By IndieGames.com - The Weblog

Indie Game Links: Sick of Hearing About Meat Boy & Monaco

Cave StoryToday's collection of independent game links: a comic that's not drawn by Edmund McMillen, the release of a couple of games not made by Andy Schatz or Tommy Refenes, and some free soundtracks which were definitely not composed by Danny Baranowsky. (image source)

Lively Ivy: Fantasy vs. Reality
"If you've ever wondered what it's like to be an indie game developer, boy do I have some slides for you."

Kloonigames: Count On Me
"In January we decided to check out what openFrameworks was all about. It's actually pretty good. So I decided to go along and do an iPhone game about matching stuff with it."

The Bottom Feeder: Avernum 6 For Windows Released
"We have finally released Avernum 6, the final game in the Avernum saga, for Windows. If you like huge, indie role-playing games with a retro flair, you could do worse than to check it out."

GameSetWatch: CarneyVale: Showtime Swings To Games for Windows Live
"CarneyVale: Showtime, the game that beat out 350 entries to win $40,000 at Microsoft's XNA Dream-Build-Play competition in 2008, will arrive on PCs later this year thanks to an exclusive distribution contract with Games for Windows Live."

Indie Strategy Games: The Indie Strategy Bundle
Gratuitous Space Battles, Solium Infernum and AI War at only $49.99, but for this weekend only.

Deadheat Interactive: Sword of Legends Demo
"Most of the game engine is complete, but the demo only really shows off a very small portion of it. Maybe one day progress will continue, but at the moment it's currently on hold."

Osmos: Exclusive Free Soundtrack
"Many fans have requested for the music to Osmos, so here it is. It's an extended, free soundtrack, running 50 minutes in total."

The Marionette: Soundtrack Exclusive
"For a short period of one week, I'm making the soundtrack available especially for everyone. The soundtrack includes full versions of many of the tunes found in the game." Continue reading

By Simon Carless

GDC 2010 Adds Civilization V, Hecker, Harmonix Talks

[It's insane that there's less than two weeks to go to GDC 2010, and my colleagues on the show are still highlighting a few last-minute neat talk additions - here's the first set.]

As the Game Developers Conference 2010 pre-show registration deadline approaches, organizers have confirmed talks from Spore's Chris Hecker and The Beatles: Rock Band's UI director, as well as a premiere of Civilization V's engine tech.

The near-final additions are helping to round out the March 9-13 event at San Francisco's Moscone Center, which includes two days of summits -- spanning iPhone, indie, social games and more -- and three days of main conference content.

In particular, the freshly highlighted lectures for the show (organized by this website's parent company) include the following notable talks:

- Presenting a lecture called "Achievements Considered Harmful?", former EA fellow (Spore) and current Spy Party developer Chris Hecker tackles an intriguing angle on a major trend: "Achievements, awards, and rewards are ubiquitous in games these days... Unfortunately, more than 50 years of psychology research seems to indicate achievements may be doing subtle but irreparable harm to players and their feelings about playing games."

- In the sponsored lecture "Firaxis' Civilization V: A Case Study in Scalable Game Performance", Firaxis, 2K Games, and Intel "present the world premiere game engine and technology sneak peek of Civilization V, launching this fall." Along the way, according to the talk, "you'll learn how Firaxis developers have used the newly released GPA 3.0 PC platform tools and Threading Building Blocks to offer Civ V playability on myriad systems."

- "The Art of Interface Design at Harmonix Music Systems" is a talk by Harmonix's Kevin McGinnis discussing "an evolution over the years of how the company develops their user interfaces." The description explains: "Using games in their catalogue like Rock Band and The Beatles: Rock Band, a detailed visual thread of preproduction style boards, UI animation mockups, and tool development will be shown in describing their process."

- Finally, in "Guild Wars: The Artists' Vision", NCsoft West's chief art director Daniel Dociu will "explore the role of concept art in the game development process." Referencing art from the award-winning online game franchise, the presentation "will focus on the practical aspects of integrating concept art into game development, such as building an art team, working with game developers, and how art goes from concept to technical implementation."

