Archive for July, 2010

Unity: One Third of Business from Non-Games Companies

Thursday, July 29th, 2010

Some very interesting news today: Apparently, one third of business for Unity 3D is from non-games companies, i.e. music, film and advertising. It’s not particularly surprising that a technology that, from a user perspective, functions similarly to flash would gain that kind of adoption from big media organisations, given that they have years of development [...]

Cliff Harris and Mark Rein Are Jerks?

Tuesday, July 27th, 2010

He’s not really. He spoke for us at World of Love last month and did a great talk on practicalities of business as an indie. I kept away from the “controversy” over Mark Rein and Cliff Harris at Develop, and Sean Murray has had pretty much the best thing to day about it: Neither of [...]

“Indie”

Monday, July 26th, 2010

This is a somewhat lazy blog post for a monday morning, but I read this piece by Wendy Fonarow and thought it was very interesting. Even though it’s about music, many similar things from it go for games too. I’m going to quote that section wholesale:
This may be a dumb question, but what criteria are [...]

Five Things I’ve Been Thinking About

Tuesday, July 13th, 2010

Following on from Kim, Alice and Dan, and with a bit of poking from Toby, here are five things I’ve been thinking about recently.
1: Games heritage and the provenance of game designers. Specifically with videogames. Within the industry, there are interesting podcasts like A Life Well Wasted, new games journalism altered the way people think [...]

A Life Well Wasted

Thursday, July 8th, 2010

This week, I started listening to A Life Well Wasted, which is an excellent podcast on games culture. Robert Ashley records, hosts, edits and scores each episode, and supports it by selling a limited edition prints to go with each one. He seems to have an extraordinary knack for tracking down and interviewing interesting people [...]

Assets Are More Useful Than Source Code

Wednesday, July 7th, 2010

Robert Fearon was going to be one of the speakers at World of Love, but unfortunately couldn’t make it. He did, however, write up his talk. He makes an excellent point: Giving away source code is seen as the most generous thing a game developer can do, but in fact that’s only useful to the [...]

Game Design: Quad

Tuesday, July 6th, 2010

Jeffrey Sheen is the founder of Stargazy Studios, and posted this piece on Indievision about a tool he uses for game design: The Quad. I’m quite partial to these kind of dimensional models, having looked into them before in relation to human emotion, and I think Jeffrey’s pins down a few important elements of game [...]

Devious Achievement

Monday, July 5th, 2010

The Psychology of Video Games posted something about the demo of Crackdown 2 that really caught my eye: The demo has some of the achievements from the game, and gamers can earn them by playing the demo, but they only get banked when they load a copy of the full game on their 360.
In principle [...]