does anyone know any good 3D short courses in Victoria.
Industry and Education
This is a message sent to me through the Sumea feedback form. I have replied, but unforunately the email address supplied bounced back. I'm hoping Dug finds this thread and gets the advice he needs...
quote:I have a need to understand how to engage the game industry.
You may feel this is a bit of an odd request but here goes anyway......
My 9 year old daughter has just come up with an incredibly marketable idea for a traditional board game which is applicable to families and children from about 5 years old and upwards. She has already drawn up the first "version" - (a budding game developer??)
The idea is marketable to practically all children in the world and has a specific differentiator from all other games currently marketed.
There is a specific element related to the distribution channel of the game which also makes it particulary easy to market/sell.
In this day and age I expect the game could have an electronic, computer based version.
I need guidance on how one would engage particpants in your industry without the idea being simply taken and developed and marketed without some sort of editorial and financial control.
Can you or your members help?
Sounds like a promising idea. If you have any solutions or advice, please post it in here. My suggestion was that if he was in Melbourne, he could perhaps look into Film Victoria's Digital Media Fund Game Content Development....
Hi, about 2 years ago I remember reading an article on the Victorian government's game development plans. There was something about a game development incubator that they were putting some money towards.
Does anyone know what became of that?
Also interested in other incubators or possible sources of funding that I might be able to approach about a game I'm working on.
just wondering, who are the Sumeans in the first photo titled 'Sumeans' on Kevin Burfitts AGDC 2003 photo gallery?
hopefully i will get some money together and go to next years, so i can meet some of you!
Transformers Armada in Edge #131, including the front and back covers, the inside cover and an eight page article with heaps of images.
Here's a shot of the cover, from the Edge publishers website:
Just wanted to say hello to the people I met at AGDC from Sumea over the weekend. I'm sorry I didn't get a chance to talk to you guys more. Specifically Joel :). But it was good to put some faces to the names.
What did other people think? Any funny stories? Interesting encounters?
Anyway take it easy - till the next meet :)
Anyone have them?
It's all over for another year, just wondering what people thought of AGDC 2003 (assuming you attended)
Which were the best talks ?
What should you do differently next year ?
Did you win anything in the raffle ?
Tantalus Interactive today confirmed the release of three new titles, rounding out a stellar year for the company. Tantalus CEO Tom Crago chose the opening day of the annual Australian Game Developer?s Conference (AGDC) in Melbourne to make the announcement.
?Gamers will be well aware of all of these titles, but with the occasion of the AGDC it?s fitting to set these releases within the context of the Australian game development community,? Crago said. ?As an industry here we?ve gathered a lot of momentum in recent years, and at Tantalus we?re very proud of the contribution we?ve been able to make.?
The three Tantalus titles to hit the shelves this holidays are Unreal 2 on X-Box, Top Gear Rally on Game Boy Advance, and Monster Truck Madness, also on Game Boy Advance. Unreal 2, set for release late in 2003, will become the first ever online console game to be released by an Australian developer.
The game is based upon Legend Entertainment?s highly lauded PC title, and has been developed by Tantalus in collaboration with Legend, Epic Games, and publisher Atari. The game is one of the most highly anticipated console shooters of the year, and comes loaded with an all new teamoriented multiplayer mode, supported through X-Box Live.
Monster Truck Madness on Game Boy Advance enjoyed a recent high profile release courtesy of publisher THQ. Described by Game Spot as ?an arcade racing fan?s dream,? the game set a new graphical benchmark on the GBA.
That mark was promptly blown away by the release of the latest Tantalus GBA title, Top Gear Rally. In a first for an Australian developer, Top Gear Rally has been published worldwide by Nintendo. The game has been praised as the greatest ever handheld racer. GamePro called it ?the perfect racing game for the GBA.?
The release of these three titles sees Tantalus firmly ensconced at the forefront of game development in Australia, and as possibly the world?s leading developer for Nintendo?s Game Boy Advance. The recent announcement of a new multi-title development deal with THQ sees the company well placed to deliver more hit titles in 2004.
For information, screen shots, movies and more from all three titles, visit www.tantalus.com
* Note: ?Top Gear Rally? is known as ?TG Rally? in Australia and Europe.
Probably not much discussion forseable for this, but I thought I'd mention it. Any of you realised how popular Australian animals are in games? I'll probably make an article on it later on.. The stories that revolve around these characters are interesting.