Other recently confirmed GDC 2010 talks include Blizzard design, Shadow Complex and PS3 Motion Controller lectures, plus notable talks on Deus Ex 3's "cyberpunk renaissance" look, Silent Hill producer Akira Yamaoka's ethos, and Batman: Arkham Asylum's art direction.

Organizers also detailed a talk by Metroid creator Yoshio Sakamoto, confirmations of Peter Molyneux and Pixar lectures, and a keynote from game design legend Sid Meier (Civilization).

More information about GDC 2010 is available on the official Game Developers Conference weblog, and the GDC Schedule Builder has a complete list of more than 400 lectures for the event. Regular discounted online registration for GDC 2010 is only available until Thursday, March 4 at 1pm PT.

By Simon Carless

Game Developer February Issue Showcases Borderlands, Trials HD

[Here's info on the latest issue of my colleagues' Game Developer magazine, with a super duper pre-GDC double postmortem issue in effect, and a bunch of other neat columnists besides, hurray.]

The February 2010 issue of Game Developer magazine, the sister print publication to Gamasutra and the leading U.S. trade publication for the video game industry, has shipped to print and digital subscribers and is available from the Game Developer Digital service in both subscription and single-issue formats.

The cover feature for the issue is an exclusive postmortem of Gearbox's post-apocalyptic shooter Borderlands. The article, crafted by the Texas-based developer's Aaron Thibault, offers insight on the challenges and successes experienced by the independent studio. It is introduced as follows:

"As Gearbox's first original IP in many years, Borderlands had a lot riding on it. The game wound up having an interesting design coupled with a new art style—but it didn't start that way. The team took a circuitous route to success, as Aaron Thibault explains."

Also featured in the issue is a postmortem of RedLynx's Trials HD, the latest in the Finnish company's unique series of sidescrolling motorbike trick games:

"The Trials series has been around for some time, but Trials HD marks RedLynx's first breakout success. Discussed here are the troubles getting up and running on XBLA, the magic of physics, and more."

In addition, Game Developer Research presents a selection of data from the just-released State of Game Development 2009-2010 Survey, of which a smaller excerpt is available online:

"In this Game Developer Research-partnered report, we reveal stats and figures related to our audience, from number of employees to core markets and game engine usage."

And as usual, our regular columnists contribute detailed and important pieces on numerous areas of game development -- this issue, we include Bungie's Steve Theodore on push-button art, Canabalt developer Adam Saltsman on constructed procedural generation, Maxis' Soren Johnson on theme versus meaning, Flower composer Vincent Diamante on audio loops, Matthew Wasteland with his monthly humor column, and the new Good Job! column on industry career moves.

Worldwide paper-based subscriptions to Game Developer magazine are currently available at the official magazine website, and the Game Developer Digital version of the issue is also now available, with the site offering six months' and a year's subscriptions, alongside access to back issues and PDF downloads of all issues, all for a reduced price. There is now also an opportunity to buy the digital version of February 2010's magazine as a single issue.

By Simon Carless

Road To The IGF: Klei Entertainment’s Shank

[In the latest Road to the IGF interview with <a href="2010 IGF finalists, we speak with Jamie Cheng, executive producer of the brutally attractive 2D brawler Shank, nominated for Excellence in Visual Art.]

A staple of the arcade scene in its heyday, the 2D side-scrolling beat-'em-up genre let quarter pumpers take control of a character who would use a combination of weapons and knuckles to accomplish a singular ultimate goal: to keep advancing to the right, by any means necessary.

Klei Entertainment's Independent Games Festival finalist Shank looks to recapture the essence of the 2D brawler genre--the action, the intensity, and the violence--albeit with plenty of modern day visual polish, which was enough to earn the game a 2010 IGF nomination for Excellence in Visual Art.

Jamie Cheng, CEO of Klei and executive producer on Shank, gives more background on the development of Shank, life after releasing the digital release Eets, and why the studio decided to explore the classic 2D brawler genre:

What kind of background do you and your team have making games?

We've got a pretty wide range of experience, but you could say we're decently seasoned. We have team members who previously worked at Relic, EA, Blue Castle, and a bunch of other studios. Most recently Andrew Chambers came on as a senior designer, and he's had a myriad of experience, including one of my personal favorites Freedom Force.

