wait — there's more! For the Steam Summer Sale, both Torchlight and Torchlight II are on sale, starting at 50% off!
    Get these prices while you can. And remember to enjoy the sun! <3


    Get it while it's hot! (Pun intended!) ...
    by Published on 06-13-2014 10:42 PM

    Hey all! Sorry for the delay in posting today's content! What can I say, the baby's gone mobile and needs watching. Speaking of being 30 years old and with a small child, let's start with the most recent Q&A with UI Artist Mike Fisher and move on backwards in time!

    Tell us about how you got started in the industry and your background.

    I can sum it up in one word: accidentally.


    I was about 30 with one toddler, another baby on the way, and was working as a cashier in a lumber yard. I was going to community colleges to do something with my artwork. And finally — I was really getting fed up with it — and I saw a commercial for the Art Institute and I remembered there was one in Seattle.


    So I thought, alright, I wanna do something with my art. At that time, I wanted to become an illustrator and do illustrations for fantasy books and stuff. At the time, computer graphics was just starting. There were programs like Illustrator 2.0! Very limited!


    As part of my graduation requirements, I needed to apply for an internship, so I applied with a fellow who came to speak at the school. His name was Dev Medan. He worked in the gaming industry and was an illustrator.


    So I go to the graduating show, and get all set up. My wife had gone and she dropped off the kids with the babysitter to come back. And while she's away, Dev shows up and says, "yeah, we'd like to offer you a job."


    And I got a job working for Humongous Entertainment. That was my first job in the industry and things kind of went from there.


    That's how I got into the industry and it's been close to 20 years.


    Moving on back, last week's Q&A featured Lead Character Artist Jeremy Miller:
    While you were starting out, did you interact with any online communities?

    Yeah, that was one of my "aha!" moments on how to use the Internet properly. I found 3DTotal when I was in school and they had a contest, some kind of figure modeling contest, that I tried to enter. I didn't finish anything for it, but it was enough inspiration to hunker down and learn how to use the software in a specific way; to set a common goal to work towards.


    I see that as one of the most important tools on the Internet for artists. Having access to other artists on forums, but also contests where everyone's working towards their version of some specific theme. It gives you enough of a framework of rules to have something to shoot for, but enough leeway for creativity. It's just incredibly inspiring to see what other people grow from the same seeds you were given. You can learn from other people technique-wise, and be inspired by vastly different thought processes.


    I joke that if I could redo college again, I would probably just sit in front of a computer contributing to art forums for four years instead of going to school. At some point, that won't be a joke, but a very real decision artists will have to make. There's so much free information out there and so many people online willing to help you learn. On top of that, there are plenty of completely digital paid learning paths already out there. I don't think it's quite ready to replace a full traditional art education just yet, but I think the point where it does is getting closer and closer.


    And finally, the week before last featured the extremely awesome Level Designer Jesse Tucker:
    How did you get started in the industry?

    I started out with a computer and electrical engineering degree, which has some programming background, but not as much as if you were to do a pure computer science degree. It also had lots of hardware and just crazy math stuff and it was a bit less of a focus on programming. I think I might have gone into programming if I'd had more of a solid foundation through school. And then I ended up getting mono right before graduating college, which delayed lots of projects and I ended up not going into the regular work field for a year after graduating. I ended up doing just odd things here and there and got into modding with Unreal Tournament 2004.

    So did that kind of become your gateway to the industry?


    Not at first, but it helped eventually. I played around with modding vehicles, and making new weapons, and got into making maps for mostly large multiplayer type things.


    And then one of my friends from high school was in QA at Bethesda. I was living in Colorado at the time, shoveling snow because that was the best paying job out there. I ended up getting a temp QA position at Bethesda. After being a QA temp a few times, I eventually stayed on as full-time QA working on a Star Trek project and a Pirates of the Caribbean game for PlayStation 2 that featured the voice of Johnny Depp. They were all externally developed games.


    I had been doing pretty well in QA. They initiated a quarterly QA performance award and I was the first person to get that. Around that time, Fallout 3 was starting to ramp up on production and I managed to get moved onto that project. After a few more months of doing QA, I was talking to the Level Design lead and I let him know that I was trying to start working on the actual development team instead of QA. They were looking to ramp up their fairly new Level Design team. I was given an assignment to make an Oblivion mod, and if it went well they would consider hiring me.


    That's it for now! On a side note, Runic also recently posted that they are hiring for a visual effects artist, but the listing with up nearly two weeks ago, so I'm not sure how good your odds are at applying now. If you're free and qualified, give it a shot!
    ...
    by Published on 05-16-2014 07:50 AM

    Hello world! Haven't seen us much lately? Don't worry, we're still here, and so is Runic! After a pretty long dry spell on news of any sort, Runic's starting to vamp up its communication with the community again with some developer Question and Answer sessions!

    The first Q&A is courtesy of QA (Quality Assurance) Manager Jason Lamb. Here's a snippet:
    And then you joined Runic when about? Was it right at the beginning? Were you at Flagship?

    I actually started at Flagship. I wanna say it was in '08 or something like that. Man that was a long time ago. *laughter* '08 or '09, I can't even remember now, but it was towards the end of the year and we were working on Mythos. We were the red-headed stepchild of Flagship Studios up here in Seattle—we were kind of like the satellite team. When Flagship folded, I did some work at another large studio as a temp for a while.


    After going in and out of various contracts then Runic formed and I got my old job back as a tester. Eventually, the test lead went on to other things after Torchlight, and I stepped up and took on the position for the Xbox 360 port and then Torchlight II.


