Sidhe

Rugby Challenge 2

Rugby Challenge 2

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Rugby Challenge 2: The Lions Tour Edition for PlayStation 3 and Microsoft Xbox 360 will be released worldwide on 13 June 2013. Developed by New Zealand based games developer Sidhe, the sequel includes the highly anticipated British and Irish Lions 2013 Tour of Australia as well as includes myriad new features, improvements and fresh content. This video reviews some of the new features.

The game will be released as Jonah Lomu Rugby Challenge 2 in France and South Africa, All Blacks Rugby Challenge 2 in New Zealand, and Rugby Challenge 2: The Lions Tour Edition for the rest of the world.

DIY Usability For Fun And Profit | Mario WYNANDS

DIY Usability For Fun And Profit | Mario WYNANDS

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Sidhe and PikPok have been using inhouse usability testing for almost a decade, helping make their games accessible, intuitive, less frustrating and ultimately more fun. Initially a "tacked on" aspect of development, usability testing within the studio has grown into a mature process and is now an integral part of all stages of a products lifecycle from preproduction through to post release support and development. In this talk, Mario covers the introduction and evolution of usability testing within the studio, and explains how any developer can build up a process and culture that leverages usability testing in order to make better games.

Delivered at the IGDA Summit @ Casual Connect Seattle, July 2012.

The Greenlight Summit 2012

When: May 21 - 27, 2012

Q: How do I attend?
A: The Greenlight Summit is available anywhere there is internet and you have a pc, mac or laptop.

Q: Is there an early registration discount?
A: Yes. Register now and receive $300 off! Early registration is just $299. After March 15 it goes up to $399, after April 15 it goes up to $499 and after May 15 it goes up to $599! Take advantage of this while you can.

"Project Space" playable demo from Sidhe - Kickstarter?

"Project Space" playable demo from Sidhe - Kickstarter?

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This video depicts a playable PC/360 demo that Sidhe created for a modern take on the classic space combat and exploration game Elite. The game took place in the distant future where displaced humans were exploring a strange new galaxy. With heavy customisation and expansive procedural content, the game also included social cross pollination of content inspired by the likes of Spore. We also really liked the cinematic depiction of combat as seen in the reimagined Battlestar Galactica which was a big inspiration for the prototype seen here.

The game was shelved indefinitely due to a lack of funding, but has always hung out there as something we would like to revisit. Perhaps a Kickstarter campaign is in order? Reimaginings of Elite and space combat seem to be all the rage this week.

Let us know what you think, what platforms you would like to see it onand any other ideas you might have.

The GDC 2012 Breakfast Club

This is the tsumea GDC 2012 Breakfast Club. No, they aren't a rag tag mix-match of high school students but a carefully selected team of the finest games developers that Australia and New Zealand has to offer. And whilst these guys weren't exactly confined to the local high school library, they were instead situated somewhere more chaotic and undoubtedly more stranger.

New Zealand games industry sees 46% rise in developer numbers

The Dominion Post have an article covering the extraordinary growth of the New Zealand games industry this year. With the rise of independent games development and the popularity of online / mobile games market spaces, the NZ games industry has seen a near doubling of numbers to 359 developers in the field, a whopping 46% growth for this year, according to the New Zealand Games Development Association (NZGDA). NZGDA association chairman, Stephen Knightly, had this to say on the reasons for the growth that they're seeing...

Developers Journey | Mario Wynand, Sidhe/PikPok

Developers Journey | Mario Wynand, Sidhe/PikPok

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Many independent developers have little or no idea about how implement effective QA strategies. This talk follows one developer's journey from work for hire studio, looking at how they dealt with the challenges of QA for traditional console titles, then the transition through to digital distribution and creating the relevant QA infrastructure to handle self-published products.