Academic dates

New Drupal Modules - 7 June 2019 - 7:49am
Categories: Drupal

Loco Translate

New Drupal Modules - 7 June 2019 - 7:34am

Loco Translate provides a normalised way to collect & gather internationalisation assets & translations into & from Loco.
Ensure an enhanced Developer Experience (DX) when dealing with translations & multilingual websites.

Categories: Drupal

How to come up with new game ideas - by Vadim Charugin Blogs - 7 June 2019 - 7:29am
Here’s how you start developing your first game — with Shovel Knight as an example.
Categories: Game Theory & Design

Forced Failure as Story Moments - by Sande Chen Blogs - 7 June 2019 - 7:27am
In this article, game writer Sande Chen opines about forced failure as story moments and how players are more likely to forgive forced failure when engaged in story-driven games.
Categories: Game Theory & Design

Creating Game Character from Scratch – Tutorial - by Tom Safarov Blogs - 7 June 2019 - 7:27am
In this post originally published on RocketBrush Studio's Blog, you will find a simple tutorial on creating your game character from the idea to the completed work.
Categories: Game Theory & Design

To Tame A Legal Issue: What Developers Can Learn From The Iron Maiden/Ion Maiden Trademark Lawsuit - by Liz Surette Blogs - 7 June 2019 - 7:25am
The band Iron Maiden is suing publisher 3D Realms over the game title Ion Maiden. I will discuss some legal best practices for developers to use in order to avert trademark controversies, using the Iron Maiden case as an example of pitfalls to avoid.
Categories: Game Theory & Design

Vardot: Vardot Named Best Drupal and PHP Developers

Planet Drupal - 7 June 2019 - 7:23am
Firas Ghunaim June 7, 2019

From exciting projects delivered to a growing team of Acquia Certified Developers; 2018 was a busy year for us that was capped off with recognition of our hard work and passion.

Now, Vardot is proud to announce that we have been named a top Drupal and PHP developer by Clutch yet again for the year 2019.


Projects undertaken in 2018.


Clutch is a B2B ratings and reviews site that ranks companies on a number of criteria, including market presence, service focus, and reviews from past clients. We are also featured on their list of the best Drupal developers in the world.

We provide cutting-edge enterprise web solutions, with an optimized digital experience and a powerful cross-platform content management system. Our solutions are open-source, built using our own Drupal distributions, which means a lower total cost of ownership and faster time to market for you. Vardot covers the whole project lifecycle, from consultation, design, development, implementation, to enablement, with robust project management and post-launch maintenance, support and growth to guarantee success.



Clutch takes its reviews seriously, conducting phone interviews with a company’s past clients and getting honest feedback on the quality of their work. These reviews can all be found on our Clutch page, but we wanted to include some of the nice things our clients have said about us here:


“The comments we got from users were positive, and people were happy with the website. We saw improvements in numbers because traffic was up for the new website.” – Web Editor, Humanitarian Nonprofit


“In the two months since the launch, we've seen between a 50 percent to 60 percent increase in the total number of visitors to the site.” – Communications Officer, Multilingual Nonprofit


“They try harder than other companies. They've been so good about listening to us and actually doing the things we ask.” – Founders, The Life Writer, Ltd.

In addition to being recognized by Clutch, we are proud to announce that we were featured on Visual Objects, a site showcasing businesses with outstanding creative design services, such as branding agencies or web development companies.

Vardot was also ranked as one of the best Drupal development companies by Clutch’s sister site, The Manifest. We were featured for a project we did with a company producing as SaaS product, creating their website and creating content for it.

We are honoured to have been recognized as the best Drupal and PHP developer by Clutch.

We do everything we can to help our clients succeed, and knowing that they appreciate our work so much is incredible. We will continue to improve and innovate, always keeping our clients ahead of the curve.


Al Bawaba News Amman Stock Exchange ProEquest



Stay tuned for more exciting news and launches in the upcoming year.

Click here to read about our client's experience with us.


