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  News - Dota 2 Update #2 – June 15th, 2018
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Lounge - No Replies

Dota 2 Update #2 – June 15th, 2018

Underhollow changes;
* When defeated, heroes now drop the 3 highest net worth items they are carrying. The remaining items are converted and dropped as gold for their sale cost.
* Significantly increased the amount of experience awarded for player eliminations.
* Fixed invisible Roshan killing players.
* Adjusted difficulty of a few combat encounters.
* Added an initial stock time to dynamite of 60s.
* Fixed heart being purchasable via its recipe.
* Added localization.

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  News - Blog: Building the boss fights of X-Morph: Defense – Part 3
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Lounge - No Replies

Blog: Building the boss fights of X-Morph: Defense – Part 3

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


One of the scenes from the boss’ intro prototype.

As you explore the newest expansion region, you start noticing the slight trembling of everything on the planet’s surface. Ripples on water start emerging. The tremors grow stronger, as cracks start appearing on the nearby windows. Your auditory sensors start picking up a low, steady hum. Hum grows louder and louder as everything starts shaking. Finally, something emerges on the horizon. Something so massive it blocks the last rays of the setting sun. A gigantic bomber, humanity’s ultimate airborne weapon. They mean business this time.

The camera work foreshadows the events that will unfold before the player.

That’s the kind of narrative we wanted to build with the boss fight that’s the topic of today’s article. Welcome back to ‘11 boss fights of X-Morph: Defense’, a series where we share our thoughts and insights about the design of bosses and the problems we encountered while trying to implement those ideas. You can find the previous parts here and here.

The boss would start the fight by collapsing a few bridges and re-arranging the scene.

As you know already, at its core concept X-Morph: Defense was supposed to have a boss fight at the end of each level, thematically connected to the rest of the map. The map in Britain is the first one where we throw airborne units at the player in a significant amount. New types of flying enemies are introduced, including the ones attacking the core directly. It shows the player that flyers serve not only the supporting role but are a real danger. That is why we decided we wanted a massive bomber to be the boss in this scenario. A true flying fortress – resilient, with lots of firepower and quite intimidating. With multiple weapon systems, allowing it to attack both the player’s ship or the base directly, it was sure to be a handful. 

The first time the players are able to see the boss in its entirety.

As far as the visual side goes the creation of this boss was quite straightforward. It was a massive, multi-engine aircraft with clearly distinguishable weapon system located either on or under its wings. In order to intimidate the opponents, the general shape and silhouette of the plane is quite aggressive, with lots of sharp angles and resembling a bird of prey diving straight for the kill. Not entirely in line with aerodynamics, but that was not our main concern here. 

The boss’ wings are equipped with various weapons and multiple engines. It was clearly built for fighting it head-on and required re-design.

Designing the fight itself was the trickiest part. Although the flying colossus was supposed to be powerful, all the attacks had to be entirely preventable by the player, not to make the fight unfair. Thus, we decided the boss will follow a set of predetermined paths and launch one of its attacks while it’s at its farthest from the base, preceded by a subtle dialog cue. While not straightforward at first, we wanted the players to learn the attack patterns and start connecting the dots – getting better at predicting what to do next to prevent core damage effectively. 

Early boss fight design for the Britain level. The paths of boss’ attacks are marked in yellow and orange.

 

The attacks could be aimed at the core, at the anti-air defenses or the player. Each of those would use a different type of missile. Every weapon system could be disabled by destroying the corresponding part on the aircraft. If slowly crippling your opponents is not your thing you could also go for destroying the pilot’s cabin directly or hinder the bomber’s ability to stay in the air by blowing up the wings and fuel tanks. All of these were equally viable strategies. Also, we made sure that nobody exploited the fact there are no weapons in the back, as the boss could drop airborne mines behind it. 

Every system the plane is equipped with has its own hitbox. The player may destroy them in any order, which will result in a slightly different fight every time.

One last thing – the boss also had a near-death mechanic – a nuclear bomb. Triggering at very low health, the plane would rush the alien base head-on, and if it managed to drop the nuke it was an instant kill. It was meant to create a sense of urgency, but wasn’t deliberately difficult – just enough to boost your adrenaline levels.

The player was initially supposed to fight the bomber head-on, but we made the weapon systems able to target objects behind the plane.

We have said it before and will say it again – the visuals are the easiest part of designing a boss. We had the model ready in no time, and throwing it into the game was no problem at all. We have lost a bit on the ‘epicness’ of the fight due to scale and size constraints. There were no problems regarding scripting the enemy behavior, though, and we managed to achieve all the goals we set for this fight. 

