Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Monday, August 22, 2011

CryEngine 3 SDK Out now for free!

The engine is now available for free here.

Read the terms and conditions, but they sound pretty good for those that just want to tinker around with it.

To get started, the official documentation can be found here.

The community developed documentation, which is well worth a browse can be foundhere.

A simple guide to get started on creating a level can be found here.

More indepth knowledge can be found in the wiki here.

Now go and enjoy!

Friday, June 24, 2011

Slam Bolt Scrappers PSN Post Mortem

The last Boston Post Mortem was presented by, Eitan Glinert of Firehose Games.

The talk was a post mortem into their PSN released game, Slam Bolt Scrappers, which pre-release had received very favourable news from Pax East etc, but since release has not been getting the same kind of reviews. They cover the highs, lows and the bittersweets of the development and cover the lack of online multiplayer which was one of the biggest detractors in the reviews for the game.

This presentation was filmed by Firehose.




Wednesday, June 1, 2011

10 games that you believe people should have played?

http://t-machine.org/index.php/2011/05/29/the-10-games-you-should-have-played/

This blog has a list of games that you think people should have played and here's my list -

Deus Ex - Seems a lot of the younger folks haven't really played it and it's a great game, really nice use of upgrades

Sabre Team - Nice turn based, strategy shooter game from Atari/Amiga days

Railway Tycoon - Or any of those of the era, they're good wholesome family fun

Golden Eye - Just really nice multiplayer action, and destructible environments

Turok - just some lovely environments and a good bit of fun

Lara Croft - As annoying as some of it got, nice mini games and exploration and fun character moves that were new at the time

Snood - Really simple game mechanics, but it got my missus interested in games so it has to have something going for it

Hotel Dusk - Really nice story based game with simple graphics

Gamebook Adventures - iPhone story based game, shows that a good story can make a game

Wii Resort - Something that's not all very gamey, but has a bit of something for everyone in the family and very easy to get someone to play the odd game with you

Saturday, April 30, 2011

Ni Hao, Kai-lan Discovery Game - Review

This game is aimed at children 3 plus, so we got it for our 3 year old. I don't recommend it, certainly unless the child is much older.

The dice popper, which I thought would be fun for our little one is incredibly hard to pop, I struggle to push it hard enough as it is.

The little pieces are really cheaply made and the card board inserts to the plastic base of the pieces just slide about and never stay put. There is also no box to this board game, so it's really hard to keep all the pieces together without losing them.

The instructions, if you actually want to play this properly are also not printed on the underside of the board, which is a really flimsy piece of cardboard, which is such an over site. The plastic that sits on the board is also rubbishy, weak and within minutes was cracking at the corners and falling apart.

Not very impressed with this game, which is a shame because it is very cute.

Monday, April 11, 2011

What is Tech Art?

Here are presentation videos from the talk given at 3D Stimulus Day.

The panel was hosted by Chad Moore, who you can follow on twitter as @smapdi

He also has a great blog with a load of information about how to get a job as well as including slides to his talks which you can find here.

The rest of the panel was made up of the following people -

Ryan Griffin, Senior Character TD, Turbine - @griffinanimator
Elliott Mitchell, Vermont Digital Arts -
@Mrt3D
Brandon Bateman, Senior Tech Artist, Turbine
Farley Chery, Instructor, ITT Institute and Bunker Hill Community College
Justin Woodard, Technical Artist, Turbine -
@JustinWoodard

The presentation covers what a technical artist means, covering how the varied role differs between the size and direction of the company from a large corporation to a small indie developer.

Roughly 45 mins in total over 3 parts, the final part includes part of the Q&A session.

Part 1 -


Part 2 -


Part 3 -


Sunday, April 10, 2011

Using Unity3D to create a 2D game

Presentation given by Alex Schwartz and Yilmaz Kiymaz of Owlchemy Labs.

The topic of making a 2D game by mixing 2D and 3D in Unity and some of their tools that were created and techniques that can easily be used.
Some of these tools are available on their website for free.


The presentation is in three parts, totalling around 45 minutes.

Part 1-3:


Part 2-3:


Part 3-3 including the QA session:

Tuesday, September 28, 2010

Target Clearance Sale

Found Borderlands for $5 and Bioshock 2 for $15.

Some other pretty good bargains going for games right now too.

Thursday, September 16, 2010

Boston Post Mortem - HTML5 and Akihabara

So the last Boston Post Mortem meet up event took place at the UK Trade and Investment office as part of the consulate.

The speakers for the event were Darren Torpey and Darius Kazemi, who discussed HTML5 game development, focusing on the open-source Akihabara framework but also covering other available HTML5 game engines and general advances in HTML5/Javascript.

Akihabara is a 2D (bitmap graphics) game engine based on the canvas tag, part of HTML5, a great platform for quick product prototyping, with very little knowledge of coding or web work to get simple stuff together and working.

Some information about the engine with tutorials can be found here.

Fantastic documentation about the engine can be found here.