Categories: Drupal

Why Do Games Like Fortnite Become Popular? - by Dr. Michael Garbade Blogs - 7 June 2019 - 7:22am
Do you wonder what made Forntite so popular? If so, then we cover the eight reasons why it does. By going through the post, you can also learn from its success.
Categories: Game Theory & Design

Why I Love: The Tendrils [Shadow of the Colossus] - by Stephen Trinh Blogs - 7 June 2019 - 7:11am
A game design's perspective on why the tendrils in Shadow of the Colossus might be the most important thing in the game.
Categories: Game Theory & Design

Kliuless #38: Google Reveals Stadia Details - by Kenneth Liu Blogs - 7 June 2019 - 7:02am
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Using Someone Else’s Setting

Gnome Stew - 7 June 2019 - 5:00am

Here in a few weeks, I’ll be firing up a new campaign based on The Expanse (books/TV/RPG), so this has gotten me thinking about “using someone else’s setting” quite a bit. This is an especially potent concept for The Expanse. There are (as of this writing) eight books with a 9th coming in 2020. There are also 4 seasons of TV available to stream on Amazon Prime. In addition to all this, the deep origins of the setting come from an RPG that Ty Franck ran for Daniel Abraham and some other friends. The reason I mention Ty and Daniel specifically is that Ty created the setting we now know as The Expanse and Daniel was one of his players. They’ve teamed up to create the pen name “James S.A. Corey” to write the novels.

Green Ronin Kickstarted their version of The Expanse RPG, and as I type this, the books are in transit to my house. To say that I’m “excited” for the arrival of this material is a weakness of the English language. To say that I’m “nervous” about doing the setting justice is also a weakness of the English language.

How am I going to handle these nerves and excitement? I’m going to work with my group to make it “Our Expanse” while we’re at the table together.

Make It Your Own

Any experienced author will tell you that their words are no longer theirs once the book is published. The words belong to the reader. They get to make of the words what they will. There is no wrong interpretation, but there are many right interpretations, including the author’s.

There is no wrong interpretation.Share1Tweet1Reddit1Email

This means the author (or in this case, the team of game designers) has their intents and purposes for the game, but when the game hits each table out there in the world, the gaming group gets to turn those intents and purposes to their own game. This means they are making it their own. This is part of releasing a game into the world. Again, there is no wrong interpretation of the setting, but there are as many right viewpoints on the setting as there are gaming groups playing the game.


How do we interpret an existing setting? That’s a hard question to answer because we all bring numerous perspectives, backgrounds, traumas, loves, dislikes, and angles to the table. This means there are many ways to interpret the setting that’s published in the game (or on TV or in a series of novels).

The first step is to understand (as best you can) what currently exists in the existing canon. This is fairly easy with a “small” body of work like The Expanse. If you take on Star Trek, Star Wars, The Wheel of Time, or another large property, then things get more difficult. Don’t try to absorb it all. That pathway leads to insanity and a huge waste of time. The best thing to do is to focus on what’s in the game book(s). This is what the creators of the game wanted you to focus on, so it’s probably a good idea to follow their lead.

The second step is to find a place to drop your personal story and characters. This is the sweet spot because you’ll make this area your own for you and your players. This is where you’ll make your changes to the setting to fit your needs.

Once you’ve identified your target, dive deep into that area. Absorb even more than you already have, but avoid rabbit holes of research that can lead you astray from your target. (To quote a famous space battle scene, “Stay on target.”)

At this point, I can hear Phil and Senda screaming at this article because of their “low or zero prep” philosophies. I agree with their approach to some extent, but this is more research than prep work. Yes, this can be time consuming, so don’t go overboard. Make sure you have index cards or some other note taking method handy. You’ll want to call out page numbers, references, and brief snippets of brilliance that you find. You’ll also want to note what you intend to change or use in the setting.

 At this point, I can hear Phil and Senda screaming at this article. Share1Tweet1Reddit1Email

Once you have this knowledge at hand, note the changes or shifts you want to make. You’ll want to create a brief list of bullet notes for the players to let those “in the know” what’s going to be changed. Also, during your session zero, you’ll want to explicitly call out that there will be changes and that if some “misinformation” about the setting is used, then it will become “canon at the table” for this particular game.