Very early concept of the map. You can notice a lot of differences from the final version in game today.

Upon extensive testing we reached a different conclusion – the boss was a bit too much for this part of the game. Fighting this beast did not warrant the massive barrage of missiles fired upon the player. Although we liked the mechanics, they did not fare well in the tower defense style of gameplay. All the design objectives were set when the game was a pure top-down shooter. That was the real natural habitat for this boss. Meaningfully incorporating the tower building and strategy aspect of our redesigned game was not really possible. 

One of the pages of the intro storyboard. We used these as a reference while preparing the cutscenes.

Since X-Morph: Defense is supposed to cater to the fans of both genres, including such a boss fight in the game would mean that some of the players would be thoroughly disappointed, as the highly tactical level suddenly turns out to be classic bullet hell. Rather than trying to rework it from the ground up we scrapped the boss from the game completely, reusing some of our ideas elsewhere.

All of this was also happening at the time when we were quite fresh with working on boss design. Nowadays, we tend to pair the designer with the programmer, which optimizes the workflow and ensures that we do not design something we actually can’t pull off. Moreover, it was the first time working with lua scripts for some people in the studio. Although we got the boss working it didn’t feel right. The boss fight was boring, exploitable and just not rewarding enough.

The fight was difficult and not satisfying. We backed off at the right moment, and this GIF sums it up perfectly. 

The flying fortress boss was another idea that had to be scrapped completely because what looked great on paper did not translate well into gameplay itself. Not all of the work went to the bin, and we learned a lot, but this was a hard lesson in modesty. We wanted this fight to be epic and exciting, while it turned out to be not so epic and repetitive. Sometimes it’s better to admit to the mistake and delete it rather than to face the players’ disappointment.  

Join us next time, as we unveil the intricacies behind the design and implementation of the boss from the Germany level in X-Morph: Defense – the highway tank, JAGUAR. Until then, follow us on our social media channels for updates and fresh content.

See you next time,

EXOR Studios

www.facebook.com/exorstudios

www.twitter.com/exorstudios

www.discord.gg/exorstudios


 

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  Xbox Wire - All of the Xbox E3 2018 Briefing Videos
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Xbox Discussion - No Replies

All of the Xbox E3 2018 Briefing Videos

Yesterday’s Xbox E3 2018 Briefing featured a ton of big news, from our announcements of new studios joining the Microsoft Studios family to the reveal of the next chapter in the Halo saga. There was something for everyone in the briefing too, including first looks at hardcore shooters like Metro: Exodus and Battlefield V, family-friendly titles like Ori and the Will of the Wisps and Kingdom Hearts 3, and indie gems like Session and Tunic. Did you miss out on the action? If so, we’ve got you covered with trailers and demos galore. Take a look below or watch the entire briefing above!

Halo Infinite

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Ori and the Will of the Wisps

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Crackdown 3

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Sea of Thieves – Cursed Sails and Forsaken Shores

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Forza Horizon 4

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Cyberpunk 2077 Trailer

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PlayerUnknown’s Battlegrounds

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Gears 5 – Cinematic Announce Trailer

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Gears 5 – Announce Trailer

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Tunic

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Devil May Cry 5

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Session

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Gears POP!

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Xbox Game Pass Catalog Preview

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ID@Xbox Games Montage

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Battletoads Announce Trailer

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Hyper Universe

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Xbox One X Enhanced Games

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Xbox One E3 2018 Montage

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Cuphead DLC Announce

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Captain Spirit Announce

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Jump Force Announce

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Just Cause 4 Announce

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Shadow of the Tomb Raider

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Tales of Vesperia: Remastered

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We Happy Few Story Trailer

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NieR: Automata Become As Gods Edition

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Metro Exodus Gameplay Trailer

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Kingdom Heart III Frozen Trailer

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The Division 2 Gameplay Demo

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Dying Light 2 Gameplay Demo

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Dying Light 2 Announce Trailer

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Battlefield 5 Single Player Teaser

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  News - This Switch Game Case Can Carry 28 Of Your Games And 10 Micro SD Cards
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Nintendo Discussion - No Replies

This Switch Game Case Can Carry 28 Of Your Games And 10 Micro SD Cards


With the Switch being the delightfully portable beast that it is, storage and transport solutions are of utmost importance to owners. Luckily, this game case should be more than enough to carry all of your favourite Switch games in one handy box.

