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Production Testers Wanted!

Do you like playing games and breaking them in the process? Splash Damage is currently looking to hire additional Production Testers to join us in our offices near London. This a contract position and a great way to break into the industry.

What does a Production Tester do, you ask? Well, among other things:

  • Running daily test cases
  • Reporting, managing and tracking bugs via our bug tracking system
  • Performing regression testing and verifying fixes
  • Writing detailed test documentation
  • Ensuring tests are completed in accordance with project deadlines
  • Providing feedback and suggestions for improvements to the game
  • Ensuring that all bugs are recorded in a clear and consistent format, keeping with the standard required of our testers

If this tickles you in all the right places, check out the full Production Tester job description and follow the instructions for sending in your resume and cover letter. We look forward to hearing from you!

Announcing Fireteam Ltd, Splash Damage's New Online Services Partner


I'm really pleased to announce that Splash Damage will be partnering with Fireteam Ltd, a new company specialising in online services for video games. This partnership will give us greater control over one of the most critical components of our games; their online operation.

What this means for you as a player is that you'll experience a better and richer online experience - one that includes more beta tests for our games through Fireteam's service, with real-time gameplay analysis tools that allow us to improve balance and performance requirements before launch. In addition you'll get built-in social features, including friends, invites, lobbies, and matchmaking. It will all run on a robust and scalable infrastructure distributed around the world, with reliability and performance as its principle measure of success. We also have a few special surprises planned, but more on those at a later date. Ultimately we'll be much better placed to rapidly respond to your preferences and priorities as online gamers.

I invested in Fireteam as an independent company because it's headed by several former SDers with a huge amount of experience in, and dedication to, online services. The team includes its CEO Steve Gaffney, its CTO Arnout van Meer, and its Director of Operations Ben Hopkinson. For more information about the newly formed company, check out the official Fireteam website. You can also follow them on Twitter (@fireteamltd) for musings straight out the Fireteam headquarters.

We're absolutely thrilled to be working with Fireteam on our next wave of games and can't wait to be able to tell you more about them.

Paul Wedgwood (@PaulWedgwood)
CEO
Splash Damage Ltd

Community Question: Incapacitation and You


Community, each of our games has featured an incapacitation mechanic that kicks in once you take a certain amount of damage. While incapacitated, you can either wait for a friendly Medic to revive you, or join the next respawn wave. What we're interested in today, though, is the subtle differences each Splash Damage game has brought to incapacitation:

  • In Wolfenstein: Enemy Territory, once you were incapacitated and chose to join the respawn queue, there was no going back from that choice (even if, say, a Medic suddenly appeared nearby).
  • Enemy Territory: QUAKE Wars allowed you to freely switch back and forth between waiting for a Medic and joining the next respawn wave.
  • Finally, Brink added another choice to that mix, allowing you to pick the exact moment of being revived once a Medic had dispensed a revive syringe to you.

With all of these variations on the incapacitation theme, we put it to you, Community:

Which incapacitation mechanic reigns supreme?

Please cast your vote in our latest poll. Furthermore, if there's anything you particularly liked or disliked about the various incarnations of incapacitation throughout the years, or if there's an entirely different mechanic you'd like to see, let us know in the comments.

Ninja Theory's Lead Gameplay Programmer Appointed SD Technical Director


We're excited to announce that Mark Fascia, Lead Gameplay Programmer on the critically acclaimed Enslaved: Odyssey to the West, is now Splash Damage's Technical Director. Marc will be overseeing our programming teams and guide all of our technology efforts.

This is what Splash Damage's CEO Paul Wedgwood had to say about Marc's appointment:

We're hugely impressed by Marc's combination of insane technical ability and project management skills. In particular its Marc's obsession with fun gameplay and his personable nature that makes him the perfect person to lead our army of awesome programmers.

For more information, including Marc's background in the industry and a bonus quote, check out the official press release.

