By Simon Carless

Marvelous Bringing Harvest Moon To Social Networks

Harvest Moon, which many consider as the inspiration to Facebook gaming king FarmVille from Zynga, will see several browser-based social game releases thanks to Japanese developer and publisher Marvelous Entertainment.

The company looks to put out five to six titles designed for social networking services, according to a report from the Nikkei Industrial Journal translated by Andriasang. It's expecting to begin releasing those games this summer.

The 14-year-old series has seen dozens of releases, ports, and spin-offs on a multitude of home console, portable, digital download, and mobile platforms, so this move to spread the franchise to popular services like Facebook isn't surprising.

Marvelous didn't disclose any gameplay details behind the projects or specific strategies for attracting FarmVille's 83 million fans to its own farming simulator, but the publisher says it "aims to use its game development knowhow to deliver full game experiences."

By IndieGames.com - The Weblog

GDC: Monaco Takes Grand Prize at 12th Annual IGF

Pocketwatch Games' stylish co-op caper, Monaco, was the big winner at the Twelfth Annual Independent Games Festival Awards, which was hosted by the Game Developers Conference 2010 at the Moscone Convention Center in San Francisco.

Monaco received the top award at the ceremony, earning the $20,000 Seumas McNally Grand Prize for Best Independent Game, as well as the award for Excellence in Design.

Other IGF award recipients for 2010, as judged by over 170 industry veterans, independent developers and indie-friendly journalists, also include PlayDead's starkly beautiful silhouetted platformer, Limbo, which won the awards for Excellence in Visual Art and Technical Excellence. Closure Team's puzzle platformer, Closure, earned the award for Excellence in Audio.

Noted independent developer Cactus (pictured) received the inaugural Nuovo Award for his abstract visual puzzle game, Tuning. The Nuovo Award honors "abstract, shortform, and unconventional game development which advances the medium and the way we think about games." Continue reading

By IndieGames.com - The Weblog

Indie Games Summit Round-Ups: Day 2

Here's our link round-ups for articles about the second day of Indie Games Summit talks, happening at the Game Developers Conference in San Franscisco this entire week:

Gamasutra: Exploratory Development
"Game development is one of the highest-pressure, most anxiety-inducing careers there is. An exploratory development process can be a solution, but only if it's managed with confidence and honesty, say ThatGameCompany's Kellee Santiago and Robin Hunicke."

Gamasutra: Ninjabee's Top 10 Development Lessons
"Ninjabee's art director Brent Fox shared a top ten list of development lessons learned from releasing games on Xbox Live Arcade and other platforms, offering useful advice for other indie developers during his lecture at GDC's Independent Games Summit in San Francisco."

Gamasutra: A Brief Postmortem Of Today I Die
"In a short talk during the Indie Games Summit at GDC in San Francisco, Daniel Benmergui (I Wish I Were The Moon) discussed the process of making the game that put him on the map, and is an IGF Nuovo finalist this year, Today I Die."

Gamasutra: Refenes' and Saltsman's Baffling $350 App Store Success
"I absolutely hate the iPhone App Store,' declared indie developer Tommy Refenes during his segment of the Indie Game Makers Rant at Game Developers Conference in San Francisco this week."

GameSpot: Indie developers spew rapid-fire rants
"The Indie Gamemaker Rant session was an orderly procession of five-minute spiels from a dozen people with an interest in the independent development community."

Edge Online: Semi Secret Talk Canabalt, Flixel
"Semi Secret Software's Eric Johnson gave a candid post-mortem of their hit game at GDC's iPhone Game Summit, closing out by revealing that Flixel, the flash game API used to create Canabalt, is being ported to iPhone for native development, including an Actionscript to Objective-C translator to accelerate Flash to iPhone ports."

Boing Boing: How The Indie Fund Could Change Game Dev Destiny
"Opening the 2010 Independent Games Summit, 2D Boy co-founder Ron Carmel took to the stage to explain why the fund was needed, with Braid artist David Hellman illustrating the strange over-complex steamwork behemoth of traditional business models that no longer serve the indies best." Continue reading

By Simon Carless

Road To IGF Mobile: Glow Artisan’s Jason Schreiber

[In the first in a series of interviews with 2010 Independent Games Festival Mobile finalists, sister site FingerGaming's Jon Glover talks to Powerhead Games CEO Jason Schreiber, whose DSiWare game Glow Artisan is a finalist in the Best Mobile Game category after having won the award for Best Mobile Game Design.]