Ty - Tasmanian Tiger, by Krome of course
Knuckles - Achidna (You might know him from Sonic the hedgehog)
Croc 1 & 2 - Crocodile (mostly found in Australia)
[url="http://www.gamershell.com/news_BKaoTheKangaroo2BScreens.shtml"]Kao the Kangaroo[/url] 1 & 2 - Kangaroo, complete with boxing gloves
Tas - Tasmanian Devil, the Warber Bros cartoon character
Jak and Daxter - Daxter is some kind of marsupial
Anyone know any more?
State Labor MP Paul Gibson, chairman of the Staysafe Committee, is taking action against the racing title "Project Gotham Racing 2" (due for release in 2 weeks), particularly since it contains a racing level which has Sydney as a track...
quote:"This game sends the wrong message to young people. It is actually glorifying speed and power," Mr Gibson said. "It is clearly an inappropriate depiction of speed behaviour. If I had my way I would ban it...
It's better to be safe than sorry.
Games like this and things like car-surfing in film clips and in movies are undoing a lot of the effort authorities are putting into road safety."
Paul Gibson intends to take the matter up with the Office of Film and Literature Classification.
This has got to be the most absurd knee-jerk reaction I've seen in a long time!! PGR2 is as harmless as they come for a racing game, but this MP wants it banned because it "glorifies speed and power" ?! With that warped view, ALL forms of racing games are evil... even Mario Kart :) It'd be a sad precedent if this MP actually manages to affect the rating of this title or even get it banned..
But hey, "It's better to be safe than sorry." !! [;)]
From the job details Micro Forte posted for a [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1087"]Lead Game Programmer[/url], you get a glimpse on what Micro Forte are planning in the future..
quote:Micro Forte is a world leader in the creation of massively multiplayer games, working with Microsoft to create the first ever MMOG on Xbox. The company is now looking to extend this expertise into the wireless space and become one of the first and best creators of massively multiplayer mobile phone games. Developers who are bored with the relentless grind of three year development schedules will welcome the chance to work on a new game every three months. Reduced costs offer the chance to create truly innovative games in a completely new area.
MMOG's on mobile phones! Is it practical? Will mobile phone calls ever be cheap enough so that you could spend hours and hours of play on them? (if it were, then I think internet browsing on mobiles would really take off).. The payment scheme might hurt - a monthly charge, and on top of that, a hefty phone bill? :) Actually, will mobile phone batteries last for hours and hours of gameplay?! And a new game every three months!!
Could you tell me about AGDC, could you provide the info on were it is, (time and stuff like that), also do i need any requirments like ticket or projects stuff like that.
Thankaz for your time.
PS: www.atari.com.au sign up and get a free pc game, i got mine yesterday, also Commados3 game moive is on the disk, looks so fucken good.
Hey anyone here going to the agdc?
I'm going to be going from sydney, and was wondering if anyone else is driving down?
Just for all those interested in learning more about Mobile Entertainment Development/Industry or Market around the APAC region, I have just launched my site [url]www.mo-style.com[/url].
At the moment there's a few interesting interviews I took with some mobile gaming friends from Tokyo (Sega, Namco, and more). More interviews from other regional people to follow.
I've got a forum up and running, needs a bit of a kick start so feel free to post some topics. If anyone is interested in anything to do with Mobile Games development/distribution etc. Just give me a buzz.
-Alex Young / email@example.com
Jacana's got a great opportunity to interview [url="http://uk.playstation.com/features/featureStory.jhtml?storyId=102174_en…"]Phil Harrisson[/url] at the AGDC for Sumea!! Phil is Senior Vice President of Research and Development for Sony Computer Entertainment Europe..
If you have any questions you're dying to know from Sony (general or developer related), please post them here, and I'm sure Jacana will put it on her list!
It would be nice to have a range of questions which would be otherwise pretty hard to find answers for elsewhere [:)]
Just an idea here...
I realise quite a few people on the list are not going to make it to AGDC this year but still have questions they'd like to ask the attending speakers...
I thought if people wanted to post questions and the guests they want to have answer the questions I could track them down during AGDC and see what I can get answered :)
I though it would be a fun Sumea article to put up post AGDC.
[url="http://www.agdc.com.au/conference/conf_schedule_thu.php"]The AGDC is on in about 3 weeks[/url]!! This is a list of Sumea Schedule Recommendations, and so are worth pushing each other over to get in to [;)]. This list is geared towards artists, btw! If someone wants to post a programmer schedule, go nuts!
The Artists Schedule!
