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	<title>Business - Articles</title>
	<link>http://www.gamedev.net/page/resources/_/business/</link>
	<pubDate>Sat, 25 Feb 2012 22:16:31 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Business and general industry resources like interviews and event coverage</description>
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		<title>Peter Molyneux: How to get a job in games devel...</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/peter-molyneux-how-to-get-a-job-in-games-devel-r2881</link>
		<description></description>
		<pubDate>Fri, 24 Feb 2012 17:17:29 +0000</pubDate>
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		<title>Unite 2011</title>
		<link>http://www.gamedev.net/page/resources/_/business/435/unite-2011-r2834</link>
		<description><![CDATA[<p class='bbc_center'> <a class='resized_img' rel='lightbox[2535b0fa50dce32aef2a2a24980136e2]' id='ipb-attach-url-6331-0-42412200-1330208191' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=6331" title="Screen shot 2011-11-15 at 10.25.48 PM.png - Size: 196.82K, Downloads: 41"><img src="http://public.gamedev.net/uploads/monthly_12_2011/ccs-8549-0-08488900-1323192168_thumb.png" id='ipb-attach-img-6331-0-42412200-1330208191' style='width:250;height:114' class='attach' width="250" height="114" alt="Attached Image: Screen shot 2011-11-15 at 10.25.48 PM.png" /></a><br />
</p><span style='font-size: 12px;'><br />
Unity's annual developer conference, <a href='http://unity3d.com/unite/' class='bbc_url' title='External link' rel='nofollow external'><span style='color: windowtext'>Unite</span></a>, drew over 1200 attendees this year and offered 40 talks on shader programming, console developing, post-mortems from development teams, and much more. Ex-Blizzard exec David Brevik gave a keynote about staying on the cutting edge of game design. The talk's takeaway tagline, "What Would Nintendo Do?" referred to their ability to design games perfectly suited to a platform's strengths and weaknesses. He urged developers to be sensitive to a game's zeitgeist (input types, network connectivity, distribution models, graphics capabilities) and projected the next frontiers of game development to be AAA-quality browser games, mobile devices, cloud gaming, and free-to-play games.</span> <br />
<br />
  <span style='font-size: 12px;'>Unity also announced a major set of feature updates for Spring 2012. They also gave some numbers for their popular Asset Store and announced their "AAA Initiative" aimed at providing support for larger, high-quality game projects.</span><br />
<br />
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<span style='font-size: 12px;'><a href='http://www.design3.com/events/2011/design3-at-unite-11' class='bbc_url' title='External link' rel='nofollow external'><span style='color: windowtext'>Click here</span></a> to view more event footage by design3.</span><br />
</p>   <br />
<br />
<span style='font-size: 18px;'>  <strong class='bbc'>New Features</strong></span><br />
<br />
  <span style='font-size: 12px;'>The next version of Unity, 3.5, is currently in beta development. Some of these features will be available in that version, and others will be released as they become ready.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Social API</span></em><br />
<br />
  <span style='font-size: 12px;'>Unity will provide a cross-platform social API for integration of leaderboards, achievements, chat systems, and friends. Support for the iOS Game Center will be available in 3.5, with support for Facebook and XBox/PS3's native social system added in the future. OpenFeint support is also possible, but the onus is on them to provide a solution using Unity's new API.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Analytics</span></em> <br />
<br />
  <span style='font-size: 12px;'>In-game analytics can be used to enhance monetizing as well as to track player behavior and improve game design. Unity demoed an in-editor "heat map" that showed the parts of a game level at which players were traveling, dying, and quitting the game most often, giving developers valuable insight as to how players are experiencing their games. The analytics server will be hosted by Unity, taking the burden of building and scaling such a server off of a developer's shoulders.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>In-app Purchase</span></em><br />
<br />
  <span style='font-size: 12px;'>Many free-to-play games are more lucrative that their paid-for counterparts. Even Infinity Blade, a $6 game in a market dominated by $1 games, makes 40% of its money from in-app purchases (IAPs). Unity will add a cross-platform IAP solution that ties into its new social and analytics features and is fully integrated into the existing editor. This should provide a boon to developers looking for alternate ways of monetizing their games.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Flash Output</span></em><br />
<br />
  <span style='font-size: 12px;'>Unity has a working version of a Flash build option that outputs a SWF just like any other Flash authoring software. It will also support the creation of a Flash-authored UI that can be placed over the Unity-generated SWF if you'd rather use Flash for your UI, create your own preloader, or use a Flash debugger. This works by translating j&#097;v&#097;script and C# into ActionScript before building to SWF. Not all Unity features (including many .NET libraries) will be supported at launch, but access to Flash's implementation of those features will be provided instead. For example, RakNet will not be supported, but access to Flash networking solutions will be. For a more detailed look at Unity's Flash option, check out design3's recap of Unite 2011's Flash Day.</span> <br />
<br />
<br />
<span style='font-size: 18px;'>  <strong class='bbc'>AAA Initiative</strong></span><br />
<br />
  <span style='font-size: 12px;'>Many upcoming features revolve around Unity's desire to better support AAA game development. The ability to accommodate larger projects with larger teams and higher production standards is a priority in all of the following feature updates. In spite of this AAA focus, accessibility and usefulness for smaller projects remains at the heart of Unity's growth philosophy. Games like Bladeslinger and Shadowgun recently used many of these features to impressive effect.</span><br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>LOD Support</span></em><br />
<br />
  <span style='font-size: 12px;'>Automatic LOD scaling will be added, meaning that models will be automatically tessellated at user-defined distance thresholds. LOD modeling has traditionally meant that artists had to create 3D art at varying quality levels to optimize performance of models that were far away from the camera. Auto-tessellation means that the engine handles this at build time and auto-switches between LODs at runtime. Unity's implementation of this uses renderers as well as meshes, meaning a developer could use a cloth renderer up close and switch to a low poly mesh at a distance.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Pathfinding</span></em> <br />
<br />
  <span style='font-size: 12px;'>NPC pathfinding is a pretty advanced AI feature that allows computer-controlled characters to navigate automatically around an environment. Unity's solution voxelizes the game environment and generates a navmesh wherever a character can walk. A developer simply has to set the NPC's destination and the pathfinding system will do the rest of the work. Environment planes at different heights can be manually seamed together into a single navmesh if ladders or teleporters are used, but slope limits and max jump heights can be used to automatically set jumping and climbing paths over ledges and stairs.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Crowd Simulation</span></em><br />
<br />
  <span style='font-size: 12px;'>Unity's new crowd simulation tool is an extension of the pathfinding system by which crowds of NPCs detect each others' paths and intelligently adjust their own to save energy. This feature is definitely breaking new ground in terms of out-of-the-box game engine features, as this doesn't exist natively in any other engine at the moment.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Team Scaling Tools</span></em><br />
<br />
  <span style='font-size: 12px;'>Perforce and SVN integration have been added via a built-in editor UI. Perforce and SVN are two of the most popular asset and version control softwares on the market and use sophisticated text merging algorithms to accommodate multiple check-outs of the same piece of code. Unity has changed their scene files to be text-based, meaning they will be able to be successfully merged by these versioning softwares.</span><br />
<br />
  <span style='font-size: 12px;'>A cache server has also been added to allow for a "smart" import of assets to save time. Assets will also be able to be committed directly from within the Unity editor.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Occlusion Culling</span></em><br />
<br />
  <span style='font-size: 12px;'>Optimizations to the occlusion culling system have been added, making the compilation of occlusion data up to 1600% faster than before. There's also live in-editor feedback as to which models are occluded based on the camera's current position. "Portals" can also be added now, giving developers the ability to change occlusion information based on an open or closed door or window shade. You can view a tutorial of how to use Unity's occlusion culling system here.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Directional Lightmaps</span></em><br />
<br />
  <span style='font-size: 12px;'>Directional lightmaps allow normal maps to adhere to lightmap data, making specular and bump surfaces live up to their fullest potential in lightmapped environments.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Lightprobes</span></em> <br />
<br />
  <span style='font-size: 12px;'>Lightprobes have been used for years in cinema visual effects and open up huge graphics possibilities for Unity. Previously, if a character was in a lightmapped scene, it would appear to be lit from a totally different light source than the rest of the environment. It wouldn't react to areas of light, shadow, color, or any parts of the environment that didn't use a dynamic light. Lightprobes tetrahedrize the space and encode lighting info from every direction at that point. It can then apply that data to the textures on a moving model. When a model exists between two lightprobe areas, the data is interpolated.  </span> <br />
<br />
  <span style='font-size: 12px;'>This results in some seriously amazing results. Shadowgun is a first-person shooter that used this tool to achieve 60fps on an iPad 2 with graphics that look absolutely first-class. Dynamic reaction to muzzle flashes, diegetic light sources, and emissive surfaces were all present, and not a single dynamic light was used.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Gamma-correct Rendering</span></em><br />
<br />
  <span style='font-size: 12px;'>Light calculations can now optionally be performed in linear space and translated into gamma space (what monitors use) later. Specular surfaces will no longer get blown out, and textures look more realistic in general. Halo 3 and Uncharted are performing lighting calculations this way, and it may prove to be the future of video game lighting.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>HDR</span></em><br />
<br />
  <span style='font-size: 12px;'>HDR support will be added, allowing areas of the environment with dramatically different light levels to intelligently coexist in-camera (such as a bright sunny outdoors viewed from the mouth of a dark, torch-lit cave).</span><br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>GPU Profiler</span></em><br />
<br />
  <span style='font-size: 12px;'>The new GPU profiler will complement the existing CPU profiler, letting developers see, on a per-object level, how GPU performance is being impacted.</span>   <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Performance Optimizations</span></em><br />
<br />
  <span style='font-size: 12px;'>Multithreaded rendering and modified memory allocations in Unity 3.5 will result in an out-of-the box performance improvement of between 10% and 300%.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Particle System Updates</span></em><br />
<br />
  <span style='font-size: 12px;'>The 3.5 particle system is curve driven, giving developers control over most of the 100+ parameters over the lifespan of a particle. There's also a time scrubber, live editor feedback to changes, and a mesh emitter that allows 3D meshes to be used in addition to the existing 2D plane support. 3D meshes from a particle emitter can even cast shadows, just as any other mesh in the game.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Mic and Webcam Input</span></em><br />
<br />
  <span style='font-size: 12px;'>Access to a device's microphone and webcam will be natively supported on all platforms, including mobile phones.  </span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Advanced Audio Access</span></em><br />
<br />
  <span style='font-size: 12px;'>Unity will now allow access to audio buffers, which will allow development of games that rely heavily on audio control and interaction. This will also allow for the creation of custom audio filters.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Find Scene Dependencies</span></em><br />
<br />
  <span style='font-size: 12px;'>Developers will now have the ability to look at an asset and get a list of scenes that use it, letting them optimize or clean up their projects.</span> <br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>Minor Prefab Updates</span></em><br />
<br />
  <span style='font-size: 12px;'>You can now add a component to a prefab instance without breaking the connection to a prefab.</span><br />
<br />
  <em class='bbc'><span style='font-size: 12px;'>GUI Update</span></em><br />
<br />
  <span style='font-size: 12px;'>There were no demos of a new GUI system as they weren't in a polished enough state to show off. Whether or not a GUI update makes it into 3.5 is anyone's guess, but it is on its way.</span><br />
 <br />
<br />
<span style='font-size: 18px;'>  <strong class='bbc'>Unity's Asset Store</strong></span><br />
<br />
  <span style='font-size: 12px;'>There are almost 2000 asset packages available in the <a href='http://unity3d.com/unity/editor/asset-store' class='bbc_url' title='External link' rel='nofollow external'><span style='color: windowtext'>Unity Asset Store</span></a>, allowing developers to round out their skill set by buying assets from other members of the community. Artists can buy code, coders can buy art, and content creators of all types can make money. The top 15 Asset Store sellers average $5000 per month, with $140,000 in total sales occurring in September 2011 alone. The newest version of the Asset Store allows users to preview assets live in their game before purchasing.</span><br />
   <br />
<br />
<span style='font-size: 18px;'>  <strong class='bbc'>What is Unity?</strong></span><br />
<br />
  <span style='font-size: 12px;'>        	<a href='http://www.unity3d.com/' class='bbc_url' title='External link' rel='nofollow external'><span style='color: windowtext'>Unity</span></a> is a game engine that integrates many middlewares into a single "unified" software tool. It allows for development in j&#097;v&#097;script, C#, and Boo, and builds to PC, Mac OS, iOS, Android, XBox 360, PS3, Wii, a proprietary web player, and now Flash. Mainly used for video games, Unity also has applications in architectural visualization, serious games and educational simulations, and web app development.</span><br />
<br />
  <span style='font-size: 12px;'>        	The central concepts are "game objects" and "components." A game object is a focal point for functionality, and a component is a unity of functionality that can be attached to game objects. Components include Transforms (position and rotation), mesh renderers, colliders, and all custom scripts. By developing with this in mind, a more aspect-oriented approach can be taken rather then the conventional object-oriented/inheritance approach.<br />
<br />
<hr class='bbc' /><br />
<br />
</span><p class='bbc_center'><a href='http://www.design3.com/contests/dev-ember' class='bbc_url' title='External link' rel='nofollow external'><img src='http://members.gamedev.net/gaiiden/giveawayleaderboard.jpg' alt='Posted Image' class='bbc_img' /></a><br />
<p class='bbc_left'>  <br />
<br />
design3 is celebrating game development this "Dev-ember" (December) by offering 50% Off memberships and giving away prizes worth over $2,500 all month long. Prizes include: Xperia™ PLAYs (on the Verizon Network), Kinects for Xbox 360, games, design3 memberships and exclusive design3 T-shirts. Learn more about the month long <a href='http://www.design3.com/contests/dev-ember' class='bbc_url' title='External link' rel='nofollow external'>design3 "Dev-ember" giveaways</a>.<br />
 </p></p>]]></description>
		<pubDate>Tue, 06 Dec 2011 17:14:45 +0000</pubDate>
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		<title>GDC Online 2011</title>
		<link>http://www.gamedev.net/page/resources/_/business/435/gdc-online-2011-r2830</link>
		<description><![CDATA[<center><a  href="http://www.facebook.com/media/set/?set=a.10150331887417443.338249.20678292442&type=1&l=e6523df99a"  title="Click for gallery" target="_blank"><img  src="http://uploads.gamedev5.net/gallery/album_312/gallery_8549_312_129136.jpg"  width="640"></a></center><br />
It was great to be back in Austin for another round of <a href='http://www.gdconline.com/' class='bbc_url' title='External link' rel='nofollow external'>GDC Online</a>. The weather was great, the BBQ was scrumptious, the people were excellent company and the sessions overflowed with knowledge. If you were unable to attend - not to worry because as usual the media has done an excellent job writing up summaries of the various lectures that took place over the 4 days the conference was in town. For me, most of the conference was spent out of sessions talking to and meeting with people but I did make sure to catch some of the Game Career Guide seminars - those are always good stuff. Be sure to check out the Facebook photo gallery for a look at both the conference and the <a href='http://www.gdconlineawards.com/http://www.gdconlineawards.com/' class='bbc_url' title='External link' rel='nofollow external'>2nd Annual Game Developers Choice Online Awards</a> show.<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Main Conference Coverage</span></strong><br />
<br />
<a href='http://www.gamasutra.com/gdco-2011/' class='bbc_url' title='External link' rel='nofollow external'>Coverage by Gamasutra</a><br />
<a href='http://kotaku.com/gdc-online/' class='bbc_url' title='External link' rel='nofollow external'>Coverage by Kotaku</a><br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Game Career Guide Sessions Slides/Tweets</strong></span><br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Jim Rivers (Obsidian) - What to Do Right on a Resume, Cover Letter and Website</span><br />
<br />
</strong><a href='http://members.gamedev.net/gaiiden/JimRiversGDCO.zip' class='bbc_url' title='External link' rel='nofollow external'>Download lecture slides</a><strong class='bbc'><br />
</strong><br />
<strong class='bbc'>Tweets from @</strong><a href='http://twitter.com/#%21/gdevnet' class='bbc_url' title='External link' rel='nofollow external'><strong class='bbc'>gdevnet</strong></a><br />
<strong class='bbc'><br />
</strong>just out of college? Look into functional resumes. The more common chronological resume is best after a few yrs employment<br />
<br />
tailor resume to company/position, 1 page, easy download (PDF, doc), SPELL CHECK (have others do it for you 2), web link visible<br />
<br />
easy resume download/access is a big key - if resource ppl can't get it easy, they won't even bother *trying*<br />
<br />
don't try and "bulk up" to cover lack of experience. No logos. No crazy  fonts. Don't send as .JPG or .AI. Address to right company!<br />
<br />
contact info - no nicknames or gamertags. Do not use nickname for email either. Have professional voicemail for contact #!<br />
<br />
Jim looks at skills more than anything else. List skills (tables are your friend) under objective/title after contact info<br />
<br />
put job title in bold only, company largely irrelevant. List recent position first. Include any beta testing if lacking work xp<br />
<br />
ok to fanboy in cover letter - be restrained. Research company (history, people, games). Say what you can bring to team<br />
<br />
jim's gotten 10pg cover letters. Don't tell your life story k? 1pg.  Don't beg or plead. Again make sure address to right company!<br />
<br />
cover letter 3 paragraphs - Intro: create interest. Body: why work for  company? (kiss ass section) Closing: ask for interview opp<br />
<br />
Jim likes cover letters addressed to him - shows research of company. Always wrap up with "thank you for your time"<br />
<br />
put your best work on site, don't overload it with *everything*. Clearly  ID it as your website (name, title). Visible resume link<br />
<br />
putting WIP stuff on site can be iffy, some Directors think it shows you can't complete stuff, even when labeled as WIP<br />
<br />
it's worth taking time to ensure what's displayed on your site is related to studio you are applying to as well<br />
<br />
again, HR has very little time, tons of resumes. If they have the  tiniest trouble finding stuff on ure site, they will just move on<br />
<br />
artists date your work so it can be seen if you're active recently and working your skills<br />
<br />
don't expect ure *entire* 3-5 min (hopefully no longer) demo reel to be  seen. Best work upfront! Don't try & show skill progression<br />
<br />
you can't just call yourself a "programmer" anymore. Know what kind of  programming you do and list that (AI, tools, graphics, etc)<br />
<br />
same for 3D artists - various disciplines, define yours. Show both low  & high poly work. Texture management is good to showcase<br />
<br />
additionally, I'd recommend putting 'time to complete' on each work. (via @<a href='http://twitter.com/#%21/nuclearfossil' class='bbc_url' title='External link' rel='nofollow external'>nuclearfossil</a>)<br />
<br />
Also, know the difference between a software architect, engineer, and developer. (via @<a href='http://twitter.com/#%21/CymonsGames' class='bbc_url' title='External link' rel='nofollow external'>CymonsGames</a>)<br />
<br />
note to concept artists! took Jim 5 months to find a good conceptual environment artist. Everyone wants to do character concept<br />
<br />
If u have the *work* experience, can go 2pgs as long as it relates RT @<a href='http://twitter.com/#%21/theLegACy99' class='bbc_url' title='External link' rel='nofollow external'>theLegACy99</a> I really need to learn creating a 1-page resume -.-<br />
<br />
<span style='font-size: 12px;'><strong class='bbc'>Lindsey McQueeny (38 Studios) with Jim Rivers - How NOT to Get a Job in the Game Industry</strong><br />
<br />
 </span><a href='http://members.gamedev.net/gaiiden/McQueeneyGDCO.pdf' class='bbc_url' title='External link' rel='nofollow external'>Download lecture slides</a><strong class='bbc'> <br />
</strong><br />
Tweets from this lecture as well as other tidbits of information spoken by Lindsey and Jim have been annotated to the PDF document of slides  <br />
<br />
Thanks to Jim and Lindsey for making these slides available!]]></description>
		<pubDate>Fri, 28 Oct 2011 15:19:45 +0000</pubDate>
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		<title>New York Games Conference 2011</title>
		<link>http://www.gamedev.net/page/resources/_/business/435/new-york-games-conference-2011-r2826</link>
		<description><![CDATA[<p class='bbc_center'> 						<center><a   href="http://www.facebook.com/media/set/?set=a.10150331883022443.338244.20678292442&type=1&l=d193b9879c"   title="Click for gallery"><img   src="http://uploads.gamedev5.net/gallery/album_307/gallery_8549_307_118788.jpg"   width="640"></a></center><br />
<p class='bbc_left'>  The New York Games Conference is focused very heavily on the business aspects of mobile and social game development. Given the prevalence of techniques from mobile and social migrating to console gaming, it is useful for game developers of all interests to learn the terms and acronyms common in this space, such as MAU, DAU, ARPU, K-factor and many more, as well as learn how game developers are shaping ongoing relationships with their players in social and mobile games.<br />
<br />
  To summarize several of the main points discussed during the day: the sector is maturing and there is less room for small start-ups, major industry players have staked out territory in social and mobile game development, there is a large difference between the skillset needed to make the game initially and to manage the ongoing game design tasks and metric analysis after launch, the task of having potential players discover your game is difficult given the state of the app stores and recent limitations of viral promotion of games, and the choice of which platform for which to develop your game needs to be driven by factors deeper than a summary statistic such as adoption rate.<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Acronyms and terms</span></strong><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>Metrics</span></strong><span style='font-size: 10px;'> – data collected to inform the effectiveness of design decisions and to drive ongoing feature development of games deployed on social networks</span><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>MAU</span></strong><span style='font-size: 10px;'> – monthly active users -  a measure of how popular a game is. At its peak Zynga’sCityville had over 100 million MAU as compared to World of Warcraft’s11.4 million active subscribers in May 2011</span><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>DAU</span></strong><span style='font-size: 10px;'> – Daily active users – a measure of the ‘stickiness’ of the game play, drawing players back to the game repeatedly as well as a way to examine the effectiveness of viral touch points and marketing campaigns</span><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>ARPU</span></strong><span style='font-size: 10px;'> – Average revenue per user – a measure of how well the company is monetizing the game play across the user base. ARPUs in the range of 4 to 8 cents are commonplace</span><br />
<br />
  <span style='font-size: 10px;'>K-<strong class='bbc'>factor</strong>–A measure of a game’s success at viral marketing as a means of expanding its userbase. A K-factor of 1 designates that each register user will bring 1 new registered user in to the game (who will in turn bring in another user and so on.) For more details see <a href='http://www.stateofsearch.com/social-gaming-the-next-web-economy/' class='bbc_url' title='External link' rel='nofollow external'>http://www.stateofse...xt-web-economy/</a></span><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>Touch points</span></strong><span style='font-size: 10px;'>–These are areas in your game design that utilize the interaction between the player, your game implementation and the social features allowed by the underlying platform API to help drive notifications about the player’s achievements out to her social graph</span><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>Discovery–</span></strong><span style='font-size: 10px;'>The process by which a potential player learns of, searches for and finds your game. Current app stores are very bad at this.</span><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>Virality</span></strong><span style='font-size: 10px;'>–A measure of how well the attracts new users by the game play either causes the player to advertise the existence of the game to her friends or how well the game utilizes the platform API to advertise the existence of the game to its friends</span><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>Cloud gaming</span></strong><span style='font-size: 10px;'>–A new game distribution paradigm where the game runs completely on servers, including video frame rendering, and the client is used simply to handle input reads and displaying video streams</span><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>Mid-core</span></strong><span style='font-size: 10px;'>–A game genre emerging on social network platforms that utilizes the social media platform but incorporates higher strategic demands upon its players</span><br />
<br />
  <strong class='bbc'><span style='font-size: 10px;'>UDID</span></strong><span style='font-size: 10px;'> – Unique Device Identifier. Deprecated by Apple for future iOS game development, leading mobile developers to seek new methods of tracking players for metrics collection..</span><br />
<br />
<strong class='bbc'><br />
<span style='font-size: 18px;'>Notes from the sessions<br />
</span></strong><br />
<strong class='bbc'><span style='font-size: 12px;'>The State of the Games Industry - View From The Top </span></strong><br />
<br />
  The first session attended was titled “A View from the Top” and was designed to let mobile and social game company executives discuss what the perceived as the direction the industry was headed. The panel was made up of Matt Hulett, GameHouse (Real Networks); OwaisFarooqui,  Atari;  Julie Shumaker, RockYou; Sean Spector,  GameFly; Omar Abdelwahed, Ubisoft Entertainment and was moderated by  Eric Goldberg, Crossover Technologies.<br />
<br />
  The discussion was lively as Goldberg kept the panelists on their toes. He started by asking if there was still room for start-ups to be successful in the social network games space. The panel advised that the bar has been raised quite high for a game entering this market. They thought there is still room for small developers to find a niche market and serve it well, but that the gold rush years were behind us. The panelists mentioned that there are still under-served markets in the social network games space, and that oddly enough, it is the market of 18-34 year old males that is so well served in other sectors of the industry. The game company, Kabam!, has emerged as a leader in the newly emerging mid-core game space by building games on Facebook that require more strategic decisions of their players. <br />
<br />
  Goldberg also asked the panel about the choice of mobile platform development and whether there was more opportunity in the emerging Android market. Across the board the panel agreed that no matter which mobile device you choose to develop for, the prime hurdle to overcome is discovery, getting players to find your game. The game stores serve developers quite poorly in this regard. Short of being in the top ten for the category that your game is in, it is very difficult to build awareness of your masterpiece with potential buyers. Farooqui drew a comparison with traditional game retail saying that in this environment there is no way to buy prime locations. There are no aisle ‘end-caps’ in a virtual store, just a single very long shelf. The volume of products available makes it extremely difficult for any game to rise up to become an industry standard. And once one does, such as Angry Birds, it tends to stay at the top, reducing the likelihood of other games drawing players. <br />
<br />