    To submit more questions, check out the Submission Thread on the official forums! ...
    by Published on 03-26-2014 05:41 PM

    Big news today on the Runic front, as the company President Travis Baldree and Lead Designer (also known as Chief Creative Officer and Designer) Erich Schaefer announce that they are leaving Runic Games to start their own smaller Indie company in the following days.

    I'm going to quote the relevant posts in full, from Travis and Erich's brother Max:

    I have a little something I'd like to share. It is with the strangest mixture of elation, fondness, fear, and bitter-sweetness that I'm announcing my departure from Runic Games, a company which I co-founded nearly six years ago, and have led as its President and lead engineer ever since.

    I should say from the outset that this is an amicable departure, that I consider the amazing team at Runic my friends and family, and that it is a privilege that they've let me get away with running the place for this long. I love them all, and the biggest downside to all of this is that I won't get to see them every day. They are the reason that Runic has succeeded, and are the best group of people you could hope to meet or work with.

    I feel more than confident in their ability to continue to excel, drawing on all of their collective talent. I'm excited for the world to see the project they are working on now, and I know it will be spectacular when you get to play it for yourselves.

    I'd also like to thank Perfect World, who have been the best partner Runic Games could have hoped to find, and have been unfailingly supportive of us over the years, no matter how many curveballs I have thrown their way. It's my wish that I can maintain a great relationship with you all going forward.

    Erich Schaefer, my friend and fellow Runic co-founder, will be departing Runic as well as my equal partner. I'm so gratified to be able to continue working with him.

    I'm personally excited - oh, hell, I'm SUPER-STOKED - to be getting back to smaller-scale development, where I can wear many, many hats performing many, many different kinds of tasks. Working within the boundaries of limited means and resources is the best fun I've ever had, and that sort of work satisfies me in a fundamental way - I can't wait to be working that way again.

    To those of you who have played our games, interacted with us on our forums, met us at trade-shows, and Tweeted/Facebooked/social-media'ed with us over the years, I want to thank you all. You have helped to make this a rewarding journey for me, and I hope the same holds true for you.

    April 2nd will be my last day at Runic, as I tie up some last technical tasks for the team, and then it's on to the next thing! I hope to see you all again soon, online, or maybe at one of those trade-shows.

    Okay, if this goes on too much longer I'm gonna burst into tears-

    Don't be a stranger!

    Travis

    p.s.

    If you're used to emailing me at Runic, in the future, you can get hold of me at

    travis@doubledamagegames.com


    Hello Runic community,
    Yes, it's true. Our beloved President and lead key-masher, Travis Baldree, is leaving us, as is Erich Schaefer, my brother and long-time biz partner. As Travis said in his statement, this is a perfectly amicable parting, and we wish them nothing but the best in their new endeavor. I'm sure we'll all be watching and waiting for what they make next. It's sure to be wonderful.

    Meanwhile, the rest of us here at Runic are excited to move on and continue to work on this crazy, cool, completely secret project we've been working on. We're champing at the bit to talk about it, but will wait until we're ready to show it off. Travis' right-hand man for over ten years, Marsh Lefler, has seamlessly moved into the lead chair at Runic, and after we've sent Travis and Erich off in a bourbon-fueled celebration/wake, you'll find that Marsh is more than capable of taking the reins, and the other 20-something Runic members all eager and able to pull the extra weight. Change is scary, but it's often good. And this is healthy for both Runic, and Travis and Erich.

    From all of us at Runic Games, we thank Travis and Erich for the incredible body of work they leave behind, for the legacy that they left with us, and for making Runic Games what it is today. Best of luck to both of them in their new crazy downsizing scheme, but they won't need it. They will do just fine, as they always have. And to all of you out there, thank you for supporting us, and continuing to support us as we move into a future full of unknowns, excitement, adventure, and most of all, great games!

    Best regards,
    Max Schaefer
    CEO, Runic Games


    I've enjoyed having the chance to talk with Travis and Erich over the past few years and I wish them well on their new adventure! ...
    by Published on 03-18-2014 07:27 PM  Number of Views: 1070 

    This just in on the Breaking News Express: Runic is hiring a Senior Graphics designer! Runic rarely has a public job posting, and doesn't normally accept random resumes, so this could be your big chance to work with some of the greats in the PC Gaming industry! Here's a copy of the job listing:

    Runic Games has an immediate opening for an experienced graphics engineer for full time work at our downtown Seattle base of operations. This position will be primarily responsible for creating new shaders and render pipeline support for new effects/techniques as well as optimizing existing code/technology. This individual will interface with our art team to help make their visions a reality where possible as well as to inspire them to create amazing new content.

    The ideal candidate has considerable experience developing shaders and realtime graphics code in a Windows environment targeting both DirectX and OpenGL. Candidates should exhibit strong communication skills and must be passionate about creating great games. Strong 3D math skills are a key qualification. Familiarity with developing art pipeline plugins/tools for 3D Studio Max is a plus. Candidates should be fluent in C++ as well as at least one prominent shader language (HLSL, GLSL, Cg, etc.) This role requires a minimum of 5 years graphics engineering experience with at least two published games.


    Qualifications


    Expertise in C and C++ languages (C# a plus)
    Real-time graphics programming experience in both OpenGL and DirectX environments
    Strong 3D math skills
    Familiarity with performance analysis tools and optimization techniques
    Experience programming shaders in HLSL, GLSL, or Cg
    Expert-level knowledge of DirectX 10+ level GPU hardware and capabilities
    Understanding of procedural and multi-threaded programming best practices
    Highly self-motivated with excellent problem solving skills
    B.S. in Computer Science and/or Mathematics, or equivalent work experience


    To apply, follow this link to the application page. ...