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July 05, 2011

Former Eden Games staff form new studio

Ten former staff of the Test Drive Unlimited 2 developer have formed a new studio, Blossom Minds. Focusing on "original and quality content for the digital distribution market," the Lyon-based studio hopes to announce its first project soon with a view to releasing it in 2012. Remaining staff at Eden went on strike for a day after parent company Atari announced plans to make 51 of the studio's 80 staff redundant.
http://www.gamasutra.com/view/news/35660/ExEden_Games_Staffers_Form_New_Independent_Studio.php
Gamasutra


Yuji Naka releases Unreal Engine experiment on App Store

Co-founder of Prope studios and former head of Sonic Team Yuji Naka has released a new Unreal Engine 3-powered experiment on the App Store. Titled PD -prope discoverer- and costing £1.79, the player must escape from the game's "majestic and enigmatic castle" while in the process discovering the reason for their imprisonment and collecting hidden cards. It's quite a departure from Naka's usual output, and recalls Epic Game's own Epic Citadel demo from last year. Take a look at the teaser video below.
http://iprope.com/
iPROPE


The speed of information

Thom Dinsdale charts corporate responses to the spate of hacking that has recently paralysed the industry.

The past few weeks have been a distressing time for those in the business of data security - and equally testing for those in the business of convincing consumers that their data is in safe hands. But with Lulzsec, unofficial symbol of the hackstravaganza, disbanded and drawing an at least conceptual line beneath the recent spate of data breaches and security hacks, can we condemn the experience of the last few weeks as yet another brief blip in internet history?

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Joe Abercrombie: My Favourite Game

The author of brutal, brilliant fantasy The First Law Trilogy talks vintage gaming inspiration and playing until his fingers bled.

Fantasy writer Joe Abercrombie grew up in Lancaster, UK, rolling dice and plugging away at an Acorn Atom, before venturing south to London where he worked as a film editor. His leap into fantasy writing came in 2006 with The First Law Trilogy (described by Pulitzer prize winner Junot Diaz as “the finest epic fantasy trilogy in recent memory”). While his professional career has zigged and zagged, one thing has remained constant: his love of videogames.

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David Perry on launching Gaikai

The cloud gaming service's founder explains how it will usher in a new era of gaming.

If cloud gaming service Gaikai lives up to its promise, it threatens to drastically change the way players approach online gaming and will likely have a disruptive effect on the traditional retail market, too. For an article on the service in the current issue of Edge, we caught up with company founder David Perry to discuss the challenges of rewiring the gaming industry, how it all works and why FarmVille deserves your respect.

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David Perry on launching Gaikai

The cloud gaming service's founder explains how it will usher in a new era of gaming.

If cloud gaming service Gaikai lives up to its promise, it threatens to drastically change the way players approach online gaming and will likely have a disruptive effect on the traditional retail market, too. For an article on the service in the current issue of Edge, we caught up with company founder David Perry to discuss the challenges of rewiring the gaming industry, how it all works and why FarmVille deserves your respect.

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Team Ninja on Ninja Gaiden 3

Producer Yousuke Hayashi talks us through why swords and human enemies make for a heady cocktail.

Despite the colourful cast of assailants that have met their demise at the hands of Ninja Gaiden's Ryu Hayabusa, from demons to lightning gods, what we saw of the series' third entry at E3 featured far more down-to-earth adversaries. We sat down with Team Ninja producer Yousuke Hayashi to discuss the challenge of balancing difficulty and accessibilty, the need for greater connection with your enemies and a new focus on swordplay.

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Team Ninja on Ninja Gaiden 3

Producer Yousuke Hayashi talks us through why swords and human enemies make for a heady cocktail.

Despite the colourful cast of assailants that have met their demise at the hands of Ninja Gaiden's Ryu Hayabusa, from demons to lightning gods, what we saw of the series' third entry at E3 featured far more down-to-earth adversaries. We sat down with Team Ninja producer Yousuke Hayashi to discuss the challenge of balancing difficulty and accessibilty, the need for greater connection with your enemies and a new focus on swordplay.

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DICE on Battlefield 3's multiplayer

Lead multiplayer designer Lars Gustavsson discusses catering for every type of player.

Prised from our hands-on with Battlefield 3’s riotous Rush mode at this year's E3, we sat down with Lars Gustavsson, lead multiplayer designer and 12 year veteran of the franchise to talk about the series’ development, level design and tactics.

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DICE on Battlefield 3's multiplayer

Lead multiplayer designer Lars Gustavsson discusses catering for every type of player.

Prised from our hands-on with Battlefield 3’s riotous Rush mode at this year's E3, we sat down with Lars Gustavsson, lead multiplayer designer and 12 year veteran of the franchise to talk about the series’ development, level design and tactics.

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DICE on Battlefield 3's new direction

Executive producer Patrick Bach explains why Battlefield 3 is moving away from Bad Company's tone.

Battlefield 3 executive producer Patrick Bach tells us that taking on Call Of Duty won’t mean compromising Battlefield tradition, and explains why the title’s authentic tone is married to an intentionally fantastical plot.