  When asked to compare the development opportunities on iOS versus Android, the panel was surprisingly cautious about Google’s platform. Everyone acknowledged that Android has momentum, but the challenge from a development perspective is the lack of a unified hardware platform and single store. From a development perspective, these leaders see the Android platform as bringing back the ‘bad old days’ of mobile development with developers needing to cut deals with multiple distribution channels and to support a multitude of hardware specifications.<br />
<br />
  They acknowledged that Google’s handling of Android was what the platform needed at this time, an openness that allows content to easily be developed, but predicted that it is likely that the search giant will need to shift gears in the future to a more curated market place. However, the panel was also interested to see how Google would act as a publisher. Both Facebook and Apple take a portion of every sale. Shumaker bemoaned the fact that this was the only business model those companies were set up to do. The idea of Google potentially offering a greater share of income to developers by leveraging its impressive ad serving capabilities clearly is keeping these executives from discounting a future with Android.<br />
<br />
  When Goldberg asked about the apparent lack of innovation in the space Abdelwahed (Ubisoft) was unapologetic. For these leaders the perceived future in the social network space is going to be traditional industry players bringing their IP over from consoles and PC gaming. Shumaker was quick to point out that the innovation is taking place after launch, not necessarily in the initial development. While it is important to have a solid game, she stated that the skillsets needed before launch and after launch, where the game is running as a persistent service, are significantly different. Before launch there are all of the needs for designing game play and infrastructure but once the game is in the players’ hands, there is a greater need to focus on how users are playing the game and to tune the game play and to introduce features to increase retention and to monetize the player experience. <br />
<br />
  If the perceived closing of the space is discouraging, there is a silver lining for developers looking to carve out a business for themselves. The market is still young and the infrastructure to make these products easy to implement and manage is yet to be built. There is tremendous opportunity for those looking to build the core technologies for this market segment. All of the panelists were interested in seeing greater use of HTML5 to drive discovery and if someone can create a better virtual store-front, there will a huge market for your product.<br />
<br />
  Finally, it is useful to remember that Social and Mobile game production techniques are moving in to other game segments as publishers and developers outside of this space look to capitalize on the monetization models that have proven successful and produced industry juggernauts over the past three years.<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Debate Club: Is there a need for portable consoles like  PS Vita or Nintendo 3DS after the meteoric rise of iOS and Android  smartphones?</span></strong><br />
<br />
    <span style='font-size: 10px;'>The next session pitted </span><span style='font-size: 10px;'>Gene Hoffman, CEO, Vindicia and Alex. St. John, CEO, Hi5 supporting the need for portables against Andrew Schneider, President, Live Game rand Teemu Huuhtanen, EVP, Sulake Corporation (Habbo) who argued the supremacy of the smartphone and eventual demise of the dedicated portable.</span><br />
   An informal poll was taken before the session with half of the respondents supporting the pro console side and half coming down on the smartphone side of the debate.<br />
<br />
  Arguing for the pro side Hoffman and St. John scored points by playing to parents’ fears, stating that as long as they are used as digital babysitters, there will be a market for devices that are a safe sand box. They asked “Do you want your child to possess a device that is constantly connected to everything the internet has to offer?” Furthermore, they posited, “aren’t there some things on your phone you would rather your children not see.” <br />
<br />
  Gaining momentum and seriousness, they also argued that some games shouldn’t be controlled via a touch interface. Dedicated control buttons and sticks still have a place in the world of 3D navigation and shooter style gameplay. They then returned to the reality of the business of game development and pointed out that targeting a known hardware specification was much easier than dealing with the severe fragmentation in the Android market and that there was not a clear path to successfully earning a living on the smartphone platforms for the majority of developers.<br />
<br />
  They closed their time by turning their attention to the difference between the focus of a dedicated device versus the multiple purposes of a smartphone. St. John was adamant that a notification from other apps interrupting game play was as bad as game notifications interrupting his other uses of his smartphone.<br />
<br />
  Speaking in favor of the position, Schneider and Huuhtanen pointed out that smartphones are near ubiquitous. The adoption graphs of the two technologies show a definite decline in the purchase of dedicated portable consoles that is directly offset by the rise of in smartphones. Furthermore, the technical advantage of the dedicated consoles is being reduced by high quality graphics chips and fast processors being released for mobile devices. As more games are made for mobile with engines like Unreal, gamers will come to expect the same experience from mobile as console.<br />
<br />
  With regards to the question of whether children should have cell phones, Schneider pointed to the ‘pass-back’ effect where a parent will pass the phone to a child in the back seat to keep them amused while traveling. The argument is that with the parents having the device on them at all times, it will inevitably become to be seen as a game console. Furthermore, the diversity, quality, convenience and cost of games will be a major driver for adoption of the technology within families.<br />
<br />
  Huuhtanen rounded out the argument by pointing out that Sony has been relatively unsuccessful with its portable devices and that Nintendo, while successful in the past, has stumbled with the release of the 3DS. The physical fatigue of 3D for some users limits its appeal, and he further pointed out Nintendo’s over reliance on re-purposing its catalog of intellectual property.<br />
<br />
  In the end, both sides managed to convince some of the supporters from their opponents. The debate ended, and the moderator swears he didn’t rig the results, in a tie.<br />
<br />
<span style='font-size: 12px;'><strong class='bbc'>	Sifteo – Special presentation by David Merrill, President and co-founder of Sifteo</strong></span><br />
<br />
  For me, the quote of the day was made in this session: “Bad interface design violates the Human Spec Sheet”<br />
<br />
  Merrill is an MIT interface guru/entrepreneur who has commercialized his research and started a company named Sifteo. The focus of his company is leveraging new user interface mechanisms to get computers to work more in the way that we work as humans. The Sifteo cube set is interesting in that it allows us to interact with physical objects that have a digital core.<br />
<br />
    The reason this should be interesting to you is because Sifteo is a new platform for game development. It is made up of blocks with a processor, display and sensors that can detect which blocks are next to each other. The platform was just released to the public and there is an SDK based on C# and the MonoDevelop platform for interested developers.<br />
<br />
   Visit <a href='https://www.sifteo.com/developers' class='bbc_url' title='External link' rel='nofollow external'>Sifteo.com/developers</a>  for more information.<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Cloud Gaming – Evolution or Revolution?</span></strong><br />
<br />
    The next panel in the track I attended was with panelists David Wilson, GameStop;Tom DuBois, OnLive; Sean Kane, Counsel, Pillsbury Winthrop Shaw Pittman LLP; Eric Anderson, Samsung Electronics; Chris Lee, Publishing VP, En Masse Entertainment and moderated by Michael Cai, Vice President of Video Games, Interpret.<br />
<br />
  We already do a lot of our work in the cloud, email, document production, video sharing with friends, keeping up with one another’s lives. How about playing games? You could claim we are already there through matchmaking services like Xbox live and digital distribution platforms like Steam. But this session was about moving the game processing and rendering in to the cloud as well and the production and legal implications for this shift.<br />
<br />
  Wilson stated the central thesis for this panel, “It is important to keep in mind that cloud is <strong class='bbc'>a</strong> tool, not <strong class='bbc'>the</strong> tool. It is good for some things and not for others.” As such, it will end up as a part of a larger corporate strategy for distribution of games.<br />
<br />
  From a developer’s standpoint, one advantage of cloud processing is that it places PC gaming on an even footing with console development. It will allow programmers to target a single spec on the server side and know that the system is consistent. Lee stated that it’s important to maintain a flexible stance from a development and a publishing end. While there is no guarantee the cloud will be successful for every developer of in distributing for every platform, there will be some combinations that will be profitable. He concluded that there are advantages to targeting that single hardware specification because “right now developing for the PC is like developing for Android. It’s hard to be successful.”<br />
<br />
  Anderson stated that Samsung is investing in cloud infrastructure because the projected growth of smart TVs is high. This might provide a development and distribution path for a percentage of the market segment that do not want to purchase a console, but still want to play a wide array of games in the living room. The path is yet to be blazed in this regard, but electronics manufacturers are forming strategic partnerships based on cloud distribution of casual games.<br />
<br />
  Cai asked the panel “Is cloud gaming a way to render existing games or is it a way to change the way games get designed?” The panelists initially agreed that the focus is distribution rather than new game play possibilities. There are hurdles to overcome first such as multiple input devices within a single binary. But upon further prompting one proposed extension of Cloud computing is the ability to take a single game and play across the same game across multiple devices. You could start playing a game on your TV, leave the home and the same game is being played, appropriately scaled back for mobile device/tablet, or even showing up on the embedded screen in your refrigerator. It sounds pie in the sky, and I don’t know that I want to play a game in my kitchen, but it’s interesting in theory.<br />
<br />
  A major limitation to adopting this method as the sole means of distribution is broadband policy in the United States. In order to stream the video for a HD data stream the client needs 3Mbps download, but there is still a significant percentage of households at less than 2Mbps. In this emerging sector the question is market timing. Finally, the logical place to experiment with this is game trials with digital distribution to consoles, PCs for full game, or episodic content in the cloud.<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Smart phones and handhelds – latest in games for portable devices</span></strong> 	<br />
<br />
    The next session was with panelists Sean Vanderdasson, SVP, Wildtangent; Volker Hirsch, Research In Motion (RIM); Charles Yim, Google; Stanley Kwon, CBS Interactive; Nathan Camarillo, Freeverse  and moderated by Billy Pidgeon, Senior Analyst, M2 Research<br />
<br />
  The session opened with the panelists mentioning the rise of mid-core gaming and marveling at the ARPU being generated by Kabam!which was significantly higher than other players in the social space. The major point raised here is the migration of console style game play to both social and mobile, markets that are traditionally dominated by more casual game mechanics.<br />
<br />
  When asked if introducing new people to gaming led to higher revenues, the panelists skirted the issue, instead focusing on platform growth and usage patterns. Kwon was quite optimistic about tablets as an emerging media entertainment device and predicted significant growth in the larger format.Echoing comments made in the portable console/smartphone debate from earlier in the day, Vanderdasson was adamant that game play on smart phones needs to be easily interruptable; arguing that developers should not assume their game is the primary application being used. Tablets, though, have a different usage pattern. The greater screen size and the ability to focus on a single task on a tablet for a longer period of time allows for deeper experiences to be created. The business side note is that the price point for these products could conceivably stabilize at a $20-$30 price point instead of the unsustainable for creators$2.99 – free price point.Finally returning to the question, Hirsch noted that except for Angry Birds, there are no huge franchises that started on this platform. The conclusion he drew is that in this area it is quite difficult to make money.<br />
<br />
  An interesting side comment bubbled up through the panelists with regard to UI in touch games. The panelists agreed that a very large challenge facing developers is the creation of new user interface paradigms. There was general disapproval for the virtual joystick interaction on screen. It is likely that a creative developer who finds a new interaction paradigm on touch will have an advantage in the near term.<br />
<br />
  Pidgeon asked if ads were going to help developers monetize more players. Yim drew an interesting parallel of the current state of the games industry to the early days of cable television. The fracturing of the media space into multiple channels allows for there to be more niche content, but that getting the content to the player does not equate with successfully getting them to pay for the game.Yim went on to state that the challenges facing developers in this area continue to grow as more potential revenue channels emerge. For example in 2008/09 the main drivers of revenue for iOS platform offerings was paid download and advertisements. Now the main driver is in app purchases. He wouldn’t hazard a guess as to what might be the next revenue model. The warning is that developers need to be nimble in thinking how they are going to keep the revenue stream flowing so that they can keep creating new games. He concluded that “Being a game developer is much more complex than it was just two or three years ago.”<br />
<br />
  The moderator then set his sights on the opportunities in the android market, and asked “is it just numbers?”<br />
<br />
  This brought up a lively discussion. The overall feeling in the room was that right now, Android is too fragmented a platform to develop for if you are serious about surviving as a developer.Yim began by arguing that the question comes down to distribution and monetization. Just because you acquire a user does not mean you can monetize the user. He offered that the most attractive deployment option might be the Barnes & Noble app store for the Nook. Hirsch followed on with the question every publisher needs to be asking , “Is Google going to go Apple route?” and develop a single Android store. Google has been a hands off partner, allowing for many different stores to exists from different providers. But the flip side is that this makes some industry players remember the “bad old days” of an unfavorable development environment of different platforms, different handsets and most importantly different publishing and distribution deals.<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'> 	Viral gaming – trends in discovery and promotion</span></strong><br />
<br />
    Closing the day out was a panel with Jeff Anderson, Majesco Entertainment; Mihir Shah, Tapjoy; Douglas Yellin, Large Animal Games; Daniel Cheng, Greystripe; and moderated by Brad Hargreaves, General Assembly.<br />
<br />
  The panel started by examining what had happened with recent changes in patterns of discovery of new games after Facebook changed the manner that developers could push notifications to users’ walls. Facebook users loved that they stopped getting new notification from games, but for developers a major viral channel for discovery had been removed.<br />
<br />
  Anderson noted that games are driving revenue for Facebook.Accordingly, Facebook will be likely be adding back in some features that developers can use to attract customers through either the ticker of possibly sponsored stories.<br />
<br />
  With the changes on the Facebook platform, developers have had to innovate to overcome the limitations imposed upon virality. Yellin argued that as a result developers have needed to up the quality of the game to allow the developer to ‘own’ the customer, to make them willing to share their accomplishments in the game with their friends rather than push the notifications out to their news feed from the game directly.The panel agreed that they had witnessed ‘notification fatigue’ with players willing to pay directly rather than spam friends for in game benefits. Yellin went on to give the example of an in game ‘re-mix’ station that Large Animal created which allows their players to generate new content and then to share that with their social network. He stated that this one viral touch-point accounted for 57% of their new traffic generation. <br />
<br />
  As a group, all panel members agree that there has been a shift away from incentivized campaigns. They wondered if there are certain ads that it makes sense for a player to interact with to unlock content? The general feeling of the panel was that using ads to drive player acquisition was a losing proposition. However, this panel also acknowledged the great difficulty relying on users finding your product in the infinite shelves of an online store. At present they suggested that the best hope for the future is to use ‘vertically striped’ HTML 5 sites to drive traffic toward your game. This could leave companies like Facebook, Apple and other hub owners starving for revenue as stores diminish in importance as the place new products are discovered.<br />
<br />
  The panel concluded with a final question – is there room for small developers in the social games space? There was agreement across the panel that the land grab days of social game development are over. The bar for content is set too high and the likelihood of gaining an 50 million MAU level is low. Given that USA Today recently reported that Zynga’s next title, Castleville, boasts movie quality production and a soundtrack recorded with a 75 piece orchestra and a choir, I am inclined to agree with the panel. But the panelists also stressed that there are still plenty of opportunities in mobile development. Developers wading in to those waters will need to keep in mind that the development cycles are brutally short, with development complete in one to two weeks and patches delivered in a single day.<br />
<br />
<span style='font-size: 8px;'>Written by Bill Crosbie, photos and editing by Drew Sikora</span><br />
</p></p>]]></description>
		<pubDate>Wed, 26 Oct 2011 06:03:22 +0000</pubDate>
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		<title>Video Game Localisation - A Tricky Game</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/video-game-localisation-a-tricky-game-r2796</link>
		<description><![CDATA[Things have moved a long way since primitive table-tennis classic, Pong, represented the peak of video gaming. A simple 2D game in which a straight line representing a bat was moved vertically to hit the ball might have needed little doctoring to make it accessible across different cultures but as video games have grown ever more complex, so the process of localising versions for use in other regions has become more elaborate.<br />
<br />
The value of localisation has also grown massively in importance. Japan, the USA and the UK are the three biggest players in game development but the gaming audience is now a truly global one and the potential for increased sales afforded by well planned and executed localisation cannot be ignored.<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Sim-Ship Vs. Post-Gold</span></strong><br />
<br />
'Sim-ship versus post-gold' might sound like some esoteric (and possibly badly translated) game title in itself but actually refers to the two basic models of game localisation. Sim-ship, or simultaneous shipment, is the model whereby localised versions are developed and released alongside the original product. Post-gold localisation is the process of translating and adapting a game after the original version has been completed and released.<br />
<br />
The sim-ship model might seem like the better option and, indeed, working on localisation from a developmental level can yield the more seamless results. It can also save money in the long run but a thorough cost/benefit analysis might conclude that it's only worth localising a particular game for certain markets, if at all. Should the situation change the game can always be adapted later.<br />
<br />
At one time such adaptations were often shoddily realised and carried out more as an afterthought. Mangled translations from the European Sega Mega Drive version of Japanese arcade game Zero Wing have passed into the gamers' lexicon, with lines such as 'You have no chance to survive make your time' and especially 'All your base are belong to us' still appearing in chat and on forums some twenty years on. These days games will often be primed or optimised for localisation later on and, of course, good quality translation will help avoid any such comedic mistranslations...<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Lost In Translation</strong></span><br />
<br />
Professional translation, preferably by a native speaker from the target market, is essential. “How do you truly globalise?” asked Yoichi Wada, president of Japanese developer Square Enix at the <a href='http://www.nytimes.com/2010/09/20/technology/20game.html' class='bbc_url' title='External link' rel='nofollow external'>2010 Tokyo Game Show</a>. “I think you have to work with people who grew up overseas, who grew up breathing the culture. It’s impossible otherwise.” Working with native speaking translators will help achieve accuracy and retain nuance when it comes to the technicalities of translation and will also help with any more cultural issues that may arise.<br />
<br />
Not only spoken dialogue but also elements such as the user interface, menus and manuals – whether online, on-disc or printed out old school as a proper paper booklet – must all be translated. Space in interface elements such as menus and hint captions is both fixed and limited and so the translation must use the same or a fewer number of characters. Some languages or scripts tend to be longer. German, for example has a tendency towards longer words than English. For this reason a straight 'dictionary' translation might not always be suitable and translation might involve elements of rewriting.<br />
<br />
It may also be worth changing written information or spoken dialogue that is not integral to the gameplay or plot. This could include background dialogue or readable graphic items such as signs, book and magazine covers or advertising hoardings. Effective localisation preserves as much of the gameplay experience as possible and translating absolutely everything could add to the immersive quality of a game. On the other hand the extra work might not be deemed necessary for such non-integral elements and keeping some of the original flavour may even be beneficial if, for example, the Japanese feel of a particular game provides a draw for European audiences or vice versa.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>I Dub Thee...Sir Localisation</strong></span><br />
<br />
Dubbing translated content over original spoken content is the optimum solution but offers its own set of problems. The quality of voice acting in games has become increasingly important over recent years and the quality in a localised version should be as near as possible to that of the original product.<br />
<br />
In times where famous actors often lend, or at least sell, their talents to game developers (the stellar cast of last year's Fable III included the likes of John Cleese, Stephen Fry, Simon Pegg, Ben Kingsley and Zoe Wannamaker), it might not always be possible to recruit household names for every territory but professional voice artists should always be used. When it comes to translating dialogue for dubbing purposes it should also be remembered that the timing of the dialogue itself must match the visuals or graphics.<br />
<br />
Subtitles can offer an easier and cheaper solution but may be to the detriment of the gameplay experience. They can be distracting and difficult to read, especially in a fast-paced or action-oriented title. Cutscenes are an exception but few players will busy themselves reading subtitles with a dozen armed-to-the-teeth orcs breathing down their necks or with a high-speed racetrack to negotiate.<br />
<br />
We’ve conducted a number of in-game text localisation projects at Lingo24, with one memorable project being the translation, checking and editing of creative content for video games by a gaming industry giant (we can’t tell you which, but it’s one of the big guns). These translations required intensive research for the localisation of key phrases, as well as recruiting translators with in-depth knowledge of the gaming industry, to ensure that the correct terminology was used in every case.<br />
<br />
We’ve also localised the text for a series of online games for a world famous youth culture and music TV network, which involved not only ensuring that the translated text was perfect for its context, but that it was correctly localised for the slang and idiom of its target youth audience.<br />
<br />
In both these instances, the key to translating and localising in-game text was to ‘transcreate’ the text with care and effort, looking at the context of each piece of text within the game, as well as the idiom of the gaming community within each language (how do you translate 1337 in Russian, for instance?). There is also the issue of ensuring that translated text for menus, etc, will still fit within the required space when translated – German, for instance, generally takes up more space than English.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Technical Issues</strong></span><br />
<br />
There are various issues alongside translation that also need to be addressed at the design level. An obvious one for PC games is that some territories have different keyboard layouts and so hot-keys may need to be re-mapped.<br />
<br />
On all platforms, images should be created using multiple layers, allowing text to be easily separated from artwork and, on a similar note, the voice track should be kept separate from both the visuals and ambient sounds. The soundtracks themselves will not be continuous but will comprise multiple separate sound files and meticulous care must be taken to match translated versions with the original.<br />
<br />
There are a host of challenges facing designers and developers when it comes to localising video games. It takes time and can be expensive to fully maintain the original gameplay experience but, with the global spread of the gaming audience and industry, it is increasingly viewed as worth all the effort and more.]]></description>
		<pubDate>Wed, 30 Mar 2011 12:32:18 +0000</pubDate>
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		<title><![CDATA[Getting your app on Intel AppUp: Porting &#34;A...]]></title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/getting-your-app-on-intel-appup-porting-a-r2780</link>
		<description><![CDATA[<em class='bbc'>This is a sponsored post paid for by Intel</em><br />
<br />
The following is a continuation in a series of articles on bringing your app to Intel <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=93982320">AppUp</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-5?mpt=43813513' border='0' style='margin:0px'>, Intel’s app store for Intel Atom™  based mobile devices. This is an interview conducted by Bob Duffy,  Intel AppUp Developer Community Manager with developer James Brown on  his experience in bringing his award winning game "<a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-6?mpt=93982320">Ancient Frog</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-6?mpt=29995324' border='0' style='margin:0px'>" from the Intel AppUp center.<br />
<br />
If you’re interested in learning more about developing for Intel AppUp, we invite you to enroll in our <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=93982320">AppUp developer program</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-5?mpt=31131393' border='0' style='margin:0px'> today. You should also consider competing in our <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-7?mpt=93982320">challenge, which awards cash prizes on a monthly basis</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-7?mpt=65937551' border='0' style='margin:0px'> to the best apps in select categories.<br />
<br />
<br />
<strong class='bbc'>Q. What was you inspiration for the game?</strong><br />
<br />
<strong class='bbc'>James Brown:</strong>  Ancient Frog was born out of my departure from the mainstream games  industry. My background was very broad - designer, programmer, artist,  producer. But the games industry had become huge and stratified, and I  ended up at Lionhead / Microsoft as a manager of a team of programmers  with no real creative input, which was about as far from my ideal job as  I could imagine.<br />
<br />
I decided to start my own games again. I was  led to the idea for Ancient Frog by the constraints I had set myself. I  needed a game small enough that it could be completed to a professional  standard by a solo developer. With a puzzle game, once you've nailed the  puzzle mechanic, the rest is just variations on that theme. I also  wanted a central character, cute without being cutesy, with a bit of  personality to it. Since I'm not an animator, which set me looking into  procedural animation systems, and the idea of a rock-climbing game  involving a gecko sort of coalesced out of that.<br />
<br />
Once I'd thrown  together a stick-figure prototype, the idea morphed and evolved as I  played around with it. The gecko became a frog because frogs have longer  legs at the back than the front, which introduces some interesting  decisions for the player. The climbing aspect faded out to the slightly  more abstract stepping-on-droplets idea. The animation system became  more explicit - you don't drive the frog, you drag one limb at a time -  which both made it a more interesting puzzle, and meant that the player  was the one creating the animation, rather than the game.<br />
<br />
It was  quite a prolonged journey from that initial prototype to the final game  (during which time I changed country and spent a while building digital  interactives for museums), but it the fundamental idea remained very  clear in my mind throughout.<br />
<br />
<br />
