From game developers to game developers sharing information to improve our industry

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What makes a studio differente from another, is the quality of its creative workforce, and that talent and quality is usually revealed in several occasions during the process of creating a videogames.

Right from the concept phase, you may feel the expertise and experitse of the team by the way an idea is generated, discussed, documented and iterativly evolved into a game able to make thousands of people to buy it.

Some times just being able to take a peek on those teams are able to organize and work is already a very valuable experience.Irrational Games has been trying to help us, mere mortals , in trying to understand how the first league of developers actually work, by releasing from time to time internal information about projects that they have produced in the past.

In this case, the information is about a cancelled project, Dungeon Duel, but it is really a great experience and source of information to be able to read through the pages of the game pitch they have produced to try to sell the game internally or some external publisher.This is a must read of all wannabe developers out there.

http://downloads.2kgames.com/irrational/artwork/dungeonduel/irrationalgames_d…http://irrationalgames.com/insider/from-the-vault-dungeon-duel/

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Crytek has finally released the SDK for the Cryengine3 game engine.
The SDK is located at http://www.crydev.net and needs registration before being ran,although not needing it for the download of the SDK which is aproxmatly 650 Mb.The license is free of all non commercial applications and developers are welcomed to contact Crytek for other licenses.

I am not sure the plataforms for which the SDK is targeted, although initially it seems to be only for the PC, when the SDK is ran, the PS3 and XBOX360 are there displayed as not being connected, and since I have not yet connected any of the devkits, I really don´t know if it woud recognize them and allow the deployment of the application.the SDK is including a demo, Forest, which was being displayed during the GDC San Francisco as a showcase of the editor.

 

More information at

http://www.crydev.net/wiki/index.php/Main_Page

CryENGINE Free Use

Anyone can now download a full version of the best All-In-One Game Development Engine, for free and use it without charge for non-commercial game development. You can try out the fastest toolset for creating game worlds and use the power of CryENGINE 3 in your own games


CryENGINE Free Use
You can use CryENGINE 3 for free in educational facilities, even if you are charging tuition. We have always offered our engine for free to educators, but now individual students can also freely download the engine and use it to learn about real-time 3D development.CryENGINE 3 is also free for non-commercial use; if you are distributing your game or application for free (and not charging for your work in producing it, whether directly or indirectly), no additional license is required.

CryENGINE 3 Independent Developers Platform
We want you to make games with CryENGINE 3 that people will want to play. We hope that your work will lead to a product you can commercialise. If this is the case, before you can sell your work or your game, you must seek a development license for CryENGINE 3.CryENGINE 3 for Independent Studios, Free To Play Games or Downloadable Games
Crytek has attractive options for smaller games built with CryENGINE 3, with shorter development timescales. If you want to move your game onto platforms other than PC, or you need access to CryENGINE 3 source code, please contact Crytek to find out more about our licensing for Independent Studios.
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System Requirements [Developer]

  • • Supported operating Systems: XP, Vista, Windows 7 (with Windows 7 recommended)
  • • CPU: Intel Core 2 Duo 2GHz, AMD Athlon 64 X2 2GHz or better
  • • Memory: GB RAM (4 GB recommended)
  • • Video Card : nVidia 8800GT 512MB RAM, ATI 3850HD 512MB RAM or better

 

System Requirements [End User]

    End Users who only use the game launcher without Sandbox have lower system requirements.
  • • Supported operating Systems: Windows XP SP2, Windows Vista SP1 or SP2, Windows 7
  • • CPU: 32-bit or 64-bit processor (a multi-core processor is strongly recommended)
  • • Memory: 1 GB RAM (2 GB recommended)
  • • Video Card: ShaderModel 3 capable graphics card (for example an NVidia 6 series card)

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Autodesk has launched a free 3D modeling tool for Windows. This software allows wannabee artists to create three-dimensional objects in a relatively simple way .

The product is associated with a bigger community support service, that is allowing people to get more attention and help on dealing with common problems or bugs.


On the Web you have access to free models available for download with an  extension .123 d).

The site gives the user also the possibility to upload their work as to be shared with the community.

It seems that this initiative that EPIC took several months ago with the UDK package, and the Crytek is suppose to follow on during summer by releasing a free version of CryEngine 3.

