Showing posts with label Public Relations. Show all posts
Showing posts with label Public Relations. Show all posts

Monday, December 7, 2020

SCS Merchandise Shop: Packing The Last Orders

On the 30th of November 2020 at 23:59UTC, our SCS Software Merchandise Shop came to a close. However, before the official closing time, many of you made orders of what limited number of items we had left in stock. We really do appreciate and thank all of you for the incredible support you gave our shop during its final few days! 

As we have received many inquiries into the status of your orders, we wanted to provide an update to clarify information regarding current orders from our shop.

We'd like to assure everyone who checked out before the official closing time and date, that your order  has been fully processed and will be fulfilled. All orders made will be shipped by regular post and in most cases, no tracking numbers will be provided (except for a very few certain exceptions, which you will be contacted by us). We apologize for any inconvenience this may cause. 

As you can see from the pictures, our e-shop team has been inundated with the amount of orders received and has been working hard to fulfill them all. The current situation in the Czech Republic means that our team is working in a very limited capacity whilst covid-19 restrictions are still on-going. This also means shipping to and from our office is also very limited, as the local post services and couriers are flooded with not only regular packages but also the huge amount of orders that the Christmas season brings. 

While we understand that many of you are hoping to receive your orders as quickly as possible and perhaps even for Christmas, we are unable to provide an estimate on when orders will be delivered to their destination. We hope you understand and we ask for your time and patience with the delivery of your order. 

We'd also like to assure you that the closure of our merchandise shop does not affect our current simulation titles or the progress of future DLC's and projects. This only affects our official merchandise shop and does not mean the end of support for Euro Truck Simulator 2 or American Truck Simulator. We have plenty of exciting development news to share with you in the future.

If you do have any questions about existing orders made before the closing date, please contact the email: eshop@scssoft.com. Any emails made to any other official SCS Software email (such as info, press, etc) might be missed and not answered. 

We thank you for your patience and support! 

Wednesday, November 25, 2020

Steam Awards 2020 Nominations

Today, the nominations for the annual Steam Awards are opening, along with the start of the Steam Autumn Sale. You may still remember that back in 2016, our incredible #BestCommunityEver was so active during the first year of Steam Awards, that our Euro Truck Simulator 2 managed to claim victory in two categories.

However, time flies, a lot of fantastic games have been added to the Steam library over the years, and many of them have rightfully accumulated massive fan-bases as well. Meanwhile, Valve adjusted the rules such that titles launched before 2019 can now be nominated in only one category - The Labour of Love, a category that reflects that a game still gets new updates and active support years after launch. This category will surely be very crowded! But still, we may give it a collective try, what do you think? 

If you feel that either Euro Truck Simulator 2 or American Truck Simulator deserves the Labour of Love award, or possibly at least some buzz and visibility for being nominated and in the category, we will appreciate your vote and support. You can cast your vote by heading to this year's Steam Awards Nominations page.

Friday, October 30, 2020

#Pinktober 2020 Update

The month of October is coming to an end and so is our #Pinktober campaign. We thought this might be a good opportunity to thank our #BestCommunityEver for your amazing support. We also wanted to remind you about the importance of the core message of Breast Cancer Awareness Month and that the lessons don't just end because the month is over.

Each October, many charities around the world organize events, fundraisers, meetings, and speeches to support Breast Cancer Awareness Month. With the cooperation and support from hundreds of thousands of companies and individuals worldwide, it has become an important tradition. Often also referred to as "Pinktober" it is usually represented by the Pink Ribbon. It has become a symbol of hope and a reminder to promote and share important health information.

To promote this awareness campaign, we took upon ourselves to emphasize how important regular doctor visits and self-examinations are. You will probably remember our last year's extensive Pink Ribbon Charity event, in which we too threw a few punches at breast cancer along with the ETS2 and ATS community. At the start of the event, we introduced two very special DLCs, one for each of our games, in which we promised to give 100% of the money received to multiple charities focusing on this topic. And we are in this for the long haul.


During the event and through the sales of these two DLCs, together we raised more than 40,000 USD dollars last October, which we later equally divided and donated to three chosen charities. We promised to continue to donate the money raised to charity from these packs every October, even long after our first initial event last year.



And here we are! If you follow our social media or have watched our most recent live-streams, you may already know the news which we are about to share as we continued to raise awareness of #Pinktober during this past month on our Twitch and Steam live broadcasts.