<strong class='bbc'>Q. How did you deal with hardware differences such as multi-touch vs mouse & keyboard and accelerometer in the iPhone?</strong><br />
<br />
Ancient  Frog doesn't really use any hardware that can't be replicated with a  mouse or trackpad. I do use the accelerometer to influence the direction  the petals fall in the 'win' animation, but it's hardly a game-breaker  to lose that. Multitouch is used on the iPad version so that you can dip  more than one finger in the water at once - again, no big deal to lose  out on that.<br />
<br />
On the touch-screen versions of Ancient Frog, the  game starts with an introductory tutorial which takes control away from  the player. This is admittedly annoying to some players (but  play-testing had shown it was necessary to teach some of the control  gestures). But for some reason, on a machine with indirect control - a  mouse or trackpad - it becomes completely unacceptable. I'm not sure why  - possibly it's that not responding to a touch is something that's  always context-sensitive, and so expected, while not responding to the  mouse feels more like the machine has hung, and is not expected.<br />
<br />
At  any rate, I had to change the tutorial to be a more hands-off piece of  advice. I also removed the gestural 'undo' and 'redo', partly because  gestures are awkward on a mouse/trackpad device, and partly because the  increased screen space means there's room for on-screen buttons. Having  buttons on the screen also means the player is encouraged to play with  them to see what happens, which removes some of the load from the  tutorial.<br />
<br />
<br />
<strong class='bbc'>Q: Did anything surprise you about the  porting process – harder than you thought, easier than you thought? Did  you lose or enhance features for the Netbook?</strong><br />
<br />
The approach  Ancient Frog uses to create its look, with multiple blending passes, is  very fill-rate intensive. I'd had a hard time of it on the iPad port,  which I'd done just before the netbook version, because the iPad's GPU  simply can't handle that much overdraw. I had to put a lot of work into  baking the lighting in to the textures, removing elements from the  layout, and generally slashing it down so that it would run. So I was  worried, coming to the netbook version, that I'd have the same problem.  As it turned out I was pleasantly surprised by speed of the integrated  graphics chip, and I didn't need to cut anything.<br />
<br />
<br />
<strong class='bbc'>Q: How do you compare the game play between the devices?</strong><br />
<br />
 The game play is essentially the same on all devices. On the handhelds,  the look of the levels is simplified - they just have one layer, and are  cropped tightly in to make the most use of those tiny screens. On the  netbook versions there's more room for the frogs to breathe, and some  playful background elements to prod at. But apart from some small tweaks  to the difficulty progression, the puzzles are identical.<br />
<br />
<br />
<strong class='bbc'>Q:  Did you require any support from Intel in the process? How was the  submission process & support for Intel AppUp center compared to  other stores?</strong><br />
<br />
The whole process was straightforward. I had  one validation failure because I'd managed to build against an old  version of the SDK, but after that everything just sailed through.<br />
<br />
<br />
<strong class='bbc'>Q: Would you do anything differently or do you have any tips for developers looking to port to Intel AppUp?</strong><br />
  <br />
The  only thing I'd do differently would have been to do it sooner. There's  so little effort involved in building for the AppUp Center, and I'm  really excited to see where it goes.<br />
  <br />
The best advice you can  have for porting from iPhone to AppUp is to build your iPhone app with  porting in mind from the beginning - use straight C++, and avoid the  Apple-specific APIs. If you've already finished your iPhone version and  you're wondering whether it's worth the work refactoring it to be more  platform-independent, there are benefits for the original code quite  apart from having a new port. Different devices tend to expose different  subtle bugs, and since the code is the same across all platforms, the  fixes you make will benefit every version.<br />
  <br />
If you're going to  build for both iPhone and AppUp, it makes sense to treat AppUp as your  primary target during development. You want to be able to iterate  quickly, and debugging to a netbook is considerably faster than the iPhone simulator or downloading to the physical hardware.<br />
<br />
<br />
<strong class='bbc'>To read an extended interview with James Brown, <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-6?mpt=93982320">please visit our blog</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-6?mpt=49989425' border='0' style='margin:0px'>. And don’t forget to <a href="http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=93982320">enroll today</a><img src='http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-5?mpt=54913521' border='0' style='margin:0px'> to get your apps on AppUp!</strong>]]></description>
		<pubDate>Wed, 19 Jan 2011 21:03:54 +0000</pubDate>
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		<title>Interview with Firelight Technologies</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/interview-with-firelight-technologies-r2776</link>
		<description><![CDATA[As the game industry become larger, more complex and more expensive the need to streamline development became vital. The emergence of middleware software was inevitable. Middleware offers many great features, help teams meet deadlines, lower production costs and can help elevate the results of any project - large or small. Over time middleware has touched nearly ever discipline of the game industry and the feature sets, benefits and depth of these tools is becoming staggering. FMOD, the premiere audio middleware platform is no exception. I recently got to talk with Martin Wilkes, Sales & Business Manager from Firelight Technologies, the company behind FMOD, to talk about the stature of the toolset, exciting developments coming just around the corner and how the company’s philosophy attributed to the success of FMOD. <br />
<strong class='bbc'><br />
FMOD has become a staple in several of the major engines available on the market including CryENGINE, Unity, Unreal Engine 3, BigWorld and Trinigy’ Vision Engine. Congrats! That’s quite an accomplishment! If you can, what are some of the next big milestones Firelight hopes to tackle in the coming months and years?  </strong><strong class='bbc'><br />
<br />
Martin:</strong> Yes, the whole team here at FMOD are really pleased with the engine partnerships. We have worked with many such as the Crytek team for quite a while now, and to add companies such as Unity and their fantastic engine, as well as the Trinigy Vision Engine and Bigworld is something that we hope helps the developers that use the different engines. So looking into the future, FMOD Studio is our biggie. But that will be next year.<br />
<br />
 For that we are looking forward to some announcements with the team at Pyramind in San Francisco. Can’t say too much, but keep your eyes out for the new FMOD training videos.<br />
<br />
 One area where FMOD has focused is that of the Simulator markets for both civil and defence. It has been a long path towards getting these markets to look at the tech from the video game markets and recognize, both its suitability and its cost. We are using some of the most advanced tech in the world market to build games. So FMOD has worked hard to expose the advantages of the game development technology with some awesome results.<br />
<br />
 We have a heap now using FMOD for their audio playback, and these include some of the biggest brands in the world such as Lockheed Martin and Kraus Krauss-Maffei Wegmann, (who make Panzer tanks). Another big one would be the partnership with Total Immersion for their DARPA funded military engine.<br />
<strong class='bbc'><br />
<br />
Being a sound designer myself, I’m very excited to hear FMOD is supporting iPhone and iPad game development! What more can you tell our readers about this, as the native audio engine for those Apple products is fairly limited in what it can do.  </strong><br />
<br />
We are big fans of the iPhone and iPad, not just because they are cool, but for what they have done to the market place and the opportunities that they have provided to many indie developers. FMOD has been designed from the ground up to be scalable and runs on many low-spec platforms, so we are used to maximising functionality on limited hardware. There are some really clever games around. The Tapulos guys have done some really clever work with the audio on their rhythm games. With some prebaking of audio effects, it leaves a little space to add effects during game play.<br />
<br />
 So in terms of the FMOD iPhone product, it provides support for FMODs full suite of cross platform features. It offers hand optimized resampling and mixing routines for best performance on all iOS devices. This is cool. And the big one, it utilizes built in hardware decoding capabilities of iOS devices, abstracted behind FMODs interface. That is a big win for developers.<br />
<br />
  <br />
<strong class='bbc'>Since FMOD is beginning to support mobile entertainment on Apple products, can we expect something for other mobile platforms such as the Droid or Windows mobile devices?  </strong><br />
<br />
Unfortunately we are unable to support the Windows 7 Mobile platform due to technical reasons. As for Android, we have versions under testing at the moment. Interestingly, we still see more enquiries for the Apple products. Not sure if it is across all territories, for we are still waiting for both to gain some more momentum. Not in terms of apps, which seem to be strong on Droid, but more in terms of games, where with some of the big publishers such as EA pushing into the space, the Apple products seem to have a stronger hold.<br />
<br />
 But the one we are really excited about would be Nintendo 3DS. That looks cool!!<br />
<br />
  <strong class='bbc'><br />
I worked extensively with FMOD while creating sounds and music for LEGO Universe and one of the things that really made a strong impact on me was how fluid and deep FMOD was. I could create a sound then quickly and easily implement a situation where that sound’s playback was always different and unique. I’ve read that FMOD Designer 2010 has an improved layout and will further enhance workflow. Care to expound on that?  </strong><br />
<br />
One of the big requests that we have seen is for support on managing large projects. Games are getting so full of content and some will have 1,000’s of sound files to manage. To help with this we played with the setup of the interface, made the windows as floating panes and reorganised most of the commonly used features. Then we also added what we call the “bird’s eye view”. This gives a graphic view of every sound in the project and can read different parameters from volume to roll off. This then allows the sound designer to quickly scan across their entire project and leap directly into individual event and alter them quickly. It’s a great graphical representation of all the sounds and allows the designer to alter quickly and also identify any incorrect levels.<br />
<br />
 <p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/5190978158/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm5.static.flickr.com/4128/5190978158_9484c6657e.jpg' alt='Posted Image' class='bbc_img' /></a> <br />
<br />
<p class='bbc_left'>We’ve also added a simplified editor for creating all the basic sound effects in a game. With this new editor the sound designer can setup a playlist, apply randomization, and assign bank and resampling settings all in the one screen. This will really speed up the creation of assets in projects large and small.<br />
</p></p><br />
 <p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/5190978118/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm5.static.flickr.com/4153/5190978118_e09edcb456.jpg' alt='Posted Image' class='bbc_img' /></a>  <br />
<br />
<br />
</p><strong class='bbc'>So, a partnership with Izotope is in the works? That should really add to the already impressive DSP power of FMOD! Tell us more about that!  </strong><br />
<br />
Yes, and totally excited by this. One area that game developers have suffered in, is that of DSP plug ins that are such a part of premium audio, both music and film. So to partner with a company like Izotope is fantastic. They have some of the best DSP effects available, and we have finally met a company that is willing to put in the time to understand our game development market. It is different to what Izotope are used to and big Kudos to them for putting in the effort to work with a company like FMOD to get an understanding of what we are looking for and some of the barriers such as memory and CPU that DSP effects must deal with . Alex and his team sound like they are going to be a great addition to the global game development market and by working with Izotope, we have found a system in FMOD that can support the effects., And these are Pro-Audio effects that are what we at FMOD and almost all our developers have been chasing for a long time now. We are meeting with Izotope next week and we are both working with one of the premium publishers on a title that is going to push the boundaries in this field. This gives both Izotope and FMOD a great opp to get this right for the market. We expect to be offering this not long after the next GameSound Con in San Francisco in November.<br />
<br />
  <br />
<strong class='bbc'>One of the biggest attributes to FMOD and Firelight is the fantastic customer support! Any time I (or someone on my team) sent off an email to Firelight, we’d usually hear back between 6-12 hours later. Considering that we were in the US and Firelight is in Australia, that’s very impressive! Tell me about the company’s culture and philosophy regarding customer support and relations.  </strong><br />
<br />
There is nothing more important.<br />
<br />
 When a developer needs an issue resolved, any major delay in solving that issue puts pressure on everyone, and when the projects are in their final stages and deadlines are looming, this is vital.<br />
<br />
 So yes, this is a priority at FMOD and we are lucky as we are based in Sunny Australia. Which is nice for lifestyle (best food, coffee, sport, beaches and clubs) but more importantly it puts between the two large development regions, being the USA and Europe. So that means we have contact during work hours into both territories, which allows us to chat as well as have quick email responses. It does help that the FMOD community has been around for a long time now, so heaps of smaller questions are answered by the community on the forum. This allows us to focus and respond to larger questions.<br />
<br />
  <br />
<strong class='bbc'>What other ways is FMOD striving to reach out to new users as well as support current users?  </strong><br />
<br />
We are working hard to put together a heap of supporting videos and tutorials to assist the FMOD users. We have already set up a new FMOD TV page on You Tube and will begin to post a heap of videos there. We are also looking forward to the announcement with Pyramind, which will be a ripper. Yes, more videos, and with some of the best audio production houses.<br />
<br />
 We also have something in the wings that will be another video offering. We hope that this really suits the sound designers, something along the lines of a post production review of some of the big titles that are using FMOD.<br />
<br />
  <br />
<strong class='bbc'>I’d like to add that for a non-commercial, hobby project, FMOD is free! This certainly allows young sound designers and hobbyist teams to have access to this great toolset and get their feet wet with it. I find it very encouraging that Firelight adopts this attitude towards new, young developers.  </strong><br />
<br />
Absolutely. We are big fans of the indie’s so free to use for all hobbyist and non commercial projects. Also free to all schools and universities that want to use FMOD in class to teach game audio. There are heaps of these.<br />
<br />
  <br />
<strong class='bbc'>Certainly sounds like 2010 has been a stellar year for FMOD with major updates to the product, new partnerships, many shipped games using FMOD and now several awards! Small Business Exporter of the Year and FMOD was the Arts category with commendations! Awesome. I bet the mood around the office is one of excitement, pride and energy towards the next year to come!  </strong><br />
<br />
We love it!! We love games, we love audio and people give us awards for doing it. How good is that?!<br />
<br />
 But seriously, a big thanks to our local government in Victoria, Australia for the support they are giving our industry. Our first visits to China were with the government, and that is a fantastic markets. Still plenty to learn, but so keen to do it. Yes, it has been a good year, but it all moves quickly. Let’s see if our hard work on projects such as the new FMOD Studio comes off. But again, we will have to wait until GDC.<br />
<br />
  <br />
<strong class='bbc'>Gamedev:</strong> Thanks so much for your time and the great info Martin! Continued success to you and the folks at Firelight!<br />
<br />
 <em class='bbc'>Firelight Technologies was started in May 2002 and is located in Melbourne, Australia. More information can be found at: <a href='http://www.fmod.org/' class='bbc_url' title='External link' rel='nofollow external'>http://www.fmod.org/</a>.</em>]]></description>
		<pubDate>Fri, 19 Nov 2010 18:21:49 +0000</pubDate>
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		<title>Interview with Chris Rausch</title>
		<link>http://www.gamedev.net/page/resources/_/business/interview-with-chris-rausch-r2771</link>
		<description><![CDATA[

Chris Rausch is a video game industry veteran who started out in the industry in 1993. He is the Chief Creative Officer (fancy title for game designer with the biggest head) and co-owner/co-founder
of <a href="http://www.svsgames.com/">SuperVillain Studios</a>. Chris was also a founding member of the Tony Hawk's Pro Skater franchise at Neversoft Entertainment. Some of Chris' work as a designer
includes the first 6 Tony Hawk games, Order UP!, Grand Slam Baseball, X-Men: Legends II: Rise of Apocalypse, and Fat Princess: Fistful of Cake, to name just a few.
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">It&rsquo;s an obvious question but we reeeeaaaally need to
know; how did you get in to game design?</div>
<div class="featmenu c1">
<p>It was pretty out of the blue actually. I&rsquo;ve been a complete videogame base-head my whole life. In early &rsquo;93 I was at a junior college in Huntington Beach working toward a transfer to
a 4-year school, hoping to major in graphic design. Truth be told though; I ended up surfing WAY more than I made it to class. I was also working as the &ldquo;video game guy&rdquo; at a local toy
store at the time.</p>
<p>A friend of mine came home one day and was totally excited about landing a customer service job at Virgin Interactive in Irvine. She talked about how it was the complete opposite of a suit and tie
atmosphere; full of creative people working on stuff with companies like Disney, various movie studios, and other big names. I was completely intrigued, so I called them up and asked if they had any
more customer service jobs. The HR rep immediately asked how old I was, and when she found out I was 18, she told me that I didn't want customer service...I wanted QA (Quality Assurance), where my
job would be to test/play the upcoming games and write error reports. You&rsquo;re going to pay me for that? SIGN ME UP!</p>
<p>Within a year I had a few offers to get into Production, but wanted to get into the creative side instead. I did some storyboards and other odd jobs for some projects that needed creative gopher
work and eventually got picked up as a Junior Designer by an internal studio team that was making a baseball game. I ended up taking over the Lead Design spot on that project a few months later and
went on from there.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What is your process when first designing a concept for a
video game? Please include any weird rituals, dances and/or songs.</div>
<div class="featmenu c1">
<p>Well first I get a sheep and a tub of butter...oh wait...wrong ritual. Sorry. I have no particular ritual really. Random ideas or concepts will hit me here and there and I note them for
consideration later, but typically I just look at the task at hand and try to figure out how it could work and be fun. After I hate everything that I've come up with for several days and I&rsquo;m
tired, frustrated, more bald than before, and ready to quit and get a regular 9 to 5 job, something decent usually hits me. Then I run through it with the rest of the team and we turn it into a
direction that we all want to move in. That collaborative effort is what brings out the best stuff in a small team environment like ours. Of course, then we usually have the time and budget to
accomplish about 30% of it. Sweet!</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How do you organize and structure your work?</div>
<div class="featmenu c1">
<p>My work is all over the place these days. I still like to be hands-on with our projects, even though I typically am tasked with Directing them all. So I'll go from design and art reviews, to
business meetings, to writing creative documents, to managing our company&rsquo;s employee benefits, to blocking out a 3D model for R&D or testing, to who knows what. It's pretty impossible to
rigidly organize my days, beyond knowing that I need to have x, y, and z done by a certain date...or else. I&rsquo;ve always worked that way in some fashion. Maybe there's some mild ADD in there
somewhere.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What tools do you most commonly work with?</div>
<div class="featmenu c1">
<p>Wow, you name it I guess. For the boring stuff, I work with most aspects of Microsoft Office (Excel, Word, Visio, Power Point, blah, blah, blah) for various creative documents, charts, and so on.
For hands-on stuff, I work with Photoshop, 3D Studio Max, Audition, Premiere, After Effects, and anything else that does something that I need at the time, in order to convey some idea or put
together a working test or R&D project.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Do you think being a reader is pertinent to game design
and if so what kinds of material do you think most helpful?</div>
<div class="featmenu c1">
<p>It&rsquo;s funny you should ask. I RARELY read books. You can start booing me now, I know. Jurassic Park and The Lost World were the last books that I read cover-to-cover. I've always been drawn
much more to visuals and sound than I have to text. Film, Music, Illustration, Animation; those are way more my speed. Somewhere along the line though, I managed to become a fairly decent writer and
communicator, so I must have been paying attention. Stay in school, kids!</p>
<p>As it pertains to game design, I always try to keep it simple because no one wants to read a lengthy document these days. I try to avoid epic undertakings on paper. If you have 30 minutes to
convince a room full of business people (or anyone for that matter) that your team deserves a few million of their dollars, you had better not be thumbing through a 200-page &#100;ocument. You typically
have to use more tightly focused creative writing as a portion of a larger overall presentation.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Could you share one or two tips for aspiring game
designers?</div>
<div class="featmenu c1">
<p>It's a brave new world right now. The indie scene, freeware tools, and overall accessibility are exploding! It's a great time to explore so many different approaches to creating small or personal
projects. I'd start there. Identify what it is that motivates you to make games. Is it because you like to play them? Is it because you have an idea that you think is unique? Is it because you love
art, or sound, or problem solving? What do you like to play? Try to make a sample of that with available editors or engines. I wish I had all of this at my fingertips when I was younger and needed
less sleep!</p>
<p>I got into making maps for Quake 2 with an editor called Quest. That really turned me on to wrapping my brain around more proper 3D modeling, and I dove into 3D Studio from there. It's really
important to find something that you have fun doing, or get some great satisfaction from. The risk for burnout can be pretty high, since making a game is a lot less glamorous than one might think,
especially if you're aiming for a more ambitious project.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Given the speed of advancements in technology and
capability, what do you imagine video game design of the future will be like?</div>
<div class="featmenu c1">
<p>My guess is that all of the upcoming 3D tech will play a bigger role in games than it will in television or at-home movies. I don't really think that the 3D TV broadcasts will hit quite as hard as
the providers and manufacturers would hope, so I think games could really end up driving the experience. TV is too casual to commit a bunch of extra money to for gear or glasses, just to watch the
news or a sitcom. But, by its very nature, a game is more of a conscious investment than a TV show, so I have a feeling that people will be more willing to gear up to play or show off a cool 3D game.
Games like Modern Warfare, or Boom Blox, or Patapon could also use the tech in really cool and different ways. Can you imagine Patapon utilizing paralaxing 2D layers that pop in 3D? Or Alien Homonid?
I would buy that game for the 3rd or 4th time to see and play it like that, even though it&rsquo;s hard as Hell!</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What is your favourite joke?</div>
<div class="featmenu c1">
<p>Two guys walk into a bar. One looks at the other and says "Shit, man. I didn't see it either!"</p>
<p>Am I allowed to curse? Too late. :-)</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">A lot of your work has been tied to the Tony Hawk
franchise. Do you see yourself going back to Tony Hawk or anything like it in the future?</div>
<div class="featmenu c1">
<p>I would, but it would depend on the circumstances. Pro Skater was a dream project. I had been pitching a skateboarding game for almost two years at my former company before I hooked up with
Neversoft, who were thinking about the same thing. I'm really fortunate and thankful that I had the opportunity to be a part of it from the start, and to then watch it grow into something that so
many people loved, and something that defined a fairly new genre. Wow, that was 10 years ago! Time flies!</p>
<p>I'm actually a big fan of the EA Skate series these days. I know...I'm a traitor. Those guys really upped the bar though, and breathed life back into that genre as it was starting to tread water.
I was totally blown away by the first Skate game. They brought the focus back to the skating itself and used newer tech and some cool, risky camerawork to take the visuals to the next level.</p>
<p>I love skateboarding though, and would absolutely do it again if it were for a project that presented something different. Not hyper-real and not the same ol&rsquo; same ol&rsquo;, ya know? What
that is...I have no idea.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What were the major reasons for starting your own
company?</div>
<div class="featmenu c1">
<p>I've always preferred a smaller, more tightly-knit team environment, whether I was on a small team within a large company, or at a small studio (e.g. THPS-era Neversoft). When Tony Hawk exploded,
the company grew rapidly from one game to the next. I think there were 11 or 12 of us on the original Pro Skater team, and maybe 14 or so on Hawk 2. But, by the time I left during Underground 2 (THUG
2), there were 60 or so people on the team, and the company was approaching 100 as they expanded to ramp up production on GUN. My partner, Steve Ganem, and I saw an opportunity to get back to basics,
and to kill off our horrible commutes (both of us had 1.5 &ndash; 2.5 hour drives up to the San Fernando Valley). So we pulled together some of our favorite former teammates from various companies
and went for it, forming SuperVillain Studios with 6 people at the beginning of 2004.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How would you describe the experience of branching off?
Particularly to people in a similar position.</div>
<div class="featmenu c1">
<p>For us it was certainly reinvigorating, especially early on. But as the company grows, so does the stress and reality of running a business and trying to keep people happy and motivated.
It&rsquo;s not something to take lightly, so just make sure that you know what it is you're after, and be flexible and creative with ways that you might get it. You may or may not land your dream
project right away, or ever, really. You may have to pay the bills for a while in order to get there, dependant upon what &ldquo;there&rdquo; is for you or your team. Maybe you are branching out on
your own, or with a really small group that intends to stay that way. In a lot of ways, it much easier to do the really creative stuff that way. Working remotely on borrowed time and with smaller
groups of people is happening more and more. There's a lot of opportunity for that right now. I'd love to try my hand at smaller projects if I could find the time. We're trying to foster more of that
here at SuperVillain right now as well, and it's awesome to see people get really excited about it because it's so different from our typical structure and publisher-to-developer project approach. We
encourage all of our team members to explore whatever they can to open us up to new ideas.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">The name and concept of Supervillain Studios is so cool,
who came up with the ideas? Any influences?</div>
<div class="featmenu c1">
<p>It was on a list of names that my other partner, Tim Campbell, put together before we officially started the company. The three of us (Steve, Tim, and I) looked at the list and that one stuck out
like it was written in neon lights. Remember the scene in the movie Boogie Nights where Dirk Diggler figures out his name? It was just like that, only there was no hot tub. There might as well have
been only one name on that list, even though there were probably thirty or so.</p>
<p>As for the monkeys and robots, we were thinking about various comic directions for a while and our Art Director, Chris Glenn, put together a World War 2 propaganda poster using an older robot
design that we had come up with for a book project of mine. That established the illustrated world domination and robots vibe. Then one night during a crunch, at about 3am, he drew the first version
of the monkey bomb logo, almost as a joke. We laughed for an hour and couldn&rsquo;t get over how cool it was. We took that in an illustrated direction and ran with it as a theme.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Do you all wear latex Supervillain suits underneath your
regular work clothes? If so, doesn't that chafe a little bit?</div>
<div class="featmenu c1">
<p>Underneath? No way! How would anyone see them? They're on the outside! Only on the weekends though. And the important bits are cut out of the suit to avoid chafing and allow everything to breathe.