Friday 21 November 2003
[B]1100 hours[/B] Art and Development Dave Campbell & David King, Discreet Session Chair: Paul Steed, Microsoft - Xbox Evolve to the next Level*
[I]Paul Steed is the man![/I]
[B]1300 hours[/B] General Design Steve Fawkner, Infinite Interactive 20 Things I have Learned in 20 Years of Creating Games
Saturday 22 November 2003
[B]1030 hours[/B] Art and Development* Paul Steed, Microsoft - Xbox Building a Digital Goddess*
[I]It's Paul Steed again![/I]
[B]1135 hours[/B] Education Facilitator: Ross Symons (Bullant Studios) Panelists: Chen-Po Sun (University of Melbourne), Matthew Riggall (University of Melbourne), Adam Matera (Qantm) & Cheryl Kiraly (Academy of Interactive Entertainment)
[I]You have to visit this one! This was organised by Jacana, and has some Sumean regulars onboard![/I]
[B]1135 hours[/B] Art and Development* Aladar Apponyi (Micro Fort�) & Jason Morris (Micro Fort�) 3D Trickery - from Polygon to Texture *
[B]1335 hours[/B] Art and Development* Mike Hollands, Act 3 Animation The Future of Game Cinematics. Pre-Rendered Versus In-Game.*
[B]1440 hours[/B] Art and Development* Mark Terrano, Microsoft - Xbox Lessons from Life: Designing More Immersive Games*
[B]1730 hours[/B] PlayStation 2 Cocktail Party
Sunday 23 November 2003
[B]1030 hours[/B] Art and Development* John Sheils, Sidhe Interactive Cheap Tricks and Graphics Hacks to Improve Productivity*
[B]1135 hours[/B] Keynote Laura Fryer - Director Xbox Advanced Technology Group, Microsoft - Xbox Nowhere But Up: Life and the Future of Videogames
[B]1235 hours[/B] Award Presentation - Australian Game Developer (AGD) Awards Ceremony
i'm planning or rather hoping to become an animator, like in cartoons and to work for a studio like that of disney in Sydney. i'm not to big on games and stuff but i'd like to make movies or feature films or whatever u call em. problem is i don't know how to get started. i'm a year out of high school and i don't know what to start studying, weather to do graphic design or some relevent course at tafe or if i'm supposed to go to an actual school that specializes in animation and that sort of stuff. i was born here but i was living overseas while in highschool, finaly came back last year but am completely clueless as to where to go from here. at this point i'm so desperate i'd sell my soul for a little help or directions to someone who could advise me.
p.s. i live shellharbour so something around wollongong or maybe sydney would be good.
I was just wondering if anyone knows anything about Fuzzyeyes Studio, the game dev company in Brisbane. I'm going for an interview there this week and was hoping to get some more background information before the interview.
Digital Media Mag Nov 2003
Dear all gammer and pro,
We like you to come for our openday at 14th Jan 2004, to see our coolest motion capture performance and speakers from industry.
14th Jan 2004 is our open day for Mocap School at CBD Sydney.
Course offering includes:
Advanced Diploma of Multimedia (Game Design & Animation)
This course major in game design and 3d animation, develop your skills in the creative side of the game productions. Animation class will cover Motion Capture animation, to craft the soul of character animation and game production. Virtools Dev 3.0, 3DS MAX, SkechUp are the main software used to construct and build game environments
Advanced Diploma of Multimedia (Game Programming & Development)
This course major in programming and development side of game productions. C++, C# in 2D, C# for OpenGL. Student will also develop and construct a game using Virtools Dev 3.0-The best in game creations and AI engine.
Advanced Diploma of Multimedia (VFX & MoCap Animation)
This course focus in cinematography titles, VFX in 3DS MAX and Motion Capture animations. Creating opening animations like FinalFantasy using state-of-art mocap equipments to produce human-like animations. Title design for motion picture are also core of the subjects.
Professional skills development and Industrial training (VFX & Animation)
This course is design for people who desperate to get in to post-production house and found yourself a talented in production skills and like to be recognized from Australia's top post-production house. There are master class running 2 times per year. Speaker from Australia's top post-production companies. This place are strictly limited to 10 seats. Best 4 students will be selected to training in the industry. Main software used in this course are Adobe Aftereffects and 3DS MAX (Avid Express, Maya and combustion may introduce soon!). Project includes Title design and VFX motion titles.
Once again, hello to all...
If anyone can help me in any way with this, it would be much appreciated...
Because I may be going to the AIE in Canberra next year, I am trying to look for a place to stay while I am studying. Does anyone know where or how I could find a good place to stay somewhere near the AIE?
As I said before, any help is appreciated...