Between the period of October 2019 and October 2020, thanks to the support continuously coming from our #BestCommunityEver, we've been able to raise another 50,000 USD, which we plan to donate in the upcoming days once again. This amazing pile of support and love will be divided into 4 equal amounts of 12,500 USD and given to 4 charities who are in the front line of fighting breast cancer. Three of the 4 are the same as last year, with the addition of a new charity based in the United Kingdom.


Thanks to you, we are able to send much-needed support to these wonderful charities to help people across the world. With the difficult times at hand, we feel the support may be needed now more than ever. Thank you, everyone, who has continued to support the good cause through the purchase of our special charity packs, participated in live-streams, and community fundraisers!

Wednesday, October 28, 2020

Czech & Slovak Games Week Steam Sale

Today is a very special day not only for the Czech Republic, our home country, but also for our friends in Slovakia. On this very day 102 years ago (October 28th 1918), Czechoslovakia declared independence. Many things have changed since that time - most importantly, in 1993, former Czechoslovakia split into 2 separate countries: The Czech Republic and the Slovak Republic. But the year 1918 still remains the most significant milestone in the recent history of both countries to this date.

To commemorate this special day, Avi Duda, a producer here at SCS Software, came up with an idea that would bring together game developers from across Czechia and Slovakia - to feature their games in a special Steam event. It all started recently when Avi noticed and was inspired by a similarly-styled Swiss Developer Sale on Steam. Says Avi, "I liked the idea of a national sale showcase a lot, it felt like something which would make an impact for the Czech and Slovak game industry... I wanted to highlight not only the best-known games, but also indie games because they need the most support; indies always have to try hard to be visible and have their games discovered." 

As a representative of SCS Software, Avi went ahead to share the idea with the Czech Game Developers Association. "I suggested doing this sale together, as it's something I love doing, and several other developers we probed got back to us supporting the notion". It gained so much positive attention that Pavel Barák, The Chairman of the Czech GDA, went on to contact the Slovak Game Developers Association to ask if they would like to join in for such an occasion. In the next 3 days, the GDA received an overwhelming response from 50 different developers registering their interest in this idea. 

Still, this was only a start, we had to get Steam/Valve aboard with the idea. It took a while, but we have been fortunate to do so thanks to the united voice of the biggest Czech game developer studios. Many weeks have passed as we were trying to arrange the sale. Finally, with the confirmation in-hand and a looming deadline, this final element was required - artwork for the Steam sale page.

Enter Anna Voříšková, a talented artist here at SCS Software. "I fell in love with the idea right away," she said. "I thought it was amazing and I had to be a part of this project!" Immediately, Anna started sketching up ideas for the artwork that would eventually be featured in front of the massive Steam userbase. She goes on to explain her ideas behind the final featured design... "I knew I wanted to make something cute, playful, and eye-catching, but at the same time, I wanted it to have a homely, familiar feeling to it. I figured placing different video game characters and objects on a gamer's desk and have them interact with each other would be the right idea! And since I like to use unnatural colours in my work, I decided to go for a palette full of bright pinks and purples, inspired by the LED lights that often frame gaming setups".


The final artwork features vibrant colours, objects, and characters from a whole host of games from both countries, as featured in the Steam sale event. "It's been a huge honour for me to have had the opportunity to represent both the Czech & Slovak game industries in my artwork." Anna says "I'm really proud of what we've managed to create together, considering how tiny our team was, and how little time we had. I had a lot of fun creating graphics for the event, it's been a truly unique experience and I really hope I get to be a part of something similar again in the future!"

Thanks to the hard work of Avi and Anna, today you can find over 160 games on sale from 72 developers. We encourage you to explore and check out the wide array of games available, created by studios large and small, as well as individual developers. We are proud to see that our small region in Central Europe has produced so many fantastic games played by people all over the planet.

The sale only runs until November 2nd, so make sure to check out all the amazing games and the original featured artwork on Steam's Czech & Slovak Games Week page HERE.


As a historical footnote, you may find this recent article at Ars Technica of interest. It's a well-researched piece exploring the ancient history of Communist-era illicit text-based games produced by kids in Czechoslovakia as a way to protest against the oppression of the regime - pioneers and to a large extent forgotten heroes at the dawn of what is now the Czech and Slovak games industry.

Wednesday, October 14, 2020

#ImTheBoss Contest Wrap Up

We asked you to get creative and get snapping with THE BOSS Edition paint job for the Renault Range Truck in Euro Truck Simulator 2, and disappoint you did not! 

With 4 cool scaled models up for grabs from our friends over at Renault Trucks, you flooded both our and Renault Trucks' social media channels with photos of THE BOSS Edition paint job in action. From pulling heavy loads to taking a leisurely cruise down a country lane, you showed off your new paint job in style; just take a look at the amount of hype you generated on social media! 

