Sunday, 31 October 2010

Frogster Replaces Ousted Execs With New VPs, Managing Directors

After firing several executives last month, Berlin-based MMORPG publisher Frogster Interactive (Runes of Magic) has promoted and appointed three members of its staff to managing director and vice president roles.

Dominic Scheve and Daniel Ullrich have both held executive positions at Frogster for some time now. Scheve, who was previously vice president of operations and finance, will now oversee human resources, legal affairs, finance, and the administration department.

Ullrich joined the publisher in August 2008, working as product management director for its Frogster Online Gaming subsidiary. He is now managing director for Frogster Online Gaming and operations VP for the parent company, handling product management, marketing, product PR, quality assurance, game improvement, and more.

The third appointment, Seth Iorio, comes from Frogster's new major shareholder GameForge, also a German publisher specializing in publishing free-to-play, browser-based games. Iorio will manage technical and customer-focused efforts.

Gameforge bought a 60 percent stake in Frogster at ?25 ($32) two months ago, then boosted its bid to ?27.50 ($37) shortly afterward to win over remaining shareholders. The deal was followed by the dismissal of three executives -- CFO Ralf Kloppel, CAO Bjorn Koschin, and Frogster America CEO Lars Koschin -- with no reason given to the public.

Frogster Interactive has since appointed an interim chief executive for its U.S. subsidiary, Dirk Meyer zu Drewer, who was CFO there for nearly two years. He will oversee Frogster America while the publisher searches for a permanent replacement.

Source: http://feedproxy.google.com/~r/WorldsInMotion/~3/csPYTQ6Xmug/frogster_replaces_ousted_execs.php

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Freeware Game Pick: Escape from the Underworld (Banov)

underworld.PNG

This. Is. AMAZING. Escape from the Underworld is the story of a dark angel's fall from glory, and consequent rise from the underworld. With all your powers taken by heavenly beings, you're left to roam the depths of Hell, building your strength back up so you exact your revenge.

There's a very Metroid-like feel to this game - you begin with all your powers at full strength, before having it all taken away and being left to with nothing. Slowly but surely, powers are discovered through exploration. The level design is really fantastic - it's a little difficult at first, as you only need to be touched once to die, but as your powers build, you can really feel your dark character becoming a force to be reckoned with.

Escape from the Underworld was created by Banov for Indie Kombat against Andrew Brophy. A note to Andrew: we really love your stuff here at IndieGames, but you're going to have to pull something amazing out of the hat to beat this.

Source: http://feedproxy.google.com/~r/IndependentGaming/~3/T7Gpqqhu2U8/freeware_game_pick_escape_from.html

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Riot's League of Legends Leads Game Developers Choice Online Award Winners

Riot Games' acclaimed online strategy title, League of Legends, received five awards at the first annual Game Developers Choice Online Awards, presented at a ceremony this evening at GDC Online in Austin, Texas.

The inaugural event, which was hosted by Mindspark Interactive Network's Mike Goslin, is a 'for developers, by developers' awards show.

It brought together developers of persistent online games -- including social network games, free-to-play titles and large-scale MMOs - to celebrate the rich history, technical excellence and continued innovation in the arena of online games.

Leading the night with wins in five categories was Riot's standout 'multiplayer online battle arena' title League of Legends, which earned awards for Best Online Technology, Visual Arts, Game Design and New Online Game.

The title also took home the coveted Audience Award, which honors the favorite game of the worldwide game community, after over 120,000 total votes were cast - nearly 70,000 of them verified, with an honorable mention going to KingsIsle Entertainment's Wizard101, which was a runner-up with tens of thousands of votes.

Other Choice Online Award recipients include CCP, who received the Best Live Game award - honoring exceptional new content and player-facing interactivity through expansion packs, patches, or other updates - for its futuristic and engaging sci-fi MMO, EVE Online.

In addition, World of Warcraft by Blizzard Entertainment received the award for Best Community Relations, honoring the highest quality community feedback and experience, including customer support, forum moderation and leadership, weblog and information updates, and real-life events.

Other award winners include the hugely popular Social City by Playdom, which boasts almost 5.5 million active monthly users, and which won the award for Best Social Network Game. In addition, the audio visually lush and immersive Aion by NCsoft earned the award for Best Audio for an Online Game.

The Choice Online Awards acknowledged more than just games, honoring Richard Bartle as the recipient of the first ever Online Game Legend Award, in recognition of his indelible impact on the craft of online game development. Dr. Bartle will also present a lecture at GDC Online on Friday at 9:30 a.m. titled, "MUD: Messrs Bartle and Trubshaw's Astonishing Contrivance" covering the development history of the original MUD, which he co-developed.

Finally, seminal MMO title, Ultima Online, was recognized as the first Hall of Fame game, the award for the honor was accepted on stage by key members of Ultima Online's original development team: Rich Vogel, Launch Producer, Starr Long, Associate Producer & Director, and Raph Koster, Lead Designer, as well as a video message from 'Lord British' himself, Richard Garriott. The honor reflects the huge influence that the title has had as the longest continually running massively multiplayer online game in history.