In the past, Autodesk release a lite version of the Maya or 3DSMax package, I am not sure which one it was, but it was removed after only after a couple of months of availability. Let’s hope that this time, it will last longer.


A question that I have not been able to check, is about compatibility with other Autodesk software, and about exporters to other middlewares, because usually, those are some of the features trimmed down when making a tool available for free.

More at http://www.game-developers.org

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No, you are not reading the header of a new “pacman” clone, where a small smartphone runs along a blue maze eating off some portable consoles ;)

No, what you are reading is that the gaming applications for smartphones are eating way the portable console gaming market, doubling in one year the revenues.The reasons behind such growth are basically associated with the appstore and android market, associated with the two main smartphones categories available in the market. People are more and more using advanced all in one smartphones, that they use as a replacement of laptops, netbooks, and portable consoles, using them intensivly while commuting or killing time away. The result? Why to bring with you several devices when you can get all of them in your smartphone?
We are becoming digital beings and our smartphones are becoming an extension of our brain, and we are spending more and more time around it, so I think that the only devices that will suffer from the smartphones growth, will not be only portable consoles, but a much more widespread range of devices, like Tvs, cameras, MP3,  recorders, netbooks, tablets, etc….
The analysis was generated by  Flurry  and summarized at slashgear:

Smartphone gaming continues to ratchet up the pressure on traditional mobile platforms like the Nintendo DS and Sony PSP, with market analysts Flurry releasing stats that show iOS and Android gaming almost doubled their market share against the old-school consoles. The Nintendo DS dived from 70-percent in 2009 to 57-percent in 2010, while the PSP share slipped from 11-percent to 9-percent, judged by revenue.

 

Interestingly, it’s only the portable segment which is really feeling the squeeze. Smartphone gaming revenue increased from 5- to 8-percent of the US market, while console gaming revenue grew from 71- to 76-percent. In contrast, traditional portable gaming revenue dipped from 24-percent to 16-percent.

Overall, though, it’s billed as bad news for the mobile gaming segment as a whole. While smartphone game sales are increasing, the per-app price is generally less than what’s charged per DS or PSP title; that’s seen the value of the market drop from $2.7bn in 2009 to $2.4bn in 2010. Sony’s push with the PlayStation Suite of development tools for the NGP – which will allow developers to create games for both the new console and Sony Ericsson’s Android handsets – may only speed that drop, as mini-titles on dedicated handhelds become more commonplace.

More at http://www.game-developers.org

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Ever dreamed about developing your own Tower Defense Game, but always thought that it was to hard, or to complex to learn?


Well if it is the case, and not because you are too lazy, here is the opportunity to learn about it in a very simple way.

http://xnatd.blogspot.com/

Through, more or less, 15 articles, the author will guide the reader through the process of building a Tower Defense game. The technology used is XNA with Nick Gravelyn’s Tile Engine Series, but it can be easily adapter to any technology you wish as the ideas exposed are very simple and straight forward.

Some of the points being explained by the author:

- Building the level

- Sprites or painting the assets

- Implementing the enenmies classes

- Waypoints

- Towers and towers management

- Weapons and Firepowers

- Waves

- The user interface

- Tower Types

-  Drag and Drop

- Game polishing

More at http://www.game-developers.org

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Although you could think that, with the amount of game engines already available, most people would avoid the effort of trying to implement a new game engine from ground 0.

But the truth is quite the opposite, as for all the tech people around the world, the challenge of developing a game engine from scratch is something so important as a climber to try to climb to the top of the Everest, even if 50 other guies beat it to the mark.
With this principle in mind, there is a new game engine, developed in XNA, in the block, and that from the overall descriptions and media  materials, seems to be quite interesting (although I have not tested it yet.)