We're really progressive that way. We're a big hit at raves and Burning Man. ?</p>
<p>Actually, we do have pretty awesome T-Shirts that at least half the team is wearing on any given day. And someday I'll get around to doing my job and getting our online store launched so that
everyone else can wear them too!</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you look for in potential Supervillain Masterminds
who might be interested in joining your team?</div>
<div class="featmenu c1">
<p>Whether they&rsquo;re tech, or art and design, we try to look for creative and talented people. We're slow to hire and very particular. Most of the folks here are big fans of games, film and
music. We're small, so we look for versatility. For example, we don't really have the luxury of hiring an artist who just specializes in making trees, ya know? That seems a bit silly. They need to be
able to make trees, cars, buildings, you name it. And they need to handle every aspect of making it, from modeling, to texture, to lighting, and so on. And to top it all off, they need to be able to
make it all in a photo-real style on one project, and an animated style on the next.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">SuperVillain always has something really cool up its
sleeve. What shall we expect from SuperVillain next?</div>
<div class="featmenu c1">
<p>Disney just announced our Tron: Evolution PSP project during E3. It&rsquo;s an original game, created entirely by us. No ports. Woo hoo! In fact, each platform for the new Tron release this year
is a unique game, with only the 360 and PS3 being the same experience. The project has been a blast to work on, and there are bunch of us on the team that are HUGE Tron nerds. I got to work with
Bruce Boxleitner (Tron!) for our VO stuff, and it was hard not to devolve into a complete fan-boy. When I was a kid, I was screaming my ripcord Light Cycles up and down the sidewalk with my Tron and
Sark action figures inside, and now we&rsquo;re creating our own unique Light Cycles for the game, and directing Tron himself as he reads our script. Pretty surreal. And the game is gorgeous, by the
way. It certainly pays homage to the old arcade games and classic film in a number of ways, so hopefully people will have lot of fun discovering that stuff and tying it to the new material.</p>
<p>We're always trying to cook up new original concepts as well. And hey, if you know of any publishers that were fans of Order Up! on the Wii...we're certainly looking to continue developing that
franchise! We have an early version of the sequel running on both the Wii and the PS3 Move, but admittedly it&rsquo;s on hold right now until we finish up Tron and find a publishing partner. There is
a ton of really fun stuff laid out for it, including multi-player, a food editor, crazy custom restaurant stuff, and more of everything that made the first game a lot of fun. I think the first one is
still the highest rated cooking game on all or most the platforms...if you&rsquo;re driven by ratings (Hey, publishers! Read that last line again!).</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does the more long term future hold for you and for
SuperVillain Studios?</div>
<div class="featmenu c1">
<p>I really feel like we've got the team, the flexibility, and the direction to deliver something pretty awesome time and time again, given the freedom to do so. Big, small, you name it. You'll
definitely be hearing more about SuperVillain Studios and our projects in the future. We have a staggering 300 or so Facebook fans right now, and that's the new measure of success right? What&rsquo;s
that? Other pages have millions of fans? Well that&rsquo;s their problem! Their pages are stupid! That wasn&rsquo;t very professional. I apologize. They&rsquo;re still stupid though! Mwaaa Haaa
Haaa!</p>
<p>Is that it? Are we done? Hey, where ya goin&rsquo;?</p>
</div>
<br>

]]></description>
		<pubDate>Wed, 29 Sep 2010 16:33:36 +0000</pubDate>
		<guid isPermaLink="false">01bbd2e040c52958685756692ec4f2e9</guid>
	</item>
	<item>
		<title>Interview with Dan Paladin</title>
		<link>http://www.gamedev.net/page/resources/_/business/interview-with-dan-paladin-r2770</link>
		<description><![CDATA[

<h2>About Dan Paladin</h2>
Dan Paladin is an Artist, Art Director and co-founder of The Behemoth. Dan and the rest of the Behemoth crew are responsible for bringing us award winning titles, Alien Hominid HD and Castle
Crashers, both available on XBLA. Currently, Dan is focusing his attention on the company's latest game, BattleBlock Theater.
<h2>About The Behemoth</h2>
<a href="http://www.thebehemoth.com/">The Behemoth</a> is a video game development company located in San Diego California. The Behemoth was founded in 2003 by Artist, Dan Paladin and Programmer, Tom
Fulp.
<h2>About BattleBlock Theater</h2>
<a href="http://www.battleblocktheater.com/">BattleBlock Theater</a> is the 3rd game produced by The Behemoth. A mysterious character has kidnapped the player&rsquo;s friends and the onus is on the
player to rescue them.
<h2>Interview with Dan Paladin</h2>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How old were you when you first started drawing?</div>
<div class="featmenu c1">
<p>I always enjoyed drawing as far back as I can remember. I really loved drawing creatures or monsters the most, or fake catalogs for crazy murder-tools like steamrollers with spikes attached to the
roller.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Can you tell us a little bit about how you got started in
the games industry?</div>
<div class="featmenu c1">
<p>I chose to do what I do because I wanted to make people happy. I originally started animating because I wanted to make films. I came to the conclusion that films could only really be experienced
one static way and I didn't like that. I wanted my work to be able to take on a new life every time someone sat down with it so I went towards games!</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Who would win in a fight, a pig or a rooster?</div>
<div class="featmenu c1">
<p>I'd imagine that they both have a completely equal chance of winning if they choose the proper strategies.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">You have a very unique style to your artwork, what has
been your biggest influence?</div>
<div class="featmenu c1">
<p>Thank you! The way I draw has come to be through a combination of impatience, my highschool art teacher, Mark Kistler, my parents, love for simplicity, and practice.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What tools do you use?</div>
<div class="featmenu c1">
<p>I'm currently using a wacom intuos4, and was previously using a wacom intuos3 6x8" tablet. I draw using macromedia flash MX. Nothing other than that.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">I heard a rumor that you can walk on water, does that make
surfing easier?</div>
<div class="featmenu c1">
<p>I drown in water but I can climb rocks.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">How do you approach creating a new character and what is
the process you follow?</div>
<div class="featmenu c1">
<p>I like to think of a character that has cool abilities and then I create a world around them. I never give all that much thought, especially in terms of a how-to way of explaining it. I enter a
bit of a trance when I am drawing, I turn my brain off, or I'm just totally unaware of what I'm actually doing. Sorry :(</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What does your art pipeline look like, from creation to
game?</div>
<div class="featmenu c1">
<p>If it is the very beginning, it is usually a sketch, then a first pass animation that I usually throw out later, and then the final animation. If it is later in the game after I've established the
aesthetic it is generally just a single shot to the finished piece.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What advice would you give to aspiring game artists?</div>
<div class="featmenu c1">
<p>Practice! You can only go one way with practice and that way is up. Please don't shrug that advice off as practice is the only thing that is going to get you to being employable. Learning
something is extremely important but DOING is what you must do to get ahead. Hands-on experience as often as possible. Find games to modify with a couple other people as you will be emulating game
development directly.</p>
<p>If you aren't passionate about what you're going into, if you aren't thinking about that job often just because, then I'd recommend reconsidering what you are getting yourself into. Making games
is extremely fun IF you have the passion to be doing it. If you don't have that passion then it will be very difficult and you will be miserable.</p>
<p>Realize that the work you will be doing will probably be owned by a company. They are paying you for your time and in exchange they are owning your work. It sounds pretty depressing but it isn't
all that terrible; What does owning your work really do for you? Your name is still on it and you still get recognition for your work. If you are making something that will be seen by thousands and
make those thousands of people happy, it really did alright in the company's hands anyway. If you go into a creative job understanding this upfront, life will be much easier for you. I had made the
mistake of not realizing this out the gate and getting flustered because of it. Once I started working in a different mindset everything was great.</p>
<p>Stay positive! Always find a positive way out of problems, and always try to be positive about your projects. It will get you far.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">When they allow human cloning (it can't be far off, can
it?) can I clone you and then keep your clone in my closet to churn out artwork on demand?</div>
<div class="featmenu c1">
<p>I am pretty sure my clone would be unhappy. It has to be happy in order to create something worthwhile, so it would be a waste. If you fed it peanutbutter bagels or something and let it go outside
sometimes it might work.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">I heard that your company, The Behemoth has a very unique
work structure with flexible working hours and relaxed working conditions. Is this true and if so how does it work out?</div>
<div class="featmenu c1">
<p>It's true. The environment is extremely loose and creative. Anyone can speak up with ideas and be heard. The way we have things would make most managers cringe at the idea, I think. But people
that work here can worry more about what makes something cool than what time they came in. There are no set hours - which seems to end up creating a lot more voluntary overtime as a nice side
effect.</p>
<p>We meet every week and talk about our goals for that week, so we always know what everyone is up to while allowing room for a couple random idea days that take the projects much further.</p>
<p>Everyone at the behemoth has come from production backgrounds. Artists and programmers making an environment that they would have wanted for themselves at previous places. It works beautifully,
although any plan isn't without its quirks.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">What do you look for in potential employees at
Behemoth?</div>
<div class="featmenu c1">
<p>Being able to wear more than 1 hat, and self motivation. We ask that you manage yourself and spot holes in the project on your own while being able to fill more than a single role.</p>
<p>It's hard to find the right people, but I think that is because a lot of people don't realize what they are truly capable of so they never seem to apply. If you would have asked me if I could have
done what I do before I did it I would probably be extremely skeptical about that.. but I've learned if you just take your workload one day at a time you will surprise yourself.</p>
</div>
<br>
<div class="head c1"><img src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left">Can you tell us a little bit about your latest project,
Game 3?</div>
<div class="featmenu c1">
<p>The formerly known Game 3 is now known as BattleBlock Theater.</p>
<p>The spark started with the PDA mini-game from Alien Hominid. There was this little stick figure that would jump all over the place and go from one point to another. We found that lots of people
were having a BLAST with it. If someone in the group didn't make it through the level, they'd have to go through alone and everyone would tease that person as they made attempts to finish. It was
this atmosphere that really got people sucked into a world that was made of blocks. That cooperative-yet-competitive atmosphere is what we were going for when we started working on BattleBlock
Theater, and it has taken on a whole new universe of its own.</p>
<p>We couldn't just be like &ldquo;hey here's some atmosphere&rdquo; so we thought about many different themes and stories. We finally came up with one that is more elaborate than anything we've ever
done. It involves friendship, betrayal, a theater, gems, an island, a jail, and cats. All the best and worst things in life to make a perfect mix.</p>
<p>The gameplay itself has a lot of depth. Each action itself is simple but everything together can end up being complex. The game can always be easily understood because everything's root is simple
but the end result of things you can do gets sophisticated.</p>
</div>
<br>
<p><small>Interview originally conducted in April of 2010. Interview was delayed in posting by the ineptitude of a certain editor in chief who will go unnamed. Oh wait, there's only one.
/facepalm<br>
- Gaiiden</small></p>

]]></description>
		<pubDate>Wed, 22 Sep 2010 10:31:52 +0000</pubDate>
		<guid isPermaLink="false">4d7c59dcc50edd1199828ea005928f85</guid>
	</item>
	<item>
		<title>IGF 2010: Jamie Cheng</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-jamie-cheng-r2761</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Shank</span></strong><br />
<br />
Shank is Klei’s perspective on what a 2D brawler can be. The game tries to combine a great sense of control, graphic novel art direction, and high-quality animation to provide a cinematic experience. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=104' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Jamie Cheng</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Shank?</span></strong><br />
<br />
I’m Jamie Cheng, founder of Klei.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
Ever since I can remember? I grew up in Hong Kong playing Japanese video games, then moved back to Canada where I studied Computing Science. I tried several times to create a full game, and finally cobbled together what became <em class='bbc'>Eets</em> with a group of friends.<br />
<br />
My first professional game dev job was at Relic Entertainment where I was an AI programmer. Writing the AI for the original <em class='bbc'>Warhammer 40,000: Dawn of War</em> was a hugely defining experience for me. It was a fantastic time.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Shank originate?</span></strong><br />
<br />
Jeff (Agala, Creative Director) and I thought up the concept while working on our previous game, <em class='bbc'>Sugar Rush</em>. We were talking about creating experiences for the player, and we got terribly excited when we realized that with the crew and technology that we had, we could create a fantastically cinematic game but still keep it grounded in great gameplay.<br />
<br />
So we decided to just go for it, and in January 2009, our whole team jumped on the idea of creating a new defining <em class='bbc'>Double Dragon</em> experience.<br />
<br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://farm2.static.flickr.com/1285/4712687535_b99a7f423c.jpg' alt='Posted Image' class='bbc_img' /></span></p><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Shank’s most serious issue and how was it resolved?</span></strong><br />
<br />
When we started development, we had no pipeline to build the huge levels that Shank needed. There’s just a ton of content needed to bring a level in Shank together, and this was hard on both the artists and the programmers.<br />
<br />
For example, Chris Costa spent months listening to designers and artists’ feedback about the level creation pipeline, and working with the other programmers to allow the game to read giant amounts of data. Without that effort, we just wouldn’t have been able to create this game.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
With a brand new pipeline and a game with way more content than we had handled before, we definitely had some problems with defining the stages of creation. It’s hard to say what we could have done to avoid it because we didn’t really understand the problem space.<br />
<br />
Again, level creation suffered from this, but now that we’ve been through it, our tools and process have evolved so that the steps of how to design a level, how to create the art, what the steps are for iteration, and the final polish points are all a lot more defined and less rework has to happen.<br />
<br />
This is true for all the content in the game, and the learning and improvements is going to translate into creating a more solid process for content creation in future games, and ultimately a happier development team and a games. Shank is actually our smoothest production yet with the least amount of overall overtime, but there’s still lots to be improved.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
When you build a game, there’s always the stage where everything looks like crap, and then seemingly all of a sudden everything works. For us that was about a week before we demoed at PAX2009.<br />
<br />
We saw all the choices that we had made become a cohesive package, and seeing other players smile and laugh maniacally as they tried it out was intensely satisfying.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Shank been in development? How much development time remains?</span></strong><br />
<br />
We started in January 2009. We’re shipping in the Summer, so it’s definitely looming!<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
From the technical side: Visual Studio, Lua, Fmod, Scaleform, Hudson CI, various other tools, and most importantly, our own homegrown tools and pipeline.<br />
<br />
From the artistic side: Flash, Photoshop, and various other programs.<br />
<br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://farm2.static.flickr.com/1287/4713326364_eb46ce2556.jpg' alt='Posted Image' class='bbc_img' /></span></p><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s the main thing you think makes your game fun?</span></strong><br />
<br />
I would argue that all the details matter, and we built the game so all the elements support our vision of a cinematic brawler. But if you broke it down, we value the sense of control that blends with the animation. We spent the first few months iterating on just moving around, and then later on how Shank beats his enemies to a pulp, and it’s definitely where we get the most comments.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
No question about it – our showing at PAX 2009 was the best thing we’ve ever done to bring attention to the game. It was sort of a coming out party, to show the players and press what we’ve been working on and get some honest feedback.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Shank that you would like to reveal to other developers?</span></strong><br />
<br />
Shank is the biggest risk Klei has taken since we started the company, and we’ve grown as a team because of it. We were able to take the time to create the right tools, and building an authentic experience without politics.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
Players, us included, are expecting a lot out of Shank so we’re just set on making it the best experience we can. After that, we’re going to continue to explore ways to improve the way we present our stories.<br />
<br />
We’ve been very fortunate to be able to create our own vision, and we’re going to keep refining our creative and production process to let us keep doing so.]]></description>
		<pubDate>Fri, 18 Jun 2010 20:27:11 +0000</pubDate>
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		<title>Can Mobile Payments Help You Get Paid? </title>
		<link>http://www.gamedev.net/page/resources/_/business/can-mobile-payments-help-you-get-paid-r2760</link>
		<description><![CDATA[

<p>Game development is an exercise in creativity, patience, and understanding. But unfortunately, those skills in and of themselves don&#8217;t keep the lights turned on or pay your mortgage. Game
development &#8211; if only to earn the flexibility and freedom to build more games the way YOU want to do it &#8211; is just as much about building something that people want to give you money to
play (ad model excluded). So after countless hours of development and months of tweaks, bug fixes and refinement, it&#8217;s time to <b>get paid</b>. All your elbow grease and slick promotion results
in an awesome online game and all that&#8217;s left to do is to sit back and collect the &#8216;duckets in your buckets&#8217; for all that hard work. There are a many different tools and services
that allow you to integrate credit card and PayPal payments into your site so people can purchase premium membership or top up virtual currency credits. But have you considered mobile payments? If
not, you should.</p>
<p>Mobile payments allow players of your online game to use their mobile phone account as an alternative to credit cards or online payment services to &#8220;pay to play&#8221;. Simply using their
mobile phone number as their payment account number, charges from you will appear directly on their mobile phone bill and the purchase can be fulfilled in real-time.</p>
<p>When you consider that there are nearly as many people with a mobile phone numbers as there are people who have credit cards all over the world, it makes sense to offer a mobile payment option to
your gamers. With the relevance of a mobile phone number and simplicity of such a transaction, many consumers of online games and services prefer using mobile payments over alternatives. That said,
while mobile payments are simple, secure, and immediate, they are very different than credit card payments. So what do you need to know to make them work for you and your gamers? Here are the top six
things you need to consider.</p>
<h1>1. User Experience</h1>
Online games, particularly social network apps and MMORPGs, have a point during play that requires more credits or adding more virtual currency to continue (or at least to continue without waiting
for a day to make your next move). Consider this. In the heat of the battle how much time are you willing to let users take to disrupt their play? You want to monetize a gamers willingness to make a
purchase <i>now</i>. Credit card payments typically require moving the user to a different portal (even if it&#8217;s skinned to look like your website) where the gamer not only enters a name and
credit card number, but also billing address, expiration date and security code. Then they are presented with an &#8220;are you sure&#8221; moment to confirm the transaction. S-L-O-W. While more
streamlined, <a href="https://www.thepaypalblog.com/category/stuff-for-developers/">online payment services like PayPal</a> also take people away from your website to login with an ID and password
that they may not know, enter information and await confirmation. Yikes. <a href="http://www.mobilefirst.com/">Mobile payment options</a> are fast and far simpler for the gamer; capturing the
purchase impulse immediately and without departure from the application itself. They just enter their phone number. A unique confirmation code is then sent via text message to ensure a secure
transaction. The whole process takes seconds, and your users, depending on the mobile payment service you choose to use, allows for instant fulfillment of the purchase without the player ever losing
contact with the game. In addition to the boosted conversion rates via mobile payment, consider how many gamers will think twice about upping their ante when transferred outside of your game
experience and required to find a credit card or login to another online payment service - - if they even have one.
<h1>2. Conversion Rates</h1>
Because there are nearly as many people with mobile phones as have credit cards, and because it&#8217;s easier to pay by mobile than to pay by credit card, you will undoubtedly find more people can
and will pay by mobile than other payment options you offer. In fact, <a href="http://www.mobilefirst.com/">Mobile First</a> customers have found as many as 10 times of the users willing to pay will
complete the transaction using their mobile phone rather than a credit card. That&#8217;s as much as 1,000 percent more people paying by mobile!
<h1>3. Mobile Carrier Regulations</h1>
Carriers and mobile operators are not credit banks, and they don&#8217;t want to see phone bills become credit card statements. To protect themselves, carriers around the world have imposed pretty
conservative guidelines on what can be paid for using mobile payments. Fortunately for game developers, most of what you create is able to be paid for using mobile payment; however, it should be
noted that &#8211; at least for now &#8211; <b><i>carriers accept mobile payment transactions only for digital goods</i></b>. A digital good includes virtual currencies and products, in-game
transactions and subscriptions, miscellaneous online goods and services, as well as items you can install on a phone, such as mobile games or ringtones. Excluded from this multi-billion dollar
virtual goods market are gambling and adult content. Over time, these rules are likely to lighten up to include more commerce over mobile.
<h1>4. Transaction Fees and Other Costs</h1>
As I mentioned before, mobile operators are not credit banks, they&#8217;re phone companies. They allow their subscribers to purchase mobile goods as an added convenience. But because of the higher
conversion rates of mobile over credit cards, and because they do control this ecosystem, carriers impose a higher fee on merchants than credit card companies or online payment services do. Where
credit card companies charge 1 - 2 percent, mobile operators can charge as much as 35 percent. And yes, that comes out of your bottom line. But as mentioned before, the conversion rate is ten times
greater, so what you may lose in margin you&#8217;ll more than make up in pure volume. Based on Mobile First data, even with the higher carrier transaction fees, you still stand to increase your
bottom line revenue by 600 percent by offering a mobile payment option.
<p>The amount of the transaction fee and your resulting net payout will vary &#8211; potentially by large amounts &#8211; by mobile payment provider. Be sure to compare the net transaction fee,
factoring in both the carrier withholding and the mobile payment provider transaction fee. You&#8217;ll find that the combination of these two numbers may reveal some hidden fees or hopefully an
opportunity to improve your margins. When you&#8217;re talking about boosting your bottom line by 200 basis points or more, that can represent a significant win. Also be wary of monthly fees or setup
charges. The majority of mobile payment providers do not charge setup or monthly fees. That&#8217;s good news for you because it means there is really no tangible barrier to entry for you to offer
mobile payment options to your game players.</p>
<h1>5. Geography</h1>
Where will you develop your audience? It doesn&#8217;t matter (much). Mobile payments have grown to become a widely accepted payment method for more than 2 billion mobile phone subscribers all over
the world. Because we&#8217;re talking about digital goods and the Internet, adding a mobile payment option to your game instantly creates a truly global payment solution in relatively short order.
Knowing what countries your consumers are located in &#8211; or carpet bombing every possible market &#8211; is all it takes.
<h1>6. Integration</h1>
You&#8217;re a game developer, so adding complex code shouldn&#8217;t be a problem. But integrating a mobile payment solution shouldn&#8217;t be complex either. Many mobile payment providers utilize
a payment widget which is integrated simply by adding a couple lines (or less) of HTML code to your website or game. Every merchant of different digital goods and services are, well, different.
It&#8217;s important to find a mobile payment provider that can accommodate your needs without custom integration. Do note that reliable mobile payment providers will have to evaluate your site to
make sure you&#8217;re adhering to mobile operator requirements for digital goods and acceptable content; however, short of gambling and adult entertainment it&#8217;s likely that you&#8217;re a
qualified merchant. All this being said, you should be up and running with mobile payments in as little as a day and not more than a week.
