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August 10, 2012



The best of Stencyl Jam 2012

Chris Donlan suggests a few highlights from Newgrounds' Stencyl design challenge.

Stencyl is a game development platform that builds on Adam Saltsman’s Flixel framework. It’s a drag-and-drop affair, apparently, and it’s meant to be fairly user-friendly. The reason I’m talking about it today is that, over on Newgrounds, it’s been at the centre of a new game jam competition, and a lot of the entries have turned out to be fairly good.

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Passing time in videogames

Reality is too slow to be entertaining, says Randy Smith, but you still have to make every second count.

On the quest to combine truth with entertainment, the ability to compress, expand and abstract reality is crucial. We bumped up against this while developing Waking Mars. Growing an alien seed to see what emerges would be amazing in real life, but when it comes to entertainment, you don’t want to wait weeks just to see vine tentacles poking up from the soil. Our solution was to present, without comment, the dubious vision that Martian flora grows in mere seconds.

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August 09, 2012

Edinburgh Interactive 2012: Are sponsored locations the future of freemium?

Cloudmade's vice president details his solution to increasing free-to-play revenue while improving the user experience.

At Edinburgh Interactive this morning Christian O. Peterson, VP of Cloudmade, detailed a new service, dubbed Sponsored Locations, which he believes will make the freemium model work properly, raising revenue, increasing user retention and giving the mobile game industry access to one of the world's most lucrative revenue streams.

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Gordon Hall on Pitfall iOS and Activision’s mobile ambitions

The Blast Furnace’s newly appointed chief creative officer on mobile’s ‘tidal wave of change’.

Gordon Hall sold his first commercial game to a company called Firebird when he was a teenager. Over the past 28 years, he has set up Mobius Entertainment, sold it to Rockstar, ran what then became Rockstar Leeds and developed three handheld Grand Theft Auto titles, among other games. He also stepped in to run Rockstar San Diego for around a year during the production of Read Dead Redemption

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Paradox Interactive: keeping it niche

How the developer-turned-publisher is making the most of the videogame market's squeezed middle.

Paradox Interactive’s success may be as puzzling to some industry observers as its namesake conundrums. Only last year, Epic Games’ Cliff Bleszinski pointed to the rapid coalescence of the game industry into two clumps at either end of a studio-size scale. On one end, you have the burgeoning indie scene; on the other, mega-developers.

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GameGlobe: creating your own browser games

Browser-based creation kit Gameglobe fuses a world of user-generated wonder with the web.

On first contact, you could easily mistake Gameglobe for a jazzed-up MySpace page. Your window on the thirdperson adventure game’s world occupies the top half of the page, while the lower half is dominated by a comments thread, ‘like’ button and leaderboard.

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Edinburgh Interactive 2012: developers should focus on fun, says Blackley

The ‘father of Xbox’ tells attendees to forget business models and focus on gaming's greatest selling point.

Seamus Blackley, one of the founding members of Microsoft’s Xbox project and now mobile start-up Innovative Leisure, told the audience at Edinburgh Interactive this morning not to get distracted with emerging business models and trends and instead focus on gaming’s greatest selling point: fun.

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Paradox Interactive: keeping it niche

How the developer-turned-publisher is making the most of the videogame market's squeezed middle.

Paradox Interactive’s success may be as puzzling to some industry observers as its namesake conundrums. Only last year, Epic Games’ Cliff Bleszinski pointed to the rapid coalescence of the game industry into two clumps at either end of a studio-size scale. On one end, you have the burgeoning indie scene; on the other, mega-developers.

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Videogame censorship is damaging

Adults should stand up for art that pushes the boundaries of ‘taste and decency’, insists Steven Poole.

One of my favourite podcasts, The Partially Examined Life, features a gang of postgraduate dropouts discussing philosophy in erudite and entertaining fashion, and occasionally swearing. Unfortunately, Apple disapproves of ‘bad words’, and so forces me to look at a bright red ‘EXPLICIT’ tag next to every episode in iTunes.

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August 08, 2012

iPhone 5 and the future of the App Store

Tapjoy, BitMonster, Imangi and Flurry tell Neil Long what Apple needs to do next.

The iPhone has not only forged new software and game markets, but a new media industry too. Stock in iPhone 5 rumour stories continues to rise as the (assumed) product launch draws closer, and the longer Apple refuses to comment on such bluster, the more the ferocity of the speculation builds.

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Kairobotica review

Kairosoft’s latest reaches for the stars while keeping its feet planted on familiar ground.

Like every block-headed robot that rolls off the production line in your floating space colony, Kairobotica is cute, reliable, solidly built and barely distinguishable from its predecessors. There is, however, one key difference: having mined its own Epic Astro Story and Dungeon Village for inspiration, Kairosoft has added a sprinkling of turn-based combat, lending its familiar blend of management sim and light role-playing elements an additional hook.

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Making PS Minis

Velocity dev FuturLab and 1000 Tiny Claws studio Mediatonic on creating games for Sony’s oft-ignored platform.

How To Make A Game continues with a look at PS Minis. Is Sony's indie game service a good fit for your first game?

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Videogame designers: ignore entitled fans

A missive arrives from the future, warning us of what development will look like when mobs of gamers get their way.

Greetings, gamers of 2012. My name is Game Designer #9384, although I once had a mother and she called me Bobby. I write to you in secret from the dank, lightless barracks of the High Lord Gamer Melvin Fauntleroy. The year is 2020. Trans-temporal email has just been invented, so you can expect a lot more messages like this, mostly about cybernetic erectile augmentation and desperate princes in the Sovereign Republic Of Texas. Your primitive spam filters will be useless. I pray this message reaches you before Google adds the Block Future Email button.

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Videogame designers: ignore entitled fans

A missive arrives from the future, warning us of what development will look like when mobs of gamers get their way.

Greetings, gamers of 2012. My name is Game Designer #9384, although I once had a mother and she called me Bobby. I write to you in secret from the dank, lightless barracks of the High Lord Gamer Melvin Fauntleroy. The year is 2020. Trans-temporal email has just been invented, so you can expect a lot more messages like this, mostly about cybernetic erectile augmentation and desperate princes in the Sovereign Republic Of Texas. Your primitive spam filters will be useless. I pray this message reaches you before Google adds the Block Future Email button.

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Gunpoint: rewiring the espionage sim

How Tom Francis' debut is aiming to dispense with some stale genre conventions.

Gunpoint is an industrial espionage game with a pair of key mechanics that have no relation to one another.

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The Making Of: Rock Band

When Activision bought Guitar Hero, Harmonix could have gone out quietly. Instead, it put on a bigger show than ever.

At the Loch Ness shop in Inverness, you’ll find every kind of Nessie merchandise imaginable. What most tourists fail to notice about the assorted plastic keyrings, bath toys and fridge magnets is that very few of them are manufactured in Scotland. Instead, they’re stamped: Made in China.

Thousands of kilometres away, factories located in Shenzhen and Dongguan in the Guangdong province churn out the souvenirs alongside toys and toasters. It’s a hub of the plastic manufacturing industry, a place where you can have almost anything mass-produced to order.

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August 07, 2012


Getting started with Game Maker

Tom Francis, designer, coder and writer of PC stealth puzzler Gunpoint, on YoYo Games' beginner-friendly dev platform.

How To Make A Game continues with Tom Francis, designer, coder and writer of upcoming PC stealth puzzler Gunpoint, on the merits of YoYo Games' Game Maker.

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