Of course, the sensible thing would be to use an existing game engine, but after a certain point, there is some curiosity if learning and fighting yet another game engine is really quicker that just writing something from scratch.
During some sickness timeout, Alistair Doulin (Doolwind) has written a 2011 games industry retrospective, describing what has been working and what needs to be improved this year for his Brisbane based indie start-up, Bane Games. Alistair heaps praise on the new markets and the availablility of high quality game engine tools, from Unity to UDK and CryEngine for indpendent games developers. His studio has taken specific advantage of Unity for the application's ease in muti-platform publishing…
Tony Albrecht, founder and Director of Overbyte and veteran programmer with past stints at studios such as Ratbag, Midway, and Pandemic, has written a fantastic entry for AltDevBlogADay detailing his unusual journey into games development.
It seems like an unlikely choice for a lad who grew up in a small country town in South Australia where most aspired to drive trucks or work on the farm for a living, however, when Tony was first introduced to a Apple II computer, he knew right away what he…
At Bun Bun Studios, our Unity 3D game engine packages are built to be modular and extensible. As a proof of concept, this YouTube video demonstrates two or more of our Unity 3D game engine packages working seamlessly together to form a basic game.
Build your game in a snap with our Unity packages today at bunbun.com.au!
THQ executive vice-president and chief financial officer, Paul Pucino, has defended his company's decision to axe a number of internal studios this year, including Homefront developer Kaos Studio, THQ Digital Warrington in the UK, Blue Tongue Entertainment in Melbourne, THQ Studio Australia in Brisbane, and THQ Digital Phoenix in Arizona.
Pucino says that "fewer is better" is the best strategy for studio numbers, and that they plan to bring out less, bigger triple-A titles with only one or two…
When: Thursday, 15th September. 7pm - 10pm
Where: Bank Hotel - Newtown
(Posted by Dan Graf)
By popular demand we have a September Beer & Pixels!
Next Thursday evening, 7pm, downstairs at the Bank Hotel in Newtown. Plenty of space to relax downstairs, and there's Restaurant Thai or Pub Grub to suit both fancy-eaters and the budget conscious.
Between the NSW Budget, Insert Coins this week, and Bits & Pieces next month we have a lot to talk about - so bring yourself & stories of your…
The first week has ended for the 2011 Play Well Cup, a 6-week Starcraft 2 tournament between local games developers and online/media companies, with all donations and proceeds going to the Child's Play charity. It's an exciting event instigated by James Croft who was inspired by the work of popular Starcraft 2 game casters on youtube as well as the distinct lack of local Starcraft 2 action.
The Play Well Cup is an Australian Starcraft 2 league where geeky AU companies battle it out in support…
When I saw some footage of Automation a few months ago, it blew me away. A tiny team of local Melbourne indie developers are creating something so detailed, different, and innovative in a genre which really is known more for its constant iteration and refinement. There are plenty of games that are tailored for racing fans, particularly for those into the simulator side of racing. Automation, however, is a simulator slanted specifically towards the car aspect side of things. We're not just…
When: Saturday 24 September – Sunday 23 October
Where: National Gallery of Victoria, NGV Studio
The organisers of Freeplay are already on to their next project which will be a month-long fun mixture of art and games to be held at the new NGV Studio gallery space at the National Gallery of Victoria. They're making a call for people who can contribute the following:
Concept / Game Art for a curated wall of game-related art. Design sketches, level outlines, character studies, target renders, mood…
Melbourne software engineer and ex-Visceral/Transmission Games programmer, Adrian Hofman, has written a thought provoking commentary on ideas and why they are worthless. He points to the critical success of Halfbrick Studio's Jetpack Joyride, a recently release iOS title which had a rather luke-warm reception when it was announced as Machine Gun Jetpack, as an example of a game that, whilst not entirely original, excelled because it was polished and greatly executed.
When Toucharcade posted the…