Game Developer Fuzzyeyes Focuses on NXN alienbrain Studio?s Asset Management
Australian studio implements industry-leading asset management system for artists and programmers
London, 15. October 2003. Fuzzyeyes Studio, Queensland-based developer of PC games, has licensed NXN alienbrain Studio, the industry-leading asset management solution from NXN Software to securely version, track and store all the digital assets created over the course of their upcoming game: ?Project Hotdog?. By installing the software, the team intends to reduce the administrative overhead and enable the team to focus more on the development of high-quality, easy-to-play entertainment.
?NXN alienbrain Studio provides exactly the asset management capability we require for our complex projects and helps us centralize both art and development assets in a single location?, said Wesley Clarke, Technology Director at Fuzzyeyes Studio. ?The system impressed us with its ease of use: getting the software up and running takes a minimal amount of time and effort, and using the software is equally easy. This means we can spend more time on actual development.?
?I am delighted that Fuzzyeyes Studio has joined our growing customer base in Australia?, commented Steve Tyson, VP Sales UK, Ireland, Australia and New Zealand at NXN Software. ?Australia?s game development community is currently attracting first-class projects and we look forward to delivering more seats of our powerful asset management system to help complete these projects on time and within budget.?
Before installing NXN alienbrain Studio, the team leads at Fuzzyeyes organized and tracked the digital assets created by their teams manually. With NXN alienbrain Studio in place, all code and art files produced for ?Project Hotdog? are now tracked automatically on a central server. Thumbnails, previews and powerful search functionality enable every team member to find the right file fast, whereas the integrated reporting functionality provides team leads with an instant overview of the project?s progress.
NXN alienbrain Studio is the only asset management system to support programmers and artist within the same framework. Unlike traditional asset management systems that focus primarily on archiving completed assets, NXN alienbrain Studio manages all files of a project from concept to completion.
For screenshots or logos of NXN alienbrain Studio please go to http://www.nxn-software.com/comp_prro_prki.php#Images. For screenshots from Fuzzyeyes Studio?s project ?Hotdog?, simply reply to this mail.
About Fuzzyeyes Studio
Fuzzyeyes Studio (www.fuzzyeyes.com), located on the South side of Brisbane, Australia, is a multimedia software developing company, currently focusing on developing PC, PS2 and Xbox games. Fuzzyeyes aims to create easy-to-play, entertaining and stress-free PC games. The Studio is currently working on a number of exciting products including Aussie Adventure, OzFighter, Battle Wombat, Super Oz Kart, Crazy Fire Fighters, NHLA (New Human Livable Atmosphere).
About NXN Software
NXN Software (http://www.nxn-software.com) is the leading supplier of asset management systems for the digital entertainment and computer graphics industries. NXN products provide designers, programmers and project managers with a powerful framework to manage all assets throughout the development process. Companies using NXN Software include many of the world's most renowned entertainment studios, such as Sony, Electronic Arts, LucasArts and Atari. NXN Software has offices in Los Angeles, Paris, London, Munich and Tokyo.
We (a bunch of academics or is it a school of academic :-) are considering organising a one day research workshop on computer games in Sydney in February 2004. The workshop will have a computer science/artificial intelligence focus with topics ranging from using games in teaching, teaching games design and programming, new techniques that can be used in games, games as simulation environments, exploring interactivity in games, etc. The papers/talks will be similar to the 'AAAI Symposium on Artificial Intelligence and Interactive Entertainment' series.
I am trying to gauge the level of interest for this workshop beyond the usual academic circle. Would you attend such a workshop and what would you like to get out of that experience? Would you be interested in submitting an abstract/writing a paper/making a presentation about your current "innovative" work?
I know these forums are home to many aspiring game programmers/artists. As I speak, some of them are already at work at homebrew projects, stripping apart open source engines and mining voluntary talent from across the world. My question is: exactly how big is the independent games movement in Australia? Are there a lot of bedroom coders out there, anonymously plugging away at the Next Big Thing? Is it a subculture, bubbling beneath the mainstream or the past-time of a dedicated few?
This is the reason I ask: I am a journalist-in-training testing the possibility of a print magazine (quarterly or otherwise) that reports on the indie scene in Australia. Interviews, studio profiles, works in progress, thoughts for the future, etc. Currently, videogame magazines seem to channel the mainstream with no focus on smaller studios. If, in fact, an indie movement exists, I feel that journalistic coverage is appropriate in order to document the successes, failures and innovation it produces. Games are reaching a mid-life crisis: less companies, more money, higher stakes. Effectively, more sequels, more derivation and less innovation. Less creativity. I believe independent development can bring back these things. Journalistic coverage of the homebrew scene may encourage it to grow further.