With over 2500 submissions made using the hashtag #ImTheBoss across our social media profiles (Twitter, Instagram, and Facebook combined), it would be extremely hard to pick just 4 winners, as from what we've seen so far, pretty much all of the entries are amazing! Hence, we've decided to pick the 4 lucky winners randomly (as it was also pre-announced in the starting blog post) from the list of all by using this special website.

🎁 Lloy61 on Twitter 🎉

🎁 ets2est on Instagram 🎉

🎁AlexDeTrucker on Twitter 🎉

🎁 mr.truck.meganouv on Instagram 🎉

A BIG congratulations to our 4 chosen winners, each of whom will receive a scale model of the Renault Range T High with THE BOSS Edition paint job! And as a small surprise from our side, we've decided to spice-up the reward a little bit by adding a promise of a Steam key for Iberia DLC after it's released! We hope that you will feel like a real boss now.


To everyone who took part in this creative contest, thank you! We hope you enjoyed it as much as we did. We look forward to potentially bringing you some more exclusive contests and content in the future with Renault Trucks, as they too were amazed by the effort our #BestCommunityEver provided, and the attention you guys and gals brought/will bring to their vehicles and brand. Watch this space ;) 

We'd love to host similar competitions in the future, so if you happen to brainstorm any ideas for a future contest, let us know in the blog comments below, we'd love to hear it!

Monday, October 5, 2020

#ImTheBoss Contest

Today we're happy to bring you something new, cool, fun, rewarding, and entertaining together in cooperation with our friends over at Renault Trucks! After a very successful and impressive Trucks World Cup 2020 contest, we've been thinking if we can create something similar and reward our #BestCommunityEver once again!

You might have noticed that a few moments ago, your Steam client started downloading a small update for Euro Truck Simulator 2. And with it comes something special and new; a brand new paint job for the Renault Range T truck - THE BOSS Edition


It's beautiful, right? Initially, Renault Trucks planned to use this paint job as a special and exclusive 2020 design for their trucks in the real world, but due to all the difficulties that COVID-19 has brought about, they were unable to make this idea happen. So we have decided together to honour this work of art by adding it for our Euro Truck Simulator 2 community. Consider it a nice gift from Renault Trucks. It's also a small proof that when our fanbase shows some love and attention to a big brand like Renault Trucks on social media, they usually like it a lot! There are real fruits of labour for your passion for our games. It always helps us a lot in communications/negotiations when companies in the automotive industry see the strength of our games' community.


But getting this amazing piece of art for free is not all! Our friends from Renault Trucks are also ready to send 4 cool scaled models to four lucky winners, who will be randomly picked on various social media platforms. Two of these will be picked and announced by our friends over Renault Trucks, and two by us. So we highly recommend following their social media profiles as well as ours. What do you have to do to get a chance to be one of them?


It's super easy. Just get this new paint job, and apply it to your mighty Renault Trucks Range T in ETS2, and take a nice screenshot of it. Then, upload it to at least one of the social media platforms we use (Twitter, Instagram, Facebook) under the #ImTheBoss hashtag, alongside tagging our (Facebook, Twitter, Instagram) and Renault Trucks' profiles (Facebook, Twitter, Instagram).


Screenshots can be taken from anywhere in the game you want, it can be with or without a trailer, tuned up or not. There are no limits or requirements, except for those written above. Plus make sure you do so by the 12th of October 2020, 23:59 CEST as we will pick the winners shortly after! We can't wait to see all your amazing entries! Be creative!


Friday, July 24, 2020

Under the Hood: How to Build a "Functional" Area for a Truck Simulator

Michal "Seki" Sekela has been working at SCS Software for a few years in the 3D Graphics Department. Together with our American Truck Simulator art team, he has worked on the Oregon and Washington map expansions and continues to work on upcoming content releasing this year. He shares the following with us.


We have covered the process of map creation in one of our previous blog posts, which is a highly complex task which our map team has been doing a fantastic job with. The job of a 3D graphics designer will probably be easier for you to understand, and we expect that most of you will have some idea about what this job entails. Let us show you a peek under-the-hood of the design and creation process of depots in American Truck Simulator; depots that may become a factory, an industrial area, a production complex, or a storage area.


