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Heavy Gear Assault maneuvers its way into the hearts of arena FPS and mech fans

Posted on by Dave Voyles in PC Previews, Previews | Leave a comment

Mechwarrior 2 on the PC was lauded as both a critical and commercial success. During the rise of 32-bit consoles in the late ’90s and early 2000s, however, a more casual style of mech game came along, but one team of developers, MekTek, craved their hardcore mech roots.

Building from the rich universe that is Heavy Gear, the team at MekTek has plans to grab that rabid fan base and generate the experience they’ve been craving since the rise and fall of Mechwarrior 2. A brief demo  for Heavy Gear Assault was available at GDC Play this week, and I had the opportunity to get my hands on it. The blend of arena style shooter and mech sim worked well, and should scratch that itch which fans of either genre have so desperately needed resolved over the years.

GDC 2013: Designing Without a Pitch – FTL Postmortem

Posted on by Dave Voyles in Features, PC | 2 Comments

FTL

In a filled-to-capacity room full of developers and journalists, Matthew Davis and Justin Ma of Subset Games, creators of the Indie-darling FTL, gave a postmortem which covered their trials and tribulations during an 18-month development cycle. Designing Without a Pitch: FTL Postmortem proved to be one of the most inspiring tracks during the Indie Games Summit yet.

Originally planned as a 3-month long project, FTL quickly became so much more, largely due to the wild success of their Kickstarter, which began only one week after the Double Fine’s foray into the same space.  Subset’s initial goal was a measly $10,000, yet received 20 times that, for a sum of $200,000. Read more

GDC 2013: Navigating Live Events – From a Big Studio to a Studio of One

Posted on by Dave Voyles in Features | Leave a comment

 

Image courtesy of GiantBomb
Antichamber booth, PAX Prime 2012, courtesy of Giant Bomb

Day two of the Indie Game Summit at GDC 2013 placed me in the audience of a discussion called Navigating Live Events: From Big Studio to Studio of One, which was held by between Alexander Bruce, creator of Antichamber and Greg Rice of Double Fine. Covering a broad base of topics, they illustrated a list of best practices to make it as an indie and get not only your game, but your name out there.

Bruce began with three key points, the first of which was simply “Have a plan.” “Making my game and selling it on Steam is not a plan,” Bruce continued. The third was “How about marketing materials? How early will you display your title?” Basing his strategy from life experiences, he found that the more people he met, both industry professionals or otherwise, the more perspectives he had to work with. From there, he could establish a plan of attack.
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GDC 2013: How we created Mark of the Ninja without (totally) losing our minds

Posted on by Dave Voyles in Features, PC, XBLA | 1 Comment

Mark of the ninja 3

Studio transparency and workspace ideologies are often unique from studio to studio, and are affected by prior experiences, cultural norms, and shifting industry patterns.

Jeff Agala and Jamie Cheng discussed Klei Entertainment’s methodology for crafting not only an enjoyable title in the form of Mark of the Ninja, but also a sustainable workplace that allows for creativity to flourish. With a few key points to touch on, the duo discussed a plethora of useful tips for a room full of developers during the Indie Games Summit at GDC.

The first point they considered was “What are the biggest wastes of time during development?” and found the answer to be “Building the wrong thing.” To quote the team, “Imagine walking in a forest. It would be a waste to leave this forest and start in a new one when we’ve already spent so much time in here!” That can be self-destructive, because you spend so much time working on something that will never result in a quality and worthwhile experience.

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James Silva Dishes on the Dishwasher at GDC

Posted on by Dave Voyles in News, XBLA, XBLA News | Leave a comment

Last Thursday at GDC, James Silva, lead dishwasher at Ska Studios, gave a postmortem for last year’s XBLA hit The Dishwasher: Vampire Smile. He opened with the story of how the first game in the series, The Dishwasher: Dead Samurai came to be.

As a hobbyist developer in 2007, Silva submitted Dead Samurai as a Dream.Build.Play contestant just months before graduating college in upstate New York. Writing it off as something he didn’t believe would actually win, he soon forgot about it and began to work as a Java developer for a local business upon finishing college. Two months later he received a phone call that changed his life.