<p>We&#8217;re not advocating for the replacement of <a href="http://www.billingrevolution.com/">credit cards</a> or <a href="https://www.thepaypalblog.com/category/stuff-for-developers/">PayPal</a>
as direct payment methods, but rather are suggesting that you consider mobile as another necessary payment alternative. With these six things in mind, all that&#8217;s standing between your game
today and your game MAKING MORE MONEY is the easy path to accepting mobile payments. So hit the road, go mobile, and get paid.</p>
<p>If you are already accepting direct payments in your games and want to get started offering mobile payments today visit <a href="http://www.mobilefirst.com/">Mobile First</a>. You can expect
implementation to take one or two days to fully complete and test. For other resources that aggregate multiple direct and indirect payment methods, including mobile, check out some of the
&#8220;one-stop shops&#8221; like <a href="http://www.offerpalmedia.com/">OfferPal</a>, <a href="http://www.paymentwall.com/">Offerwall by Boomerang</a>, and <a href=
"http://www.srpoints.com/">SuperRewards</a>. For payments as well as distribution assistance check out <a href="http://viximo.com/">Viximo</a>.</p>
<p>If you have any questions along the way, I&#8217;m happy to answer them. Just drop me a line at <a href="mailto:AskKevin@mobilefirst.com">AskKevin@mobilefirst.com</a>.</p>
<p><b>About the author: Kevin Spector, Chief Executive Officer, Mobile First</b><br>
With an extensive background in mobile content that spans both the consumer and carrier ends of the value chain, Kevin Spector understands how to unlock the commerce potential of the mobile phone. As
CEO of Mobile First, Kevin is leading the team that brought to market an infinitely scalable mobile billing and payment platform that unites merchants with consumers all over the world. Kevin&#8217;s
vision is to help harness the international market potential merchant&#8217;s can derive from mobile billing, establish mobile as a ubiquitous payment mechanism, and to deliver consumers a highly
convenient and secure payment option. Kevin joined Mobile First in 2008 from Funmobile, a leading International direct-to-consumer mobile content provider. As Funmobile&#8217;s vice president of
business development, Kevin built industry relationships and directed the development of the company&#8217;s transaction processing systems. Before Funmobile, Kevin worked in client management at
m-Qube through that company&#8217;s $250 million sale to VeriSign. Prior to VeriSign he spent five years in strategic business development roles at early-stage interactive marketing firms. In
addition to his strong mobile and online background, Kevin has a solid foundation in finance and held investment positions at Merrill Lynch and Fidelity Investments. Kevin graduated from Washington
University in St. Louis with a Bachelor of Arts in Economics.</p>

]]></description>
		<pubDate>Wed, 16 Jun 2010 11:19:24 +0000</pubDate>
		<guid isPermaLink="false">c30ca4400db3c72274c8ad819f688c21</guid>
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		<title>IGF 2010: Marc ten Bosch</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-marc-ten-bosch-r2759</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGFAwards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Closure</span></strong><br />
<br />
Miegakure is a platform game where you explore the fourth dimension to solve puzzles. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=275' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Marc ten Bosch</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Miegakure?</span></strong><br />
<br />
My name is Marc ten Bosch and I am the creator, programmer and designer of Miegakure.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
Games are a very powerful, barely explored medium. This fascinated me even at an early age.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Miegakure originate?</span></strong><br />
<br />
As a programmer I knew that position in a game does not have to be limited to three coordinates, and collision detection often isn’t much harder to program in higher dimensions. I started prototyping game ideas but only really made progress once I read Flatland by Edwin A. Abbott. It’s a famous 1884 Novella that explains higher dimensions by analogy to the perspective of a two-dimensional character living in a two-dimensional flat plane (a piece of paper for example). A number of actions we three-dimensional beings take for granted feel like absolute magic to this two-dimensional character. For example, if there is a circular wall around an object in 2D, it is essentially closed-off, since to reach it one would have to leave the 2D plane. It is also impossible for an outsider to know what is inside. But us 3D beings can see the object from above, and also simply lift it off the ground to move it outside, essentially teleporting it. Now by analogy a four-dimensional being could perform many similar miracles to us living in only three-dimensions. My goal was then to make a game that would allow you to perform these "miracles."<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>The meaning of “Miegakure” seems to be a direct tie-in to the nature of the game. How did you come across this, and was it the main catalyst that gave life to your ideas of a 4D game?</span></strong><br />
<br />
Because the player can only see along three out of four dimensions at a time, most of the world is always out of view, so I was looking for names that would include the notion of“Hidden” in their meaning. That’s how I found out about the traditional Japanese garden landscaping technique called Miegakure.<br />
<br />
Miegakure is a means of imparting a sense of vastness in a small space. It’s probably already familiar to you: as you walk around a garden, a tree or hill might obscure your view, letting you imagine the invisible part. This creates the illusion of depth and impression that there are hidden beauties beyond.<br />
<br />
Incidentally, this is what inspired the Japanese garden setting for the game. I felt the contemplative, Zen vibe fit the gameplay well.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Miegakure’s most serious issue and how was it resolved?</span></strong><br />
<br />
One serious difficulty came up when I needed to set up the rules of the world. In which direction is gravity pulling? What is the simplest mechanic that would allow the player to move along four dimensions, when as humans we can only see three? How do you fill four-dimensional space with meaningful objects the player can interact with? Part of my strategy was to decide on rules that would extend the natural three-dimensional rules to four dimensions, while keeping them intact. Once I decided on a rule set, then came the time to program it. I extended traditional 3D game logic to 4D,but also wrote code to decide at every instant which parts of the 4D world are visible to the player and which ones aren’t. This is not a trivial task in the general case.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>One of the select press items on your site mentions the possibility of coding into 5 or even 6 dimensions. Did you think that might be just a bit too much for the player and the design of the game to handle?</span></strong><br />
<br />
Possibly. But it could be that after completing the game and getting a good feel for 4D it might be easier to grasp. Then there’s the question of finding good gameplay in there.There’s already quite a bit of good gameplay in 4D, so what would you gain from going to 5D, at the cost of added complexity? What new “miracles” does that bring, and can players even comprehend them? Most of the literature on the subject doesn’t even consider anything beyond the fourth dimension, so there’s no help there either.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
I thought the audio in the game would be further along but I didn’t realize how challenging it is to do audio at the start of a project when the visuals are abstract and the design and story are fluctuating.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
So, four-dimensional space is not easy to visualize. There exist some tricks, like thinking in terms of a 2D character inside 3D space and extending the ideas to a 3D character inside 4D space.But these tricks quickly break down when trying to visualize more general situations. However, once implemented the math handles all possible situations. Therefore I often couldn't fully imagine what I was going to see on screen until after the code was written! This even occurred for the main mechanic. Many interesting visual effects and gameplay elements happen in the game because I tried to never use hacks in the four-dimensional game logic.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Given the authenticity of the 4D coding, what other applications have you considered extending this to? Both in terms of game design and programs in general?</span></strong><br />
<br />
I haven’t thought about using this anywhere else. There is research being done on visualizing 4D space, but I’m more interested in the game design aspects. However, in a sense we do share a similar goal: if people can get a better grasp of 4D space by playing the game, I will have succeeded in some way.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Miegakure been in development? How much development time remains?</span></strong><br />
<br />
The prototype that I presented at the experimental gameplay workshop 2009 took about a month to make. Since then I have been working on the game for about 8 months. I can't really make any announcement regarding how much development time is left.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
The game runs on a custom engine based on SDL/OpenGL. The game is written in C++ and my IDE is Visual Studio. The levels are scripted in Lua.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What resources (eg: Websites/Books/etc) do you use to aid development on your games?</span></strong><br />
<br />
I own a lot of books on computer graphics, physics, machine learning, mathematics, programming etc… For this game I now have about 20 or so books on the fourth dimension and Japanese gardens at hand.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
One of my goals when creating the game was to give players something to play with they could never experience in real life. The fourth dimension might mean absolutely nothing to a player before they pick up the controller, but it turns out our brains are very good at understanding things via trial and error. In fact, as children we learned the rules of our world this way. From an evolutionary standpoint it’s probably part of the reason why we find playing games so much fun. One important way in which games stand out from other medium is that they are especially well-suited for experimentation.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
I have been showing the game at many other events. Randall Munroe played the game at PAX East and it inspired a comic on xkcd. Obviously that helped spread the word about it.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Miegakure that you would like to reveal to other developers?</span></strong><br />
<br />
Is there anything about Miegakure that you would like to reveal to other developers?<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game?</span></strong><br />
<br />
I only received three pieces of feedback, but I have done enough playtesting that most of the comments I received were known to me already. I appreciated the fact that most of the feedback I got was many paragraphs long.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
Finish the game.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Based on your experiences to date, what advice would you give to other game developers who aspire to be in the IGF Finals?</span></strong><br />
<br />
I think having your game be very innovative in some way is going to make it stand out and help a lot. But most importantly, you need to do extensive playtesting so that you already have a good feel for how the judges will react to the game.]]></description>
		<pubDate>Mon, 14 Jun 2010 17:59:43 +0000</pubDate>
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		<title>IGF 2010: Lazy 8 Studios</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-lazy-8-studios-r2754</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a>  are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Cogs</span></strong><br />
<br />
Cogs is a 3D puzzle game where players build machines from sliding tiles. Players can choose from 50 levels and 3 gameplay modes. New puzzles are unlocked by building contraptions quickly and efficiently. Inventor Mode: Starting with simple puzzles, players are introduced to the widgets that are used to build machines — gears, pipes, balloons, chimes, hammers, wheels, props, and more. <br />
<br />
Time Challenge Mode: If you finish a puzzle in Inventor Mode, it will be unlocked here. This time, it will take fewer moves to reach a solution, but you only have 30 seconds to find it. <br />
<br />
Move Challenge Mode: Take your time and plan ahead. Every click counts when you only get ten moves to find a solution. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=187' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Rob Jagnow</span></strong><br />
<br />
<p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/4645831831/' class='bbc_url' title='External link' rel='nofollow external'><img src='http://farm5.static.flickr.com/4013/4645831831_617711caca.jpg' alt='Posted Image' class='bbc_img' /></a></p><br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Cogs?</span></strong><br />
<br />
I'm Rob Jagnow, Founder and CEO of <a href='http://www.lazy8studios.com/' class='bbc_url' title='External link' rel='nofollow external'>Lazy 8 Studios</a> and the sole programmer and puzzle designer for Cogs. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
To be honest, I sort of thought I'd end up in the movie industry.  I spent a couple summers interning for Pixar and loved it.  But when I finished my Ph.D., I found myself looking for a job in Boston so that I could be with my boyfriend while he finished his graduate work.  The job hunt let me to <a href='http://www.demiurgestudios.com/' class='bbc_url' title='External link' rel='nofollow external'>Demiurge Studios</a>, an indie game startup, and I loved the work.  When it came time to move to San Francisco, I decided to try something of my own.  <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Cogs originate?</span></strong><br />
<br />
During a marathon procrastination session in grad school, while trying to beat my minesweeper score for the hundredth time, I started to realize how much time I'd wasted on such a basic game.  If I invested that time into creating a game instead, I figured I could turn out something really fun.  I started to think about what sort of game would be fun for me -- something with gears and pipes and machines -- and it eventually turned into Cogs. <br />
 <br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Cogs’ most serious issue and how was it resolved?</span></strong><br />
<br />
It only took a few weeks of development to build a basic game engine that I could use to test puzzle ideas.  So I threw some puzzles together and started having friends sit down to try them out.  The puzzles I had designed were way too tough to solve.  As the designer, I had a skewed view of the puzzle difficulty.  As it turns out, designing hard puzzles is easy.  Designing easy puzzles that still have a lot of variety is hard. <br />
<br />
Thankfully, I learned this lesson early and kept bringing in friends to try new puzzles until we finally manged to get more than 50 puzzles that are just challenging enough to be fun without being frustrating. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
I waited way too long to start promoting Cogs.  I was afraid of criticism and feared that if we released screenshots or videos too early, people would quickly lose interest.  The reality is that it takes a long time to build a fan base and the early adopters and beta testers are important for building the hype wave when it comes to the release date. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Was there anything you did that you think really overcame the lost momentum from starting late on the promo efforts?</span></strong><br />
<br />
Even though we got a late start, we've done a decent job of building a community on Facebook and Twitter and on various forums.  Award nominations like the IGF and IndieCade have gone a long way toward building visibility for Cogs.  Our bggest boost came from winning three awards at this year's Indie Game Challenge.  Cogs was given the jury's award for Achievement in Art Direction, the jury's award for Achievement in Gameplay and the $100,000 grand prize in the professional category. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
About a year before our launch date, I brought Brendan Mauro on board to do all the artwork for Cogs.  When I pulled the first of his art assets into the game to replace my engineer artwork, the difference was amazing. The game immediately felt real, like you could reach out and touch it -- like you could feel the splinters in the wood and the cool, reflective bronze plaques.  Little subtleties in his animations made it feel like everything had mass and momentum.  It didn't feel like a computer game any more.  It felt like a machine. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>I think the steampunk-ish art direction works great with something centered around steampunk elements like pipes and gears and such – but were any other styles tried?</span></strong><br />
<br />
Before Brendan came on board, my original engineer art was more industrial -- rusty sheet metal and I-beams.  I much prefer the steampunk look. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Which (if any) games, films, books, etc have influenced you most on the development of Cogs?</span></strong><br />
<br />
There were a couple films that inspired the look of Cogs, including Hellboy II and Wild Wild West.  But mostly, we spent time looking at websites like Brass Goggles and OObject.  Gizmodo and BoingBoing also tend to give a lot of attention to steampunk designs. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Cogs been in development?</span></strong><br />
<br />
From concept to completion, it took more than five years to create Cogs.  Mind you, it was a very part-time job for a long time, ramping up at the end.  The long time frame gave us opportunities to iterate on the design and I'm really proud of the final result. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What were some of the elements (puzzle pieces, for example) that you were forced to cut out that you still think were really cool?</span></strong><br />
<br />
One of the very first puzzles that I created was a 15-piece globe where the tiles were floating vertical slices through the earth, exposing the inner core.  The surface of the globe was animated so that when all the pieces were put together, it appeared to be rotating.  It was a really beautiful puzzle, but it was awkward to interact with because the smallest pieces tended to get lost.  It also broke the illusion that you were interacting with a physical machine.  So we tossed it out.  Maybe it will be reincarnated in an expansion pack. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
I wrote the code in C++ with Microsoft Visual Studio.  The graphics engine is written in DirectX with shaders written in HLSL and tested in RenderMonkey.  I've also ported the graphics API to OpenGL ES for the iPhone.  On the art side, we used Maya and Photoshop for the modeling and texturing.  As for the puzzle design, I wrote my own file syntax, which I purposely kept open and flexible so that modders can design their own puzzles. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What resources (eg: Websites/Books/etc) do you use to aid development on your games?</span></strong><br />
<br />
Google.  Everything starts with Google.  I'm constantly doing API searches and looking for example code, but I use my physical reference library less and less every day.  I still occasionally reference my tattered old OpenGL manual, but it's a lot easier to cut and paste syntax from a website.  <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
Nicole Lizzaro at XEODesign has a great white paper on <a href='http://www.xeodesign.com/xeodesign_whyweplaygames.pdf' class='bbc_url' title='External link' rel='nofollow external'>emotion in games</a>.  Of the four key emotions that she lists, she refers to the first as fiero, or personal triumph over adversity.  I won't lie: Cogs is a hard game.  But when you put that last piece in place and your machine comes to life, you really feel like you've accomplished something. <br />
<br />
At least, that's the academic explanation.  But I also just like the feeling of creation and experimentation.  I enjoy just watching the gears turn and listening to the chimes play a tune.  It's the same feeling of fun you get when you take apart a toy to try and figure out how it works. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
We started a blog, a twitter stream, a Facebook page.  I sent personalized emails and beta keys to more than a hundred reviewers.  We do what we can to spread news through word of mouth.  But ultimately, none of that really compares to having Steam put your game on sale for two bucks on Christmas Day. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Cogs that you would like to reveal to other developers?</span></strong><br />
<br />
I definitely learned a lot of lessons while creating Cogs and trying to get it to market.  Among the more obscure lessons that could benefit other developers: Make localization easy, consider mod support from day 1, and set aside plenty of time for promotion.  You can find other lessons learned at the official <a href='http://www.lazy8studios.com/2009/cogs_postmortem' class='bbc_url' title='External link' rel='nofollow external'>Cogs postmortem</a>. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game? (this year compared to ones past, if returning finalist)</span></strong><br />
<br />
I think the feedback from the judges was very fair.  It's clear that they were really attentive to the submissions. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
That's a good question.  While I'm more than ready to move on to the next project, I need to do what's best for the long-term survival of Lazy 8 Studios.  In the short term, that likely means porting Cogs to Mac or Android. <br />
<br />
In the longer term, I have several projects that I'd love to tackle, all very different from Cogs (and all secret for the time being).  Hopefully you'll be hearing more from Lazy 8 in the future. <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Based on your experiences to date, what advice would you give to other game developers who aspire to be in the IGF Finals?</span></strong><br />
<br />
If you really plan on spending the next few months -- or years -- turning your big idea into a successful game, then make sure you spend plenty of time in the planning phase.  Don't be afraid to abandon or rethink your ideas.  Test early and test often.  Choose your testers carefully -- they need to be people who you know aren't afraid to give it to you straight, even though you might not want to hear it.  And as I mentioned before, it wouldn't hurt to check out the <a href='http://www.lazy8studios.com/2009/cogs_postmortem' class='bbc_url' title='External link' rel='nofollow external'>Cogs postmortem</a> to give you a better idea of what to expect down the road.]]></description>
		<pubDate>Thu, 27 May 2010 20:04:38 +0000</pubDate>
		<guid isPermaLink="false">45012e4d2d42c232d4d284754e19d9cf</guid>
	</item>
	<item>
		<title>Triangle Game Conference 2010 </title>
		<link>http://www.gamedev.net/page/resources/_/business/435/triangle-game-conference-2010-r2749</link>
		<description><![CDATA[

<div class="c1"><img src="http://farm5.static.flickr.com/4066/4516895702_3a058a2f9b.jpg"><br>
<a href="http://www.facebook.com/album.php?aid=171837&id=20678292442">View facebook Album</a> | <a href="http://www.flickr.com/photos/gamedevnet/sets/72157623843429848/">View flickr
Album</a></div>
<h1>Conference Background</h1>
<a href="http://www.trianglegameconference.com/">Triangle Game Conference</a> held its second annual conference in Raleigh, North Carolina on April 7th and 8th. The conference was held in both the
Marriott City Center hotel and the Raleigh Convention Center across the street (and also connected to the Marriott via underground thoroughfare). The name of the conference stems from &#8220;the
triangle&#8221; formed by the three cities clustered in the area &#8211; Raleigh, Durham and Chapel Hill. The relationship of which is expressed by this map:
<div class="c1"><a href="http://www.flickr.com/photos/gamedevnet/4579481167/" title="triangle map by GameDev.net, on Flickr"><img src="http://farm5.static.flickr.com/4005/4579481167_353d586d6d.jpg"
width="500" height="334" alt="triangle map"></a></div>
<p>Within this area you will find dozens of game development companies, with a heavy focus on middleware development from companies like Epic Games and Emergent. The area also hosts many universities
that have game development programs like North Carolina State and University of Chapel Hill. What you have here is pretty much a self-contained and sustaining game development ecosystem as the
schools and companies work closely together to foster development of the next generation of game developers.</p>
<p>Helping in this endeavor is the <a href="http://www.trianglegameinitiative.org/">Triangle Game Initiative</a>, which is also the driving force behind the TGC. The Initiative is a group of local
developers not only looking to foster development at the education level, but the government level as well with tax breaks for local companies, for example. TGI is showing the rest of the industry
what is possible if local developers band together for a common goal.</p>
<p>When TGI sought out sponsorships from local colleges/universities for the conference, they decided there was no reason to go with just one, but form a group program involving all that included
some form of digital media education, which is pretty much all of them &#8211; NC State and Chapel Hill in particular have been investing in computer graphics since the late 1960s. NC State also has
a Digital Games Research Center which is the primary focus for students attending for the Game Development and other related Bachelor degrees from the college. Wake Tech Community College, the
largest community college in the region, offers an AAS degree in Simulation and Game Development. Chapel Hill, as mentioned, runs a computer graphics program and Duke University boasts strength in
computational geometry and AI, with a fully-enclosed, six-sided virtual reality environment.</p>
<p>All these schools are participating in support of the Game Development University, which were targeted sessions that can be attended by those who have purchased a discounted Student Pass ($25/day)
and provide students knowledge they can apply to their students and continued growth in game development.</p>
<h1>Conference Overview</h1>
Since this was my first TGC, I can&#8217;t compare it to last year&#8217;s. I can certainly compare it to others, but that&#8217;s not always very fair given that every city has its own personality.
What I can say is that I had a really great time, met a lot of awesome people, and learned some new things.
<p>The venue for the event was primarily located in the Marriott hotel&#8217;s ballrooms and conference rooms clustered together on the main floor. A few panels and the keynotes were held across the
street at the convention center in one of two rooms. Despite the rather <a href="http://www.flickr.com/photos/gamedevnet/4516259189/in/set-72157623843429848/">small size</a> of some of the Marriott
rooms, I didn&#8217;t have much trouble getting in to any of the sessions I was looking to attend when arriving reasonably early (~15 minutes). I do wish they had been able to set up registration in
the convention center lobby rather than <a href="http://www.flickr.com/photos/gamedevnet/4516257813/in/set-72157623843429848/">the hall outside the Marriott ballrooms</a>, as that made things a bit
crowded and confusing (&#8220;are you standing in line?&#8221; &#8220;no, just chatting with some friends, go ahead&#8221;). Also <a href=
"http://www.flickr.com/photos/gamedevnet/4516894128/in/set-72157623843429848/">the signs</a> for the conference were not readily apparent, at least to me. I must be too used to big banners with huge
conference logos ? While I didn&#8217;t mind traveling between the convention center and hotel for sessions (it's not a long walk or anything) it would be nice to have it all in one place.</p>
<p>TGC had a <a href="http://www.flickr.com/photos/gamedevnet/4516257339/in/set-72157623843429848/">pretty sizeable expo</a> thanks to all the companies in the area. I didn&#8217;t spend much time in
there but the stalls were all set up well and there was still plenty of room for people to mill about. Exhibitors ranged from schools to indie developers to robotics clubs to large companies. There
was a networking lounge towards the center that had beanbags and chairs (and lollipops!) that hosted gatherings for students and pros alike to partake in various activities like resume reviews.
Companies on the floor were also taking resumes from students as well.</p>
<p>Obviously it&#8217;s not a game development conference without some parties, and TGC did not disappoint. The local IGDA chapter hosted an opening party at a private bar for anyone to attend, which
was a wonderful networking event for any students that happened to stop by (I met a few). The parties the two following nights were reserved only for VIPs and premium pass holders, but that served
the purpose of allowing the industry pros a nice tight gathering in which to power network over Mediterranean food one night and yummy appetizers the next.</p>
<h1>Select Session Coverage</h1>
In addition to the short write ups you&#8217;ll find here, there are videos for several of the key sessions on the <a href="http://www.trianglegameconference.com/content/conference">TGC page</a>.
You&#8217;ll also be able to view some more conference images as well. Also, Lewis Pulspiher has the information-packed slides to his presentation &#8220;What video game designers can learn from 50
years of tabletop games&#8221; available on <a href="http://pulsipher.net/teaching1.htm">his site</a>. This is also the part where you all get to thank dgreen02 for his work in writing up all these
sessions!
<p><a href="#s1">Breaking into the Games Industry (Gaiiden)</a><br>
<a href="#s2">Go Procedural: A Better way to make games (dgreen02)</a><br>
<a href="#s3">Practical Direct 3D 11 Tessellation (dgreen02)</a><br>
<a href="#s4">How to Qualify your Game Publisher (dgreen02)</a><br>
<a href="#s5">Raising Capital to Build a Game (dgreen02)</a><br>
<a name="s1"></a></p>
<h2>Breaking into the Games Industry</h2>
<p>I&#8217;ve listened to a countless number of panels like these, and they all generally spout the same stuff &#8211; generally. Yes, this panel was no different, but there are always some new
things that crop up here and there that make me sit up and go &#8220;hey, haven&#8217;t heard that one before!&#8221;. Sometimes it&#8217;s even as simple as being worded differently but in a way
that makes way more sense. The panel for this talk was huge &#8211; with seven people on it. Given that panels can quickly digress into la-la land, I wasn&#8217;t holding out much hope for an hour
long session. But I was pleasantly surprised at the ability of each panel member to stay focused, on topic and succinct. So that&#8217;s mainly where a lot of the greatness comes from in this
session.</p>
<p>The panelists were John Austin (VP Tech, Emergent); Keith Friedly (Designer, Insomniac); Sandy Dockter (HR, Atomic Games); Paul McLaurin (Red Storm); Tim Johnson (Recruiting Manager, Epic Games);
Ryan Stradling (Sr Dev Dir, EA); Suzanne Meiler (Dir Design & Game, Vaco). Each started by describing how they got into the industry:</p>
<p>Keith graduated from the second class of DigiPen in 1997 and actually took a job over in Belgium as a programmer. Yes, he was so dedicated at wanting to get into games he actually left the
country. He returned to the US as a designer to work for Sony around 2000 before ending up at Insomniac.</p>
<p>Sandy did an unpaid internship to get the experience she needed. She recommends you do anything you can to show what you can do, HR people love that.</p>
<p>Paul graduated University of Chapel Hill with a Masters in Computer Science, but it was a summer internship that gave him the experience he needed to land a job out of college, stating
specifically that he learned more in that one summer than his entire college career (but still recommends going to school!)</p>
<p>Tim simply had the connections, knowing people at Black Storm when they were growing their company and asked to help.</p>
<p>Ryan had to take a round-about approach, having no luck submitting resumes out of college with a Bachelor&#8217;s degree in Computer Science. He took a job outside the industry in 3D hardware
until he was offered a position at EA 11 years ago. Now he runs the local EA studio in Raleigh. He says to keep the passion alive and always have something playable ready to show.</p>
<p>Susan went to school in Raleigh for communication and was out at SIGGRAPH where she made contacts, including the president of a local Raleigh company. Upon returning home she sent in her resume
and landed the job.</p>
<p>John took up Susan&#8217;s story and reminded everyone that <b>networking opens a door, a demo gets you in</b>.</p>
<h3>Resume tips</h3>
Keith: Mods definitely count as games that you&#8217;ve worked on and should be included.
<p>Sandy: I spend about <b>10 seconds</b> on a resume. &#8220;Will work for free" is a gamble, sometimes does not match your actual worth. There is a fine line between persistence and peskiness, do
not nag companies for a response, but don&#8217;t let them think you&#8217;re uninterested. Don&#8217;t call, email first. Then call once. Show your work!</p>
<p>John: The purpose of a resume is to get you a phone interview, not a job. Relevant information only, no longer than a page</p>
<p>Tim: <b>Make sure your demo works!</b> No HR or recruiter will bother trying to troubleshoot a demo that does not work</p>
<p>Paul: Experience is key. Internship at big company or group project during school. School is important but experience is more so</p>
<p>Ryan: Do not use acronyms the HR person can't understand from out of industry positions. In general, no acronyms at all. Wants to see <b>completed work</b></p>
<p>Susan: Portfolio of a few really great images vs. pages upon pages of stuff is key</p>
<h3>Artist demo reel tips</h3>
Susan: demo reel is good, website is better. Don't build portfolio in Flash - can't see on mobile phones.