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DICE on Battlefield 3's new direction

Executive producer Patrick Bach explains why Battlefield 3 is moving away from Bad Company's tone.

Battlefield 3 executive producer Patrick Bach tells us that taking on Call Of Duty won’t mean compromising Battlefield tradition, and explains why the title’s authentic tone is married to an intentionally fantastical plot.

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Sega to distribute EA games in Japan

The two publishers have announced a partnership which will see Sega handle Japanese distribution of EA's games. The first game to be released under the deal will be Grasshopper Manufacturer's Shinji Mikami and Suda 51 collaboration, Shadows Of The Damned, which is set for release in September, with Sega to begin taking orders from retailers this month.
http://www.andriasang.com/e/blog/2011/07/05/sega_ea_distribution/
Andriasang


Report: Rockstar washes hands of Team Bondi

Frustration at lack of direction and McNamara's management style leaves LA Noire dev looking for new publisher.

Rockstar will not publish Team Bondi's next game, according to a former member of staff at the Sydney-based LA Noire developer.

The source, in emails seen by GI.biz, claims that Rockstar's dissatisfaction with the management style of Team Bondi co-founder Brendan McNamara and the amount of money it sunk into the project has left the Sydney studio looking for a different publisher for its next title.

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July 04, 2011

Two game designers make BAFTA's 'Brits To Watch' list

The British Academy of Film and Television Arts has revealed the names of the 42 ‘Brits to Watch’ who will be the focus of the inaugural event taking place on Saturday July 9 at the Belasco Theater in Los Angeles. The list of emerging talents - who “will generally not be complete beginners in their industry, and will have already begun to show real promise” - includes two game designers. Charles Griffiths is currently working on Fable: The Journey at Lionhead Studios, and recently made his own demo, Shuffle, while BAFTA-winning designer Matt Turner has worked on Race Driver: Grid and Dirt 2, among other projects, and joined Playground Games last year. BAFTA launched its videogames branch in the US last month, forming a Los Angeles-based committee in a bid "to secure an ongoing, collaborative US membership".
http://www.bafta.org/bafta-brits-to-watch-in-partnership-with-audi,1910,BA.html
BAFTA


Crytek could have been a first party Microsoft studio

Microsoft held talks with Crytek about the company becoming a first party studio prior to the development of the original Crysis. That’s according to Microsoft Game Studios vice president Phil Spencer, who told OXM that ultimately Crytek’s projects at the time were just too similar to Microsoft’s own slate. "The first time we met with [Crytek CEO Cevat Yerli] and the team was around seven or eight years ago, and we started talking about what it'd mean for them to become first party. And it was a process of what do you guys want to do, what's unique for us, and they were just going to do Crysis, and they'd just come out of Far Cry, and we said we've probably got enough military future shooters, so go do that.” According to Spencer, things have turned out very well for the two companies. "Then they came up with this idea around Ryse, and now they've really fallen in love with Kinect, and it's a perfect marriage for us." Revealed at E3 last year and expanded upon in trailer form at this year’s LA event, Ryse is a first-person Kinect brawler set in Roman times.
http://www.oxm.co.uk/30963/news/crytek-has-fallen-in-love-with-kinect-microsoft-games-studio-boss/
Official Xbox Magazine


Capcom learns from Resident Evil 3D save data controversy

All mission progress in Resident Evil: The Mercenaries 3D is saved directly to the 3DS cartridge, where it cannot be reset, a decision that didn’t go down well with many fans - and one publisher Capcom now says it's unlikely to repeat. US senior VP Christian Svensson told Capcom Unity in a video interview: "I think it's fair to say there was never quite the malicious intent that the conspiracy theorists out there would have you believe. I think it's also fair to say that in light of the controversy it's generated, I don't think you're going to see something like this happening again." The impact the decision has had on sales is hard to judge. Despite being the highest ranked new entry on this week’s UK all formats chart, The Mercenaries 3D debuted at a lowly number 21.
http://www.capcom-unity.com/snow_infernus/blog/2011/07/01/ask_capcom_live_today:_ask_us_your_questions
Capcom Unity


The Adventures of Shuggy review

Despite some borrowed ideas, this is a platformer of peculiar invention.

Spare a thought for Shuggy, because his antic creators have brought him into the world surrounded by a perfect storm of glittering self-sabotage. Along with that forgettable name (The Adventures of Shaggy? Of Shigsy?) and a cumbersome, if well-intentioned, level selection UI, Smudged Cat Games has opted for a graphical style of such unrelenting clip-art blandness that your body may physically reject it on first sighting. Steady yourself: if you can get past the menu interface and go beyond the visuals, a leaderboard scramble of peculiar invention awaits.

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P7-S1 A Glowing Transition with Scratch

p7-S1 Transition

On the last Tuesday of the term, I was able to talk with pupils from Loriston and Kirkhill primary schools over Glow Meet about their P7-S1 transition project. Along with Charleston and Abbotswell primary schools, all primary 7 pupils studied Healthy Living as the basis of a transition project to Kincorth Academy.  This is a little taster of what went on during the project.  You will be able to find out more at SLF 2011 on Thursday 22 September, 1.15pm at this seminar.