The engine is called Ploobs Game Engine an it is a full Game Engine developed in C# .Net 3.0 and XNA 3.1 using Deferred Rendering. The principal Features are: 
  • Forward Rendering e Deferred Rendering
  • Artificial Inteligence (PathFinding, NN, GA, Agents and World Abstractions, Steering Behaviors …)
  • 3D and 2D Sound
  • Physics Integrated (Bepu API and JigLibX API)
  • Animation Integrated  (XnaAnimation API, heavily altered to fit on the Deferred Render)
  • Dynamic Water and Ocean with waves
  • Dynamic Reflection and Refraction
  • Dynamic Lights (Spot, Point and Directional)
  • BumpMaps, SpecularMaps,Glow Maps and Paralax Mapping
  • Vegetation (Real Modeled Trees and Procedurally Generated Billboards)
  • Terrain with HeightMaps and Multitexture
  • Dynamic Shadow (Shadow Mapping and Cascade Shadow Mapping) with filtering
  • Deferred with Antialiasing (PostEffect)
  • Post Effects: ToonShading, Blur, Noise, Wiggle, Circular Glow, DOF, Bloom, HDR, Radial Blur, Negative, Black and White, SSAO, Color Correction, Gama Correction, Saturation, Contrast, Fog, Ambient Scattering and much more …
  • Extensible Particle System (soft particles also)
  • Transparency (with Deferred Shading, extra Forward pass)
  • EnvironmentMapping
  • Skybox and Dynamic SkyDome
  • Billboards (Gpu Spherical and Cylindrical)
  • Animated Billboards and Textures
  • Video Player Embedded
  • Hardware Instancing (static and dynamic)
  • Trigger System
  • Message System
  • Picking System
  • Input Control System
  • Resource Management System
  • Screen Manager System
  • Culling System
  • Profilling System (Real Time Graphs, Performance Counters, CSV Result Exporter …)
  • Works Well with Nvidia PerfHud and Microsoft Pix
  • Graphics, Physics and Render Targets easily Debuggable 
  • Cameras (First Person, Quake like, Third Person, Static, Follow Path, Interpolators …)
  • Integrated With .NET Windows Forms
  • Integrated With 3DS Max using an Exporter Plugin 
  • Scene Loader supporting Lights, Cameras, Models and Dummies
  • Procedural Textures and Models Facilities
  • Has Lots of Math and Physicw Helpers
  • Extensible Design and Easy to Use

More at http://www.game-developers.org

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Over the last years, with the rise of digital downloads and digital commerce, there as been a very intense discussion about whatever the future of videogames is only digital, or still purely retail.
Some say, that retail is dead, and that it is a question of time before, all the games will be sold online via portals like Steam, Xboxlive, Playstation network, or many other portals that have been or will be launched in the near future.

Others (I include myself in this group) thinks that the retail is not dead, and what we are currently looking at is only an adaptation of the market to a new distribution channel, that have its advantages and its flaws just like any other channel.

Why am I including myself in the advocates of the retail? The answer is not very easy to answer, because mainly it is “gut feeling” that I have from my previous experiences, and other because of some of the clews that other products shopping experience are currently displaying in the market ( I am including below a PPT). Part of the answer, relies on the fact that right from the beginning of telecommunications most of the people were saying that some day everything will be downloaded, which seems to be true when we look at how fast the bandwith has been increasing in the last years. But if you look at how fast the storage has algo been developing you can see, that in fact the ration between storage and capacity to download has been increasing. Back in the 360kb floppies, the analog lines and analog modems were doing between 300Bps to 1200bps, and when they increased the speed to 2400bps, storage jumped to 720Kb and to 1.44Mb.
When modems took the internet speed to 14400bps and to 28800bps, CD appeared in the market and took storage up to 640Mb/800Mb. And finally when connections jumped to the digital age with DSL lines 256Kbps and up (50Mbps), DVDs and Bluerays took the storage to 4,5/9/50Gb.
In this comparation, I am not including harddisks which are currently going over the Terabyte.
Associated with this fact, there is another paragdima associated with the developers, and that basically states, that a software developer will always used all the resources made available to him, ( just like the the gases). Which means that if a game developer has a 50GB media, it will fill it up with content.

Digital download is a singular experience, where a man is seating individually in front of console, and browsing through a catalogue of games, as to download one. No human interaction is done. If there is a problem, there is no one to help you out, unless a Customer Representative Agent is called (which in most of the cases will be an intelligent answering machine). Retail is a social experience, where you go with your friends/family and where you see other people, what they are buying, what they are thinking about a game. If you have a problem you can go to the shop personel and ask questions about the product, and you will be amably taken care. With digital products, you don´t have the feeling of owning anything because you don´t see around you, what you have bought. It is like digital pictures, where you have now over 5000 pictures, but you never watch any, because they are all stored in a hard disk, while previously you only had a couple of tenths of pictures everywhere through your house.
With bookd and DVD you can see them on your library and it will remind you to read an old book or to watch an old movie. With digital information, you eventually forgot that you have it.