Finally, if you missed our other big staffing announcement last week, FIFA's ex-development director Griff Jenkins has taken up the role of Director of Production here at Splash Damage. Full details on that over here.

FIFA's Ex-Development Director Appointed Splash Damage's Director of Production


Hot on the heels of Paul's blog post about what you can expect from us this year, we've got our first announcement to make today. We're delighted to announce that Griff Jenkins has been appointed Splash Damage's Director of Production and will oversee all of our development efforts. Griff previously spent seven years at Electronic Arts where he led big franchises like FIFA and Need for Speed and managed multiple development teams simultaneously.

Here's what our fearless CEO Paul Wedgwood had to say about Griff's appointment:

Following FIFA's incredible success, Griff's new role at Splash Damage will be to improve our games by improving the way we make them. Under Griff's leadership we'll elevate production to a discipline on par with art, design, and programming. These are areas that we've always constantly strived to improve, and production should be no different.

For more details about this appointment and Griff, check out the full press release.

Unofficial Fix for Empty Wolf: ET Server List

Those of you playing Wolfenstein: Enemy Territory will have noticed that the internet server list currently comes up empty. This is due to an issue with the master server that is being investigated by the fine folks over at id. In the meantime, forum member Paul has put together a back-up master server that you can use to get your multiplayer fix for now.

This workaround is not officially supported and any modifications you make to the game are "at your own risk".

With the disclaimer out of the way, you can find Paul's workaround in this forum thread. Steps are offered for both server admins (to make their servers show up in the new list) and players (to retrieve the new list within their game). On a side note, Paul's solution is set up in such a way that it'll automatically be overridden the instant any official master server comes online.

Splash Damage in 2012 - A Message From Paul Wedgwood


We've enjoyed a fantastic first 10 years at Splash Damage and we're looking forward to an even more exciting future. A huge part of this is due to you - our fans - so in this update, I'd like to give you a quick glimpse of what you can expect from us this year.

Community Question: Average Multiplayer Play Time

There are many different types of FPS multiplayer modes out there - some take just a few minutes for a round to finish, while others can last hours (I'm looking at you, 64 player mp_marketgarden!). What's really interesting to us this week is to know how much time you actually spend playing on average when you sit down for some multiplayer action. Are your sessions 30 minutes? Several hours? We must know!

So, here's this week's question:

When playing a multiplayer title, how long do you usually play for per gaming session?

Please cast your in this week's Community Question poll. As a bonus question, are there any factors that make you play longer or less (such as clanmates being along for the ride or double XP weekends going on)? If so, please let us know in your replies.

We've Reached 10,000 Twitter Followers! Are You One of Them?

Amazingly, the Splash Damage Twitter account has officially amassed a following of more than 10,000 thanks to a stealth-like surge during the holidays. Twitter's usually the first place we hurl news, links, and other interesting or caek-related tidbits at, and we also answer questions about our games and the people behind them on there. Plus, and this is a secret and you mustn't tell anyone, there's a better than even chance of the occasional give-away. All in all, it's quite possibly the best way to keep up on all things Splash Damage.

Are you on Twitter and still missing out on Splash Damage's verbal splash damage? Follow us!

Ed Stern Nominated for Writers Guild of America Award


Every year, the Writers Guild of America selects what it thinks are the most outstanding feats of writing in movie, television, and new media. What makes this year's nominations particularly special is that our very own Ed 'BongoBoy' Stern is among them, joining an illustrious group of people that includes Woody Allen, Adam Sorkin and fellow London developer Rocksteady Studios.

Ed is up in the Best Videogame Writing category for his efforts on Brink, which not only featured a staggering 26,000 lines of dialogue, but was also supported by a copious amount of backstory, timelines, biographies, and all manner of other supporting Writer's Produce. On top of that, Ed is the only person on the entire list that somehow managed to get their nickname on there.

The winners will be announced at the 64th Annual Writers Guild Awards in Los Angeles on February 19. Many big huge congratulations, Ed!

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