Friday, 4 October 2019

Winner Showcase of Frictional Fan Jam 2019

The autumn is getting cold, but our hearts have been warmed by the participation in the Frictional Fan Jam 2019! We would like to extend an equally warm "thank you" to everyone who participated. The outpour of love and creativity has been overwhelming!

We have now gone through the entries, voted among the Frictional Games staff and the Discord Moderator team, and picked the winners - as well as a few special mentions! The entries were divided into Mods/Games, Fanart, Fanfiction, and Other, and one or more winners were picked of each category.

As promised, the winners will receive a few physical goodies, a mention in our video, as well as keys for the upcoming game. People who got special mentions will receive keys! We will be in contact with these people next week.

This is enough bureaucratic talk: please behold our winners! The winners of each category will be showcased in the video below, or you can read about the entries under the video. All entries can be seen on our the Fan Jam Showcase on our Discord server.





Mods/Games


SOMA: The Fall of Freedom
by Rubyes

The Fall of Freedom takes us on one Pathos-II employee's journey through the now-infested station. Unlike the mods, this game is made in Unity and uses a minimalist yet efficient pixel style. It's short and (bitter)sweet, with Frictional-type puzzles translated into a 2D environment, and great sound design.


Hollow
by TiMan

Ever wondered how Alexander ended up on Earth? TiMan's Hollow imagines Alexander's story on his home planet, and how his banishment came to be. It has a distinct Amnesia feel despite being made on HPL3, the SOMA engine, and the custom assets make it fun to explore. The puzzles and gameplay have a classic Frictional feel, making it easy to play as a standalone installment.


Special mention:
Amnesia: Decayed History
by Sabatu

Sabatu's Decayed History mod did not fit the requirements of expanding upon one of Frictional's titles, yet we felt that it deserves a special mention. The HPL2 mod is an impressive length considering it was made in three short weeks, and the writing is great despite Sabatu only having studied English for about a year. The protagonist is given a task to find old documents in their childhood home, claiming their right to the house. But things are not quite as they seem...


Art

Castle Brennenburg
by Kripi

Kripi's cutoff of Castle Brennenburg might as well be a professional technical drawing! The longer you look at it, the more details you see, making it an ideal doll house for tiny Daniel, Alexander, and the rest of the residents.


Some things mustn't be forgotten...
by Lou

Some things mustn't be forgotten... and this artwork is one of them! Lou's piece reveals more than you see at first glance - the falling leaves are petals of the Damascus Rose, akin the drops of blood, and a spider looms in the background, tying the characters together.


As the autumn leaves wither away...
by cypii

Hazel, Daniel's sister, has a melancholy story told in the notes of The Dark Descent, and Cypii has captured this mood with lonely composition and muted tones. You don't need to see Hazel's face to know that she is withering away, just as the leaves outside.


Special mention:
SOMAuse
by i3670

I (Kira, your community manager) almost drove my bike into a traffic sign because I got teary-eyed from thinking about this picture. The little mouse in the reflection still has hope in its eyes... and thankfully we don't see the expression on the other side. Dammit, I'm crying again. And that deserves a special mention.


Writing


A Hymn for the Curie
by FrenchRoast

A Hymn for the Curie takes us aboard MS Curie around the time of the comet's destruction. FrenchRoast's version of the events features a cast of believable characters, from the stoic Captain Palander to the empathetic Hopper, whose points of view have you live the events alongside them - have hope, despair, and ultimately perish.

You can read A Hymn for the Curie on French Roast's Drive.


Special mention:
SOMA - Cadiz
by Clyde Cash


Cadiz also tells the survivor story of another team, landing ashore Cadiz - a realistic description of a landscape ravaged by desperate humans before the comet has the chance to strike. The characters have have very human musings about the imminent destruction. The story starts a bit slowly, but the end had us in tears.

Unfortunately this piece of writing didn't have a link, but you can find it on our Discord server.

Other

Untitled Song
by Tosha
   

Themes can be hard to portray through music alone, but we truly felt the cold winds of autumn in the Untitled Song by Tosha. It plays on the themes of Amnesia: The Dark Descent's soundtrack, but delivers an original composition.