<p>Tim: List out what exactly you did when showing stuff from group work, don&#8217;t take credit for the whole work</p>
<h3>Breaking from testing into development</h3>
Susan & Sandy: Make people aware of your abilities. Make yourself valuable to the company. Don&#8217;t just do your job and go home &#8211; <b>show initiative!</b>
<p>Sandy & Ryan: However, don't focus too much on that higher-level position that you forget that you're supposed to be testing a game and finding bugs - i.e. your current job!!</p>
<p>Paul: Keep up side projects so that Q&A doesn't degrade your skills over time</p>
<h3>Interview tips</h3>
Ryan: Tape yourself on camera and have someone interview you to see how you come off (he did it and realized how stupid he looks most of the time). Make sure you talk to people and <b>look them in
the eye</b>, give a <b>firm handshake</b> <a name="s2"></a>
<h2>Go Procedural: A Better way to make games</h2>
Dr. Paul Slavini of <a href="http://www.sidefx.com/">Side Effects Software</a> treated us to a one hour session demonstrating Houdini, a procedural node based 3D animation and VFX tool for film and
games. The software offers a wide range of functions and has been used in over 300 films, and has won an Oscar 11 of the last 13 years for visual effects. Houdini offers a free license plus users can
upgrade for $99 to a commercial license through their Apprentice program. Houdini also has been integrated with Torque technology from Garage Games.
<p>First we were shown a demo of a user-created real-time bullet simulation including- fracturing wall particles, smoke effects, the works. Then he revealed the author of the demo was only 15 years
old, which professed the technologies&#8217; ease of use.</p>
<p>When it comes to creating procedural content, they used the analogy of baking a cookie &#8211; instead of focusing on the end result (the actual cookie) the focus is on the recipe and the creation
process. The first example was a demonstration of a fracturing cube. A cube was created and placed in the world, and then a node was attached to the geometry using the real-time node based modifier
list which generated random points on the cube. Finally a fracture node was then attached to the list &#8211; after creating the ground plane in the world, and enabling collision detection they
started the simulation the cube would fall and fracture on the specified points, like magic. Changing individual elements of the nodes and restarting the simulation would yield different procedural
results.</p>
<p>The benefits of procedural content are numerous &#8211; smaller teams, higher throughput, higher quality, parallel work flow, more iterations, increased usability and ease of tool creation. The
whole mantra of procedural content creation seems to be &#8220;explore, create, refine&#8221;. The practical in-game uses for these types of procedural effects are also numerous with applications
ranging from visual effects, level design/construction, to character customization and animation.</p>
<p>At the end of the presentation Dr. Salvini showed us real-world examples of the technology at work in &#8220;Killzone 2&#8221; for Playstation 3. Anybody interested in procedural content should
jump over to the <a href="http://www.sidefx.com/">Side Effects Software</a> homepage and see what they have to offer. <a name="s3"></a></p>
<h2>Practical Direct 3D 11 Tessellation</h2>
In the wild and untamed world of Direct3D 11 rendering, it was nice to get a heads up from Dan Amerson and Jeremiah Washburn of <a href="http://www.emergent.net/">Emergent Game Technologies</a> in
this one hour lecture. Emergent Game Technologies is of course the creator of the Gamebryo engine.
<p>The talk started off with a quick overview of the changes in Direct3D. In Direct3D 9 (D3D9) the pipeline is relatively simple with Vertex and Pixel shaders. In Direct3D 11 (D3D11) the pipeline
gets quite a bit more complicated. We have Vertex, Hull, Tessellation, Domain, Geometry and finally Pixel shaders. Confused yet? Yea, this is a sort of complicated topic so I&#8217;ll leave the task
of teaching D3D11 to somebody else, the main thing I took away from this session ( being a D3D9 developer with no D3D11 experience ) was the large number of technical and art-creation issues raised
by this new technology. At the very least we have to change some core aspects of the D3D9 art creation pipeline to get satisfactory results from D3D11.</p>
<p>Ok enough of that, so what is with this whole tessellation thing? With the addition of the tessellation stages to the pipeline we can computationally add geometric detail to rendered models in
real-time. I suppose the best example would be a cobble stone surface such as the ones used in the demo shown to us.</p>
<p>Using D3D9 we could do things like normal mapping, relief mapping, etc. to simulate depth/height of the surface. In D3D11 we can dynamically add more geometry in the shader to achieve this effect
even better than before. The geometry is best tessellated using distance based level-of-detail, also the angle of the surface (EyeVector (dot) SurfaceNormal ) is useful to modify the amount of a
tessellation applied to a piece of geometry.</p>
<p>When it comes to actual creation of art assets for use in a D3D11 game engine with tessellation, you&#8217;ll need to take care to assure the mesh is &#8220;uniformly quadrafied&#8221;, this is
hard to explain, but because of the way the tessellation works, if you want consistent results, your geometry will need to be just about uniformly broken into evenly sized quads. Gridded input
surfaces are the best food for the tessellation pipeline it seems. You have to be careful with the way the texture UVs are setup, there are certain limitations in addition to careful consideration of
smoothing groups and removal of height displacement on geometry seams. Fading in the displacement map heights should go some way to alleviating tessellation artifacts. Some other tips include passing
in the screen coverage of the primitive to the tessellator. When it comes to rendering the shadow maps, using the low-poly un-tessellated control mesh is recommended.</p>
<p>These art creation issues are compounded by a relative lack of D3D11-centric-tools. There is the Nvidia Bake Tool, also Crazy Bump to generate the displacement maps for the geometry, in addition
to Parallel NSight, and Perf Shader but due to the infancy of D3D11 rendering, we still have a ways to go.</p>
<p>The bottom line is that it&#8217;s a lot harder to re-use old Direct3D 9 art assets than anticipated. <a name="s4"></a></p>
<h2>How to Qualify your Game Publisher</h2>
Jay Powell of <a href="http://www.digironingames.com">Digi Ronin Games</a> gave an interesting one hour talk about how to vet your game publisher. The talk was full of good advice for anybody seeking
a publisher for one of their projects. The main points you want to be concerned with are the publisher&#8217;s:
<ul>
<li>Financial Stability</li>
<li>Reputation</li>
<li>Experience</li>
<li>Distribution Abilities</li>
<li>Producers/Staff</li>
<li>Acceptance Procedures</li>
</ul>
When it comes to the financial stability of a publisher you&#8217;ll want to verify if they pay milestones on time. You have to keep in mind when reviewing a publisher&#8217;s catalog that games
don&#8217;t have to be great to be profitable &#8211; look for consistency though. Does this publisher have a recent influx of cash? What is the publisher&#8217;s financial situation like? Have they
been around a while, or are they a new startup &#8230; if so, are they a bunch of industry veterans?
<p>You&#8217;ll want to investigate the reputation of the publisher as well. Are there other developers coming back for repeat work, are they just working with publisher in &#8220;one-offs&#8221;? Do
research into the public opinion and the press opinion of the publisher. Multiple titles per developer is preferable, as are favorable reviews of their games. In addition be sure to investigate the
communities of the games they have published. Any kind words or references from fellow developers are key factors to determining a publisher&#8217;s reputation.</p>
<p>The amount of experience a publisher has in publishing games in your genre is crucial. Determine if the games they have published in your genre are successful, and look for examples from other
developers in your genre. An added bonus would be if they have produces with a pedigree for moving games of your genre onto the marketplace.</p>
<p>Distribution is a major aspect of a publisher&#8217;s duties; you&#8217;ll want to see a strong track record domestically, and overseas. Ideally a publisher will have localized versions of their
hit games in most major territories. Spend some time going out to the mall, and to major retailers and check to see if their games are sold there. Sure they&#8217;re going to tell you they can get
your game into &#8220;Retail Store X&#8221;, go to store X and verify yourself. Look into the publisher&#8217;s history of cross platform launches or ports. If the publisher also handles digital
distribution check the digital storefronts for games in their catalog.</p>
<p>The producers employed at the publisher are a very important part of your interaction with them. Before you get in bed with a publisher you&#8217;d want to make sure they have qualified producers,
look to see how long the producers have been working at the publisher. Check how many projects have they been a part of, what were they? You want to gather as much information as possible. How many
games does each producer simultaneously work on at the publishing company? You don&#8217;t want to see producers taking on more than 3-5 projects at once. How many projects are the producers working
on now? Where do they fit in on the &#8220;food chain&#8221;? These are all questions you should be asking a potential publisher.</p>
<p>Finally the acceptance procedures of the publisher need to be scrutinized. You&#8217;ll want to see if your contact in the publishing company is the final decision maker when it comes to signing
your product. If not, who is? Who are the other people involved in the decision making loop for the project. When it comes to milestone payments, how long can you expect to wait for feedback or
approvals on milestones? What happens if a milestone is not approved? Ideally you&#8217;d want a 1-2 week turnaround on milestone payment approval.</p>
<p>The moral of the story is, make sure to investigate every aspect of a potential publisher before you sign your game&#8217;s life away. <a name="s5"></a></p>
<h2>Raising Capital to Build a Game</h2>
This was a panel of investors moderated by Bob Pickens of <a href="http://www.cednc.org">CED</a>. The session lasted 1 hour, and included Glen Caplan, Justyn Kasierski of <a href=
"http://www.joysticklabs.com">Joystick Labs</a> who are providing early funding for game developers.
<p>I really loved this session, unfortunately there were not many people sitting through this one &#8211; but the people who were there meant business. I&#8217;ll try to cover some of the more
interesting points from the notes that I took. The discussion started out describing the current state of the market &#8211; it&#8217;s tough to secure capital but it&#8217;s getting a bit better
according to the panel. The traditional publisher model that has been around for so long is struggling in today&#8217;s climate.</p>
<p>So, what can you do to enhance your chances of getting funding? Well you need to have a good business plan and a good team. If necessary fill in members of the team to make the investors
comfortable. When it comes to securing money from venture capitalists, they like big bets. It helps to look at things from an investor&#8217;s point of view; they want to invest in a company not just
a single game. In other words they want to back management who knows how to run and grow a business. This is how you should think of things, not just &#8220;how can I get money to make my
game&#8221;.</p>
<p>The old saying around the racetrack applies to investors, they bet on the jockey not the horse. You need to find a &#8220;champion&#8221; investor within the group, somebody who believes in you
and who will defend your position when you&#8217;re not around. If necessary you many need to go out and find a 3rd party commissioned representative (i.e. somebody with experience raiding capital)
to interact with the investors on your behalf.</p>
<p>According to the panel there are investment rounds of different scales based on the types of investor involved. For instance Angel Investors will do rounds of up to $1M, where Venture Capitalists
typically invest a lot more, millions of dollars at a time. There was a brief discussion about the impact of geographical location on investor attitudes; for the most part the south east is about 20
years behind the curve of technological investments. The panel advised to look to the west coast for investment money, suggesting companies on the west coast will be quicker to get the joke.</p>
<p>In addition to investment money from Venture Capitalists and Angel Investors; there are also government grants available to small businesses. Some include NC Idea, Movable Code, and SBIR Grants.
In order to secure a government grant you need a &#8220;catchy differentiator&#8221; to make you stand out from the rest of the businesses applying for the grant. &#8220;One North Carolina&#8221; is
a grant specifically for first time entrepreneurs. Becoming a Qualified Business Venture ( QBV ) allow your investors to receive a tax credit for up to 25% of money invested into the company. This
certainly can&#8217;t hurt things; the only catch is that you&#8217;ll need to generate a financial review statement for these kinds of benefits will usually cost a company around $10k a year. I
asked the panel if this 25% tax break applies to funds you invest in your own company, the answer is no. Only people who are not employed at the company are applicable for the 25% tax break.</p>
<p>It&#8217;s not easy, and never will be &#8211; but if you present yourself as a well managed business entity, and you can win over some investors in a group, your chances of receiving funding
should be greatly increased.</p>

]]></description>
		<pubDate>Thu, 06 May 2010 08:12:55 +0000</pubDate>
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		<title>IGF 2010: Loren Schmidt</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-loren-schmidt-r2747</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Star Guard</span></strong><br />
<br />
Guide the spaceman through the castle and defeat the wizard. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=372' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Loren Schmidt</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with StarGuard?</span></strong><br />
<br />
My name is Loren Schmidt, and I developed Star Guard.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
I didn't have a computer or a console in the house as a young child, but what little exposure to electronic games I had was enough to fascinate me. Before I had a computer, I used to make up boardgames and try to convince my brother to play them. I should apologize to him, I think. A lot of those were really terribly constructed and probably weren't much fun at all.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What inspired Star Guard’s retro graphics and feel?</span></strong><br />
<br />
Going into the project, I wanted to have a set of constraints. So I drew up an artificial 'spec'- it isn't based on any particular piece of hardware. Sprites can be no larger than 12x12, and each character can use no more than 12 sprites. 8 colors and alpha are allowed, with no partial transparency.<br />
<br />
Anything larger than 12x12 is made by manually placing multiple sprites (including the boss).<br />
<br />
It isn't that I want the game to feel like it came out of any particular historical period. I just enjoy working within limits, and want it to feel self consistent.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was StarGuard’s most serious issue and how was it resolved?</span></strong><br />
<br />
The biggest problem was me, really. This is the first large project I've actually completed, and I quite honestly came very close to not finishing it. I did try to develop it in a productive fashion, and at times it worked fairly well. But I have a lot to learn when it comes to organizing larger projects.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
More specifically, the biggest problem I ran into was organizing the project well. I'm still actively trying to learn how to improve in this area. This was all pretty new to me, and there were alot of times when I ran into situations I'd never encountered before. Development went best were when I was really organized, and I could see the game improving at a steady rate. That did wonders for my motivation. Several times I fell out of that positive feedback loop. Progress slowed to a crawl, and I had trouble working in a focused manner (this was especially toward the end of the project,when all that remained were the boss and a few UI elements).<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
I remember being happy when I implemented the exploding platforms in level 5. They're a simple idea, but I had fun making them. I really enjoy focused tasks like that. It's fun to take a simple element of a game, something unglamorous like a button in a UI or a tuft of grass, and just focus on it for a while, trying to make it feel really solid.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Star Guard been in development? How much development time remains?</span></strong><br />
<br />
It took about 16 months to complete. I was in school at the time, so I wasn't able to develop it full time. It's more or less done now. There are a few things about it that don't feel quite complete to me. Though my focus has shifted to a couple of new projects, I intend to keep making small changes and fixing bugs.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Were you working on Star Guard exclusively before you completed it? How did you stop other ideas from drawing you away from Star Guard?</span></strong><br />
<br />
I'm all for people making multiple games at once if they have the skills to stay productive and motivated. I'm not sure I'm quite there myself. I got caught up in a few smaller projects during development, and overall I'd say I wasn't up to the task. But it wasn't all bad.<br />
<br />
For instance, when Star Guard was nearing completion a friend encouraged me to participate in the 48 hour Ludum Dare competition for the first time. It was a lot of fun. I got quite excited about developing the little game I made, and spent quite a few days on it after the deadline. The game's <a href='http://vacuumflowers.com/ld14/ld14.html' class='bbc_url' title='External link' rel='nofollow external'>here</a>, if anyone wants to play it. All told it was a really good experience. But it was a bit strange going back to developing Star Guard. I felt somewhat guilty for having temporarily abandoned it.<br />
<br />
Given that I'm still actively figuring out how to develop games productively, I think making multiple games at once is pretty dangerous for me. I have enough trouble staying on top of things when I'm just doing one project. I don't think there's anything fundamentally wrong with it, but right now I'm a little leery of doing that myself.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
I used FlashDevelop, which is a free IDE for Windows.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
Eep. I think one of its defining features is that it knows exactly what it wants to be. The core of the game was established a long time ago, and all the details of the execution exist only to support that core.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
I'm not really very comfortable with the business side of things, to be honest. I just like making things, and I don't like having to think about what will and won't sell. That said, I am trying to transition into doing game development full time, and I'm trying to at least develop a feel for the basics so I can do so sustainably.<br />
<br />
I don't think, at this point, that I have any particularly valuable advice about publicity to offer. One thing I'd recommend, however, is making sure that the game stands on its own legs. I see a lot of games with fancy trailers and good marketing work which simply aren't good games, and that's putting the cart before the horse.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Star Guard that you would like to reveal to other developers?</span></strong><br />
<br />
As is true of a lot of small developers, my testers were volunteers from all over the world. I couldn't watch them play in person. To partially compensate for this, during testing I asked testers to send me a video of their first playthrough. Not everyone was able to do this, but a lot of people did.<br />
<br />
Watching people as they learned how to play the game was really scary. I cringed every time someone got confused, or died repeatedly because of bad jump tuning or an unfair piece of level design.These videos were invaluable as I tuned things and refined the level design.<br />
<br />
I'm thankful to the people who helped me test or sent me feedback, it's all been tremendously helpful.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game?</span></strong><br />
<br />
I like the idea of giving all entrants feedback. It seems like it's a particularly good idea in cases where people aren't finalists, and they otherwise wouldn't know how well appreciated their games are. I do wish the feedback were more in depth. A lot of the IGF feedback I've seen released around the web has been too general to be of use in improving a game. I realize that for practical reasons, judges aren't asked to write an in-depth piece of feedback for each entrant. I'm okay with the way the system works: it seems like it's a tremendously complicated thing to organize, and it's doing a pretty good job (and there are so many games...).<br />
<br />
But if I could have my way, there'd be pile of really expertly written, detailed feedback for every entrant. I think that would be tremendously helpful for developers.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there any item of feedback from the judges that you specifically took note of?</span></strong><br />
<br />
I really do appreciate the supportive comments I received from judges. But as feedback, it wasn't specific enough to be very actionable. I'm partial to detailed, brutally honest feedback. Feedback like, "I fell into a pit in level 3 over and over because the player movement seemed pretty slippery" is incredibly useful.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
I'm ready to try and make a living by making games. I'm working on a stripped down RPG called "Tiny Crawl." My second project is a tiny game called "Tin Can Knight," which should be out soon.<br />
<br />
I have some other ideas that aren't at all commercially viable, but which I'd really like to be able to put time into. Some are games, and others aren't. I'm interested in finding ways of realizing those projects.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s the main thing you’ve learnt when developing Star Guard that you’ll take forward to your next game?</span></strong><br />
<br />
I learned that I could finish things. I have a history of taking on large projects and not completing them. It means a lot to me to be able to look back at this and know that I can stick with a project and see it through to completion.]]></description>
		<pubDate>Thu, 04 Mar 2010 09:18:29 +0000</pubDate>
		<guid isPermaLink="false">9afa24d3da745fd5606e7d710a0763eb</guid>
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	<item>
		<title>IGF 2010: Daniel Benmergui</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-daniel-benmergui-r2745</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About Today I Die</span></strong><br />
<br />
A game poem about the prison of world views, and salvation in playfulness. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=154' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Daniel Benmergui</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with Today I Die?</span></strong><br />
<br />
I am <a href='http://www.ludomancy.com/' class='bbc_url' title='External link' rel='nofollow external'>Daniel Benmergui</a>, the maker of Today I Die. I did the design, programming, visuals and production of the game.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
Childhood nostalgia is a critical ingredient for a lot of people, including myself.<br />
<br />
Games occupied a lot of my childhood, so it rubbed off on me. But I am trying to shake free from that childhood fantasy... face game development as a grownup instead of just dwelling in that nostalgia.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Today I Die originate?</span></strong><br />
<br />
The poem manipulation mechanic was something that I toyed with, when collaborating with <a href='http://www.tembac.com' class='bbc_url' title='External link' rel='nofollow external'>Tembac</a>, but I didn't know what to do with it. Someday, the impression of a girl sinking and swimming back to the surface struck me and then everything fit together.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Today I Die’s most serious issue and how was it resolved?</span></strong><br />
<br />
The uncertainty of what I was doing.<br />
<br />
I am not an expert game designer, so everyday issues were a problem: is this flow right? does it match the theme? the mechanic? the meaning of this and that? the music?<br />
<br />
Also, the insecurity over whether I was making something relevant, or just a shallow game.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What are some things you did to help lessen your worries over the game?</span></strong><br />
<br />
I basically gave up my obsession with making it more of a system than just an experience because I was suffering too much. So yeah, giving up.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as a team) that you feel could have been avoided? How?</span></strong><br />
<br />
I should have NOT asked for feedback early on. I showed the game to many people I hold the deepest respect for, but that put a lot of pressure on my already stressed development process.<br />
<br />
My lack of self-confidence during development made me needlessly suffer a lot. If I went back in time, I would not care so much.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>That’s interesting, since so many people tell you that you’re supposed to show your game as early as you can. At what point during development, looking back, do you think you should have shown your game to people?</span></strong><br />
<br />
The problem is not about showing the game to people, but showing it to people whose opinion is going to affect you strongly. Leave that for when you are satisfied with your work.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
Integrating the soundtrack into the game. Hernán Rozenwasser made an astonishingly good track for Today I Die. It was very cool to discover that he understood what the game was about. And how much of a difference did the soundtrack make!<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Which games, films, books, etc have influenced you most on the development of Today I Die?</span></strong><br />
<br />
Good question... none of that. I like swimming underwater, but I also fear drowning a lot. That gave me the visual impression I wanted to achieve with the game.<br />
<br />
It is unusual that I was not very influenced by whatever I was reading/watching/playing at that time.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Today I Die been in development?</span></strong><br />
<br />
The original Today I Die took six months of going back and forth, not in actual production. Mostly because I needed to try a lot of things.<br />
<br />
Today I Die Again, the new revision of the game is going to take a little less than that.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
Flex. Photoshop. Google.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What resources (eg: Websites/Books/etc) do you use to aid development on your games?</span></strong><br />
<br />
Google! It's wonderful that you can write: "flash losing mouse events when outside screen" and you can find someone with exactly your own problem.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
I am not sure Today I Die could be called "fun". It's more like an "odd experience". I think it's the sum of the mechanic, audiovisuals, and what's going on in the head of many players. Some people are not receptive to the game, while others were struck by it.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>I confess to watching the walkthrough video prior to trying out the game, but it still took me a bit of experimenting to grasp what to do. Given the abstract nature of the game, what elements do you feel gave players the most help in figuring it all out? How much of the game was affected by feedback you received?</span></strong><br />
<br />
I feel I made a mistake by making the initial screen so inaccessible. You had to learn at the same time that there are interactive objects and that you can manipulate the poem.<br />
<br />
I am fixing that in the next version of the game, "Today I Die Again". We'll see how it goes.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What is your goal in designing these experimental types of games?</span></strong><br />
<br />
Learning how to be a game designer, and figuring out who am I as a game maker.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
Flash has worked the best by far. I made downloadables, applets, whatever. Right now, nothing beats how ubiquitous Flash is.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Were there any Flash portals (like Newgrounds) in particular that you took advantage of?</span></strong><br />
<br />
Well, not really. A patron gave me a chunk of money if I kept the game off portals and their ad-revenue, so I self-hosted Today I Die.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Today I Die that you would like to reveal to other developers?</span></strong><br />
<br />
Do not underestimate the power of tiny games!<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game? (this year compared to ones past, if returning finalist)</span></strong><br />
<br />
Last year I submitted I Wish I Were the Moon and it was rejected. This year, the feedback was very thoughtful. I agreed with almost everything the judges said. I think the judging process has been much healthier this year.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What would you say about developing games in Argentina?</span></strong><br />
<br />
Sometimes I feel I am very far from where the important stuff is happening. But I can also live for 1/3 of the cost, and I love living here.<br />
<br />
There's also a strong, incipient indie scene growing up regionally! Zeno Clash was made by a Chilean team, a neighboring country. Vox Populi Vox Dei was made by an Argentinean indie too.<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
In the immediate future, Today I Die Again, the iPhone revision of Today I Die. I am very curious to see what the reaction to this version is!<br />
<br />
  <br />
<strong class='bbc'><span style='font-size: 12px;'>Based on your experiences to date, what advice would you give to other game developers who aspire to be in the IGF Finals?</span></strong><br />
<br />
Just do whatever you need to do, and do it right. And then the IGF doesn't really matter because your work is more important.]]></description>
		<pubDate>Fri, 26 Feb 2010 18:27:35 +0000</pubDate>
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		<title>IGF 2010: Krystian Majewski</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-krystian-majewski-r2744</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About TRAUMA</span></strong><br />
<br />
TRAUMA tells a story of a young woman who survives a car accident. Recovering at the hospital, she has dreams that shed light on different aspects of her identity - such as the way she deals with the loss of her parents. TRAUMA lets you experience those dreams in an interactive way, reminiscent of Point-and-Click Adventure Games. It builds upon this established formula by introducing agesture-based interface, real-time 3D technology for dynamic level layouts, unique photographic visuals and a level design philosophy that focuses on creating a rich experience rather than an elaborate puzzle challenge. Combined with the unconventional story, it is aimed to be a compact and deep game for a literate and mature audience. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=176' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Krystian Majewski</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with TRAUMA?</span></strong><br />
<br />
I'm Krystian Majewski, a designer from Cologne. I did pretty much everything for TRAUMA. The only exceptions being music and sound effects, which were done by my colleague Martin Straka.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
I've been developing games since the age of 10 or so. Playing my first games on an Atari 130XE I was always very eager to improve them somehow.<br />
So I basically sat down, read a couple of books my parents bought me and learned how to program by myself. I made a lot of cool experiments but rarely finished games. It continued like that through high school.<br />
<br />
Afterwards I had a short peek into the industry but I decided to study design pretty soon.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for TRAUMA originate?</span></strong><br />
<br />
TRAUMA was originated as part of my final thesis. The initial idea was to create an autobiographical adventure game using photos. I went on to do a comprehensive analysis of the history of adventure games and the current state of related popular genres. Based on that I took elements from different sources to construct a new type of adventure game. During that process, the game changed many times but the result is still faithful to the initial intention.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Was the process a constant iteration of ideas or did you ever hit walls that forced you to say "this just won't work" and force you to back up a few steps?</span></strong><br />
<br />