The recipients of the First Annual Game Developers Choice Online Awards are:

Source: http://feedproxy.google.com/~r/GameDevelopersConference/~3/ah3D-lDOv1s/riots_league_of_legends_leads_.html

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Top iPad Game Apps: Plants vs. Zombies Climbs Charts After Price Drop

Every week, FingerGaming rounds up the most popular paid and free iPad applications, as current that day on the iTunes App Store. This week’s top paid titles are: Angry Birds Halloween HD ($1.99) Plants vs. Zombies HD ($4.99) Cut the Rope HD ($1.99) Reckless Racing HD ($4.99) Angry Birds HD ($4.99) Little Things ($0.99) Casino [...]

Source: http://feedproxy.google.com/~r/fingergaming/~3/RnNvkF3Ckg4/

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'Cut the Rope' ties up iPhone, iPad charts

An adorable little monster with an insatiable hunger for candy has managed to knock a bunch of foul-tempered fowl from the top of Apple's App Store charts. And "Cut the Rope" ? which has been downloaded 1 million times in just nine days ? might just replace "Angry Birds" as your favorite iPhone game as well.An adorable little monster with an insatiable hunger for candy has managed to knock a bunch of foul-tempered fowl from the top of Apple's App Store charts. And "Cut the Rope" ? which has been downloaded 1 million times in just nine days ? might just replace "Angry Birds" as your favorite iPhone game as well.




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Source: http://technolog.msnbc.msn.com/_news/2010/10/13/5286278-superb-cut-the-rope-game-ties-up-iphoneipad-charts

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Saturday, 30 October 2010

ChuChu Rocket! Out Now for iPhone and iPad

Sega has released an App Store adaptation of Sonic Team’s Dreamcast puzzler ChuChu Rocket!, with versions available for the iPhone and iPod Touch ($4.99) and iPad ($6.99). In ChuChu Rocket!, players place a series of directional tiles on a game board to guide armies of mice to the safety of their space-bound rocket ships while [...]

Source: http://feedproxy.google.com/~r/fingergaming/~3/VFVoWoggbi4/

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Epic Games Releases September 2010 Unreal Development Kit Beta

Epic Games, Inc. has released the September 2010 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides uncompromised access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

Epic is committed to providing the UDK community with regular software releases at no charge, and the latest beta is available now at www.udk.com/download.

Are you creating something great with UDK? Drop us a line in the Project Show-Off forums, where links to tech demos, gameplay videos and screenshots are always welcome.

We have a new UDK architecture forum. Are you using UDK to create 3D visualizations or simulations? Drop in and meet others who are using Unreal Engine 3 tools for similar purposes. Scaleform UI creation also gained its own forum.

It’s easy to sign up as a commercial UDK developer online. Our FAQ can help you determine which type of license is right for you.

This month’s build of UDK features significant additions, including:

  • UDK users now have access to the gameplay profiler tool.
  • Matinee’s movement tracks can now be split into individual translation and rotation components.
  • Users can bulk edit texture properties within the Content Browser.
Upgrade Notes
  • Due to changes in PhysX you should re-save all of your content.
UDKGame
  • Fixed leaning during jumps in UDK.
  • Fixed UDKVehicle crash.
  • ‘AllowNVidiaStereo3D’ is false by default for UDK.
  • Switched UDK maps over to use precomputed visibility.
  • Resaved UDK maps for updated PhysX changes.
Profiling
Matinee
  • Allow movement tracks to be split so that translation and rotation components can be individually manipulated.
    • Read more:

http://udn.epicgames.com/Three/MatineeUserGuide.html#Separating Translation and Rotation

matinee

 

  • You can now disable the audio radio filter effect in Matinee Kismet blocks.
Particle System improvements
  • Now supports multiple ribbons per emitter.
  • New ‘RandomSeed’ module in Cascade helps particles play back more consistently.
  • Random size and lifetime can now be specified per ribbon in an emitter.
  • Particle spawn rates are now clamped to prevent negative spawn rates.
Rendering
  • Added ‘ImageGrain’ to ‘UberPostProcess.’
  • Improved post processing.
    • Uses less memory.
    • Better CPU/GPU performance.
    • Improved quality and consistency.
    • New features such as HDR scale and film grain.
  • Optimized distortion pass.
  • Fixed multiple split-screen issues causing color leaking.
  • ‘F5’ key now enables shader complexity mode by default.
Animation
  • Added support for rotating Joint Bone to ‘SkelControlLimb.’
  • Animation compression improvements.
    • With automatic or the ‘CompressAnimations’ commandlet.
      • Savings of 30% over the previously compressed size are typical.
      • Can be much higher on some animations or with adjustments to the compression parameters.
Scaleform GFx
  • Integrated fix for sRGB handling with fonts from Scaleform.
  • GFx now supports Distance Field and RGBA UFonts.
  • Added a sample GFxUI.int to Engine/Localization/INT/.
DCC Tools (Max/Maya)
  • ActorX for Maya and Max 2011 is now supported.
PhysX
  • ‘PhysXDestructible’ has been removed.
  • APEX destructibles are replacing them.
Other Improvements:
  • Workflow enhancements (e.g., find all materials using this texture, support for local collections to the Content Browser).
  • Fixed hitches during gameplay caused by long processing times for zero length linechecks.
  • OBJ mesh export now can generate a diffuse, specular and normal texture from the material.
  • Alternate mesh bone weight import tool has been much improved and supports both low->high and high->low bone count swapping.
  • Streaming texture stat enhancements including the new STAT TEXTUREPOOL command.
  • Landscape editing improvements.
  • The new color picker is now integrated into the mesh paint tool.
  • The mesh paint tool now supports flood fill.
  • Gamma can now be used even if the tonemapper is activated.
  • Texture properties can now be edited in bulk via the Content Browser.