Thank you once again for participating and cheering others on! We hope to see you back for another Fan Jam in the future.

PS. We played the mod entries and read some fanfiction during a stream. You can find the video in our Twitch archive!


Thursday, 12 September 2019

Releasing on Nintendo Switch: Unattainable dream to reality

By Thomas Grip, Creative director

This is one of my earliest memories. Eons ago, when I was about 5, my dad took me with him to his work, a department store. He then proceeded to dump me in the electronics department.

Nowadays you can find game test booths everywhere, but back in the day this was definitely not the case. Instead every single item was locked inside a glass cupboard. Usually these cupboards remained locked unless you bought something… but that day was different. Tony, my dad’s co-worker, let me try out a game.

As I trembled with the excitement of a 5-year-old boy, he jangled his keys, and took out the showcase version of a grey box called the Nintendo Entertainment System.

Ice Climber for the NES was my first video game experience, and from that moment I was hooked.

Since that watershed moment, Nintendo games have always had a special place in my heart. Super Mario, Zelda, Mega Man, Battle Toads, Blaster Master and many others were all a part of my childhood magic. The plastic feel of the controller, the chunky cartridges, and instant-booting games still evoke fuzzy feelings in me.

Because of these magical childhood memories, and how video games were perceived back in the day, Nintendo has always had a certain mysterious feel to it – like an enchanted factory in a far-away country, creating games through some sort of wizardry.

When I started making games myself, some 20 years back, I never thought the hobby would evolve into anything bigger. It felt highly unlikely that people would want to buy anything I produced. But, eventually, what started as a hobby turned into a job. That felt so surreal. There I was, with my stupid hobby, except it was suddenly a source of income to me. Game development still felt like that enchanted factory, full of people who knew a lot more than me with tech I couldn’t possibly afford to have. But it was real, as I came to realize over time.

Yet consoles, and especially Nintendo, retained a very illusory feel. While I released my games on Steam and similar stores, the birthplace of my childhood magic felt far off.
That’s why it’s so special to announce the following:

AMNESIA: COLLECTION IS NOW OUT ON THE NINTENDO SWITCH


Finally – Frictional Games has made it to a Nintendo console! What had, for most of my life, felt like a distant and far-fetched dream, has now become reality. Sure, it’s not shipped on one of those fantastic grey cartridges, nor will it have a Nintendo “seal of quality” slapped on top, but I’ll take what I can.

If the 5-year-old me heard about this, he would never believe me.

But this is by no means the end of a journey for me – quite the opposite! It’s thrilling to think just how far the company has come, and it makes me super excited for what the future will hold.


A huge thank you to our friends at BlitWorks for making the port possible, and Evolve PR (with special thanks to Ryan!) for the great trailer!


Friday, 6 September 2019

Frictional Fan Jam 2019


Screenshot courtesy of Newsman Waterpaper and their mod The Streets of London.


#FrictionalFanJam

September is a meaningful month for Frictional Games, as it marks several of our anniversaries. This year on the 8th of September Amnesia: The Dark Descent will be turning 9, on 10th Amnesia: A Machine for Pigs will be 6 years old, and on 22nd SOMA will have been released for 4 years.

Therefore we would like to make this month special by celebrating your community creations. Please join us for Frictional’s Fan Jam of 2019!

We have recently launched an official Discord server, so you are welcome to ask questions, share ideas, and chat with other participants in the #fan_jam channel.

Overview

The goal is to create a new fan work related to one of Frictional’s games: SOMA, Amnesia games and the Penumbra series, or older titles such as Unbirth. You are free to create any transformative work: a mod, fanart and fanfiction, cosplay, or something different like a video or a plushie. The project should be at least loosely related to the given theme.

Since some projects (for example mods) can require more effort than others, you are also welcome to participate in teams.

Please see submission guidelines below!

Theme

Autumn/Decay

Deadline

The event kicks off on Friday the 6th of September. The deadline for submissions is 23:59 UTC on Sunday the 22nd of September. The jury will be going through submissions starting Monday the 23rd.

Prizes

The jury of Frictional Games employees and Frictional Games Discord moderation team will pick the winners of the jam. Jury members can participate in the event, but are disqualified from winning.