Released by UniKeep, this cartridge game case features a Switch-inspired front cover, is slim enough to slot into your bag with ease, and amazingly has enough space for 28 game cartridges and 10 microSD cards. Your games and SD cards are held in securely with a high quality foam, and the case snaps shut with a small latch to keep it closed.




The case is currently available from the North American Amazon store here for $12.99 (just under £10), although shipping to Europe is only an extra $4.85 (£3.70).

Do you have any useful storage solution tips for your Switch and games? Make sure to share them with the community in the comments below.

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  News - Puzzle-Platformer Bomb Chicken Explodes Onto The Switch Scene On 12th July
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Nintendo Discussion - No Replies

Puzzle-Platformer Bomb Chicken Explodes Onto The Switch Scene On 12th July


Nitrome has confirmed that its upcoming puzzle-platformer Bomb Chicken will be hatching on the Switch eShop on 12th July.

Bomb Chicken features the gameplay we’ve all been waiting for: taking on a fast-paced adventure that combines action, puzzles, and arcade gameplay as a bomb-laying chicken. You’ll need to lay bombs to escape tricky situations and create platforms, as well as to remove obstacles, create fires, and discover secret areas – and it all looks very fun indeed.

The release date confirmation came from Nitrome’s official Twitter account.


FEATURES:
+ Lay stacks of explosives to reach impossibly high places.
+ Kick Bombs to take out staff and deadly native wildlife.
+ Bounce your bombs through impassable areas and even around corners!
+ Use your bombs as a handy weight.
+ Create a barricade and shield enemy attacks.
+ Dig and destroy to uncover secret areas
+ Set things on fire and watch them burn!

+ Super simple controls anyone can play.
+ Gorgeous pixel art from the award-winning studio at Nitrome Ltd.
+ Bombs and HD rumble are a match made in heaven.

Let us know if you’re EGGcited about this one in the comments. Maybe you think this will be the nest big thing? Come on, don’t be a chicken

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  Steam - Dota 2 Update – June 12th, 2018
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: PC Discussion - No Replies

Dota 2 Update – June 12th, 2018

* Added new post-game screen which shows progress made in your battle pass.
* Dota Plus, Cavern Crawl and Battle Pass post-game screens can be skipped by clicking anywhere on the screen
* Added section on the home page battle pass cell showing available Battle Pass activities
* Added an indicator on the home page Dota Plus cell if you have rewards available to claim
* Fixed a bug which allowed alt-clicking on items in an enemy inventory to reveal the current number of charges, through fog of war.
* Fixed a bug which caused in-game tipping particles to reveal which illusion was the real hero.
* Helm of the Dominator converted neutrals now have the same hotkey
* Fixed the gold hover tooltip displaying inaccurate buyback surplus
* Fixed a bug that would cause players to be stuck in Battle Cup
* Added Compute Shaders option to the Video Settings for DirectX 11 and Vulkan. Compute shaders improve performance under most configurations.
* Networking for locally-hosted private lobbies always routes through new SDR relay network
* Improved ping estimates and host selection for custom game lobbies without dedicated servers

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  PC - Unravel Two
Posted by: xSicKxBot - 06-19-2018, 06:02 PM - Forum: New Game Releases - No Replies

Unravel Two



Unravel 2 is a side-scrolling platformer in which players control a pair of fantastical creatures called Yarnys as they navigate environments.

Publisher: Electronic Arts

Release Date: Jun 09, 2018

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  PC - Wreckfest
Posted by: xSicKxBot - 06-19-2018, 06:02 PM - Forum: New Game Releases - No Replies

Wreckfest



Wreckfest is a demolition derby themed racing game with soft-body damage modeling, sophisticated driving dynamics and in-depth vehicle upgrading, featuring both demolition derbies and more traditional track races. It?s all about fun, breakneck racing and over-the-top crashes.

Publisher: Bugbear

Release Date: Jun 14, 2018

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  News - For Honor's Breach Could Be The Game's Next Flagship Mode
Posted by: xSicKxBot - 06-19-2018, 06:02 PM - Forum: Lounge - No Replies

For Honor's Breach Could Be The Game's Next Flagship Mode

For Honor gets regular seasonal updates, but none of them have been as big as the one coming in October. Season 8 is called Marching Fire, and not only will it include a new faction, but it will also introduce Breach mode, an ambitious new way to play the game.