UDN Pages

  • New 

http://udn.epicgames.com/Three/UDKTrademarksAndLogos.html
http://udn.epicgames.com/Three/CapturingCinematicsAndGameplay.html
http://udn.epicgames.com/Three/GameStatsVisualizerReference.html
http://udn.epicgames.com/Three/CreatingGameStatsVisualizers.html
http://udn.epicgames.com/Three/InstrumentingGameStatistics.html
http://udn.epicgames.com/Three/HitMask.html

  • Updated

http://udn.epicgames.com/Three/UDKProgrammingHome.html
http://udn.epicgames.com/Three/UDKContentCreationHome.html
http://udn.epicgames.com/Three/UDKLevelCreationHome.html
http://udn.epicgames.com/Three/UDKCommunityLinks.html
http://udn.epicgames.com/Three/DevelopmentKitFAQ.html
http://udn.epicgames.com/Three/DevelopmentKitFirstScriptProject.html
http://udn.epicgames.com/Three/ContentBlog.html
http://udn.epicgames.com/Three/AnimSetEditorUserGuide.html
http://udn.epicgames.com/Three/KismetUserGuide.html
http://udn.epicgames.com/Three/AssetConsolidationTool.html
http://udn.epicgames.com/Three/MaterialEditorUserGuide.html
http://udn.epicgames.com/Three/PostProcessEditorUserGuide.html
http://udn.epicgames.com/Three/SoundCueEditorUserGuide.html
http://udn.epicgames.com/Three/PhATUserGuide.html
http://udn.epicgames.com/Three/AnimTreeEditorUserGuide.html
http://udn.epicgames.com/Three/StaticMeshEditorUserGuide.html
http://udn.epicgames.com/Three/MaterialInstanceEditorUserGuide.html
http://udn.epicgames.com/Three/SceneManagerReference.html
http://udn.epicgames.com/Three/TaskBrowserReference.html
http://udn.epicgames.com/Three/ColorPicker.html
http://udn.epicgames.com/Three/ViewportToolbar.html
http://udn.epicgames.com/Three/SCCIntegration.html
http://udn.epicgames.com/Three/ImportingSkeletalMeshTutorial.html
http://udn.epicgames.com/Three/ImportingAnimationsTutorial.html
http://udn.epicgames.com/Three/ImportingMeshesTutorial.html
http://udn.epicgames.com/Three/ExportingMeshesTutorial.html
http://udn.epicgames.com/Three/PhysicsConstraintReference.html
http://udn.epicgames.com/Three/Scaleform.html
http://udn.epicgames.com/Three/ScaleformWorkflow.html
http://udn.epicgames.com/Three/SettingUpVehicles.html
http://udn.epicgames.com/Three/VehiclesTechnicalGuide.html
http://udn.epicgames.com/Three/SettingUpWeapons.html
http://udn.epicgames.com/Three/WeaponsTechnicalGuide.html
http://udn.epicgames.com/Three/CameraTechnicalGuide.html
http://udn.epicgames.com/Three/PrecomputedVisibility.html
http://udn.epicgames.com/Three/TextureDefinedSpecularReflection.html
http://udn.epicgames.com/Three/SoftMasked.html
http://udn.epicgames.com/Three/ColorGrading.html
http://udn.epicgames.com/Three/UnrealScriptReference.html
http://udn.epicgames.com/Three/CommandLineArguments.html
http://udn.epicgames.com/Three/CommandletList.html
http://udn.epicgames.com/Three/ActorX.html
http://udn.epicgames.com/Three/Eat3D.html

Community Links
UDK Forums: www.udk.com/forums
UDK Developers on LinkedIn: www.linkedin.com/groups?gid=2493123
UDK on Facebook: www.facebook.com/pages/UDK/183744733429
Epic Games on Twitter: www.twitter.com/EpicGames

Source: http://www.epicgames.com/news/epic-games-releases-september-2010-unreal-development-kit-beta

MANHATTAN ASSOCIATES LSI LINEAR TECHNOLOGY . LEXMARK INTERNATIONAL

Neonga To Publish Mad Otter MMORPG

Neonga, the Berlin-based company recently established by ex-Frogster and Gamigo executives, signed an agreement to publish a cross-platform MMORPG from Eugene, Oregon's Mad Otter Games.

The unnanounced title will be deployed in a variety of formats, including a downloadable client, a browser-based title, a Facebook game, and a mobile device app. Formed in 2007 and led by Dynamix co-founder Damon Slye, Mad Otter previously released browser-based flight sim Ace of Aces.

