Ubisoft got their name in the press quite a bit in the past 24 hours. Starting yesterday when they announced that they would be postponing the release of the anticipated game Watch Dogs until “spring” (Quoted it because having lived in both hemispheres I think it’s silly to announce release dates by seasons) of 2014.
The internet puts the Library of Alexandria to shame. Truly, one of the amazing aspects of attempting to make a game is all the advice that’s out there on the subject. In fact there’s so much out there that it can be overwhelming trying to sort it all out. That’s why I’m so thankful to Tanya Short for compiling all of the most useful tips into one easy to read list. Brilliant.
Did you know that over here at Sprixelsoft, we’ve been working on Super Hematoma for just over a year now? That’s right, the anniversary was September 30th. Rather than a traditional quick update like we normally do here on Fridays, we decided that a proper Retrospective / Post-Mortem of our first year was in order.
Be warned, it’s a long read. But this is what we’ve been up to this past year.
Yesterday, Comcept’s Mighty No. 9 Kickstarter came to a conclusion, becomming the third most funded video game on the site to date. Awesome job guys! But hunting through my bookmarks of game sites today, I stumbled across this article that was just posted over at Eurogamer.net. It’s a great read about what was at one time, the most successful game campaign on Kickstarter: Double Fine Adventure.
The Mighty No. 9 Kickstarter campaign is coming to a close soon and it looks like it’s on its way to becoming one of the top six funded game projects to date on the crowd funding platform. With only a little more than a day left to go, can it beat out last year’s Double Fine Adventure?
Getting my head wrapped around doing effects for Super Hematoma has been a real challenge. I actually took some classical animation in college, but that was really focused on character animation more-so than effects. In fact I think I only did a couple of exercises on paper that involved any sort of effects, so it wasn’t until I started learning to do fluid dynamics in Maya that I began to really think about that side of production.
For me, Shadow of the Colossus was one of the best games on the PlayStation 2. It came toward the end of the console’s life and took full advantage of the technology. It was a game that was full of awe… an enormous landscape with nothing to do in it except enjoy the artistry of its design, and epic battles with larger than life colossi as your reward for navigating across the environment.
Game Developer was an in-depth monthly magazine designed to expose ‘the art and business of video games’, and was published by UBM Tech (which also runs Game Developers Conference and Gamasutra.com) from 1994 to 2013. 19 Years! Unfortunately, it stopped publication just two months ago… but thankfully the GDC Vault has the whole backlog archived and available for free.