A depot is also a place where we thoroughly test your driving and maneuvering skills while giving you a glimpse of the various industrial activities that you may typically find happening in such a location. In Seki's opinion, depots are the second most important part of the game, right after trucks. One might imagine that modeling a depot means having a 3D designer locking himself up in a dark room for weeks, while others peer through his/her door eagerly awaiting the final result. While some of this is true when finalizing the models, the process most-certainly involves more collaboration between departments.

The design draft of a selected location and its functionality is a multi-department process. This may involve our game-researchers, map designers, programmers, testers, and graphic artists. A researcher begins the process by scouring for information about the industry in its given location. At the same time, a map designer prepares a prototype of the surrounding road network and terrain; we need to know exactly what fits in the given area because we're limited by the game's 1:20 scale.

The United States is a massive country, so a lack of space is something that most companies need not worry about, which is evident with some factories stretching up to a few kilometers long. A 3D designer, therefore, has to come up with a solution to capture the essence of the location, while fitting within the limits presented by our scale (as we cannot utilise too much space for a single factory). The results must be acceptable when viewed from every angle; when players drive to such places, they should be able to recognize the location (with a little bit of "artistic license").

Some of the depots found in ATS are real-life landmarks. With these, we strive to preserve them in their truest form, given the constraints. We also have a lot of generic depots that are expected to be re-used; with these, we are trying to distill the typical patterns shared across a variety of real-world locations. Unfortunately, the architects of these buildings did not expect to have their designs featured in a video game. Consequently, our team has to come up with a three-pronged approach. Firstly, the depot has to make visual and logical sense, secondly, it has to fit in the map, and lastly, it must be completely functional for the player.

The biggest depot you will find in ATS covers 591,692 square feet. In this case, it's a landmark depot of course (take a guess what this might be). In most cases, we usually have smaller places in order to fit them into cities such as storage areas, supermarkets, and small service depots.

Right now we're trying to create depots that are as unique as possible. Since Oregon, these have consisted of a core area on which the player drives his/her truck, while additional parts are created and placed manually from suitable assets by the Map Designer responsible for this part of the map. Thanks to this we are able to create a more immersive experience for the player and give them a feeling of navigating within a large complex. Dividing the depot into parts also helps us to better customize and optimize it.


When we're certain what depots are coming, our researchers help us with the logic and functionality of said location. For example, a paper mill has a specific building layout, with each building serving a unique function. This research allows us to accurately represent this area in a realistic manner so that it lines-up with our real-life references. Another example is the food industry, where it is industry-standard to have the loading and unloading docks separated. This also means not placing trash cans too close to a place where new goods are accepted.

The 3D designer also has to take into account the length of the truck and trailer combination. At this time, we have trailer combinations up to 118 feet in length, when paired with the longest truck configurations. With the arrival of triple trailer combinations and oversized transports, we've had to adjust all of ATS' depots, so that a player can get in, hook up the trailer, and drive out.


After gathering all the necessary data, the 3D designer will create a placeholder model, where all the different depot parts and various parking locations (for the 3 different difficulty levels) are marked by simple shapes. What follows then is a back-and-forth between the 3D designer and our testers, who will test the depot thoroughly for gameplay and visual issues. Our testers' feedback allows us to adjust the model to fix any identified issues. This is not a quick or easy task, considering all the possible combinations. To hasten the process, the 3D designer is generally familiar with what is expected, and to apply these considerations to the initial prototype in advance. This is to prevent the testing/feedback process from taking too long before the depot is ready for final production. This and a great many other details depend on how experienced a 3D designer is, which is why only senior designers are working on depots here in SCS.


After all this, a Map Designer connects the placeholder model to the road network and the rest of the map. With that, the economy team starts working on the depot, and the Map Designer on the depot's surroundings. This is also the phase when the 3D designer can lock himself up in some dark basement and start modeling. He still needs to communicate with the rest of the team, so at the very least, he's got to have an internet connection there.


The whole process of depot-creation can take weeks or even months in really difficult cases. The depot's presence and quality grow incrementally in the map as the 3D designer updates it, while a map designer checks to make sure that everything is integrating properly. The depot's progress is also often consulted with our Art Lead. Modeling is pretty smooth-sailing when the necessary research and testing of the placeholder's layout is done.

And with this, we conclude this inside look into creating one of the major parts of a Euro/American Truck Simulator project. We hope you appreciate this small insight into the 3D graphics team, which doesn't only create vertices in the shape of a house but also has to devise and execute the entire depot-creation process. In the future, we are planning to build even more complex and impressive depots with the aces up our sleeves. Enjoy!

Friday, April 17, 2020

Trucks World Cup 2020

After our successful #TruckAtHome event, we have been thinking about how we can bring even more fun and entertainment for our #BestCommunityEver, while we are still confined to our homes.