Neonga (a portmanteau of "new online gaming") opened in July, and was established by Frogster Interactive's ex-CEO Rolf Kloppel. Frogster's former technical director Ben Kaiser, IT/Network director Mario Wengler, and marketing head Stefan Hinx have also joined the company.

The free-to-play publisher recently raised ?2 million ($2.8 million) in Series A funding from private investors like High-Tech Gr�nderfonds and VC Fund Creative Industries Berlin, which Neonga is using to develop its infrastructure, staff, catalog, and marketing.

"The Neonga Team consists of highly skilled experts in the online gaming business," says Mad Otter's Slye. "We at Mad Otter are convinced that we have found the perfect partner to make our games a great success and have a lot of fun on the way!"

Source: http://feedproxy.google.com/~r/WorldsInMotion/~3/fN7H1_rw440/neonga_to_publish_mad_otter_mm.php

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2010 GDC China Adds Happy Farm, Bigpoint, League Of Legends Talks

This December's Game Developers Conference China is debuting further new Chinese and Western speakers for its December 5th-7th Shanghai event, including major talks from Happy Farm's creators, Riot Games (League Of Legends) and German browser game giant Bigpoint.

These announcements, with all talks simultaneously translated between English and Chinese languages, add to multiple high-profile speakers already confirmed for the event. GDC China is run by the UBM TechWeb Game Network, as is this website, and takes place at the Shanghai International Convention Center.

Some of the the newly announced speakers include the following:

- In 'League Of Legends Postmortem: One Year Later', Riot Games CEO Marc Merrill will look back at the last year of live operation on the popular multiplayer online battle-arena title, recently the winner of multiple awards at the Game Developers Choice Online Awards in Austin.

Merrill will discuss "lessons learned and some key factors for developing, launching and supporting a core game that is operated as a live service", including surprises and challenges the team faced, spanning strategies to optimize the live feedback loop, key roles and live team structure.

- Presenting 'Philosophies and Principles of Creating Social Games for Everyone' is Shaofei Gao, CEO and co-founder of Five Minutes Inc., the noted social game developer and maker of Happy Farm (pictured), which launched in 2008 in Asia -- predating Zynga's famous Western social network game hit FarmVille.

In a Social Game Summit lecture given in Chinese and simultaneously translated into English, Mr. Gao notes that "social games are a game form which has become part of people's daily life", and discusses ways that his company - one of the leading Chinese firms in the sector - is trying to "sustain innovation and make leading social games" along the way.

- Finally, Bigpoint's Nils-Holger Henning is presenting 'Destination World: How to Succeed in Online Gaming', with the German executive discussing the firm's rapid rise to 150 million registered users, and recent expansion from Europe into North America.

Among the subjects discussed from the Battlestar Galactica MMO developer will be "the intricacies of working with Hollywood intellectual property, the integration of global payment solutions, employing worldwide marketing campaigns to attract new users, and the importance of community management in ensuring a positive gaming experience."

Now in its 3rd year, Game Developers Conference China offers "valuable and timely insight into the world of game development in China for an audience of both local and international developers", according to its organizers. These lecture announcements immediately follow earlier confirmation of Blizzard, Flagship and Cryptic alumnus Bill Roper as one of the keynote speakers, plus major talks from Volition, Slant Six and BioWare staffers, and Summit sessions from the makers of Angry Birds and Monaco.

Overall, the December 5th-7th event provides a forum for local and international developers to explore business opportunities, expand their reach to a unique market, and discover the on-going trends emerging in this region. There will be a robust Expo Floor also in place at GDC China, which is the only game development event supported by the Ministry of Culture of the People's Republic of China (MoC).

GDC China offers 25% savings on registrations before November 5th, with online registration ending on November 30th. For more information about the event, please visit the official GDC China website.

Source: http://feedproxy.google.com/~r/WorldsInMotion/~3/jqPemp148Ao/2010_gdc_china_adds_happy_farm.php

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Moshi Monsters Reaches 29 Million Users

UK-based Mind Candy, developer and publisher of child-targeted MMO Moshi Monsters, revealed that its free-to-play game has reached 29 million registered accounts spread out across 150 countries.

Of that total, 20 million accounts were registered in the past year -- 35 percent from the U.S. and 30 percent from the U.K. According to a report from TechCrunch, one in three UK children aged 7 to 11 years old has signed up to play Moshi Monsters.

In the MMO, users adopt and raise a monster, earn and spend Rox (in-game currency), purchase accessories and decorations for their virtual home, and play over 150 million puzzle games designed to test skills like basic math, spatial awareness, logic, and vocabulary.

Though Moshi Monsters is free to play, a �5 ($8) monthly subscription option is available for access to exclusive areas, features, and more Rox. Mind Candy hasn't disclosed how man subscribers it's accumulated, but the studio has been profitable since last year.

Mind Candy says it attracts subscribers by keeping the maximum cost players can spend on the game at �5, and not running scam-like advertisement offers to give out virtual currency. The game's limited social networking features that allow kids to communicate with friends have helped, too.

The online game will also break out with real-world products next year, as licensing deals for Moshi Monsters toys already in place for the U.S. and UK. Adding to that, Mind Candy has partnered with Penguin to publish a series of books based on the MMO's setting around the world.