What development tools did you use for Shank?

We spent the better part of the year building a brand new pipeline for Shank. We built in-house Level and FX tools designed for our 2D look, a custom Flash pipeline for the artists to animate in, and a new game engine that the designers use to control behaviors.

I can't say enough about our programming team -- Alex, Chris, Ju-Lian and Kevin -- they really worked some magic to free the artists and designers and create something really special.

How long has your team been working on the game?

Shank started in January 2009 -- pretty much the day after our previous publisher closed its doors. In retrospect, it was a huge blessing to be able to spend most of the year working with our team on something that is entirely in our control.

How did you come up with the concept for the game? Why a 2D brawler?

Shank is an idea Jeff [Jeffrey Agala, creative director] and I came up with while working on our previous game, Sugar Rush. We felt that the genre wasn't fully explored, and had a ton of potential, so we decided to push some of those boundaries and give players something they weren't expecting. Pushing the visuals to be cinematic without sacrificing gameplay is something we feel really strongly about, and so far the feedback has been very encouraging.

Were there any specific 2D brawlers that heavily influenced the game, or was it just the genre in general?

It's interesting how often I get asked this question! We definitely take some our roots in the spirit of Double Dragon, where it was one of the first times players were able to choose what sorts of attacks they wanted to inflict and it had real meaning to them. But in our discussions I find our references are all over the map -- from Prince of Persia to Uncharted to Street Fighter to... pretty much anything.

The animation gives the feeling of weightiness and power. What's the secret to achieving that? It's satisfying to play and even watch.

Thank you! The majority of the animation you see is created by Aaron Bouthillier. He, like our other artists, are trained 2D animators, and that's obviously something that really shows. We also spent countless hours poring through gameplay mechanics and animation to give it that weight. I definitely think it's the product of all parties -- the engine, the animation, and the design tweaking that all came together.

The art direction is pretty stunning. Is this the look that you had in mind from the start?

This is definitely the direction that Jeff was going for since the early days. What we were able to achieve evolved over time as our tools continued to improve, but since February, when Meghan Shaw painted the first mockup of our level, we pretty much had our look down.

What lessons learned from the development of Eets did Klei apply towards Shank?

I could probably write a book on that! I think my favorite lesson is that it's a great feeling to make a game authentically -- when we built Eets, we knew what we were building and we simply had fun building it. I don't think we've ever had as much fun creating games as we have been creating Shank.

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

I'm a bit sheepish to say that I haven't played most of them, but I did check out Rocketbirds Revolution! and it's certainly impressive what they managed to do in Flash. Really early on, I had whipped up a brief Shank test in Flash and I got stuck quickly on performance issues, so I was pleasantly surprised with the tricks they used to bring it to the next level.

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

I was reading back on this same question in 2007, 2008 and 2009, and every year the answer is the same: it's better than before. I think as an industry we're in need of promoting the talent behind the games more than ever, and the indie movement is key for that to happen.

Of course, it helps that amazingly quality games are being made by increasingly smaller resources. All the work that other independents are creating definitely pushes us to reach higher, and the people in the industry simply couldn't be any more supportive.

Can the 2D brawler become more than a niche in today's market?

I suppose that depends on how you define niche and market. Semantics aside, I think the genre has a lot more to give than it has so far and we'll see more and more hybrids of the 2D brawler coming out that will be very successful. I'm looking forward to playing them!

[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, and Daniel Benmergui, creator of Today I Die]

By Simon Carless

GameSetNetwork: Best Of The Week

It's the end of another week, so it's time to go through the top full-length features of the past week on big sister 'art and business of gaming' site Gamasutra, plus our GameCareerGuide features for the week.

Some of the notables include interviews with the Japanese iPhone music app creators at Yudo and Capcom's Monster Hunter creators, as well as postmortem of time-traveling shooter Darkest Of Days, Ken Rolston on RPG design, and GameCareerGuide features on design and iPhone game creation:

Gamasutra Features

Art-Media Innovation: Yudo's iPhone Success, Natal Dreams
"Gamasutra sits down for an in-depth interview with Beatmania co-creator Reo Nagumo and former Q Games exec Reo Yonaga (Lumines) to reveal their new, thus far iPhone-centric developer Yudo, as well as possible plans for console titles and hopes for Microsoft's Natal."