Described as another "secretly rad" DSiWare game by GameSetWatch’s Eric Caoili, Glow Artisan could have remained just that, a footnote on Nintendo’s weekly "downloadables" PR sheet, seeing only a single, admittedly fantastic review in its first week of release.

However, a few months on and developer Powerhead Games’ debut original title has won the IGF’s Best Mobile Game Design award, being the only game on a traditional gaming handheld up for the grand prize in the catergory of Best Mobile Game.

FingerGaming had the chance talk with Powerhead Games boss Jason Schreiber about his company’s first non-licensed game, the development of such a unique and feature-rich puzzle game and the indie scene in general.

What is Powerhead Games’ background in game development?

We recently celebrated Powerhead Games’ tenth anniversary as an independent game developer. Our first game was for the original Nintendo Game Boy. We’ve pretty much been a Nintendo handheld developer ever since, working on many different types of "for hire" (other company’s IP) games. Glow Artisan is Powerhead’s first original IP and our first self-published game.

Can you tell us what development tools your team used to create Glow Artisan?

We use 3D Studio, Photoshop MediaWiki, SVN, Lua, Bugzilla and Notepad. We also use a bunch of internal tools and technology which we take great pride in. For example, our Font Text Writer tool is not just a means to get text into the Nintendo DS, but it’s also an indication of our love of silly acronyms. The most important tool though, is the Glow Puzzle Maker, which is included in the game!

How long was the game in development?

The first prototype of Glow Artisan was built about two years ago. Several of the core features in the finished game were in place at week one: using one screen as a blueprint and the other as a canvas, drawing from the edges ("emitters"), and erasing/cutting lines.

That first prototype showed potential, but it was a far cry from where we wound up. Glow Artisan became a labor of love at Powerhead — nearly everyone here had a hand, at least some part, to move development forward. When the Nintendo DSi was announced, everything fell into place. We knew two of the DSi’s features, the camera and the shop, would be perfect for Glow Artisan.

How did the initial concept come about?

Two designers, Matt [LoPresti] and Ramiro [Corbetta], were discussing ideas as designers are wont to do. In a classic case of the game "Telephone", one misinterpreted the other’s design and came up with the idea of “emitters” (drawing from the edges). They enlisted Randy (programmer) and Mike (artist) to work on a prototype. (It was up and running in about a week.)

Like any good idea, it was inspirational. Soon additional people got involved, and the design shifted to a more "cabal" approach.

How did your "for hire" work on primarily licensed games prepare you for the development of Glow Artisan?

Working on games for young audiences enforces the basic tenet that players should always know what they can do. It sounds simple, but this kind of detail can be overlooked as developers struggle to hit a deadline, or debate level of polish vs. additional features.

During the development of Glow, we repeatedly noticed the mechanic wasn’t obvious to new players. We heard: "Why can’t I just draw anywhere with the stylus?" a lot. We knew if the game was not presented properly then first-time players would likely get frustrated.

Building a thorough tutorial solved a lot of problems: it made a good first impression, helped set the pace of the game, and made sure players knew how to play our game.

What would you say are the advantages and disadvantages of putting your game on DSiWare, versus "proven" services such as the App Store and Xbox Live Indies?

The simplest answer is: where else could we sell our downloadable Nintendo DSi game? Another advantage for DSiWare is the other services, especially the App Store, are just flooded with games. This makes it very hard to get attention for new IP.

We like to think Glow Artisan's quality would have demanded attention no matter what system it was initially released on, but releasing Glow Artisan as a DSiWare game helped it stand out just because there are only a few games released every week.

Of course, the flip side, is the App Store and Xbox shop experiences are much more mature — it’s so easy to go from a link on the web to a purchase for any App. To find Glow Artisan in the DSi Shop, you need to specifically search for it. Hopefully, that will change as the DSiWare shop evolves and adapts.

Glow Artisan has a strong sense of identity. Do you think an interesting, coherent aesthetic is a necessity on a service alongside the likes of the ArtStyle and Electroplankton series?

For us, anything that helps our game stand out is helpful. Marketers like to talk about a good "elevator pitch" or "five word" description for a game. ("You only have 30 seconds with an executive to sell your game… Go!")

Glow Artisan doesn’t have a great elevator pitch. Or at least we haven’t found it yet. We still have problems explaining the gameplay. ("So, here’s how to play. You need to redraw this puzzle, but you can only draw from the left and top sides of the screen. No, not that screen. And it’s got a lot of features and modes. And it uses the camera…")

That said, we learned even showing the game isn’t enough. We posted a carefully constructed trailer online, but the first comment said the it sucks because it doesn’t show off the game concept. (We took it as a compliment that the random YouTube user liked our game enough to support it by criticizing its only trailer.)

