• OUYA

    Managing Expectations

    Revolutions are dramatic, but real change takes time. Managing the interim period is crucial for OUYA’s survival. There is a horrible moment after the initial euphoria of revolution when you realise that what you’ve been fighting for is just potential. Making reality match that is the real hard work. When OUYA launches at the end of March, it will mark a revolution in the games industry in a number of ways. However, most of the changes it will usher in won’t be seen for some considerable time later, and OUYA needs to manage expectations until it becomes clear to all that those changes are concrete and real. For example, the…

  • OUYA

    “Android” – The Dirty Word of Gaming

    Android might be great for game and app developers, but for the ordinary consumer, it has many bad connotations. OUYA needs to disassociate itself with the “dirty word” of gaming I’m a big fan of Android, don’t get me wrong. As a developer, I love that I can poke around with the source code or use the platform on anything from fridges to tablets to cars. However, I’ve never bought an Android game or app. Not because there aren’t any quality apps on Android. But trying to find those needles in the gigantic haystack of poor quality, badly conceived or just down right rubbish apps is too much effort. Add…

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  • Uncategorized

    GameCity Roundup

    Had a good time meeting gaming enthusiasts and other developers from around the UK this week at the Game City festival in Nottingham. It’s still on until the weekend, if you have time to get down there. Sadly today was the last day I could make it, so here is a roundup of some of the events I attended Big Tent Loads of indie games companies displayed their apps, pads and demos in the big tent, as well as exhibits from various other groups, including game jam entries from the local university, and a minecraft server complete with laptops for all the kids, big and small to have a go…

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    Asset Reuse Game Design Challenge

    Guy Hasson has laid down an interesting design challenge at gamasutra . In summary, it is to create a ‘fork’ in the storyline of a game such that the art assets (animations, models etc) are all used on both paths the story subsequently takes (Note: this post has been migrated from the old site) Wild Spice To add a bit of spice, there is a prize for the design with the most wildly variant paths Sounds simple on the surface, but my first few ideas immediately hit problems. Say in one fork you are trying to protect the president and another trying to assasinate him. So the scene, scripts etc…

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