CEO Michael Acton Smith ambitiously projected that the retail value of all Moshi Monsters-related merchandise sold in 2011 will come out to $100 million: "We have major retail commitments for many of the lines so have a pretty good idea of how revenue numbers will stack up. That said, it is only a forecast and we've got still got a lot of work to do to achieve it."

Source: http://feedproxy.google.com/~r/WorldsInMotion/~3/GX-FEsnmwWc/moshi_monsters_reaches_29_mill.php

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Hands-On With the Minecraft Halloween Update

minecraft1.jpg
The biggest Minecraft update in a long while goes live on October 31st. It's a Halloween themed update, with carveable pumpkins, new baddies and torches that eventually go out. By far the greatest new addition, however, is the new Hell world, or 'The Slip' as it's known.

The Slip is a whole new dimension that allows players to move quickly through the overworld. Moving only a few paces in this hellish lava-filled area allows the player to move much further in the outside world. Entering and leaving The Slip is done via special portals, created out of rare Obsidian. Follow me as we take a trip into The Slip, check out the underworld and meet some of the new enemies.

minecraft2.jpg
As mentioned, getting into The Slip requires Obsidian blocks - fourteen of them, to be exact. The idea is to create a frame for which a portal can appear in, just like in the screenshot pictured.

minecraft3.jpg

Once you've got that ready, it's a case of setting fire to the gap, and a magical swirling portal will appear. Step into the purple glow, and your view begins to swirl around, eventually taking you to The Slip loading screen.

minecraft5.jpg

And out we pop. Here is The Slip world - walking just a few paces in here, then placing down another portal and walking through it, will allow you to travel a serious distance in only a short space of time. Of course, you'll need a fair bit of Obsidian before you can do so, but I'm going to assume you lot have been stocking up!

minecraft6.jpg

There are six new block types in the Minecraft Halloween update, and here's one now - it appears to be gold, although I'm not sure exactly what you can do with it right now! There's plenty of it around, however, so you'll find lots to take back to your home in the overworld.

What about the new enemies then? I took this short video of my Slip exploits, which features two of the new enemies - the Ghasts and what appear to be zombies. The Ghasts are by far the most scary thing I've been in the game to date - they are huge! Get too close and they'll start spitting lava balls at you. Just check out the video and you'll see what I mean (apologises for the freezes, my PC was obviously scared too!).

Very awesome stuff, and bound to keep Minecrafters happy until the next big update comes along. Along with this new world, we'll be seeing torches that burn out, fishing, lanterns and more. There are also Biomes in place which change the climate of your surroundings, allowing for a mix of snowy areas, huge deserts and dense forests.

Don't worry, only a couple of days to go! If you haven't grabbed a copy of Minecraft yet, do yourself a favour and go do so right now - it's only 10?, and you'll then receive every future update for free.

Make sure you check out our Minecraft podcast - we talked to developer Notch about all things Minecraft, and it's an excellent listen. Also, check out our other video, showing movement between the two worlds!

[Update: Call this fate - on the day we post our preview, Minecraft hit 500,000 sales! Crikey!]

Source: http://feedproxy.google.com/~r/IndependentGaming/~3/OkvIOGqmwVE/handson_with_the_minecraft_hal.html

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Friday, 29 October 2010

Interview: Big Sandwich Games Goes Looking For PSN Gold

[Gamasutra's Simon Parkin talks to Vancouver-based Big Sandwich Games' Tyler Sigman about the studio's forthcoming PSN treasure 'em up, Hoard and the "incredibly frustrating" challenge of business planning when there's so little transparency with digital distribution sales figures.]

After four of years work-for-hire development, boutique art outsourcing and consulting, Vancouver-based Big Sandwich Games is set to release its first in-house developed IP, action-strategy game coming to PlayStation Network on November 2.

Employing twin-stick shooter controls, players assume the role of a dragon in Hoard, flying over a boardgame-esque representation of a medieval kingdom, burning villages, kidnapping princesses and slaying knights while gathering treasure.

For Tyler Sigman, the studio's Design Director, the game is the fruit of an idea born eight years ago. We sat down with Sigman to talk about the process of bringing a new IP to PSN and the company's long term aspirations for both the game and the business.

Can you give us a little background to the studio? How was it formed?

Big Sandwich Games was formed in 2006 by a group of veteran Vancouver developers who were looking for more autonomy and independence in their game creation endeavors. Over the past few years we?ve done a combination of work-for-hire development, boutique/high-quality art outsourcing, and targeted consulting. We?ve been around for a couple years, but the nature of our projects meant we?ve had a pretty low profile. But the goal was always to create and develop our own IP, which is exactly what we are doing now.

How many staff work at Big Sandwich? What did you all do before this?

Currently we have a staff of 16, including contractors. We come from a wide range of backgrounds within the game industry and without. Our President and Creative Director, Glenn Barnes, co-founded Barking Dog Studios (Homeworld Cataclysm, Treasure Planet) which was acquired by Rockstar to become Rockstar Vancouver.