Oh, I hit plenty of walls. Game development often feels like steering a car out of a parking garage blindfolded.<br />
One particular wall I remember quite well was the first level I started creating. I went out for a long photo session and came back with over 300 photos. And I thought wasn't even quite finished with that location yet, I had to quit early because of rain. But I began constructing a level out of them. It took a considerable amount of time. After playtesting it became evident that the level was just way too large. Players got lost quickly and took too long. They missed a lot. The level lacked focus. I ended up throwing away 250 photos to tighten things up. It seems like a waste but this lesson was a quite vital part of the process.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was TRAUMA's most serious issue and how was it resolved?</span></strong><br />
<br />
Surprisingly, there were not many technical issues. The game is pretty simple. The most serious problem was the frame rate but I was pleasantly surprised when I found out that it's simply because my development workstation is outdated.<br />
I think I had the most difficulties with creating the assets. Using photos you just have a lot less control about the layout, content and dramaturgy of levels.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What were some of the issues with obtaining the photos? Did you need to research photography techniques? What about getting permission to photograph certain areas?</span></strong><br />
<br />
Obtaining the photos was one of the most difficult challenges.<br />
<br />
A big part of the development was figuring out how to shoot the photos and how to construct the levels out of them. I did a lot of experiments there. For example, one of the things I experimented with were spherical panoramas. You need to stitch a series of photos together to get them.<br />
<br />
Shooting at night means you need to use a tripod and take your time due to long exposure times. So I went ahead and even built a robotic tripod with LEGO Mindstorms to shoot panoramas automatically. It worked but while the photography was awesome, the panoramas didn't provide interesting interaction. At least nothing you haven't seen already in other titles. So I had to abandon that experiment.<br />
<br />
Permission was a problem too. I remember my first shooting was at a subway station. I was immediately approached by the ticket inspectors. They asked me to leave when I told them I had no permission. That was quite demotivating. At this point I was still experimenting so I didn't want to go through all of the hassle of getting a permission just to find out that the location is of no use for me anyway. So I started focusing on more deserted locations where the chances of meeting people, who ask for permissions are lower.<br />
<br />
But then there is still the problem of finding the right location. I was looking for places that are visually striking. It's one thing to find ONE interesting shot like in movies or in photography. Finding a place that would be still interesting when you look at it from different perspectives introduces a whole new level of difficulty. And the place doesn't only need to look exciting, it also has to work spatially as a level. So you end up doing level design for a video game in the middle of the night while trespassing at some abandoned creepy factory.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's one thing you did wrong (individually or as a team)that you feel could have been avoided? How?</span></strong><br />
<br />
One night I was out on an abandoned railway bridge doing some scouting. I accidentally stepped in a puddle of diarrhea. That made me wish I had at least some sturdy footwear. It was also disgusting and scary at the same time.<br />
<br />
Other then that, the only recurring problem was my tendency to hopelessly under-estimate the time required to hit my milestones. But on the other hand, maybe I wouldn't have started the project in the first place if I was more realistic about how much work it is.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say "that was really cool" - what was it and why?</span></strong><br />
<br />
The development involved a lot of little victories, it's hard to tell by now. To pick one: it blew me away how quickly I was able to put together a first working prototype. Starting from scratch I was navigating through my first batch of photos within a day. Of course, that initial progress is always deceiving, but it ignites a tremendous amount of enthusiasm for the project.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has TRAUMA been in development? How much development time remains?</span></strong><br />
<br />
I wrote the first abstract in winter 2007. I began work in spring 2008. After my thesis was finished in summer 2008, I went on hiatus periodically to get some other projects done. I'm estimating something about 1,5 years of development right now.<br />
There is only very little left to do. I ought to be able to present a complete version at this year's GDC.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
I used only Flash CS3 for coding. For graphics and animation I used a wide variety of different programs. The photos were shot with an old Sony F-717.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What resources (eg: Websites/Books/etc) do you use to aid development on your game?</span></strong><br />
<br />
As for the technical part, I already had some experience in Flash development so I didn't need anything except Google to look up some syntax and examples.<br />
I read a lot theory to flesh out the concept: "Non-Places" by Marc Augé, "Image of the City" by Kevin Lynch and the excellent "Space Time Play".<br />
Otherwise, the project is the culmination of my design studies at Köln International School of Design and the years of my personal research into computer games.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
I don't think the word 'fun' applies to TRAUMA. Actually, TRAUMA is very un-fun. But this was one of the things I wanted to challenge. We already take it for granted that other media don't have to be fun in order to be interesting. I don't think games are different. One of the IGF Judges called TRAUMA "engrossing and captivating" instead. I was very pleased with that.<br />
<br />
I believe the main thing that defines TRAUMA's experience are the environments and the narrative embedded in them. They create a unique atmosphere quite difficult to put into words. It's gloomy,mysterious and somber but also melancholic and relaxing.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? Whats worked the best?</span></strong><br />
<br />
Since the game is not out yet, I didn't do too much to create any sort of hype. I often find that my own motivation dwindles when I'm confronted with other people's expectations. That phenomenon is actually even one of the topics of the game.<br />
<br />
But one of the things that I believe brought in a lot of attention was simply the fact that I used photos. That alone made quite a few people interested in the project, especially the kind of people that wouldn't be interested in games otherwise. Of course, that was the reason I used photos in the first place. But it is affirming to see that it actually worked.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about TRAUMA that you would like to reveal to other developers?</span></strong><br />
<br />
I would like to encourage other developers to be more daring about their projects but also to be more responsible. For me TRAUMA was an experiment to try both. The fact that I was successful with it is gratifying and inspiring. I think we have an intelligent audience that will accept a more mature approach to games. We need to seek them out.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How does "mature" relate to this game? Is it in the content? The mechanics?</span></strong><br />
<br />
It's both. Content-wise, I think we should seek out ways on how to address scenarios that are closer to life. If we keep on slaying dragons and flying spaceships, games will have a hard time being recognized as something more than trivial escapism.<br />
<br />
And while the mechanics in TRAUMA may be nothing exceptional, they follow a certain general strategy. TRAUMA is not a game for the obsessive and time-consuming exploitation of minute, technical details in a comprehensive system of complicated rules to overcome an almost endless series of difficult but meaningless challenges. Many games seem to follow this strategy and while I myself enjoy losing myself in such tasks, I can totally understand how most people aren't prepared to invest that much in a single activity. This is especially true if there are no insights to be gained from doing so.<br />
<br />
TRAUMA is not wasting the player's time like this. It requires some patience but respects that this patience is not infinite. It respects that the audience may have little time and more important things to do than playing games all day long. The mechanics are simple. The challenges are easy. And even though experience is over quickly, the time is well spent.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judges feedback for your game?</span></strong><br />
<br />
I thought the feedback was excellent. It was very detailed, well thought-out and carefully worded. It wasn't just all positive either.<br />
The critique helped me with some important decisions about how to finalize the game.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's next for you?</span></strong><br />
<br />
I just want to finish the game and get people to play it. I'm working on this too long now. I want to finally hear from players what it means to them.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Based on your experiences to date, what advice would you give to other game developers who aspire to be in the IGF Finals?</span></strong><br />
<br />
I think you need to do two things:<br />
<br />
First, you need to do something different to attract attention. Look at all the other entries from previous years and go in a direction that is as far form anything you've seen as possible. Try to come up with something that stands out even at first sight. If it doesn't generate intriguing screenshots, you will have a hard time.<br />
<br />
But then you need to live up to the expectations. You need to develop a reason for you game to exist in the first place. Come up with something people will take away form playing your game and reverse-engineer the actual game from there.]]></description>
		<pubDate>Wed, 24 Feb 2010 14:38:20 +0000</pubDate>
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		<title>Games Middleware in a Changing Market </title>
		<link>http://www.gamedev.net/page/resources/_/business/games-middleware-in-a-changing-market-r2743</link>
		<description><![CDATA[

<small><i>This article was <a href="http://features.cgsociety.org/story_custom.php?story_id=5451">originally published at CGSociety</a>, and is used with permission</i></small>
<div class="c1">
<p><img src="http://images.gamedev.net/features/business/middlewareMkt/5451_middle_t.jpg"></p>
</div>
<p>There is no doubt that 2009 was a challenging year for the video games market. The economic meltdown slowed funding of new projects, and took a bite out of consumer spending. Studios closed.
Talent was laid off. Budgets shifted to strong IPs, or were cut altogether.</p>
<p>However, there were some bright spots. Social and casual gaming gained more acceptance, as witnessed by EA&#8217;s recent purchase of Playfish to the tune of $275 million in cash ($400 million if
you factor in stocks and earnouts). The iPhone continues to grow as a popular platform. So too does the PC, driven in large part by the success of online gaming in places like China and Korea. All of
these trends are attracting new game players and new developers to the market.</p>
<p>In addition, 2009 saw some key consumer trends that gamers and game developers could not ignore. Most notable among these was the announcement of Sony and Microsoft motion controllers, the rise in
digital distribution, and the continued push for cloud computing and stereoscopic 3D.</p>
<p>These trends were pretty clear. What is not so clear is how those trends are affecting game technology companies (middleware companies). To get a better sense of this, we reached out to a number
of executives at those middleware companies to get their take. This article encapsulates those findings.</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/business/middlewareMkt/middle_2.jpg"></p>
</div>
Market Decline or Market Shift? In general, middleware companies were affected by the market downturn, but not in ways that were as apparent to the eye. While the games market is undergoing changes
and the uncertain economy has diversely affected new investment and risk-taking in new IPs and AAA games, a closer look at the numbers points to some interesting facts.
<p>According to Wanda Meloni at M2 Research, layoffs mainly occurred in departments where outsourcing is more common. &#8220;There were some specific trends found in the [layoff] data. For example,
many of the layoffs were in QA departments, and from a cost-cutting measure that seems like an understandable strategy. QA tends to be something that is becoming more of an outsourced service for
many companies.&#8221;</p>
<p>Despite market slowdowns, most middleware companies still see potential in the market. Brendan Iribe, CEO of Scaleform, the developer of GFx 3.0 user interface middleware and design solution,
mentioned that &#8220;while his solution has been sold into many early adopters, there is still a lot of growth potential in the market.&#8221;</p>
<p>Trinigy, the makers of the Vision game engine, backed up that comment with a slightly different take. &#8220;We&#8217;ve seen the market go through cyclical shifts before,&#8221; said Felix
Roeken, general manager at Trinigy. &#8220;And while 2009 was a tough market, we still saw growth in our business. What&#8217;s more, there is plenty of talent in the ranks of the currently
unemployed. As investment comes back, many of those skilled developers will start new studios and grow into powerful players.&#8221;</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/business/middlewareMkt/middle_7.jpg"></p>
</div>
<h1>Going Indie</h1>
The optimism of middleware developers does not seem to be misplaced. According to Dean Takahashi of VentureBeat, &#8220;the games ecosystem is healthy and the overall market continues to grow.&#8221;
<p>Why is this? New platforms have attracted development to the games market. New genres continue to emerge. There has been unprecedented growth in the Asian online games market. All of these trends
have attracted new players. 20 years ago, the vast majority of core gamers were male, and 18-35 years old. M2 Research estimates women &#8220;currently represent over 45% of the total PC gaming
market. In casual and social gaming, the percentage is quite a bit higher, ranging anywhere from 55% - 80%, depending on the company and games.&#8221;</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/business/middlewareMkt/middle_6.jpg"></p>
</div>
<p>The layoffs and lack of investment in larger development studios, coupled with the increase in new platforms and genres, has given rise to a new breed of small independent developer &#8211; one
that can fund his start-up on a shoestring budget because he no longer needs the capital for expensive tool pipelines and console development kits. Many of these developers tend to focus on the newer
platforms, such as iPhone or Facebook, which are far less costly to produce for.</p>
<p>Certain middleware companies addressed these developers with very targeted strategies. In October 2009, Unity announced that it would release the previous version of its engine for free. Shortly
thereafter, Unreal announced the Unreal Development Kit (UDK). This version of the Unreal Engine 3 is free until the developer makes over $5,000 on the game, at which point a 25% royalty applies.
Those moves by Unity and Unreal have already placed strong technology in many developers&#8217; hands, especially those operating on smaller budgets.</p>
<p>Even those middleware companies who have not announced &#8220;freemium&#8221; versions of their offerings see the potential in the independent developer market. According to Mary Beth Haggerty,
Sr. Games Industry Manager of Autodesk, &#8220;innovators and independent developers rely on Autodesk tools. We are actively engaging with this [mobile and social gaming] community to learn what we
can do to better serve them.&#8221;</p>
<p>&#8220;The spectrum of games is expanding,&#8221; offered Trinigy&#8217;s Roeken. &#8220;We&#8217;re focusing a lot of attention on how to offer this growing market a solid solution that
incorporates the very best technologies across platforms."</p>
<h1>Carry-Over Trends</h1>
These shifts are not the only trends middleware companies have their eyes on. Heightened realism and more immersive game experiences are certainly trends that most middleware companies have never
lost sight of, even with all of the market turmoil.
<p>&#8220;Believable character motion is an area that Autodesk pursues with both our software products &#8212; MotionBuilder, Maya, 3ds Max and Softimage &#8212; and our middleware products &#8212;
HumanIK and Kynapse,&#8221; said Autodesk&#8217;s Haggerty. &#8220;As our customers push new boundaries in entertainment, Autodesk is serving the industry with the tools and middleware to create
believable characters.&#8221;</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/business/middlewareMkt/middle_8.jpg"></p>
</div>
<p>Making the gamut of available tools easier to work with is another ongoing trend. Many game engine companies offer a range of integrations into their product in order to put more creative power at
the fingertips of the game developer. &#8220;The Vision game engine currently integrates with fifteen technologies to give our customers more choices. For that reason, we&#8217;ve spent a lot of
development time ensuring that the workflow in our engine is as fluid as possible to allow developers to easily access those tools, and to quickly extend our engine with new tools if
needed.&#8221;</p>
<p>In fact, working more efficiently with the tools is a key concern of all the companies with whom we spoke. &#8220;One of our core focuses for 2010 will be ensuring that people can get up and
running faster with our tools,&#8221; said Scaleform&#8217;s Iribe. &#8220;That means more documentation, more support and easier out-of-the-box implementation, especially for developers who do not
have Flash developers.&#8221;</p>
<h1>Emerging Trends for 2010</h1>
Many middleware companies have shown keen interest in some of the newer trends that are emerging, such as the new motion controllers from Sony and Microsoft. &#8220;The new motion controllers have
the potential to connect the player&#8217;s physical world with the game&#8217;s fantasy world in ways that will make the gaming experience more emotive,&#8221; said Autodesk&#8217;s Haggerty.
<p>Scaleform&#8217;s Iribe reiterated this sentiment. &#8220;The new platforms and motion controllers open up completely new ways for players to interact with their game environment.&#8221;</p>
<div class="c1">
<p><img src="http://images.gamedev.net/features/business/middlewareMkt/middle_9.jpg"></p>
</div>
<p>Stereoscopic 3D games is another topic that is getting attention as more and more monitor companies, graphics companies and the like tout the unique experience it will provide game players. One
need only look to the recent CES show in Las Vegas to see all the hype. The middleware companies seem poised to take advantage of it. &#8220;We&#8217;ve had the ability to render 3D imagery in our
engine for quite some time, and are ready to support developers when they start moving in this direction,&#8221; said Trinigy&#8217;s Roeken. The question is, when will they start moving in that
direction in earnest and what will be the catalyst?</p>
<p>Finally, digital distribution and cloud computing have not only grabbed the attention of middleware companies who are supporting the effort, such as Steam, OnLive, virtual economy platforms such
as Twofish, AMD, Intel and others; it could become a viable option for middleware companies themselves in the form of SaaS solutions.</p>
<p>According to a blog post from Marc Petit at Autodesk: &#8220;We are exploring Infrastructure-as-a-Service and Platform-as-a-Service, but we are also interested in providing new capabilities
on-line. Autodesk is already offering 7 different SaaS applications in various fields.&#8221; In the future, might more and more game tools be distributed from the cloud? It remains to be seen.</p>
<h1>End Game</h1>
2010 is shaping up to be an interesting year in the games market.
<p>The economic changes of 2009 persist, and it has taken rapid decision-making on the part of middleware companies to keep pace. Whether it's a new business strategy, a new technical innovation, or
both, middleware companies must decide if, and how, they plan to address the growing independent space and the decline in AAA projects.</p>
<p>On the technological front, the market is moving a bit slower as trends take hold. More realistic games, better workflows, cloud computing, stereoscopic 3D &#8211; these trends have been on the
minds of game developers for some time. Smart middleware companies have already reacted and continue to innovate along these lines.</p>
<h2>Related Links:</h2>
<a href="http://www.m2research.com/">M2 Research</a><br>
<a href="http://www.scaleform.com/">Scaleform</a><br>
<a href="http://www.trinigy.net/">Trinigy</a><br>
<a href="http://venturebeat.com/">VentureBeat</a><br>
<a href="http://www.autodesk.com/">Autodesk</a>

]]></description>
		<pubDate>Mon, 22 Feb 2010 15:33:36 +0000</pubDate>
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		<title>IGF 2010: Dejobaan Games</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/igf-2010-dejobaan-games-r2741</link>
		<description><![CDATA[<strong class='bbc'><span style='font-size: 18px;'>About the Independent Games Festival</span></strong><br />
<br />
The IGF Awards take place on the evening of the third day of Game Developers Conference, and are a major celebration of the best in indie gaming, with thousands <a href='http://www.igf.com/2007igfgallery.html' class='bbc_url' title='External link' rel='nofollow external'>watching the award presentation</a> before the <a href='http://www.gamechoiceawards.com/' class='bbc_url' title='External link' rel='nofollow external'>Game Developer's Choice Awards</a> are presented. The 2009 IGF Awards, including custom interstitials from Mega64, are <a href='http://www.igf.com/video/2009/index.htm' class='bbc_url' title='External link' rel='nofollow external'>available for online viewing</a>. All GDC visitors can attend the awards. <em class='bbc'>[From <a href='http://www.igf.com/01about.html' class='bbc_url' title='External link' rel='nofollow external'>IGF about page</a>]</em> <br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>About AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity</span></strong><br />
<br />
The jumps you make off buildings floating above Boston, Massachusetts are all about style and timing. You perform stunts, weaving around the bustling City for points, making split-second decisions:do you snake around those girders to earn a dozen "kisses," or glide along the side of that steel super-skyscraper for massive "hugs"?<br />
<br />
Aaaaa! then throws in the spectators -- as you fall, give fans the thumbs-up and protesters the finger. And if you're hungry for a bit of civil disobedience, you can even ready the spray paint and tag government buildings for points.<br />
<br />
The game will also teach you how to debristle a pig. <em class='bbc'>[From <a href='http://www.igf.com/php-bin/entry2010.php?id=36' class='bbc_url' title='External link' rel='nofollow external'>IGF info page</a>]</em><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Interview with Ichiro Lambe</span></strong><br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Who are you and how are you involved with "AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity"?</span></strong><br />
<br />
Ichiro Lambe (Founder, President, Dejobaan Games, LLC): I'm Dejobaan's founder and president. As with many small studios such as ours (4 developers, of which only two are full-time), I wear manyhats. For Aaaaa!, I created the prototype, led development, and worked closely with our PR/Marketing guy, Leo, to create a marketing plan. He's here today, and is chiming in as well.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you become interested in game development?</span></strong><br />
<br />
Instead of getting me a softball when I was a kid, my father got me a brand-new TI 99/4A. My God, what an experience that was. I loved to create, but forget the finger paints and construction paper-- give me the Extended Basic cartridge. Mind you, I'm awful at Softball and anything that requires coordination, but them's the breaks.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How and when did the concept for Aaaaa! originate?</span></strong><br />
<br />
In December of 2008, Dejobaan's Gameplay Architect, Dan Brainerd, sent over <a href='http://www.youtube.com/watch?v=ttz5oPpF1Js' class='bbc_url' title='External link' rel='nofollow external'>this YouTube video</a>. We were gobsmacked -- people in paper-thin wingsuits flying down the sides of mountains, an arm's length away from jagged rock? How can we capture this as a game? Is it possible to convey the excitement of wind in your face and the potential for grievous bodily harm on a 21" screen? We had to try.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Do you feel as if you were able to capture the feeling of the original video that inspired you in Aaaaa!?</span></strong><br />
<br />
The final game definitely feels a lot different than the videos we started from. Watching the videos conveyed to me a sense of soaring, wind-in-the-hair, "Will I hit that mountain down there?"danger. With Aaaaa!, I ask myself, "Can I pull this series of stunts off while planning ahead to buzz that building while putting myself in a position where I can spray graffiti on that wall?"<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Over the course of development, what was Aaaaa!’s most serious issue and how was it resolved?</span></strong><br />
<br />
Whenever we create a game, we're aware that we're competing with a bunch of other things for player's attention and dollars (both of which are finite). A copy of Aaaaa! is really up against experiences like a movie ticket or dining out, so it's even more directly up against big, highly-polished AAA titles. <br />
<br />
Our biggest issue was how to stand out against all of that, and the solution that worked was to make the game as remarkable and interesting as possible. That meant giving attention to detail and taking some risks. What other game includes a guided meditation track, in case you're too keyed up to relax? I think it even shines through in the name -- AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity -- is something we had fun with.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s one thing you did wrong (individually or as ateam) that you feel could have been avoided? How?</span></strong><br />
<br />
Leo Jaitley (Biz Dev Director, Dejobaan Games, LLC): We think the game demo is either the thing we screwed up most OR the thing we least understand. Based on our conversion rates and comments along the lines of "Played the demo... Meh... Then saw the Steam deal and bought it... OMFG, that was so much better than the demo!!" OR " Played the demo and kinda got my fill." We often wonder, how many other people were not impressed by the demo, but would have loved the game, or how many more people could we have got to buy the game with a shorter but more awesome demo?<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>If there was one thing you could look back on during development and say “that was really cool” – what was it and why?</span></strong><br />
<br />
We were just blatant about having fun with it. The main game mechanic involves creating stunts to earn "hugs" and "kisses," and flipping people off for points. To mirror the relaxing guided meditation track, there's an anti-meditation, which convinces the listener that s/he's covered in bugs. Our pitch to players to buy the game is a tall tale about how Dejobaan uses pixies as slave labor to create its products. We weren't afraid to imbue the game with character -- so, there's a lot of us in it. And that was absolutely delightful.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How long has Aaaaa! been in development?</span></strong><br />
<br />
9 months. And we're now prototyping an iPhone version with fellow indie Koduco Games. While we haven't announced whether that'll officially become our next title, we expect the playable test to be done within a few months.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Are you using any existing engine technologies for your iPhone version?</span></strong><br />
<br />
We're easing into iPhone development via Unity 3D. So far, it's been an excellent engine.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How different are you finding iPhone development when compared to developing for the PC?</span></strong><br />
<br />
There are, as always, little road bumps we run into in developing for a new platform -- memory limitations lead to smaller and fewer textures; the control scheme requires us to tweak and test; and so forth. But the platform's surprisingly powerful -- we thought we'd have to cut down a lot more on the level geometry to keep the frame rate up, but seeing the game's full first level up and running fluidly, was awesome. We're especially lucky to have fellow indie Cole Krumbholz from <a href='http://www.koduco.com' class='bbc_url' title='External link' rel='nofollow external'>Koduco Games</a> on development for this project.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What was used to make the game and what tools aided in development?</span></strong><br />
<br />
We used a German 3D engine called 3D Gamestudio, with Visual Studio 2005 for our C++, Maya for modeling, and Adobe Audition for audio.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you learn these tools? Did you have any issues with them that made you consider other technologies during development?</span></strong><br />
<br />
Central to the game was our choice for 3D middleware, which I've been using for years. I learned my way around that by doing, starting with smaller games and working my way up to more complex ones-- Aaaaa! is the fourth title we've shipped using the engine. The biggest issue with it has been the art pipeline. Adding a new model, for example, involves an export, conversion, import, scaling,and texture tweaking, which is much longer than we want.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What's the main thing you think makes your game fun?</span></strong><br />
<br />
The game offers a short intense arcade-style experience. For many it, offers respite from day long sessions of CoD MW2 or a quick nugget of fun between changing (your kid's) diapers. I think that,coupled with the nonchalant, irreverent humor (that you will never find in a AAA) really helped capture people's attention and gave them entertainment value that was (dare I say) just beyond what they expected in a game.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Besides the IGF, what else have you done to get your game before players? What’s worked the best?</span></strong><br />
<br />
We worked our tushies off from day one to get the word out. In short, we assumed nobody knew us or wanted to write about us, so we needed to capture their attention and build on that. We put out press releases at various stages -- prototype, closed alpha, open beta, etc. We also dabbled in social media, and worked on a fairly regular dev diary, first on Gamers Daily News and later on our own blog and ModDB. The things that worked best were the press releases, the launch on Steam, and to some extent, word of mouth on social media channels such as Twitter and Facebook.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there anything about Aaaaa! that you would like to reveal to other developers?</span></strong><br />
<br />
Marketing and game design overlap more than many developers realize. The game mechanic of flipping people off was something we came up with while writing the announcement press release, because it sounded fun.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>How did you feel about the judge’s feedback for your game?</span></strong><br />
<br />
We received great feedback this year. The judges have a lot to look at, so we really appreciated the comments and critiques they made.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>Is there any one critique that you really found valuable?If so, what was it and why?</span></strong><br />
<br />
Sure; there were some notes on how we might improve the metagame (where you unlock new levels by spending teeth). But what was most valuable was the overall picture. The judges liked that we took chances with the game's tone, and that's something we intend to expand on in our future titles.<br />
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>What’s next for you?</span></strong><br />
<br />
In our 14th title, you fly through a floating city, mixing music loops together to the delight of millions. Fade in a bass line, kick off the drums, then bring in the vocals. It's a game about creating music!]]></description>
		<pubDate>Mon, 15 Feb 2010 11:52:31 +0000</pubDate>
		<guid isPermaLink="false">b2651c9921723afdfd04ed61ec302a6b</guid>
	</item>
	<item>
		<title>Managing a Mod Team</title>
		<link>http://www.gamedev.net/page/resources/_/business/managing-a-mod-team-r2740</link>
		<description><![CDATA[

<h1>Introduction</h1>
Mods are modifications to existing games. They can range in complexity from a simple model replacement, to a new level, to completely transforming the game into an entirely new game, re-using
little-to-no content or code. Mods are created by students and hobbyists with an interest in game design and game development. Modifications rarely turn into successful commercial ventures, and often
that's not the goal of the project. Some of the rare instances of successful commerical mods include Day Of Defeat, Counter-Strike and Red Orchestra.
