9th Impact launched its spatial IQ puzzle game 27 on 11th April. The studio, best known for their Biker Mice from Mars endless runner and strategy games are taking their first steps into the ‘brain-training’ genre with 27.
Finn Krewer, Chief Technology Officer at 9th Impact spoke about finding the right balance for the game: “27 is a pick up and play, easy to learn but very hard to master puzzle game. We tried to make it as easy as possible to play while giving it endless scope for horrifically difficult levels.” 27 is a unique puzzle game that is scientifically guaranteed to improve your spatial IQ. Your goal is simply to clear all the 27s from the board. The game gives you a deck of 4 numbers. You can place these numbers anywhere on the board. Your deck refreshes with a new number each time you place one. Three of the same number in a row will produce the sum and the newly formed number will appear in the grid space where the final number in the row was placed. Sounds simple, right? But of course, there’s tricky designer placement, board congestion, blocked grid spaces, exploding numbers and the damn luck of the deck to contend with!
“We looked at the match 3 genre and felt that there was something more difficult, more tricky possible, so we developed 27, a variation on the match 3 format to make it both easy to learn but very hard to master.” said Krewer. A perfect casual pick up and play puzzle game that will keep your brain entertained for hours. If you love playing Sudoku, are obsessed with testing and improving your IQ or are a fan of 2048 then “27” is for you!
ShipitCon is a community event for engineers involved in the building and deployment of software.
ShipItCon is being organised primarily by engineers and managers working within the games industry in Ireland including Demonware and Digit Game Studios.
This is a non-profit event, organised by volunteers and any remaining funds will be donated to a local charity.
Tickets are now on sale!
Early bird registration will end on April 30th. They also offer an unwaged ticket.
Senior Director of Pipeline Engineering at Workday
Continuous Delivery @ Workday
Workday patches more than 1000 customers every Friday night, for the last 10 years. It takes a good code Pipeline, and a lot of automation to make this possible. I’ll cover tools, processes, challenges and ideas related to Continuous Delivery @ Workday.
Success Engineer at Chef Software
The Looming Complexity Crisis
Join me as I tell you the story of Jane, a rockstar developer with a great idea that could breathe new life into her company! That is, if she doesn’t table-flip trying to figure out HOW and WHERE to deploy her great idea. Cloud? PasS? Docker? Follow Jane as she descends into the fiery depths of infrastructure-complexity hell. If only a Habitat plan.sh could come together to save the day…
Product Engineer at Intercom
What I wish I had known before moving to Infrastructure As Code
Not long ago, the infrastructure at Intercom was entirely handcrafted. Provisioning would mainly rely on ops, making the process painful, risky and slow. With our rapid growth, this quickly became unsustainable. To address this, we decided to investigate Infrastructure As Code using Terraform, with the end goal of giving Product Engineers the ability to safely and easily make changes to our infrastructure. In an uncharted territory with many questions and unknowns, changing the way we provision is not an easy task. This gave us the opportunity to explore different approaches and determine what Infrastructure as Code means for us. In this talk, we will cover: How we’ve set our requirements, why we picked Terraform, the challenges, mistakes and lessons learned, our vision and future plans for this ongoing project.
Ops Engineer at Intercom
Deep dive on how Intercom ships code to production 100 times a day
Intercom has practiced Continuous Delivery since the very early days of the company. This has meant that our engineering culture and practices have evolved around, and heavily rely upon, our build and deployment infrastructure. With the rapid growth we’ve experienced over the last few years, maintaining and improving these systems has been critical to keeping our ability to move fast and iterate quickly. This talk will cover the evolution of Intercom’s internal deployment system, Muster, as our engineering organisation has grown from 4 people hacking on a Rails app to a team of almost 100 working on multiple applications in a constellation of languages and frameworks.
Book and reserve tickets at https://www.eventbrite.ie/e/shipitcon-2017-tickets-33376944339
As metioned at State of Play last week Gambrinous are looking to hire two people to work on their next game: a Game Designer and a Writer. This is a chance to join the award winning games studio Gambrinous as they embark on their second game making adventure.
The ideal person for the Game Designer position would
- love creating engaging, elegant systems that are a joy to play, learn and master
- have a deep interest in board games and card games and what makes them tick
- be keen to apply board & card game mechanics to a digital game
- have a portfolio of previous games or prototypes they have built
- enjoy working in a small team where everyone’s effort makes a big difference
The ideal person for the Writer position would
- be able to absolutely nail character and dialogue
- deliver branching interactive narrative with humour and charm
- have a knowledge and passion for 80s and 90s toys, games and pop culture
- have previous creative writing experience – not necessarily in gaming
- work autonomously to deadlines
- be happy to absorb ideas from all team members – we’re sharers
We are based in Dublin, Ireland but are also willing to talk about working remotely with the right person.
Interested? Great! Drop us an email (firstname.lastname@example.org) and tell us about yourself. We would also love to see some of your previous work and get an idea of your salary expectations.
Gambrinous is an independent game studio based in Dublin, Ireland. We make digital games inspired by the wonder of tabletop & board games. Our first title Guild of Dungeoneering was released for PC in July 2015 to much acclaim and has since seen two expansions and been ported to iOS & Android.
Posted April 2017