The other founders and some of our employees worked there as well, including Peter Holubowicz, Cory Lake, David Byun, Kelvin McDowell, and more. I was a designer at Backbone Entertainment (Age of Empires: the Age of Kings, Sonic Rivals) and was an aircraft engineer in a past life. Some of our younger employees are really sharp guys fresh out of school. Typical for the Vancouver development scene, some combination of us have worked for Radical, EA, Rockstar, and other longstanding developers at one point or another.

Why did you decide on PSN at the lead platform for HOARD?

The honest answer is that we had a really great response from SCEA when we pitched the game to them. They saw the potential in HOARD and thought it was a match for their Pub Fund program. It?s an awesome program, and a piece of that is console exclusivity to the PSN.

Why did you decide to focus on a four-player mode? Did you decide to make a downloadable multiplayer game, then the idea for HOARD came around, or vice versa?

HOARD isn?t actually *primarily* a four-player proposition. It was made from the ground up to be a great single player game as well as good for two, three, or four players. In single-player mode, you can compete alone, or against up to three CPU dragons. The game was prototyped as a single-player game, but the multiplayer was a natural extension. The single player mode is most akin to a classic arcade game?do your best to set a high score on a variety of different maps, chase trophies, etc. The multiplayer is a really deep competitive or cooperative experience.

The theme for HOARD came before anything else. I had been playing around with making a dragon game for a long time; my first boardgame prototype for it was made around 2002. One day at Big Sandwich we were trying to think of new ideas to pitch and I ran it by the team. Some of the guys got excited, so our Creative Director and I bounced some gameplay ideas around. We were looking for some PSN concepts to show Sony, so we specifically worked something up to fit.
One of the things I?m really excited about with HOARD is that the theme is very naturally extendable into different genres. Although HOARD PSN is an arcade-strategy game, I still really one day want us to make a heavily story-based action-adventure version of it that I?ve had planned out for a long time.

What are your primary influences for the game. Gauntlet? Or something more recent?

Strangely, Gauntlet actually never came up internally as a reference until we showed the game at E3 and we got a comment back supposedly attributed to Ken Levine that he liked the ?little Gauntlet-like game coming to PSN?. It was only then that we said, ?I guess it is a bit like Gauntlet!? I loved Gauntlet back in the day, so that game probably has influenced the design in an subconscious way.

I often pitch the game as a combination of Geometry Wars and a fictional Sim Kingdom. We definitely were inspired by dual stick shooters as well as RTS and simulation-style games. Play wise, we were also heavily influenced by boardgames, which obviously have to feature strategy and solid mechanics, and can?t rely on visceral action. Art-wise, tabletop miniature games were a big influence, as we wanted to create something that looked like a beautifully painted set of miniatures come to life on your game table.

What have the primary challenges been in terms of the design?

The fun of HOARD is built up from a bunch of different systems and mechanics interacting. So ?finding the fun? was a process of iterative additions and ultimately subtractions to create something better than the sum of the parts. I remember prototyping and setting up all the kingdom simulation elements, dragon movement, attacking, etc., and the game was no fun, no fun, no fun, and then?BAM! It was fun. Then we added some more stuff and it started getting too complex. So we pruned some things back out, found our core fun, and then ran with it.

Your team can be a great bellwether for this stuff. I knew the game was getting fun because the team members were playing it, competing for high score, and giving me all sorts of feedback unasked. Usually you have to pry this kind of stuff out of people, especially in the early prototyping stages when things can be a bit rough.

One specific challenge we encountered was establishing the scale of the game objects and terrain. A princess is as big as a castle which is as big as a mountain. It all works, but it took some time to find the right depiction.
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Another thing was balance of the dragon?s stats through all the upgrade levels. How fast should the dragon ultimately be able to go? How much fire damage? Treasure carrying capacity? Health, especially relating to other dragon attacks? Fortunately, the game was playable all through development so I?m pretty happy with final balance. I would throw things out of whack, see how our internal matches would go, keep adjusting until one strategy became dominant, and then dial things back down.

What have you done to to stand out on the platform?

You begin with trying to craft solid game that is fun, addictive, and rewarding. I think a high-quality game will stand out on any platform, so that should always be the primary focus. Secondly, we wanted to provide a game that features 4-player couch play (competitive and co-op) because there aren?t many out there. I know that if I have three friends over and we want to play something kind of casual and really fun, it often comes down to Rock Band or Castle Crashers. We would love for HOARD to be included in that list of options, and think that helps it stand out in the catalog.

What are your main frustrations with the PSN? How would you like to see it grow and develop?

I have to put on my business hat for a moment and say that a main frustration of all the main digital distribution outlets is that sales figures continue to be mostly mysterious. There are a lot of reasons for this, the biggest being that the data is typically owned by the publishers, not the service, so it?s really just up to them whether they want to ?open the kimono.?

Most publishers don?t really want to share crappy sales numbers, and sometimes not even great sales numbers (gamers might thing you are making money! Gasp!). But even though the reasons make sense, it is incredibly frustrating to do business planning when you have to rely on second-hand estimates (leaderboard counting, etc.) to even get a rough idea of how many copies are moving. If all figures were public, then you could at least look at the spectrum, do a competitive analysis, and project confidence intervals of where you might end up? and then make a business plan around that.