Postmortem: 8Monkey's Darkest of Days
"In this in-depth postmortem, developer 8Monkey Labs explains the creation of PC and Xbox 360 time-traveling shooter Darkest Of Days, outlining exactly what went right and wrong in the creation of the ambitious title."

Book Excerpt: Game Engine Architecture
"Gamasutra presents an excerpt from Jason Gregory's Game Engine Architecture; the book contains a huge amount of data on specifics to consider when developing a game engine."

No Laughing Matter: Making Humor Work in Games
"Gamasutra speaks with Overlord's Rhianna Pratchett, Sam and Max's Chuck Jordan, and Leisure Suit Larry's Al Lowe about what needs to be done -- and what isn't being done -- to make games funnier."

The Ways Of A Monster Hunter
"Monster Hunter Tri producer Ryozo Tsujimoto talks to Gamasutra about bringing an online-centric game to the Wii and making the hit franchise more appealing to the "very sophisticated" Western gamer."

Gamasutra News

XPEC: Idea For Bounty Hounds Online Came From PSP Piracy
"XPEC's idea for PC MMO Bounty Hounds Online came from an unusual place - rampant worldwide piracy of the earlier Bounty Hounds for PSP, the company tells Gamasutra at Gstar 2009 in South Korea."

Opinion: The Top 5 iPhone Dirty Secrets
"Susan Lambert of Avatarlabs, an iPhone developer, lets loose her five dirty secrets of the iPhone -- advice for developers and others still trying to get a handle on the explosive phenomenon."

Rolston: Physical And Virtual Artifacts Crucial To Narrative Designer's Job
"A good narrative designer must "find artifacts that feel in the mind like they're touchable" in order to make fictional games worlds come alive, says longtime Elder Scrolls RPG designer Ken Rolston."

GameCareerGuide Features

Playing Styles, and How Games Match One Style or Another
"In a detailed design article, academic Lewis Pulsipher discusses different game play styles, and how today's games have adapted to suit them."

Excerpt: iPhone Games Projects
"Interested in creating a game with a streamlined, elegant interface? iPhone developer Joachim Bondo explains the thinking behind his chess app in this book excerpt."

By IndieGames.com - The Weblog

Freeware Game Pick: Pylo Noveau (Grif and Omnilith)


Pylo Noveau is a solid platformer made with the Game Maker engine, featuring four lengthy levels to play in the first demo build released. The developer has promised four times the content in the final version, but don't let the incomplete tag discourage you from giving this game a try.

You play as Pylo, a dragon with fire-breathing ability that can be further upgraded whenever you collect a red gem. Any jewels you collect also allows you to use special powers that can either reveal secrets in a stage, heal Pylo, or even hurt enemies in a myriad of ways.

The biggest letdown of this project is the use of sound effects from other commercial releases, although if you can let that slide then there's some fun to be had here by fans of platform games. (source: PixelProspector) Continue reading

By IndieGames.com - The Weblog

Links: Under the Sea

Today's pic is the cover image for Bit Blot's Aquaria two-disc soundtrack, drawn by Katie de Sousa (artist for Infinite Ammo's upcoming project Marian). Danny Baranowsky posted his remixed track from the album on the OCR site as a free MP3 download too.

On with the links:

Nifflas' Saira Release date set
A new commercial game from the creator of the Knytt series will be released on December 12th, 2009. Saira is for Windows only, and will cost around $15.

Canabalt Portable
A free offline version of Canabalt to download and play. Windows build only.

Unity3D Intro Tutorial
It does go on a bit, but Alec did a great job of showing how easy it is to start using the Unity3D game engine here.

Aquaria - Original Soundtrack
The soundtrack to Bit Blot's debut commercial release is now available for purchase.

JNK x 15 - 15 Fantastic Tip Top JNK Games
Fifteen of the best weekly games created by James, all collected into a handy zip file.

Braid is now available on the PlayStation Network
Probably not out in some territories yet, but if you're waiting for the PSN version then keep an eye on this one. And the new video walkthrough is a great watch if you haven't seen it. Continue reading

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