Those are my reasons. There could be more like limited editions of boxes, or exclusive gifts (t shirts, dolls, accessories, etc), but I think that those are already very clear to anyone. I am attaching a very good slide presentation found on linkedin, where retail and digital are merged as to create a better shopping experience. Could this be the future, most probably, as most of the game portals are starting to have physical download vouchers instores to be bought be people while going at their local gaming store.


More at www.game-developers.org

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A very interesting work from Eric Boulton (http://www.whereismyeyeball.com/2d.html) which has left most of the people commenting the picture simply astonished.

The author is also responsible for a very good version of a Steampunk Star Wars that can be found at http://www.whereismyeyeball.com/2d/starwars.html

More at www.game-developers.org

 IncredibleIncredible pixel art

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Could this be part of the future of videogames? A mix a augmented reality at large scale with mapping projection on the walls of cities or of your living room?

The video is certainly impressive and the possibilities of this for game are really impressive, can you think of playing a tetris in a building your city, or just to be surrounded by throusands of enemies inside the confort of your living room?

For now the technology is only being used for public shows as to catch the attention of people in the streets of great cities, and this particular case, advertising, as it was used by Samsung to get the attention toward a new display that they were releasing.

The difficulty is not too much and it is something that could be easily done, the only problem, the video cannon that needs to be done is certainly very powerfull, which means that very expensive aswell, but if an application in the homeplace, like this one, can certainly be done more easily and less expensive.

 

What do you think? What are the possibilities?

More at http://www.game-developers.org/

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The java Monkey Engine, jME3, has just released the first  release of 2011 with many improvements and additions like lighting support for terrain, post-process water and physics controls which bring jMonkeyEngine3 a big step closer to its final release. The SDK steps into a whole new dimension of visual editing with a new terrain editor plugin for jMonkeyPlatform and many internal improvements in the platform make extending and improving it even easier.

From their website :

“The jMonkeyEngine3 SDK has really become a mature product by now and success stories like those of Mythruna and other projects further strengthen our belief in providing a complete game development package that keeps all aspects around the development under control so that you can concentrate on creating your game.

From this release on the jMonkeyPlatform with all its plugins will be referred to as “The jMonkeyEngine3 SDK”. While the jMonkeyPlatform application itself will keep its name, the amount of available plugins that come preinstalled and can be added make the whole package more than just a simple application, hence the shift to the SDK name.”

Some of features that are included by the new version:

Changes in the engine

- Lighted terrain
- Post Process Water
- Depth Blur Filter
- Movement paths & cinematics tracks
- Physics Controls
- Improved physics character
- Overall improved physics flexibility
- NiftyGUI 1.3 (changes may break current xml)
- OpenGL 1 support (currently all materials are unlit in OpenGL1)
- Support for mat param -> renderstate binding to support OpenGL1 for your own shaders
- Uses lwjgl 2.7.1

Notable deprecations
- PhyiscsNodes have been deprecated (in favor of Physics Controls)
- Most unshaded material j3md files are deprecated: (in favor of Unshaded.j3md)
- SolidColor.j3md
- VertexColor.j3md
- SimpleTextured.j3md
- ColoredTextured.j3md
- The m_ prefix for material settings has been deprecated (its kept in the shader source only)
- JOGL support has been deprecated

Changes in the SDK

- Terrain editing and painting
- SkyBox creation wizard
- Vehicle editor (WIP)
- Improved Material Editor
- Undo/Redo support (WIP)
- Adding of items via SceneExplorer
- Executing of functions like tangent generation via SceneExplorer
- Editing of UserData for Spatials
- Support for Controls in SceneExplorer (AnimControl, PhysicsControl etc.)
- Improved physics support
- Improved switching between plugins in open scene

Changes in the jMonkeyPlatform Plugin API
- Generally improved internal and extension APIs
- Support for creating custom items via the SceneExplorer
- Support for Undo/Redo
- Support for custom Controls in SceneExplorer
- Improve support for custom Spatials in SceneExplorer