#Cool Stuff

Steve
Oct 16, 2013
5:54 PM
Steve Says:

Watch Dawgs

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.

 

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#Industry

Steve
Oct 14, 2013
12:05 PM
Steve Says:

50 Easy Steps to Indie Success

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.

#Industry

Steve
Oct 9, 2013
12:40 PM
Steve Says:

Squenix Starter

I hope they call it that ^.

 

Remember back in May when Squenix was talking about wanting a piece of the crowd funding action? Of course you do. Well it seems that they’re making announcements now that are somehow tied to that marketplace.

 

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#Industry

Steve
Oct 7, 2013
12:29 PM
Steve Says:

Evil Cameras

Come on now Microsoft… I think we’ve been down this road already. I know you’re super keen to spy on people… but you gotta cut that voyeurism crap out.

 

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#Progress Report

Steve
Oct 4, 2013
4:03 PM
Steve Says:
Matt Langille and Stephen Tucker the Lord Paramounts of Sprixelsoft at PAX

A Time For Reflecting

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.

#Industry

Steve
Oct 2, 2013
3:40 PM
Steve Says:

Great Interview with Tim Schafer

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.

 

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#Crowd Funding

Steve
Sep 30, 2013
12:26 PM
Steve Says:

Mighty No. 9 Now with More Mega Man 2

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?

 

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#Progress Report

Steve
Sep 27, 2013
3:46 PM
Steve Says:

3D Pixel Effects

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.

 

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#Cool Stuff

Steve
Sep 25, 2013
12:45 PM
Steve Says:

The Making of Shadow of The Colossus

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.

 

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#Cool Stuff

Steve
Sep 23, 2013
11:57 AM
Steve Says:

GDC Vault now has GD Magazine

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.

 

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