A lot of game development is still in its infancy in terms of established business models. A great many developers in the digital distribution space have a really simple ?business model?: make something and HOPE it sells. If it does, you?re off to the races. If it doesn?t, you?re out of business. It's not very sustainable. It?s still the wild west...

Why have you chosen to take the route of downloadable titles rather than boxed products?

As much as possible, we want to create and develop our own IP. It?s easier to do that in the downloadable space, because project funding requirements are smaller. Also, it?s really fun and exciting to work on projects with smaller dev cycles. HOARD was 12 to 13 months from breaking ground on the prototype to appearing on PSN for sale (November 2).

All of us at Big Sandwich like the challenge and opportunity of smaller, shorter games. We?re not closed off to bigger endeavors, but the downloadable titles are exciting for all those reasons. You get excited about something, make it, and then it?s out.

What are you hoping to achieve through your games, other than financial success?

There are a lot of ways to make money in the world, and I?m convinced that game development is not the easiest one. Obviously we do want to be successful from a monetary perspective, but the main thing we want to do is make games that people love! I could word that in a million different flowery ways, but it?s all pretty simple. We want people to play our games and love them. If that happens, we can make more. While we are doing some innovative things, our #1 goal is not innovation, or profit margin, or anything else besides making great games. We believe that if you can do that, then everything else will follow.

Source: http://feedproxy.google.com/~r/gamerbytes/~3/TaPVK-mWaZ0/interview_big_sandwich_games_g.php

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The Promise of Episodic Games: Part 1

In the first piece of his thesis, Full Sail masters student Jacob Miller takes a look at the current state of episodic games -- examining both examples of the form and also corollaries with other media.

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Halfbrick Debuts Age of Zombies for iPhone

Just in time for Halloween, Fruit Ninja developer Halfbrick Studios has launched Age of Zombies ($2.99), an upgraded App Store adaptation of its twin-stick shooter starring Monster Dash protagonist Barry Steakfries. Originally released as a PlayStation Minis title, the App Store version of Age of Zombies features multiple levels of creature-blasting mayhem, interspersed with the [...]

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ChuChu Rocket! Out Now for iPhone and iPad

Sega has released an App Store adaptation of Sonic Team’s Dreamcast puzzler ChuChu Rocket!, with versions available for the iPhone and iPod Touch ($4.99) and iPad ($6.99). In ChuChu Rocket!, players place a series of directional tiles on a game board to guide armies of mice to the safety of their space-bound rocket ships while [...]

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2010 GDC China Adds Happy Farm, Bigpoint, League Of Legends Talks

This December's Game Developers Conference China is debuting new speakers, including major talks from Happy Farm's creators, Riot Games (League Of Legends) and German browser game giant Bigpoint.

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This Week In Video Game Criticism: Horror, Casuality, Casualties

[This week, our partnership with game criticism site Critical Distance brings us picks from Ben Abraham stretching from pieces on Dead Space 2 through casual trawls through games, to the industry's problems encapsulated.]

Another week, another haul of the best game writing and criticism that the Internet can provide.

First up this week is Chris Green?s look at ?Demon?s Souls as Epic Poetry? for Chronoludic. It?s worth reading because it?s an attempt at actually writing some epic poetry about Demon?s Souls; whether it works or not, it?s a step in an original direction that is worth pursuing and promoting.

Speaking of Demon?s Souls, Matthew Armstrong at SnakeLinkSonic continues his discussion of the game linked to last week in his latest piece ?Dying to Speak?.

And Mike Schiller wrote a piece for the PopMatters Moving Pixels blog this week, all about ?Sacrificing horror for the sake of human competition?. Schiller looks at whether multiplayer compromises the horror elements of Dead Space 2 and if the trade off is worth it.

The single most outstanding piece I read this week was undoubtedly Christopher Thursten?s take on Metro 2033 at the Exit/Warp blog. Here?s an excerpt to whet your interest:

"Like Bioshock, Metro 2033 is a game about the relationship between ideology and personal agency, set in the crumbling remains of a society trapped in a destructive and unsustainable holding pattern. Also like Bioshock, Metro 2033 treats conflict, in gameplay terms, as a transaction between the player and the game. Both are in this regard closer to first-person survival-horrors than first- person shooters, preferring to challenge the player with the threat of running out of ammo rather than the threat of receiving a surplus of ammo to the face."

The real surprise comes in Thursten?s conclusions about the ?morality? system that Metro 2033 employs, and the games commitment to ?tactile fidelity?. Persuasive stuff.

Elsewhere, Leigh Alexander writes for Thought Catalog about Facebook games and Cow Clicker. It?s a solid take on the Cow Clicker tale and its implications for Facebook gaming, and gaming in general.

Pippin Barr goes ?Strolling in the Zen Game Garden? and is inspired to consider strolling casually through video games more often: "What would it feel like to play Baseball Stars for the NES and to think about the smooth swing of the bat, the greenness of the field, the beauty in the curve of a pixellated pitch? What if, in returning to Final Fantasy XIII, I spent more time taking a walk, either skirting the enemies in my path or even pausing just to admire them?"