The winners will receive a poster of a game of their choosing, signed by the Frictional team members, sent to their home address (teams can decide on one address, max 4 prizes per team). The Frictional Team will also be featuring the works on a video with comments from Thomas and other employees. And finally - upon release of the next game, the winners will receive download codes for the game on an available platform of their choosing.

Contact

The jam is organised by Frictional Game’s community manager Kira together with the moderation team of the official Discord server, proposed and drafted by Draugemalf. The easiest way to contact the organisers is on the Frictional Games Discord server’s #fan_jam channel. The channel can also be used to share ideas with other community members, get feedback and look for team members.

If you don’t have a Discord account, you are also welcome to contact Frictional Games through Twitter or our Contact Form, and we will help you as soon as we can.

Submission guidelines


  • The works must be related to one or more of Frictional’s games (SOMA, Amnesia: TDD, Amnesia: AMFP, Penumbra, and Unbirth, Fiend, Energetic)
  • The works must be at least loosely related to the the thematic of Autumn/Decay
  • The creation must be submitted on 22nd of September the latest
  • The work must be your or your team’s original creation
  • For mods you are free to use assets you can legally use, or have the permission to use from the creators


Submitting your work

You can submit your works through several channels, either by posting an image (for fanart, cosplay and similar) and/or a link (mods, fanfiction and similar).

  • On Discord, you can share the project on the #fan_jam channel. Please make it clear that it's your final version.
  • On Twitter and Tumblr, you should mention @frictionalgames and tag the submission with #FrictionalFanJam.
  • If you don’t have a social media account, please send your submission to team@frictionalgames.com with the title “Frictional Fan Jam”.
  • Due to Instagram and Facebook’s limited searching and tagging tools, we will not be accepting submissions through those platforms.
  • All submissions will be posted by the jury on Discord’s #fan_jam_showcase channel for easier judging.



And that’s it! Go get creative! We’re looking forward to all your great projects!

If you have any questions, just let us know.


Tuesday, 27 August 2019

Hiring: 3D Art Lead



Title: 3D Art Lead
Focus: Pipeline development, 3D modeling
Type: Full-time, permanent
Last day to apply: 8th of September 2019
Location: Sweden, applicants residing in European countries welcome


A door swings open, a dim light beckons you to come step further, pick up the dusty items, give them a long look before venturing forward, the architecture leading you ever deeper. Frictional’s games are filled with intrigue and emotion, the art subtly guiding  the players. To keep up the illusion of a living world, the execution has to be consistent across the board.

This is where you come in.


What will you work on?

We are looking for an experienced 3D Art Lead to join Secret Project #2. This is a senior position, meaning you will have responsibility over foundational elements of the project. You will work closely with other team leads, such as the creative lead and art lead.

Right now Secret Project #2 is in pre-production, which means that you would find yourself working on establishing pipelines and practices for a good workflow.  On the creative side you will be working within the established style of the game – creating art, researching and documenting. The 3D art you would work on include architecture and complicated props, as well as putting everything together into functional and beautiful environments..

Once the project shifts into production, your role will involve more lead work. You will find yourself communicating with other employees and outsourcers, making sure tasks get assigned and done, and giving feedback. Alongside you will still be able to participate in creating art.

As a small team, everyone in the company has a wide variety of responsibilities as well as rights, but we consider that our strength – no day in development will look the same!


What are we looking for?

You have to be a European (EU/EEA) resident to apply. We cannot consider other applicants.

The person we’re looking for is creative, self-motivated, and comfortable in a lead position. We need you to fulfill the essential requirements, but are flexible with how you have acquired your experience.

We welcome applicants regardless of background, situation, sexual orientation, religion, and similar, so don't let anything like that hold you back from applying!