Microsoft had contacted Silva to let him know that they wanted him to come out to their offices in Seattle, and that he had won an XBLA contract. For several months he “did the starving artist thing,” and before he knew it, he had a shipped title. As a project done by one man, it was certainly impressive: it eclipsed the 200,000 sales mark, and not only did fans crave a sequel, but so did Microsoft.

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Fez Wins the Independent Game Festival Grand Prize, Super T.I.M.E. Force Coming to Xbox

Posted on by Mike Wall in News, PC News, PSN News, XBLA News, XBLIG News | Leave a comment

It’s been a hell of a ride for Fez creator Paul Fish, but after nearly five years in development, his adorable world-rotating platformer will be finally be available soon. Just because Fez hasn’t been released yet doesn’t mean it hasn’t been racking up the awards, and it recently added the $30,000 Seumas McNally Grand Prize in this year’s Independent Game Festival to its trophy case. This is Fez’s second IGF award; the game also won for Excellence in Visual Art in 2008.

Super T.I.M.E. Force won the Microsoft XBLA Award, which means that we can look forward to seeing the chaotic retro shooter from Capy Games, the developers of Sword and Sworcery, on the Xbox LIVE Marketplace, hopefully in the near future. You can check out the full list of winners below:

Seumas McNally Grand Prize: Fez, by Polytron

Nuovo Award: Storyteller, by Daniel Benmergui

Excellence in Visual Arts: Dear Esther, by thechineseroom

Excellence in Audio: Botanicula, by Amanita Design

Excellence in Design: Spelunky, by Mossmouth

Best Student Game: Way, by CoCo & Co.

Technical Excellence: Antichamber, by Demruth

Best Mobile Game: Beat Sneak Bandit, by Simogo

Audience Award: Frozen Synapse, by Mode 7 Games

Microsoft XBLA Award: Super T.I.M.E. Force, by Capy Games

Source: IGF

Microsoft Outlines Its Unified Metro Vision Sans XNA

Posted on by Dave Voyles in News, PC, PC News, XBLA, XBLA News, xblig, XBLIG News | 4 Comments

On Thursday morning at GDC, Chase Boyd, who works in the Windows Graphics Division at Microsoft, presented a speech titled “Creating a Great Metro Style Game,” where he divulged details about this new process. Throughout the talk, XNA was nowhere to be found, but I questioned him about transferring a current XNA project over to Metro, and he assured me that Microsoft “is currently working on the white paper to streamline that process,” and that the updates in Visual Studio 2011 will further simplify that process.

“When we implemented this new sample framework and set up the samples, we modeled it as close as we could with XNA. In fact, with a lot of the new syntax improvements which have been incorporated in Visual Studio [2011], the code can be pretty easily pasted over. We’ve also structured those example code bases to work the way an XNA person would expect the way they would want.” While they haven’t published any papers yet detailing precisely how to port a game over, he assured me that it is currently in the works.

One concept new to many developers coming from XNA, however, is the fact that “Windows 8 is a touch-first device,” meaning that it is largely geared toward inputs from a user’s fingers, as opposed to an external piece of hardware such as a controller. Fortunately, the APIs for a number of joysticks and controllers are included, so there is no need to fret just yet.

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Sony Targeting Indie Developers with PubFund

Posted on by Dave Voyles in News, PSN, PSN News | Leave a comment

Acquiring funding to back an independent project can be a difficult task for many, if not most developers. Fortunately, the recent addition of services such as Kickstarter and 8bitfunding have made it slightly easier to earn said funds. Sony threw their hat in the ring back in 2009 with the PubFund, which is their outreach program to seek out talented indies and attain their titles for PSN.

On Wednesday at GDC, Sony’s Manager of Developer Relations, Ted Regulski, hosted a panel titled “Self-publishing, PubFund and Getting Your Game on the Playstation Network” to inform audiences of the benefits to self-publishing titles on PSN. One huge positive is the fact that you do not need a publisher to release game for the Playstation Network on PS3 or for the Vita. Mutant Blobs Attack is one such title to take advantage of this on the Vita, as is the recent remake of Oddworld: Stranger’s Wrath on PSN.

What does Sony take for this privilege? The “standard split comparable to most other digital services” is in place, although Regulski wouldn’t go into precise details. Unlike disc-based publishing, you do not need an office in the particular region that you are publishing in either; you simply need to be a licensed e-publisher in Sony Computer Entertainment America (SCEA) territory.

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