Just calling Breach a new mode is underselling it. "Breach mode," game director Damien Kieken said, "is by far the biggest update we've ever done on For Honor, in scale, in the amount of things you can do, and in playtime. We think it's a good candidate to become the new flagship mode in For Honor."

Based on a pre-alpha build of the mode, it's easy to see why. Breach mode isn't just another way for vikings, knights, samurai, and the new Wu Lin faction to fight each other. It adds a sizable new map and a whole new concept to the game, one that's much more team-based and strategic than anything that's come before.

Breach mode has two teams of four players face off at the gates of a castle. One team defends the castle, while the other team tries to break down the gates and kill the king, who's waiting in a courtyard. Each team has its own goals to accomplish during the match and an army of nameless minions helping their cause. Most matches last between 20 and 30 minutes and are quite unlike anything you can currently do in For Honor.

The main component of the attackers' offense is a giant battering ram they're trying to protect as it advances toward the castle. Each match consists of three parts. The first part ends when the attackers break down the castle's outer gate. Then the attackers must guard their battering ram as it approaches an inner gate. Once that gate falls, the attackers can swarm into the king's courtyard and hack away at him. He's an armor-clad warrior controlled by AI, with attacks that are slow but deadly. If the attackers kill the king, they win.

No Caption Provided

The attackers begin with 25 tickets, or lives. Each time a hero falls on the battlefield and no one saves them in time, they must pay one ticket to respawn. Breaching a door gains the attackers five additional tickets, but once all the lives are gone, it's game over, and the defenders win.

Breach mode is asymmetrical, so each side has different rules and goals during the match. The defenders don't have to worry about tickets--they can't lose until their king is dead. In the meantime, they can try to stop the attackers by fighting them directly in classic For Honor style, or by using the castle's built-in defenses. On the ramparts is a ballista you can use to one-shot kill attackers. Giant cauldrons can be tipped to rain fire on enemies below. Defenders are also well advised to hold the control points on the ramparts; if you lose them, the attacking army advances further and gains easier access to the defense weapons.

The overall experience is strategic and intense. Each team has a number of ways to put pressure on their enemies. Keiken said the gameplay in Breach Mode "is not based only on reaction to what other players are doing" as it is in For Honor's other modes. "It's based on strategy. It's based on team composition."

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6

Creative director Roman Campos Oriola agrees with that sentiment. "With [game modes] Dominion and Tribute, even though team play is important, they're more tactical game modes. You make second-to-second decisions," he said. Whereas with Breach, "the game mode is longer and has many more ingredients and gameplay loops than in Dominion. The minions, known as pikemen, are much more dangerous in Breach and they can actually kill you. But also, if you're in danger, you can retreat into your pikemen and they'll protect you."

From what I played, it was clear that a well-composed team, with each hero doing their part in the battle, will be able to steamroll an unprepared team. Communication is also important, because each player has so many options for what to do at any given time. If you're not talking, your strategy is likely to fall apart.

I've always found For Honor interesting, but it never really grabbed my attention in the past. Based on what I played of Breach mode, that's going to change once the Season 8 update launches in October. Laying siege to a castle--and using the medieval tools of warfare to defend it--was incredibly fun, and I can't wait to do it again.

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  Microsoft - Now you can access Evernote right within Microsoft Teams
Posted by: xSicKxBot - 06-19-2018, 06:02 PM - Forum: Windows - No Replies

Now you can access Evernote right within Microsoft Teams

Over the years, Evernote has made teamwork easier by building integrations with a host of powerful apps, including Microsoft Outlook, Salesforce, Google Drive, Slack, and many others. Today we’re pleased to add another big name to that list.

Introducing Evernote for Microsoft Teams


Microsoft Teams is the communication hub for productive companies, where teams can chat, share messages, and move projects forward. As part of the Office 365 suite, it enables colleagues to share emails, documents, spreadsheets, and presentations, and manage the flow of information.

Our latest integration brings Evernote into the context of your conversations in Teams so you can easily reference specific notes within a conversation, and access notes without having to leave the Teams experience.

With Evernote for Microsoft Teams, you can seamlessly share, pin, edit, and search your Evernote content—right from the Microsoft Teams app. This helps you work without interruption and keeps everyone on the same page.

We sat down with Mansoor Malik, Principal Product Manager for Microsoft Teams, and Leo Gong, Senior Product Manager at Evernote, to get their thoughts on this new integration. We asked them why the partnership between Evernote and Microsoft is so exciting, and what it means for customers and the future of teamwork.