Together with Renault Trucks, we have come up with a contest for fans of Euro Truck Simulator 2 and the iconic Renault Trucks vehicles that are featured! Introducing the Trucks World Cup 2020, a screenshot-voting competition with amazing rewards kindly provided by our friends over at Intel, Thrustmaster, HyperX, and Tobii. What's it all about you ask? Well, let us explain how it all works.



If you want to participate, please follow these steps and rules:

  1. Hop in and decorate/tune/paint your favorite Renault Trucks vehicle in ETS2
  2. Take a few screenshots according to the simple rules displayed on the banners below. We need at least one screenshot of your truck taken in a three-quarter face and another full frontal.
  3. If you want, you can also record a short video footage. Be as creative as you want. Screenshots are mandatory, videos are optional
  4. All MODS are allowed
  5. Write us something about yourself, i.e. your nickname, social media profiles (if you have any), how long have you been playing ETS2, what do you like the most about the Renault truck you chose for your screenshots, etc.
  6. Send the above to this email address. (trucksworldcup2020[at sign]gmail.com) You can do so from now until the 29th of April, 2020, 23:59 CEST time
  7. Your entry may then be picked as an entrant into the competition. The list of chosen entries will be announced on the 30th of April, 2020
  8. Keep an eye (or two) on our and Renault Trucks' social media profiles, as more info will be posted there. You can also follow and watch this special Facebook Page

Then, the second phase will start from the 1st of May and will last until the 30th of May 2020. Together with our friends from Renault Trucks, we will create voting matches to decide on who has the best looking Renault truck in ETS2, and you will be our judges!

Each match will take place on the SCS Software or Renault Trucks Instagram profile; more specifically on the Instastories section, where you will be able to vote on the images posted. 

The rest is easy enough and totally up to you, our #BestCommunityEver. Whichever entry that gets the most votes, proceeds further through the competition and moves closer to the ultimate final reward. But don't worry if your entry doesn't make it all the way; there will be some cool gifts from the pool of rewards such as free Steam keys to our games, DLCs, items from SCS' or Renault Trucks' merchandise stores, or even cooler items such as an Intel i7-7700k CPU, HyperX Alpha Cloud S Headphones, Thrustmaster T150 Pro Steering Wheel, Thrustmaster eSwap Pro Controller or Tobii Eye Tracker 4C devices. The ultimate final prize is still a mystery, but we plan to do something really cool for the winner!


Given the unfortunate COVID-19 situation, the shipping of physical gifts may be delayed, but fret not, we will do our best to the prizes to you as quickly as possible! 

Are you up for this competition? Can we count on seeing your mighty beast in the pool of participants? We're sure we can!

Don't forget to frequently watch our (Instagram, Twitter, Facebook Page) and Renault Trucks' (Instagram, Twitter, Facebook Page) social media profiles as new info will be regularly posted there.

Thursday, March 19, 2020

HS-Schoch Tuning Pack

Today, we are proud to bring you a new tuning pack created in close cooperation with HS-Schoch, a leading truck tuning and accessories brand. While our previous tuning DLC's have been focused specifically on certain truck brands, our partnership with HS-Schoch has allowed us to obtain detailed 3D data references to bring these high quality accessories for a majority of the vehicles in ETS2.

Introducing the HS-Schoch Tuning Pack, Now Available for Euro Truck Simulator 2.


Since 1986, HS-Schoch has been a leading expert in the creation of truck styling and accessories for major truck brands across Europe. The foundations of HS-Schoch's success has been built on a high level of quality awareness, flexibility, and reliability, which we are excited to represent within our virtual trucking world.



The HS-Schoch Tuning Pack contains many accessories including light bars, bump bars, sidebars, side steps, roof bars and much more for the following trucks:

  • DAF XF105
  • DAF XF
  • Iveco Stralis & Iveco Stralis Hi-Way
  • Mercedes-Benz Actros & Mercedes-Benz New Actros
  • Renault Magnum & Renault Trucks T
  • Scania R 2009/Streamline
  • Scania R/S
  • Volvo FH16 2009 & Volvo FH 2012
  • MAN TGX & TGX Euro 6



In this new pack, you will find an array of branded accessories, which can be used in a variety of combinations. Each of these accessories has been made according to HS-Schoch product catalogue, which they provided us for references.


We look forward to seeing how you will further customize your truck with this exciting new addition! Be sure to share your photos with us on our social media channels and with HS-Schoch on Instagram and Facebook with the hashtag #HSSchoch.