If you could reset and start fresh on development of Glow Artisan, what would you do differently?

Once we had the mechanic down, we spent a lot of time trying out different looks and modes. We also explored various story ideas, such as the totally original idea of adding color to a colorless corporate world (shakes fist at de Blob!). If we had known from the start we were self-publishing on DSiWare, we could saved time by only focusing on the essentials of game play, cool features, and presentation.

For the game itself, I’m going to paraphrase Matt and say we learned a lot in making tons of small (5×5) and large (10×12) puzzles. In retrospect we could have eased players into the larger levels a little better. Perhaps by adding a medium sized grid.

What do you think of the current state of the indie scene, particularly in relation to the mobile space?

Matt says that "some of the indie games I’ve played on DSiWare and Xbox Live Indie are some of the best experiences he’s had in recent years. Especially Solar on Xbox Live." And Ramiro says 2009 "had a lot of interesting games, like Closure, Star Guard, Every Day The Same Dream, Today I Die, and a bunch of other games that I’m probably forgetting.”

I don’t think I’m the first to make this observation, but look at where id, Epic and 3DRealms started. They were all “indie” shareware companies, working on self-published games in the 90’s. They all were responsible directly to their consumers and, as a result, produced high quality games and great franchises. The indie game developers of today could very well be the gaming powerhouses of the next decade.

Have you played and enjoyed any of the other IGF Mobile finalists?

We’re looking forward to more hands on time with all the games at GDC, but we’re all fans of Hook Champ and Drop7. (And we’re not just saying that because Drop7 was made in New York City.)

By IndieGames.com - The Weblog

Indie Game Links: I Made a Post with Links in It

SnapshotToday's collection of independent game links include the release of a new Captain Forever episode, sales numbers for a top-selling XBLIG game, and the announcement of a new experimental gameplay theme for the month of March. (image source)

www.Farbs.org: Captain Impostor is Go
"This new episode in the Captain Forever series wraps up the Captain Successor story arc and experiments with an alternate construction mechanic. Forget the drudgery of module-by-module construction - now you can steal a nearby vessel's entire configuration."

Gamasutra: I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1... And Sold 200K Units
"Ska Studios' Xbox Live Indie Games release, I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1 surpassed the 200,000 unit sales mark this week, the developer said Tuesday, with each unit selling for $1."

Experimental Gameplay Project: 10 Seconds is long enough in March
"The theme this month is 10 Seconds. What can you have the player do in ten seconds?"

Oxeye Game Studio: Nordic Game Program Round 1, 2010
"Two times a year for six years, that's how often the Nordic Game Program is choosing projects for their development support grant. The program is intended to promote game development in the Nordic countries, and focuses mainly (but not only) on games for younger audiences."

DIYgamer: How to Make XBox Live Indie Games Better
"What can Microsoft do to make XBox Live Indie Games better? Here are a few ideas."

Steam News: Midweek Madness - Indie Games Sale
"Seven Indie Games are available for $2: Gridrunner, Space Giraffe, Bullet Candy, Bob Came in Pieces, Altitude, Super Laser Racer, and Galcon Fusion. Buy all the games in the Midweek Madness Indie Game Pack and save even more for just $9.99."

The Games Collective
A nice, clean forum about indie games and game development activities, managed by Stephen Lavelle (increpare). I promise to try out every single game posted there! Continue reading

By Simon Carless

Round-Up: Gamasutra Network Jobs, Week Of February 26

In our latest employment-specific round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including positions from ArenaNet, Sucker Punch and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted this week include:

ArenaNet: International Project Manager
"ArenaNet is seeking to hire an International Project Manager for a job opening on the International Product Team. The primary function of the International Project Manager is to manage and coordinate international projects for the ArenaNet Business team and to act as a primary contact for Asian partners. Other areas of responsibility include managing product localization, market research and data analysis."


Konami Digital Entertainment: Technical Artist
"Tencent Boston is a premier game development studio led by industry veterans that are driving the creation of world class online games for a global audience. We are a division of Tencent Inc., one of the largest internet companies in China. For more than 400 million people Tencent is the internet encompassing portal, shopping, community and entertainment services. We are right in the middle of one of the most dynamic and fast growing game markets in the world and we are looking for outstanding individuals with passion, talent and a team focused mindset."