Creating ….

Using a dedicated glow group, pupils from all schools were asked to design and upload a flyer to promote healthy living to a document store.  All pupils had access to these stores and were encouraged to look at others work and leave comments. However, flyers were not the only media that the pupils created and shared.

Learn more about this project

Using Glow

My ex Consolarium colleague, Charlie Love, spent time with all 4 primary schools, giving them all an overview and a few lessons on using Scratch to create games.  They also used the tutorials available in the Consolarium Glow Group, as well as looked at remixing projects from the Scratch website.

The pupils were incredibly motivated and challenged by the this activity and they told me in the meeting that while it was hard to do the programming, they worked through the problems as groups.  If they couldn’t find a solution, they used a forum within Glow to ask for help / get feedback from their classmates / peers in another school / a teacher.

These games were also uploaded to the Glow group for feedback from other schools.  One of the boys in Kirkhill primary school told me that the feedback he got back via glow helped him make his game more playable.  This was echoed by pupils at Loriston primary school.

All pupils found the the online community a valuable source of help and feedback, but would of liked to have Mr Love there in person more often to help out with any problems they had.  However, by not having he expert on hand, meant the the pupils did have to seek alternative help.  As well as the online Glow community, in many cases, some pupils who really got into the game design / scratch projects,  became the in-class expert that many pupils turned to for help.

You can play some of the games online at the Scratch website here, or, if you have a Glow account, visit the glow group and see all games and flyers here.

Within the group, pupils from P7 and the secondary schools were encouraged to use a forum to discuss any questions / fears they may have about coming up to the Academy as well as seek help with their Scratch Projects.

You can find out more about this transition project, its links to CfE, use of Glow and their first experience of Game Design at SLF 2011 – sign up here.


via


Gaikai's Perry: we're dealing with latency

"We have many, many ways to do it, and we're executing all of them," founder says.

Dave Perry, founder of cloud gaming service Gaikai, acknowledges latency as "the biggest elephant in the room" but claims that his firm has gone to great lengths to mitigate for it.

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Gaikai's Perry: we're dealing with latency

"We have many, many ways to do it, and we're executing all of them," founder says.

Dave Perry, founder of cloud gaming service Gaikai, acknowledges latency as "the biggest elephant in the room" but claims that his firm has gone to great lengths to mitigate for it.

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My French Coach part 3

My French Coach [3 of 3]

Read Part 1 here | Read Part 2 here

So, it’s the end of the school year and Modern Foreign Language pupils at Firrhill High School in Edinburgh have been reflecting on the use of My French Coach on the Nintendo DS in their French lessons. One of the pupils, wrote about her and her classmates experience of the DS in the school magazine, Firrhill Heights.

You can read her article here.

TES Article

Helene Clark, the languages teacher who lead the project is delighted with the impact the game has had on her pupils learning and spoke to Elizabeth Buie at the TES about her experience. You can read the article here.

Next Steps….

As a result of the project, Helene submitted a proposal for funding from the PTA at the school in order to buy language based DS games, and other games the Consolarium have used in the past, to be kept in the school library for pupils to borrow in order to improve their French, or indeed get a taster of a new language.  Helene stated:

I managed to purchase 14 games for our school library, as well as 2 DS consoles. The idea is that children will be able to borrow the games as they can borrow books to practice French, German, Spanish and Mandarin at their leisure. I have also purchased a couple of “My Word coach” and “Brain Training” games to show that some games can be used to support literacy and numeracy.

The My French Coach games for the DS have been discontinued, however, Ubisoft have made the game (and others) available on the iPod touch / iPad at a cost of £2.99 from the AppStore, thus making it even more accessible to pupils / departments who have these devices.

via


Report: PlayStation 4 out next year

According to Digitimes, sources claim that Taiwanese manufacturers Foxconn and Pegatron Technology are to begin production on Sony's PlayStation 3 successor at the end of 2011. The console, which will sport Kinect-like motion control, will be on shelves in 2012, with a planned shipment of 20 million units in its first year.
http://www.digitimes.com/news/a20110704PD202.html
Digitimes


Media Molecule confirmed for Develop

Phil Harrison to interview founders of LittleBigPlanet developer in Brighton conference's opening keynote.

Organisers of Develop in Brighton have announced that LittleBigPlanet developer Media Molecule will be interviewed by Phil Harrison during a keynote session at this year's conference.

Harrison, who signed LittleBigPlanet when president of Sony Worldwide Studios, will interview Media Molecule co-founders Alex Evans, Mark Healey and Kareem Ettouney in the conference's opening keynote, dubbed Living Inside A Molecule.

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New issue of Edge magazine out now

Our latest issue, in which we take a detailed look at Nintendo's Wii U console, should be in UK newsagents now.

This month's rather fetching double-wrapped cover features Nintendo's next great hope, Wii U. We go hands-on with the hardware and deliver our detailed thoughts. We haven't forgotten the rest of E3, though, and you'll find extensive coverage of the Californian show, along with additional game previews, in Knowledge.

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