Q: What does integrating with Evernote bring to the Microsoft Teams product, and how will users benefit?

Mansoor Malik (Microsoft): Microsoft Teams democratizes information. It makes it available, brings transparency to it, and ensures everyone has access to it.

With this integration, users can now access their Evernote content and share it with the whole team—in one place, and in the same channel. You don’t have to remember a URL or switch back and forth between Teams and Evernote. It’s all right there.

Leo Gong (Evernote): For a lot of our customers, Evernote is their second brain. It’s where they collect all their information and the ideas they’re working on. Combining these two places allows them to easily tap into that knowledge hub and share it with everyone.

Let’s say you’re trying to plan logistics around a product launch in Microsoft Teams. Being able to access Evernote allows you to keep a record of what people are agreeing upon, and what the current plan is—in parallel to the conversation.

Q: What is the problem that this solves for users?

MM: You may have to-dos that you want to add in Evernote, and you may want to start talking about them. You can either share a snippet of it in Teams and start a conversation that way, or you can pin it as a tab and have the conversation around that tab.

What’s cool is that the conversation you have, in context with the note that’s pinned, happens right there. It can also be persistent so it stays within the chat. So anyone from the team can either jump into that conversation in real time or, if they come in later, reply to it in the same thread, with the same context.

LG: Many people use Evernote as a repository for their business’s information. This integration helps them very easily share that information whenever they’re asked.

Also, the same questions often get asked again and again. The Pinned tab allows you to pin a note in the channel with answers to all those frequently asked questions, so it’s easily accessible for others.

Finally, there can often be 10 to 20 different messages that you need to consider when you’re making a decision. It gets unmanageable very quickly. So it’s good to have a tab, one place to keep a list of “What’s the decision we just made, and what are the next steps?”

Q. What do you think people struggle with the most when it comes to sharing information within a team setting?

MM: Before, if you wanted to share something, you’d have to open up your email and attach a Word document or a file, and send it to somebody—even your colleague who’s sitting in the next office. Then you’d have to wait for their reply, then revise it, and so on. This integration means that those conversations, those decisions, can be documented, edited, and captured in real time, so you don’t have to wait for the back and forth.

LG: I think it’s the friction around sharing information. Even beyond this initial launch, we’re interested in making that easier. How can we automate the sharing of information? That’s something we think about.

Q: In your experience, how have workflows evolved over time? Do you find that people are asking for integrations with their favorite tools often?

MM: Employees today are on twice as many teams as they were five years ago. The amount of time that employees spend engaging in collaborative work—in meetings, on phone calls, or answering emails—has increased about 50 percent. It takes up to 80 percent more of employees’ time. Notwithstanding that, productivity experiences are getting fragmented over time, leading to reduced productivity, change fatigue, and reduced employee sentiment and morale. This integration tries to reunify the experience to address these issues.

LG: Workplaces are evolving to include more specialized tools, so more than ever we see a lot of different teams, and a lot of individuals, wanting and expecting choice at work.

Even with note editing, which is a relatively simple use case, there are so many tools out there and each of them has different strengths. Integrations allow customers to use the tools that will make them effective, because they’re able to bring their own tools into their collaborative work.

Evernote integrates with all types of documents and helps people share notes very easily, so that they can choose the tools they need to make them effective. With Microsoft Teams, you don’t have to use a specific database or a specific task management tool. Teams becomes the glue that helps you and your team work together—even if they’re on different systems.

Q: When integrating with another product, is there a typical checklist you go through? What makes this partnership a good fit?

MM: We look at how we can add value to our mutual customers. Specifically, we look at common teamwork productivity scenarios and ways to make it easier for people to get their job done, to make their experience more valuable, and enhance it so that they feel like it’s easy.

Evernote is a great fit for Teams because people are already working together in teams. Having Evernote integrated there just makes sense, to help them get their job done faster.

The other thing we look at is shared vision with our partners around the digital and cultural transformation that’s happening in the modern workplace. We certainly have to snap to that.

LG: It’s the same for us. The top bar that we need to clear is: Is there a natural fit in the users’ workflows? Does this measurably make their lives better? And second, what do we have to offer Microsoft? How does this make Evernote users more successful as well? And lastly, it’s a feasibility consideration, which is: Can we build it and how quickly?

Q: From a strategic product perspective, how do you keep up with the needs of an increasingly demanding customer?