Ready At Dawn Studios: Lighting Artist
"Successful candidates are able to demonstrate both a strong aesthetic sense for lighting, as well as understanding of how to effectively lead the player through real-time environments and gameplay scenarios. The lighting artist is expected to research and adapt to new techniques as they emerge and to propose lighting related improvements to our general art pipeline and proprietary tools and engine technology."

Sucker Punch Productions: Studio Recruiter
"Do you have experience with particle editing in a 3D package or in a 3D engine? Are you ready to bring that ability to execute outstanding FX to our games? Strong sense of dramatic FX and understanding of how to recreate them in a particle editor required. Texture skills required."

Volition: Experienced Project Manager
"Volition, Inc., a video game studio located in Champaign, Illinois, is seeking an experienced Project Manager to manage various areas of development on one of their exciting game teams. Volition is an established game development studio owned by THQ, Inc. and has created the Saints Row, Red Faction, and FreeSpace franchises."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

By Simon Carless

Road To The IGF: Closure’s Tyler Glaiel And Jon Schubbe

[In the latest Road to the IGF interview with 2010 Independent Games Festival finalists, we speak with designer Tyler Glaiel and artist Jon Schubbe about Closure, a finalist in both the Excellence in Audio and Technical Excellence categories.]

Closure, first introduced in a Flash version, is a puzzler that challenges a very basic principle of gaming: That light is always good and darkness is always bad. In Closure, that which is illuminated exists, and that which isn't, doesn't, producing no end of brain-bending environments.

Here, programmer, designer, producer and director Tyler Glaiel and artist Jon Schubbe discuss their design and inspirations -- and the upcoming expanded version of the game's subtly sinister undertones.

What is your background in making games?

Tyler: I've been interested in game development pretty much my whole life. When I was young, I used to draw levels for Mario and Sonic on big sheets of paper and pretend to play through them in my mind, and thought, "man I wish I was the one who designed these games, cause I have so many ideas".

I got to play around with actually making a game when I was 11 (using Flash 4, titled "Pigeon Pooper"), and have been practicing and evolving my skills ever since.

Jon: One of the first games I made was an RPG Maker game called Book of Miseries and Mysteries (Copyright 2002 Jon Schubbe Inc) and from then on, I've been making personal Flash animations and games for Newgrounds.com in my spare time.

What development tools did you use?

Tyler: I use flash all the time for prototypes and web games. The new version of Closure is written in C++ (XCode on the Mac, Visual c++ Express on Windows). And I'm powered by Coffee™.

Jon: Adobe products get me by.

How long did you work on the game?

Tyler: The Flash prototype took two months to make. Following that, we've been working on the new version for about nine months so far. There is still a year or more to go to finish it up, and business stuff can move pretty slowly at times.

What gave you the inspiration to do a game that worked with light and dark contrasts, and how did you come up with the main concept?

Tyler: In most games that have "dark levels", there is a very distinct separation between darkness and light. It's usually "Dark = Bad, Light = Good", or in stealth games, it's flipped.

I hate that dumb division between the two, so this game sorta plays with how, in some situations, you need the light, and in others it just gets in the way. The concept was just an idea that popped into my head during brainstorming.

One thing I noticed about it when I played it was the odd little touches that gave the world in-game more of a sense of place, rather than simply being a puzzle-oriented geometric landscape. Can you talk about that, and why were there mailboxes?

Jon: Tyler's past puzzle games have mostly been very simple, abstract, graphic design-looking. For the Flash version of the game, I came in to animate a character and draw environment assets to enhance the experience and give the game a vague storyline.

Mailboxes are used to represent the fact that you are on a road outside people's homes, and eventually leading you into a forest. In our latest new version, being created from the ground up, I am animating and drawing all new graphics for the new game.

I will also be essentially decorating the landscape this time, creating a whole new abstract appearance for the new game, as opposed to the old geometric pattern in the Flash game.

The title is very distinct. In what ways does it relate to the game concept, and did you mean to give the experience of playing it such a subtly sinister overtone?

Tyler: The word "Closure" means about 500 different things. The way to advance through levels is to go through a door (closing and opening a door), and the storyline and plot deals with closure to an extent, but the main reason the title was picked was because of the gameplay.

I read Scott McCloud's "Understanding Comics", and he had a chapter on "closure", and about how it's how the brain connects images together, or how if you see two parts of a bridge obscured (by darkness, per say), your brain connects those images together.