The Boston Game James website has a copy of the presentation which includes a great list of links to the various demos and other engines, which you can find here.

Monday, August 23, 2010

Boston Game Jam

The Games Jam, with the immigration theme:

One of the entries for this years Boston Game Jam -



Another game you can try by Philip Tan "What's my Name?".
For a good write up of the event, you should read the blog by David Bolton, here.

Jeff On Games, has a nice Post Mortem of the event here too.

Thursday, September 17, 2009

Video Game Innovation Day

Just because it's amusing that there's now a Games Day in Mass.

http://www.gamepolitics.com/2009/09/10/massachusetts-guv-proclaims-video-game-innovation-day

http://www.tomsguide.com/us/Video-Game-Innovation-Day-Massachusetts,news-4623.html

Just a couple of links that are worth a read on it.

Nice token gesture, but doesn't really mean anything, doesn't get any benefits to the companies or people involved in the industry.

Monday, May 5, 2008

What ever happened to Fair Use, Piracy and Draconian DRM?

There has been a lot of blog and forum posts about piracy and the evils that it does to the industry, and there can be no doubt that it is not good for the industry, but is the subject so cut and dry being on one level playing field?

This is just my personal opinion and observations and I've nothing to back this up, but it's something I wanted to scribble down all the same.

Piracy has always been around, but I remember back in the day that "fair use" was around and a good thing. If a friend bought a music tape, CD, movie or game, you could borrow it, make your own copy and all was good as fair use of the product. That generally isn't the case. You can still borrow a book and that's okay for some reason, people still borrow a movie, but heaven forbid if someone wanted to borrow a game or a album.

That I think has led to part of the growing problem today, maybe not so much in the numbers involved, but in the empathy felt by people that do it.

Back when I was at university, when games were easier to copy, plenty of folks would chip in to buy a game together and they would either copy it amongst themselves or get a no CD crack for it. That is one sale from a group of three people, which is better than no sale from three people who might download the game now, but back then the cost of a game between a few friends was only a couple of pints of beer and a bag of crisps and copying the game wasn't a hassle so there was less need to search a download. What worked with this approach to having it easy to copy, you still needed your own copy to play a game online, this meant that after single player action was done, you could only play it online in shifts, which meant that most people if they liked the game at all would then go out and buy their own copy anyway, so that's now brought the potential from one to three sales instead of zero sales lost to downloads.

That's obviously a very simplistic approach to combating piracy and increasing sales, but allowing fair use and not crippling peoples ability to copy a product amongst their friends is a simple solution to potentially increasing sales, whether that works or not remains to be seen, but perhaps it should be looked at.

The real issue that these draconian DRM systems were put into place were meant to stop the professional pirate, those gang syndicates or whatever you wish to call them. The problem is, they haven't worked in stopping them, they still copy games easily and sell them to the public via markets, car boot sales, down the pub, or in some countries openly in shops.

These people are the real problem because they are selling a cut price product that you the developer isn't getting a slice of the pie from, and that people who are actually willing to spend some money on the product are giving their money to someone else.

Tackling this area I believe is where the most gains will be found because there is little point in going after the home downloader, chances are they aren't going to pay for the product anyway and will find away of getting it for nothing, and if they couldn't, they would probably end up getting it from that dodgy bloke down the pub, thus not really giving you a sale at the end of the day regardless.

So how can this be tackled? One way is to convince people who are willing to spend money buying a dodgy copy on spending their money on a legit copy, this could be either by lowering the cost of the game, which is an unlikely approach these days and the other approach would be to offer further value for money. This could be as simple as including an audio CD of the music in the game, including a T-shirt of the game or even simpler, a coupon for $10 at Amazon or Cafe Press or whatever. The publisher needs to buck up here because they are the ones in a position to do something, not the developer, because they could negotiate a discount rate for these extra products to be included in the game for minimal cost that would add a lot of extra value to the end buyer. Also, include a proper manual with nice graphics, printed on nice paper, with colour. It's cheap, tacky and cheats people of value when all you get is a CD in the box and perhaps a crappy little tatty black and white printed manual that is useless.

That's one approach, the other, also more publisher focused. Buck the fuck up and put money in to go after those professional pirates, be mercenary if you have to, get private investigators out there to gather evidence on these organisations, compile a neat case that will lead to convictions and seizure of assets and provide it to the legal authorities so that they can take these people on.

Sure that is going to cost money, but do something about the problem rather than waste money on measures that don't work like the DRM's in place. Sure the government and authorities should be doing something about this issue on their own and they do, but it's costly, it's pretty much considered a white collar crime and Joe Public doesn't care, so it's going to get less attention and budget, so help provide that budget and be proactive.

Perhaps a little naive and certainly a simple view and approach to things, but something new has to be tried to encourage people to spend their money because appearing to be the big greedy money giants isn't going to encourage people to not download your product, that approach completely failed in the music industry and something new emerged, iTunes and the ilk. The games industry is a spectacle of talent and innovation and yet some how we are falling short in this area, an area of great importance, WTF?