Angelo of the Bergsonian Critique blog places ?a critical eye on tear? from Tales of the Abyss. We?ve seen quite a few character analysis and profiles of interesting JRPG characters of late ? is there something in the water?

And Jorge Albor at the prodigious Experience Points blog (who just recently celebrated their 100th podcast ? congratulations Jorge and Scott) thinks about ?Master Chief After Reach?, and comes to the conclusion: "In many ways, Halo: Reach retroactively makes Master Chief a more interesting and compelling character. I cannot help imagining what sort of camaraderie he may have had with Noble Six and other Spartan soldiers on Reach."

Likewise, Albor?s blogmate Scott Juster has been busy writing for PopMatters this week about ?Dusty Pixels and Patchwork Stories?, looking at how easy is it for developers to retroactively patch the endings or elements of their game, to drastically change the meaning and overall experience. It matters because it presents a challenge to maintaining games in their original ?pristine? condition.

?Here is a game: Fairy Princess Escape? is a piece by Kirby at The Border House looking at what seems like a really interesting, progressive and open video game made just for girls. And yet: ?Everything was going so well!? Until I beat the game and saw the win screen??

Lisa Foiles writes for Kotaku about ?Breaking the Fourth Wall: Clever Gimmick or Slap in the Face?? Foiles observes: "Games poking fun at themselves, by proudly proclaiming their fictional nature, is a gimmick that works well for [comedy games]; it keeps things light-hearted and fun. However, this technique feels awkward when used in more serious games that involve life-or-death situations. It almost feels like a slap in the face."

Also at Kotaku, the new Australian editor Mark Serrels talks with games writer and academic James O?Connor about games stories, discussing Gears of War and Call of Duty?s meta-narratives.

Over at Gamasutra, Margaret Robertson looks at 'Five Minutes Of Minecraft' and comes up with the best, most succinct description of the game I?ve yet read: "Minecraft is a game where you mine stuff and make it into other stuff. In Survival mode, which is mostly what the people who are talking about it are talking about, it's a single player game set in a vast algorithmically generated landscape of beaches, mountains, and plains. Everything in the world is made of blocks, and every block can be 'mined', which will remove it from the world and convert it to a resource the player can use."

Observant readers will remember Michael Abbott?s take last week on Medal of Honor?s missed opportunity for meaningful engagement with real world issues, and so I present this as a counter-point to Abbott: Grayson Davis at Beeps and Boops writes in a piece called ?Medal of Ice Cream? advocating a more pragmatic attitude towards the FPS genre?s likelihood to convey meaningful messages.

Davis argues, quite persuasively I think, that: "?we look too hard for insight in a genre that is fundamentally about pointing a gun at something and killing it; a genre defined by the immovable presence of a lethal weapon aimed at anything you happen to be looking at; a genre defined by the shooter, not the first-person."

Fraser Allison at RedKingsDream hits one out of the park this week with ?The biggest problem facing the games industry?: "Not the suits: they?d disappear in a month if we stopped supporting them. Not the angry ranty geeks: for all their lack of social graces, they often reserve their passion for the things that deserve to be supported. No, it?s the ordinary people who keep handing over their money for overproduced, soulless shit that doesn?t need to exist, either because they don?t know any better, or worse: even though they do."

At BitMob this week, Alejandro Quan-Madrid has some ?Concerns of Addiction, Race, and Penises in Call of Duty: Black Ops Multiplayer?: "When asked if they were concerned that Black Ops would have the same addictive hallmarks as traditional gambling, minus the real-world money, Olin responded that he "hopes so" but then backtracked a little bit." And Mitu Khandaker talks Kandinsky and Game Design - looking at emotionally affecting games, music and art, and a whole lot more besides.

Daniel Purvis makes his triumphant return to game blogging/criticism while taking a few minutes to reflect on his time as a game critic writing for his now defunct blog Graffiti Gamer. It?s an honest take on what it?s like to put your ideas out there on the internet about these crazy things we call video games: "I never felt like I found my voice when I wrote for Graffiti Gamer. It wasn?t just a place to dump words, I tried to write like I had something to say, and to make it entertaining, yet I was forever doubting the validity of each topic and every word. Posting to Graffiti Gamer felt like a return to adolescence."

And lastly in a week of big hits, here?s Jason Nelson?s newest digital poem (or ?videograph fiction? as he calls it) about Pac-Man, A Family of Dead Eaters. Well worth the two minutes it?ll take you to figure it out.

Source: http://feedproxy.google.com/~r/gamesetwatch/~3/Ni7C482OFfc/this_week_in_video_game_critic_17.php

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Thursday, 28 October 2010

Carolina Games Summit Announces 2011 Event, Issues Call for Papers

The Carolina Games Summit has announced a call for speakers for its upcoming 2011 event featuring a series of panel sessions discussing independent game development, industry hiring practices, and serious games. The yearly event additionally brings together game players in the Carolina region for a weekend of gaming tournaments and publisher exhibitions. In 2010, the event featured the Zachariah Inks and John Lyons-hosted "Indie Studios on Tight Budgets" session, along with the student-focused "The Hiring ...

Source: http://feedproxy.google.com/~r/SeriousGamesSourceNews/~3/RIV2nrCb8m0/item.php

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