He had a panel in that chapter where he wondered if stuff he couldn't see disappeared (behind him), and the reason the brain actually remembers that there is something there is through the process of "closure". I was like, whoa, that fits my game, except I'm forcing people to ignore that instinct.

That's where the name comes from (and is a way more interesting story than where the idea came from, but everyone always cares more about the idea's inspiration for some reason).

It's also funny, cause the word can mean so many different things, the number of puns that have come about during it's development, like "foreClosure", "bringing closure to Closure", and others too.

Jon: Blair Herter from X-Play: "These two guys were in a relationship at one point and 'Closure' is what they didn't have have in their relationship."

If you could start the project over again, what would you do differently?

Jon: The project IS being started over again! The new version of the game is the one that was entered into the IGF! From the old one, I am including lots of hi-def artwork and smoother animation for loads of new levels with new mechanics and sound.

Tyler: Yeah, the Flash version had a lot wrong with it. I could go over it in super detail everything that went wrong, but it would take PAGES. Luckily, since only two months were invested in it, it was completely painless to just start from scratch for the big version.

No more Flash (it's slow), HD so there's more room for designing interesting levels and creating interesting mood and plot, less "guesswork" puzzles and more "thinking" puzzles, less lag, and more mechanics to allow for more variety of puzzles without resorting to some of the cheap tricks theFflash one did to extend the game. Physics, water, spotlights, and more. It's kinda nice to work off of a base project like that that got a ton of feedback.

Were there any elements that you experimented with that just flat out didn't work with your vision?

Tyler: There were a lot of levels I had to trash, and a couple stuff in the Flash version that just wasn't an interesting enough mechanic to redo in the new version. We've yet to implement our riskiest idea though, so stuff remains to be seen.

Jon: As far as graphics go, I'm experimenting with different styles of black and white, keeping the style of the atmosphere as close as possible to the first game, while improving it vastly. Some things that don't work at all with the atmosphere is sometimes my cartoony drawing style to things gets in the way.

I'm keeping the drawings right on the edge of cartoony and creepy to create a unique look for the limited black and white palette of the game.

Have you played any of the other IGF finalists? Any games you particularly enjoyed?

Tyler: I've played Super Meat Boy, a little bit of Rocketbirds' demo, Star Guard, Today I Die, Tuning, and a bunch of the student winners too (Puzzle Bloom, Continuity, and Spectre). Super Meat Boy is great, so is Today I Die and Tuning, and I'm really excited for this year's selection, since there's a ton on the list I want to try, like Vessel and Monaco.

Jon: Of course! Meat Boy's Flash version was a lot of fun because I love masochistic platforming. Shank is a fun game with sweet combos and I like the comic book ink-shaded look to it. It complements the over-the-top action.

I've also played Tuning and Today I Die, which are fantastic abstract experiences compared to your every day 'video games'. I've also played Puzzle Bloom in the Student Showcase, and it was a very fun and challenging experience.

Spectre is another I've played from the Student Showcase and it has a cool unique art direction and way of storytelling. Heroes of Newerth I haven't played, but I have played DotA, a WarCraft III mod that HoN was based off, so I could probably predict that game is amazing too.

What do you think of the current state of the indie scene?

Tyler: It is great. Two years ago all I knew about the indie scene was Gish, Alien Hominid, and Castle Crashers. Then I got involved in it a little (after realizing that what I've been doing for so long IS indie development), and it's been one hell of a ride since then.

It's crazy the people I've met and the places I've been since then, and it doesn't look to be getting stale any time soon.

Jon: I think it's great! There's a lot of dispute over the definition of 'indie' but I think people know deep down that combining the various personal situations people are in as they make the game, and the final product, they can judge whether or not it is 'indie' by intuition for themselves.

[Previous 'Road To The IGF' interview subjects have included Enviro-Bear 2000 developer Justin Smith, Rocketbirds: Revolution's co-creators Sian Yue Tan and Teck Lee Tan, Vessel co-creator John Krajewski, Trauma creator Krystian Majewski, Super Meat Boy co-creators Edmund McMillen and Tommy Refenes, Sidhe's Mario Wynands, who worked on Shatter, Daniel Benmergui, creator of Today I Die, Klei Entertainment's Jamie Cheng, executive producer on Shank, Star Guard creator Loren Schmidt, Miegakure developer Marc Ten Bosch, Joe Danger creator Hello Games, and Limbo partner Dino Patti.]

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