Here’s where a problem arises. If you’re using a setting that has deep lore (see my list above) or has been around a long while, then there is a risk that a player at the table will know more about it than you. This happened to me in a Dresden Files game I ran. I’ve read the books, the short stories, and seen the TV show (no comment on that last one). However, my brain doesn’t hold the massive amounts of knowledge and information contained within that lore. There were many things I got wrong or didn’t have answers to.

There are two approaches for this player.

Lean on the player. Share1Tweet1Reddit1Email

The first is the least desirable. This approach is to shutdown the player and let them know that their intense depth of knowledge isn’t helpful in the game. This allows you to run the setting as your own, but it will also alienate your player(s) who have this knowledge. It does allow for more freedom, but it’s making use of something valuable within your game.

This leads to the second option. Lean on the player. Make it known that your knowledge is lacking. Admit to the group that you’ll welcome input and advice on how to handle the setting. Also let them know that you get the final call on how things will go in the game at the table. Once these two “ground rules” are in place, don’t be embarrassed about turning to the player for help with getting the little details correct. This will empower the “know-it-alls” and bring them deeper into your game.


Relax. Someone else may have created the setting, but this version belongs entirely to your group. Own it. Make it your own and interpret the setting as you see fit.

Most of all.

Enjoy the setting!

Categories: Game Theory & Design

Gábor Hojtsy: State of Drupal 9 - May 2019 session recording

Planet Drupal - 7 June 2019 - 4:29am

I created and shared an open source set of editable slides with plenty speaker notes titled "State of Drupal 9" early in May, based on my webinar with Dries and then the Drupal 9 parts of the DrupalCon Seattle Driesnote. I hope that we can bring this know-how to a lot of conferences, meetups and to companies so people are more aware of what is coming, what happens to Drupal 8 and 7, what's so great about Drupal 9 and what are the key tools involved.

Before I even presented the slideshow first, I already got improvement suggestions from people presenting it elsewhere. So the first time I got to present this session in Minsk, Belarus at the kind invitation of DrupalCamp Belarus organizers, it was already improved from when I first published it. I will keep updating the slides and present where I can in the coming months. Please, do it yourself too! Translate, shorten, lengthen, etc. to match your audience and timing needs, as long as the key messages get through. Be an important contributor to Drupal 9 this way!

Here is the recording from DrupalCamp Belarus:

Categories: Drupal Blog: Top Drupal blog posts from May 2019

Planet Drupal - 6 June 2019 - 11:41pm

May marked another important month for the Drupal community, with a new minor version of Drupal being released on May 1st and Acquia acquiring the open source marketing platform Mautic. In case you missed any of these important pieces of news, here’s an overview of the top Drupal blog posts from May.

Categories: Drupal

Divinity: Original Sin developer Larian Studios is behind Baldur's Gate 3

Social/Online Games - Gamasutra - 6 June 2019 - 3:01pm

Larian Studios is picking up the franchise nearly 20 years after BioWare delivered Baldur†™s Gate 2. ...

Categories: Game Theory & Design

Private Message Chat

New Drupal Modules - 6 June 2019 - 2:18pm

This project is a fork of Private Message.
Since the development of private_message is very slow and the maintainer is not answering, this module will use private_message as a base and evolve to integrate more features and fixes that are definitely required for a decent message system.

Categories: Drupal

Don't Miss: Creating dynamic audio in the destructible levels of Rainbow Six: Siege

Social/Online Games - Gamasutra - 6 June 2019 - 12:40pm

In this deep dive, audio director Louis Philippe Dion explores how the Siege dev team used strategically placed nodes to calculate the flow of sound in ever-changing, destructible battlegrounds. ...

Categories: Game Theory & Design

Destiny goes free-to-play as Destiny 2: New Light

Social/Online Games - Gamasutra - 6 June 2019 - 12:18pm

New Light aims to entice new players by offering an appealing place to start playing Destiny 2 without needing to play a pricey game of catch-up. ...