Here are the essential requirements:
  • Knowledge in 3D asset creation pipelines in digital games
  • Being up to date with the latest trends in 3D art tools and techniques
  • Not being afraid to give feedback to coworkers and outsourcers
  • Substance Designer skills in creating procedural textures
  • Ability to adjust artwork based on an established art style
  • Major role in at least one released title (not as a student/intern/trainee)

And here are some more technical skills:
  • Experience with face weighted normals
  • Experience with trim sheets and tiling textures
  • Experience in Medium Poly Modeling
  • Knowledge in Modo, or willingness to learn it as a main 3D modeling tool
  • Some technical art knowledge (you will not have to create anything from scratch, but you should be able to communicate your needs to the programmers, or have suggestions such as saving performance on assets)

If you want to impress us:
  • Experience with character art and/or organic art
  • Knowledge in blendshapes
  • Knowledge in motion capture
  • Experience with scripting tools in Modo
  • Experience with Marvelous Designer
  • Experience in  setting up lighting and doing basic level set dressing
  • Love for hard sci-fi
  • Penchant for bold design

What do we offer?

We at Frictional make games, because making games is what we love. But we know that’s not all there is – there’s also playing games, doing sports, or spending time with loved ones. We believe that a healthy balance between work and life creates positive ripples throughout, which is why we discourage crunch.

We also offer:
  • Variety in tasks
  • Opportunities to influence your workflow and workload
  • Flexible working hours
  • Participation in internal Show & Tell sessions for both projects, meaning giving feedback to and receiving feedback from all members of the projects
  • An inclusive and respectful work environment

We welcome remote applicants from European (EU/EEA, UK) countries. However, you are welcome to join us in our office in Malmö if you live in the area, or would be willing to relocate after the trial period.


Apply!

If all of the above piqued your interest, we would love to hear from you! Send us your application 8th of September 2019 the latest - but the sooner, the better! Please attach your:
  • Cover letter
  • Why should we hire YOU?
  • CV
  • Portfolio (link and/or PDF)
  • Answers to preliminary questions (see below)

Send your application to apply@frictionalgames.com!

Please note that we require all the attachments to consider you.


Preliminary questions

Please provide a document answering the following questions:
  1. When is the earliest you could start working?
  2. Tell us about the daily work you did on your last finished game project.
  3. Name two games you think have high quality 3D art. Explain why.
  4. Imagine you are in charge of the 3D art pipeline for a new sci-fi game. Name the top 3 things you think need to be included.

If you are not living in Sweden, please also answer the following:
  • Do you have the ability to invoice?
  • What kind of hardware do you have?
  • What kind of internet connection do you have?


Wonder how we hire? Read our blog on How we hire at Frictional Games.
What kind of application are we looking for? Read our blog on Writing the best application for a Frictional Games job.


Privacy Policy

By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.


Thursday, 22 August 2019

We're launching an official Discord server!



Join our server here!

Frictional Games is a distant and cryptic game developer, quietly tinkering with unspeakable horrors in the darkest depths of Europe. Yet over the past while we have been chipping away at that image, exposing a softer core. And now we’re ready for the final nail in the coffin of mystery: an official Frictional Games Discord server, where you can talk directly to us, or to other fans!

We hope that having a fluid, shared space like this will help casual and hardcore fans alike connect over topics that interest them, from lore conversations to sharing the cutest K8 plushie sewing patterns, from best uses of AddUseItemCallback to fanfiction tips. And, of course, anything and everything Frictional Games.

Aside from community-centered involvement, we hope to bring us developers closer to you with events like Ask Me Anything threads, and an occasional casual chat. Who knows what else the future will bring?

Upon launch the server includes channels for:
- Frictional’s news, sales and patch notes,
- Discussions about SOMA, Amnesia games, Penumbra games and Frictional Games in general,
- Showcasing your mods and other fan creations like art, cosplay and videos,
- Connecting with peers and discussing modding, creating fanart, or how to avoid overheating when wearing a Grunt suit,
- Social media feeds,
- Buying our games directly from Discord.

To celebrate the launch, all our games are heavily discounted at the Discord store pages.

Welcome!

PS. We are open to getting a few more members for our moderator team, especially persons to balance out the majority of men. Contact community etc manager Kira for more details!


Wednesday, 27 March 2019

Hiring: Audio Lead / Sound Designer



Title: Audio Lead / Sound Designer
Focus: Creating and implementing sounds, managing audio content
Type: Full-time, permanent
Last day to apply: Monday 15th of April 2019 /CLOSED
Location: Malmö, Sweden (Doing remote work from EU/EEA countries welcome)

You remember it: a faint rustle in your periphery, dragging footsteps around the corner, a raspy breath. You still break in cold sweat when you hear that high-pitched screech that means a monster is near. All the iconic soundscapes that make Frictional games what they are.