MM: We’re always listening to our customer feedback, whether it’s on Twitter, UserVoice, or within our end product feedback tool. We also look at the way people are working and features they’re asking for, whether it’s apps for mobile, or even desktop.

We’re also trying to envision what the future of work will look like on a longer-term horizon. As the workforce changes, as Millennials get on board, they definitely have new demands. We look into that, we prioritize it, and we put it in the backlog. Whatever is most asked for gets done first, and we go down the stack from there.

LG: One, it’s having an ear to the ground. We spend a lot of time talking to our customers, and often we’ll see opportunities for improvement.

Two, is doing pretty extensive testing with features that we want to launch, and making sure that we’re doing it in a way that’s actually helpful to our users. You don’t want to necessarily implement exactly what the customer is requesting because often it’s a symptom of a greater or undiscovered need. So we think about what they’re really trying to say, and what they’re really struggling with.

Q: I imagine that can be hard at times, like doing a bit of detective work.

LG: Exactly.

MM: Yep, totally agree.

Q: There has been a shift from having competitors to the idea of “playing well with others.” What is your view on adopting this approach from the technology standpoint?

MM: We’re building a product for collaboration, so we have to be collaborative. By working and playing with others, we help our customers and users get the most value. And in this particular case, it really helps increase their productivity, and users love it. So if we can increase productivity, if we can keep the user engaged, even if it’s working with a competitor or a partner, so be it. That’s why we are open and willing to let people use the tools they want to use. Because we believe that tools and technology facilitate productivity and enable customers to get more done faster.

LG: Playing well with others has always been a core value for Evernote. We help you capture your thoughts and information—wherever it comes from.

As to how we adopt it from a technology standpoint, it means building our product in a modular way so we’re not just supporting a single document type. We’re architecting the app in a way where it can accept any document type as a module, so you can plug-and-play additional ones in the future.

It’s a win-win because building a product in a way that supports integrations speeds up your own development. Your developers will thank you because when they’re trying to extend functionality into the product in the future, they will also benefit.

Q: Advancements in technology have made it possible for people to work anywhere, from any device. How can we keep up with the demands of such a highly connected workforce?

MM: Every team is different. Every individual is different, and they have their unique preferences and needs. As a platform, Microsoft Teams enables people to bring anything they want in terms of the apps and services they use the most. By doing so they can customize Microsoft Teams to fit their needs better for their increased productivity.

By allowing these types of integrations, by working well with other partners and competitors, we’re meeting the demands of a highly connected workforce. At the same time, we’re making sure, as Evernote is, that we’re cross-platform, cross-device, multi-screen. We want to make sure that wherever you are, however you’re connected, you can get your work done.

LG: In a way, the causation is a little fuzzy because having integrations enables you to work from anywhere and from any device. At the same time, integrations help you live better in a world like that.

I think where Microsoft Teams is really helpful is that it provides a hub for you to manage a lot of complexity. Because if everybody’s using 20 different apps, it becomes very difficult to manage. But if there’s some way for you to start centralizing your communications, with all of your sharing in one place, it helps people manage the overload of information.

Q: What do you see changing in the next five years with regard to the way people are working? And how are you looking to solve that with new product features and/or updates?

MM: Everybody is looking to get stuff done faster. What we are thinking, with these integrations, is how we can use machine learning or AI to help them do that.

For example, imagine you’re making a note that you need to send marketing materials for review and approval. It’d be cool if, as you’re typing or talking about it, an AI bot senses that this is actually a task that needs to be created and assigned to somebody, and then followed up on. Those are ways that we can improve productivity by doing things for people on their behalf.

Call recording, transcription, and translation is also something that we are looking into. All this stuff can get done automatically.

LG: I see there being two related trends. One is that there’s a rapid acceleration of the amount of information that people are consuming. Number two is that technology has gotten to a point where it’s actually possible to help users manage that overflow of information, so we’re at a really interesting time.

The first thing that will really help people is better aggregation and integrations. I see Evernote being the place that helps you manage your information by integrating with the tools you use to create information, and collecting all of that in one central hub.

The second piece of technology is, as Mansoor mentioned, AI and machine learning. The interesting thing that we’ll be able to do in the next five years is apply machine learning to help users make sense of information that they’re getting. Because it’s really important to be able to sift through it all and figure out what’s important.

The analogy I love to give is: If I walk into your kitchen, it might be really tidy, but I don’t know where anything is kept. Machine learning allows us to surface your items in your kitchen, in a context that makes sense with regard to how I organize and how I think.

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