Games Industry

  • Games Industry,  Wii-U

    On Apple TV (and why we’re sticking with Wii U)

    Apple TV has been sat quietly at the back of Apple’s product line, ticking over for a number of years without the company making any sort of big, showy push for adoption typical of their other devices. No longer it seems, with a large segment of Apple’s latest live show dedicated to the newly revamped set-top-box. They also demoed the remote control it will use, which includes amongst other things, gyroscope functions that make it very similar to Wiimote controllers used by the Wii and Wii U. For us, and especially for our game Flight of Light, that might sound almost too good to be true. The game is designed…

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  • Games Industry,  Leap Motion

    Leap into Motion

    This week, we’ve been participating in the LeapMotion Game Jam, adapting our game to use the motion control device. It works remarkably well! Whilst we’ve only announced the game for Wii U so far, we couldn’t pass up the opportunity to get our hands on some cool motion control technology that the LeapMotion provides. On a basic level, the LeapMotion is a little blocky device that detects hands hovering over it, tracking their movement as well as the movement of individual digits and joints. It’s been out for a while, initially being touted as the first half of the cool looking holographic UI’s seen in many a sci-fi movie. Although…

  • Games Industry

    It’s in the Eyes

    Last week I participated in a game jam using eye-tracking technology. The jam was sponsored by Tobii, who supplied the EyeX eye tracker kits used. Historically, eye-tracking gaming has been decidedly niche. For example, being used by disabled gamers who have limited movement. Interestingly though, Tobii are looking to mass market the EyeX, with a particular focus on core gamers. The principle being that certain parts of a player’s game can be improved using the eye trackers. The example Tobii highlighted was of aiming with the eyes in an FPS, but otherwise using normal mouse and keyboard controls to move around. Not having to physically move the mouse over an…

  • Games Industry

    You Can Keep Your Rift On

    I recently attended a workshop at University of Lincoln entitled “Performance and Games”. In this case, performance meant performing arts, which I was a touch apprehensive about, since it was invite only event, and an area where I have no prior experience (not counting my (in)famous dancing when on nights out with friends). As it transpired, I was far more useful for my ‘performance’ than the programming and game development skills I had intended to bring to the table. I’d envisioned something much closer to a game jam, spending a large portion of the workshop laying down code of some description. In fact, we spent the entirety of the first…

  • Games Industry

    Mini Manifesto

    I read about game development and the games industry a lot, and apparently, games aren’t interesting, varied or “innovative” enough. Indie game developers are supposed to be the solution, free to take risks and unencumbered by meddling corporate higher-ups. I don’t think it’s anywhere near that simple. Most indies I know are limited by serious resource constraints; financial in particular. Some turn that around and use it to their advantage, but most are actually very cautious, sticking to technologies, mechanics and themes they know. I’m in the fortunate position of having an independent income, meaning I can (just about) afford to work as an indie game dev full time. Bearing…

  • Games Industry,  Wii-U

    Games Industry and Quality of Life platforms

    I should preface this by saying I’m coming from a purely games industry perspective here. I have no insight into health and fitness industry or related products aside from my own experiences as a consumer. According to recent reports, Nintendo are planning a new “Quality of Life” platform. Quite what that means is a bit vague at the moment, but here are a few examples of the sort of problems/people/products that Nintendo (or indeed other companies in the games industry) can solve in the health and fitness sphere: Elderly In rich, developed countries, there is a huge demographic shift towards ageing populations, and it’s already well under way. The “baby…

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  • Games Industry

    Side Quest: J-Game

    JGame: An exercise in game balance Download Game Source (Unity 4.2) Frustrated with the slow pace of browser games, I decided to see if I could re-create one such game faster than I could play it I really like the idea behind browser MMO OGame by GameForge. In it, you create a space empire, collecting resources, building up colonies and launching mighty fleets to raid other players and relieve them of their stuff. I first came across the game a couple of years ago, but gave up after a few days: Like most such games, it is incredibly slow paced, with ever-increasing wait periods and timers between actions. While this…

  • Games Industry,  OUYA

    A Year of OUYA

    Exactly one year ago, I got my hands on a shiny clear plastic OUYA devkit. Through making a game for the new console, I learned a lot about game development and the wider games industry. In the Beginning… In fact, my OUYA journey started in November of 2012. I’d gone indie straight off the back of a computer science degree a couple of years before, but the game I’d been working on in that time was a master class in how not to design a game. (Hopelessly large scope and flawed core mechanic). I’d backed OUYA on kickstarter at the developer tier, quite late in the campaign, and in doing…

  • Games Industry

    Most Indie Friendly

    Debate around which platform is most “indie friendly” is corrosive. All have pros and cons As next generation consoles compete head to head with each other, a new battleground has opened up over which platform is the most “indie friendly”. I’ve noticed this ramp up recently as indie devs write heated blogs and angst-filled tweets fly around in all directions. This kind of debate is corrosive and unhealthy in the long term for both platform holders and especially indie game devs for a number of reasons: – Things may change. You may need to work with different partners in future for whatever reason. Publicly, and very visibly accusing one particular…

  • Games Industry,  OUYA

    Devkits for All

    Dedicated devkit devices are overkill, and their cost puts off many developers in a world where competing platform holders strive to attract content creators I previously blogged about how even if you don’t play the games, owning a retail console or device for your target platform can have many benefits. Now, consider a devkit and retail kit come as a single package, at a price that ordinary consumers can afford. That represent really good value for money for developers looking to see which console they want to target. Add in free software development tools such as Unity3d and it’s even better! Devkits are usually more than just a retail box,…