We are now looking for an experienced audio designer to work in-house and continue this tradition of keeping a new generation of gamers on their toes with lovingly designed, eerie and memorable soundscapes.


What will you work on?

We are quite a small team, but we consider that our selling point. As a sound designer you will get to work on everything from small effects to the overall mood of the project. This means your contribution will greatly influence how the final game sounds, feels and evokes emotions.

Here are some of the things you will be working on:
  • Collaborating with designers to create soundscapes, taking both artistic and gameplay aspects into account.
  • Being a part of designing the overall mood of the game.
  • Creating some of sounds used for our monsters, machines and other otherworldly noises using libraries, or from scratch if possible.
  • Creating sound effects timed with specific events and animations.
  • Refining events by working with both our map editor and scripting tools.
  • Researching various technical features needed to achieve certain effects.
  • Handling the music, either by creating it or working with a musician.
  • All in all, helping the game world come to life.

We also encourage working outside of your area of expertise, and always learning new things. The more areas of development you are willing and able to  take part in, the better! For example you are encouraged to participate in our fortnightly testing and leave feedback on other aspects of the game.


What are we looking for?

You have to be a European (EU/EEA) resident to apply.

The person we’re looking for is creative, driven and self-sufficient. With a remote team such as ours, the ability to organise your own work is a fundamental skill.

We have recently set up a central hub in Malmö, Sweden, and will help you move to our seaside city if it suits your situation.

Here are some essentials we require:
  • Hardware and equipment to work with.
  • We don’t expect you to have a fully equipped home studio, but enough to work on most of the sounds. Additional equipment can be provided if needed, but it is important that you have the hardware needed to start working.
  • At least one year of experience in audio production for games.
  • Good understanding of sound and music, and how they affect the player experience.
  • Ability to challenge yourself, make bold creative decisions, and try non-conventional things.
  • A critical approach to your work, with the ability to take a step back and reflect.
  • A strive for structure, efficiency, and clarity.
  • Strong self-drive and ability to organise your own work.
  • Interest in and ability to do research for interesting sound and music solutions.
  • Love for working on a variety of tasks.
  • Fluency in English.
And here are some more techie skills:
  • Familiarity with FMod or Wwise.
  • Basic knowledge in programming.
  • Basic knowledge of creating maps in a level editor.
If you want to impress us:
  • Love for horror, sci-fi, and narrative games.
  • A major role in completing at least one game.
  • Experience in level design.
  • Strong game design skills.

What do we offer?

We make games, because that’s what we love. But we know there are other things we love, like playing games, taking part in sports, or spending time with our families. We believe a healthy balance between work and life reflects positively on your work, which is why we don’t encourage crunch.

We also offer:
  • Flexible working hours.
  • Opportunities to influence your workflow.
  • Variety in your work tasks, and ability to influence your workload.
  • Participation in our internal game Show & Tell sessions, so you’ll have input into all aspects of the game.
  • Social security and holidays that are up to the Swedish standards.
  • An inclusive and respectful work environment.
  • An office in central Malmö you can use as much as you please.
  • Fun workmates, game and movie nights, and other outings!

Apply!

If all of the above piqued your interest, we would love to hear from you! Send us your application 15th of April the latest - but the sooner, the better!

Please attach your:
  • Cover Letter 
    • Why should we hire YOU?
  • CV
  • Link to your portfolio site
  • Link to a video reel demonstrating sound design abilities
  • A document describing a game soundscape you have worked on. Please write about the following:
    • What you worked on.
    • What you were going for with the design.
    • What went well in the project and what you would prefer to change in retrospect.
Please note that we require all the attachments to consider you.

Send your application to apply@frictionalgames.com!




Wonder how we hire? Read our blog on How we hire at Frictional Games.
What kind of application are we looking for? Read our blog on Writing the best application for a Frictional Games job.

Want to know how sounds were made in the days of Amnesia: The Dark Descent? Check out the video starring our old sound designer Tapio Liukkonen below.





Privacy Policy

By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.