<p>Mods are becoming an ever increasingly important factor in the games industry today and bring many benefits to the industry. For a game, mods can extend the lifetime and dramatically increase
sales. Mods also benefit the game development industry by helping to train current and future game development professionals. By working on a mod a person can vastly increase their skill, and get
exposure to industry level technology. Many people use mods to gain experience with industry technology and use as a demo reel to potential employers.</p>
<p>Motivating factors behind mods are not financial incentives but the passion and commitment of the team members who give up their afternoons, nights and weekends to produce a high quality
realisation of their vision.</p>
<p>Due to the nature of mod development there are many significant challenges that plague mod teams, and strong leadership is essential to successfully producing a mod. Without strong leadership it's
very easy for the team members to divert from the original vision and lose cohesion on the project. Strong leadership helps maintain this cohesive vision, as well as keep members motivated, aiming
for common goals, and above all communicating.</p>
<p>This article will describe some of the problems faced by mod authors, some of the solutions used during the development of Hostile Takeover 2050 and some points for improvement.</p>
<h1>Team Structure</h1>
The team structure is an important item to consider. The team structure will influence member retention, how well people perform, and even milestone planning. A poor team structure can lead to
communication issues, conflict and poor time frame estimation. It's important to keep the team organised, and have well defined roles in the team, so everyone knows their place and how to raise
issues.
<p>The team structure we adopted in Hostile Takeover 2050 was that each "team" had a lead. We had a lead for map/prop creation, programming, characters, and sound. Some of our teams ended up only
being one man teams due to troubles with recruiting. However the multi-person teams worked effectively through this method. It meant that communication was segmented appropriately between teams, but
there was still good cross communication and co-operation between the teams. It also made the role of Project Coordinator much easier as the number of people to liaise with was much lower. It's
important to note that the person who was team lead was not always the first person to join that team. The lead had to be a good communicator, committed to the project, and online fairly
consistently. People that go dark don't really suit this role. The lead also needed to have a solid understanding of what they and the team were working on so proper planning could take place.</p>
<p>On top of this we also had a Project Coordinator. This person liaised with all the leads to plan milestones, keep communication happening between teams and keep track of the whole project. This
also ended up involving PR, web administration, release packaging and recruiting.</p>
<h1>Recruiting Team Members</h1>
Potential new team members want to see what has been done on the project and know what the project is about. Committing to such a project is a daunting prospect, so the more information the potential
member has about the mod, the easier and the more informed the decision will be, so make sure you have plenty of information available about your mod.
<p>When trying to recruit, the first stop should be the usual channels in which people in the modding community for your chosen engine/game congregate. The IRC channels, forums, mailing lists etc.
Another thing to try is finding some non-engine specific forums where people interested in the same kind of work (modelling or sound engineering for example) congregate. Be sure to check back
regularly when posts are made, as we lost a few potential recruits by members forgetting to check where they posted until a few weeks later.</p>
<p>When considering new team members there are a few things to take into account. Age is often used too quickly to dismiss team members, however on Hostile Takeover we found it was a poor indicator
of performance and commitment. Some of our oldest and youngest members were our best performers and the most professional acting.</p>
<p>Also take into account, but do not dismiss based upon, the native language of the potential new member. Some will turn out to be very competent communicators and many will be very talented,
producing great work. You may also find that another team member can speak that person&#8217;s language as well as yours in a fluent-enough manner to facilitate communication.</p>
<p>A few potential recruits for Hostile Takeover were from Turkey, and also around Europe. While we had no problems with this, and were quite excited with the previous work of these members, we found
that the communication of ideas and working conditions was hard to translate. One recruit pulled out after doing a little bit of work as they didn't understand it was a volunteer project and was
expecting payment. We only dealt with non-native english speakers on a few occasions, and often the agreement fell through due to communication issues. It is important to remember that communication
is a very critical factor in mod development, and this is more complex than in an office environment due to time zones affecting real time communication.</p>
<p>Consider also the timezone of the potential recruit as this can make meetings a nightmare to organise, or affect communication in a bad way.</p>
<p>You should also clarify a few things up front with potential new members, such as whether it's a paid position or not, and what the copyright on all work will be. This might mean that it is
author-retained copyright with a permanent irrevocable license to the mod, or whether copyright is assigned to the mod team. By discussing these things up front everyone has the same understanding
and expectations and it can help avoid conflicts later on.</p>
<h1>Communication - The Backbone of a Mod Team</h1>
Communication is vital to the success of a mod. If team members aren't effectively communicating it can lead to inconsistencies in work and directions. Issues with communication can also lead to
rifts in the team as members start to get frustrated when dealing with each other. These are issues that must be dealt with swiftly, or avoided entirely.
<p>Common communication channels must be set and mandated early to provide trouble-free communication. Many different communication methods must be available to team members so that the methods
themselves never get in the way. For instance when a member has a small clarification question that can be answered in 30 seconds, the procedure shouldn't be to create a forum thread and wait for the
person who can answer it to check the forum and answer which could be 24 hours or longer. A more appropriate method would be ensuring everyone has a common instant messaging program.</p>
<p>Ideally communications should be logged when possible so they can be revisited at a later time for clarification. This isn't always possible or practical, for instance with VoIP, so there should
be a procedure in place to allow most of the contents of the important discussions to be captured. For every scheduled meeting, a person should be nominated as a note taker, and minutes should be
published in a central location (forum, wiki, etc.).</p>
<p>When a member goes "dark", it means they have just dropped off the radar, they aren't giving status updates and are hard to contact. This may mean they are just dealing with issues for a while and
will come back when they can, or it could mean the member has dropped off the project for good. Make it clear you'd like members to check in regularly even if they are dealing with issues, just fire
off an email once a week or before they disappear for a period, just to let the team know what's going on. This makes it easier for the rest of the team to deal with any issues during that time, for
instance the team can re-prioritise other work to cover an important section the missing member was working on</p>
<p>Scheduled meetings provide an effective way of keeping members motivated and keeping communication active. Scheduling a meeting once a week allows all members to see every other members progress,
which in turn inspires them, and reduces how often people go dark. It is alright to vary the frequency of these meetings every so often. During Hostile Takeover's development cycle we varied it a few
times to according to what was happening with development. As deadlines approached frequency was increased to twice a week, over the Christmas period our team would cancel all meetings for a month,
and during times when everyone was busy frequency was reduced to once every 2 weeks. I can't think of many things that are less fun than turning up to meetings twice a week with zero progress to
speak of.</p>
<p>When organising meetings you may find, due to the locations of all members, that choosing a time for the meeting can be difficult. This shouldn&#8217;t discourage you from trying to meet often. We
found the meetings were very useful for keeping the team up to date and on track and many members were willing to get up early or stay up late to attend meetings.</p>
<p>In the early days of Hostile Takeover, a few members went dark at the same time for a period of several weeks. After several attempts to contact them we found out what was going on, they were all
studying hard for upcoming university assignments and exams. This helped us realise that we needed to identify possible times when members were likely to go dark. From then on we always asked members
to let us know of upcoming situations, and kept track of university semesters regardless of status updates so we could plan work and communication with the possibility of periods where members would
go dark.</p>
<p>One thing to try and avoid also is different teams not communicating enough and causing conflicts. For instance we noticed the art team got frustrated with the code team on a few occasions because
there was no visible work being done. This issue arose from the teams not understanding each other&#8217;s disciplines and not enough communication was happening to show that the programmers were
still hard at work.</p>
<p>The communication methods used on Hostile Takeover 2050 are documented below. These were not the only communication channels, some members spoke to each other through other means, but these were
the ones required so the team had a variety of standard contact mediums.</p>
<h1>HT 2050 Communication Guidelines and Rules</h1>
<h2>Wiki</h2>
This was used as the main document manager for things like the game design document, and also for procedures, such as how to install or use certain features. This enabled members to work effectively
on their own, not requiring the person focused on a particular aspect of the mod to be present to aid other members. This had the other benefit of allowing the authoring member time to work on their
assigned work instead of answering the same questions for all team members. More specific details on the wiki and documentation will be discussed later.
<h2>Skype IM</h2>
Skype was used as an instant messenger because it allowed a group chat to be created and have all members view all conversation that happened, regardless of whether they were online at the time or
not. This allowed for team wide conversations to happen regularly, and provided a convenient and logged communication channel.
<p>Members could also branch off into private conversations through text or voice really easily through this.</p>
<h2>Ventrilo</h2>
Group voice conversations were held through Ventrilo because voice communication is significantly faster paced than text based communication, and it allowed conversations to happen during play
testing. For all Ventrilo conversations a note taker was appointed and that note taker would then post the minutes to the forum. We would have posted this on the wiki, however the wiki was not used
until later in the project. This allowed conversations to be acknowledged and decisions to be documented without having to record the conversation and also allowed it to be search-able.
<p>Ventrilo was used instead of Skype due to issues with Skype not scaling particularly well past ~3-4 users, drop-outs were noticed, and Ventrilo allowed push-to-talk.</p>
<h2>Forums</h2>
When conversations were not time critical, but a structured conversation was required, we used forums to facilitate this. Forums allowed pictures to be embedded to show a concept or work-in-progress.
<h2>Email</h2>
Emails were exchanged in case a member went dark. However, emails were rarely used as they didn't provide any benefit over our other communication mediums, and members didn't go dark too often, and
when they did, they didn't really return or reply to emails.
<h2>Mobiles/SMS</h2>
Mobile phone numbers were also exchanged for emergency reasons, this primarily worked due to most members being based in Australia, which meant communication wasn't expensive. Due to this, members
could be SMS'd if they were required at a meeting. This became less effective when members from other countries were involved, however fellow members in the same country would often exchange numbers
too which opened an avenue if there was another member online in the same country.
<h1>Documentation</h1>
Documentation is another critical factor in creating a mod. Poor documentation means the mod is at risk of losing a significant amount time re-working content and procedures when a member leaves, or
goes dark. Clear documentation also aids in having a cohesive vision for the game.
<p>It's important that there are procedures in place so all important processes are documented. This includes the development environment setup, how to build the mod, how to package the mod into an
installer, etc. The procedures don't need to be written in legalese as if you were sending them to a client on a multi-billion dollar deal, they just need to be complete and clear. Adding plenty of
screenshots can help vastly in making the instructions easy to understand.</p>
<p>The procedures should be set out early so the documentation is created as the mod progresses. If you start the documentation process too late you'll have a lot of documentation to write in one big
chunk. If the procedure is in place early it will also provide the most benefit to the team as the documentation will be there for when new members come on board.</p>
<p>With Hostile Takeover, we set up our wiki later in the production of the mod after trialing several methods of keeping documents. Unfortunately because the other methods didn't work out too well,
our documentation was lacking in the early days. As opposed to spending days and weeks purely on documentation we took the path of creating the documentation as a situation occurred that made the
documentation process easy and/or would provide a benefit. For instance, we wrote the development environment setup document as a new member was about to come on board.</p>
<p>Documentation doesn't only apply to the technical aspects of how features work, documentation also includes details on servers that are used for testing, communication, as well as documentation on
game design and inspiration.</p>
<h1>Managing Game Design</h1>
<h2>Game Design Document</h2>
The game design document is <b>THE</b> single most important document on a mod. This document should describe the current game completely, listing all features and an explanation of each feature. It
should also clearly convey the pacing and feel of the game.
<h2>Initial Development</h2>
The game design should be in development long before actual development work takes place. You need a setting and a rough idea of the style of game you want to create. As you start to flesh this idea
out you should write down every feature and idea that gets suggested. Brainstorm regularly. Start discussing how the game should play out.
<p>During this stage of the game concept development we wrote a short recount from the perspective of the character to give a good mental picture of the game. If you decide to write a short story
like this, remember, it doesn't have to be long, just enough to identify the desired feel and pacing of the game. Strive to use some colourful language in this story so you can create a very vivid
mental picture. Here is a snippet from ours:</p>
<blockquote>The team fans out, some of the infiltrators hear guards approaching. Their footsteps are very loud on the linoleum floor. Someone yells out "Stealth" over the intercomm. Each of the team
finds various corners and engage their stealth suits, the guards wander in and spy the dissolved wind&#111;w. You just know they are radioing this in to their comrades. They quickly stand back to back and
scan looking for a stealthed charater. You know it&#8217;s only a matter of time before they spot one of the distorted images. Several guys start firing their guns in tranquiliser mode. They aim at
the guards legs, 4-5 shots hit the guards simultaneously, they don't even have time to get dizzy, they go down like a sack of potatoes.</blockquote>
After you have a detailed picture of the feel you want from the game, and a lot of good ideas written down, it is time to start looking at each idea closely, identifying what needs more thought, and
also what doesn't fit or is too complex for the initial version.
<h2>Culling Features</h2>
When culling features you need to look at several factors for each feature: How long will it take to implement? Does the feature fit the rest of the game? Will removing this feature significantly
alter the desired game play? Does the engine have the capabilities to support this feature? Does the team have the skill or enough developers to implement this feature?
<p>For many features it will be a difficult balancing act to decide whether or not to include the feature. Some features might be a nice addition to the game, however the extra time needed for this
feature may drag out the project too long, or be above the engine or team&#8217;s capabilities. Keep in mind that while the development time of a feature is less important on a mod than on an
industry project it is still a big issue and must be taken into consideration as it will affect developer motivation, dictate how many developers are required on the mod, and impact the timeline of
the project.</p>
<p>As you cull ideas don't just delete them, add them to another section of your game design document called "Version 2" or something. This way as you approach the finish line for the game you have
have a few ideas saved up in case you want to take it further, or create a sequel. This can also come in handy during the development of the game if you feel it's shaping up to be a little
unbalanced. You can always reference back to this section for some extra ideas to balance out one side or skill.</p>
<h2>Evolving Design</h2>
Once you have a solid game design document you can start developing the game in earnest. It's a good idea to try and get a game prototype up as early as possible so you can see how the game plays
out. Not all features or rules need to be implemented for this. Amongst the development team you can play with the "honour system". In this you have a play test with the game as-is, and play the game
according to the rules even if not implemented, such as don't use a level 2 gun if you shouldn't have access to it. This allows you to get an early indicator of how the game will play out allowing
you to relax rules, decide on new features or change weapon attributes earlier. Don't get too caught up in playing with fine tuned values too early on, rough enough is good enough, because as
development progresses and design changes are made, these values will inevitably need to change as well.
<p>Once you've had a few play tests your game design will show what is working, what isn't, and what needs a bit of adjustment. Don't be afraid to change the game design, just be mindful of the
impact of every change to the time frame, the resources required and the game itself. Be sure to update the game design document to reflect every change.</p>
<h1>Organising and Sharing Content</h1>
How you are going to deal with large amounts of content among many developers is also something you'll need to get sorted very early on in the project. Modern mods will be dealing with data easily in
the range of several gigabytes. A lot of this data will be constantly changing, changed by many developers, and required by all of the developers. It's important to have a very clear structure worked
out for organising all of the data, as well as having clear processes on how to update data while avoiding conflicts with other developers trying to edit the same file.
<p>The solution we decided upon wasn't perfect, however it allowed us to develop relatively hassle free without spending a fortune on software, hosting or bandwidth. We used a privately hosted
Subversion server for all code files. Version control software was a lot easier to work for the programming side than it was for the art side. This didn't use much bandwidth at all.</p>
<p>For our art content we ended up just using a shared hosting service which provided plenty of bandwidth and storage space without costing a fortune. We used this for our public and development
forums, our website and also the main usage was the FTP side for content management. Due to the unreliable reputation of cheap shared hosting solutions we made sure we had regular backups of the FTP,
however we never ran into an issue. If you do follow this method, make sure you do take care with backups.</p>
<p>To help avoid change conflicts we had 2 directories for each type of content, an In and Out folder. When a developer was working on a file they would move it to the Out directory and would put
their name in the file name. When the developer was done with the file they would re-upload it to the In directory and delete the file from the Out directory. This allowed other developers to know
that changes were being made to it and who they could contact to discuss the work they needed to do.</p>
<p>We had scripts which would auto-download any changed files and would extract them to the appropriate places. To avoid issues and conflicts the scripts could have certain portions disabled. This
prevented instances of two developers working on a file, and when one uploaded it automatically wiping the other developers changes. While this wouldn't have been an ideal circumstance anyway, it was
something we didn't want to ignore as work could be exported and re-imported into the correct file.</p>
<p>While version control would have been nice for the art content, we never found a solution which would have worked for us. Hosting costs or software costs were prohibitive for a volunteer project.
However the potential issues never arose for us as the art developers would keep regularly dated copies of their work so we were always able to revert when required.</p>
<p>It's important to plan some time for the team to develop some custom tools and scripts to aid in a lot of this work. Whether it be installers, build scripts, auto updaters, or anything else. This
also involves getting the team to follow strict processes on things like content directory layouts. The time spent developing these tools and processes greatly reduces the time lost later when
everyone is trying to sync up for a test game, or when a developer accidently corrupts their environment. Even when building the final release, having a tested script that builds the game and
packages it into an installer ensures that no steps are missed and a solid release is ready for upload.</p>
<h1>Planning Deadlines</h1>
Setting deadlines on a mod is both important and difficult. Setting deadlines gives you a method to help inspire and motivate team members, and allows you to plan community advertisement. When
planning milestones and deadlines it's important to speak with the heads of each "team" or "department". These members will be in the best position to give correct advice on realistic time frames,
and status updates for their progress.
<p>Don't attempt to use deadlines to rush development. We tried this in Hostile Takeover 2050, and found it didn't really work. The team enjoyed the sound the deadlines made as they whizzed past. We
found deadlines were most useful to keep the team on track and motivated. Realise the project is still going to take a significant amount of time. You must remember all members are volunteers with a
life outside of the mod.</p>
<p>When unexpected set backs happen, such as a member going dark, just power through and ask other members to step up and try and cover the position that's down. Hopefully your team will have a few
standout members who will help cover the position. With well planned deadlines and some helpful standout members, you shouldn't fall behind much, if at all.</p>
<h1>Preparing for Releases</h1>
When planning your release, try and plan to have work wrapped up several weeks before the release date so you have time to play test, and correct any unforeseen bugs and exploits. Don't underestimate
the work involved in releasing either. Here are a few things to remember to schedule time for which can be too easily overlooked when developing:
<ul>
<li>Developing and testing an installer</li>
<li>Icon Art</li>
<li>User Guides</li>
<li>Release Page</li>
<li>Organising Download Mirrors</li>
<li>Splash Screen Art</li>
</ul>
After you have wrapped up work, play test like crazy. Schedule regular games with team members. Recruit some people from outside the team to help as well. Play dirty. See if it plays well and doesn't
have any issues with dirty play such as spawn camping. Also any members you bring in from outside the team should be watched like a hawk. See where your documentation and help systems are failing.
Identify if things need to be explained clearer or if an interface is awkward.
<p>After you have released you should make sure members have plenty of time set aside for community interaction, watching message boards, replying to comments, watching for bug reports etc. This
constant activity can be helpful in growing the community. We found scheduling a few games against the developers was helpful in regards to getting players onto the servers at the same times. We
watched a lot of players log onto the server, get bored waiting and logging off 2 minutes before another person did the same thing.</p>
<h1>Managing Community</h1>
Throughout the development of the mod you'll need to keep up the PR/Marketing efforts. As development progresses keep looking for some interesting areas where you can get a video or a screenshot that
you can show to the community. Even keeping a trickle of screenshots coming out can help to keep traffic coming through on a site like ModDB.com. Before release you want to ensure you have had a lot
of eyes look over your mod so when you release there is plenty of interest.
<p>Another good thing to do is to look at some of the challenges you face each month and write a blog post about it. Write about some technical challenges, and how you got around it. Whether this be
on the coding side, or on the mapping side. This is good for a few reasons: It shows the community that development is still progressing, it shows off the technical skills of the team (which is good
in inspiring confidence in the quality of the mod, and for portfolios), and it gives back to the modding community that exists around that engine. Also write about some design challenges you have had
to overcome, this can show the community more information about the game and give them more insight which will help build interest. We didn't do this as regularly as we should have in Hostile
Takeover 2050, however <a href="http://www.moddb.com/mods/hostile-takeover2050/news/november-blog">when we did</a>, we saw big spikes in traffic and interest in our mod.</p>
<p>Another mistake we made in Hostile Takeover 2050 was hoarding information up front, and not releasing anything early. We did this out of fear of the idea being stolen, which in a modding
environment is not something you have to worry about. Everyone has their own ideas which they would much prefer to work on, and it's not going to be stolen and exploited commercially until it's been
a proven success, at which point you will already have the market and the interest in your IP and team. This harmed our team greatly because we found it hard to recruit members as people weren't
interested in our mod with nothing to show, and by the time we did release information everyone was already in teams and engaged in projects, which was exacerbated by the Make Something Unreal
Competition.</p>
<p>This differs substantially from the industry as trade secrets don't come into play when the communities are so open, and marketing is an entirely different ball game.</p>
<h1>Conclusion</h1>
Managing a mod team is a very complex and challenging task. Most issues can be avoided or minimised with adequate planning and thought. Take time initially to plan how you are going to develop the
mod, don't rush into development. Also constantly keep a look out for any issues that arise which could be solved with a few rules, such as a change in documentation requirements, or a new
communication channel everyone should have.
<p>Hopefully by sharing some of the lessons we learned while developing Hostile Takeover 2050 you can avoid making some similar mistakes or at least have some guidance during your own projects. We
all enjoyed working on Hostile Takeover 2050 and have gained a great deal of knowledge, both in the technical aspects and in management.</p>
<p>If you have any questions or comments please feel free to email me at <a href="mailto:philip@gdcorner.com">philip@gdcorner.com</a> or comment on the article in the forums.</p>

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