Categories: Game Theory & Design

Community posts: Creating Strategies for Effective & Inclusive Group Communication in the Drupal Community

Planet Drupal - 6 June 2019 - 12:08pm

One of the chartered responsibilities of the Drupal Community Working Group (CWG) is to work to develop and support community initiatives that promote the health of the Drupal community and help to prevent conflict and burnout. One of the ways that we do this is by organizing workshops designed to provide community leaders with the knowledge, tools, and resources they need to help keep our community a friendly and welcoming place.

Following feedback from last year’s Teamwork and Leadership workshop at DrupalCon Nashville, we decided to narrow the focus and audience for our next workshop. One of the things we’ve observed over the last year in the Drupal community is that many of the issues we’ve seen have had to do with communication breakdowns between various individuals and groups. Following internal discussion in late 2018, we decided that one way to begin addressing this issue was by bringing together leaders in the community representing different groups and interests for a workshop focused on communication skills at DrupalCon Seattle.

In early 2019, we interviewed a number of potential facilitators suggested by Drupal Association board chair Adam Goodman and selected Megan Bernard, a professor of communication studies who specializes in promoting meaningful and inclusive learning and collaboration. Based on Prof. Bernard’s recommendation, we decided to spread this year’s workshop out over two days (April 10-11) in a dedicated meeting room provided by the Drupal Association, who generously covered all fees and expenses.

After finalizing the logistics, we then reached out to those who had attended last year’s workshop, as well as additional community members involved with community governance, camp organizing, core and contrib maintainers, the Drupal Security Team, Drupal Diversity & Inclusion, and the Drupal Association. The workshop facilitator suggested that we keep the size of the workshop to around 20 people, focusing on individuals who are well-connected in the community in hopes that they can help distribute the lessons learned in the workshop. 17 people attended some or all of the first day of the workshop, and 18 attended some or all of the second. In total, community members from 10 different countries spread across 4 different continents were represented.

Day one of the workshop included introductions, a discussion of needs, assets, and challenges faced by various groups within the Drupal community, and a discussion of shared context and perspective. We talked about different ways that other online communities help communicate context about their users, such as identifying the primary language, pronouns, and location in comment threads. During our discussion, Neil Drumm pointed out there was already an active issue led by justafish and others to allow users to display this kind of information, and one of the first action items we agreed on was helping it get implemented on as quickly as possible.

Another topic of discussion centered around creating pre-written template responses that maintainers and/or other privileged users could use in issue threads to “nudge” users in the right direction and realign communication when conversations start trending away from our community standards. We discussed badges and other ways to promote positive communication in our issues threads and other community spaces. In addition, we also talked about better ways to on-board new members into the project and foster an ongoing sense of community. One insight was that small cohorts of 6-8 people are far more effective than 1:1 mentoring at building community engagement.

In our second day, we dug more deeply into the concepts of emotional intelligence, de-escalation practices, and different forms of conflict. One of our exercises was a case study challenge, where different groups were tasked with finding different ways to resolve typical kinds of conflicts often seen in Drupal and other open source communities.

We also spent time talking about different ways to apply some of the things we had learned to our own community, and next steps. We agreed as a group to focus on three main areas:

  1. Setting context in issue queues. This work had already been mostly completed in so it was really just a matter of working with DA staff to get it implemented on

  2. Nudges. A group of us decided to do more research into pre-written templates to use in issue queues, forums, and Slack to gently steer things back in the right direction when conversations were starting to go in a negative direction.

  3. Improving user on-boarding and cohorts. In addition to better identifying new users on the site, we agreed to look into various ways to help community members join small cohorts, organized by industry, technology, geography, or other criteria. We felt it was important that this be an opportunity that’s open to existing community members as well as new ones.

The folks assigned to each area agreed to find a time to meet in the coming weeks and to involve other interested community members as well. The CWG also identified several opportunities to improve and streamline its internal processes and communication practices.

By developing and communicating best practices that can be shared across the community, the hope is that we can help build structures for self-guided conflict resolution among community members and support more effective communication overall.

Categories: Drupal


New Drupal Modules - 6 June 2019 - 11:36am
Categories: Drupal


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