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  • Melbourne independent games developer, Brawsome, are following up their award winning "Best Australian Game" (Freeplay 2010) Jolly Rover title with a very promising new project, MacGuffin's Curse, and they're blogging a whole lot of stuff about it! Want pictures and behind the scenes development stuff? You've got it. MacGuffin's Curse is a puzzle adventure which shares similarities to Sokoban but contains an added mix of character switching mechanisms and a healthy does of story and adventure.…
  • When: Tuesday 14 June 6.30-10.30 (panel starts at 7.30) Where: 1000 £ Bend, 361 Little Lonsdale St, Melbourne Developers from Big Ant Studios and Wicked Witch Software will be involved in a special panel to discuss the development of AFL Live for xBox and PS3 (Big Ant) and AFL for Wii (Wicked Witch) The facebook event is live and already looking popular – we'll be sending through updates on who's panelling soon, so don't miss out.
  • 5:00pm - Midnight, Tuesday 31st May 2011 Alex has worked for Universal Studios, THQ, Rare, Microsoft, Games Workshop, Fantasy Flight Games, and more! On Tuesday he will be taking requests and drawing LIVE at the Mana Bar!
  • Where: The Goody, 75 Goodwood Road When: Monday June 13th, 7:30pm Who: Professional devs, indies, students, anyone that has a compulsion to write games. Cost: Free (but you buy your own drinks) Mark your calendars – June 13th will be ARGGGH #3 – and yes, that is the Queen’s Birthday public holiday. Come and raise a glass in her honour, while networking and mingling with other games industry types. This could be a big one, too. It’s the week after E3 and WWDC, so we should have plenty to talk…
  • Ok, well that update didn't go quite as smoothly as I had hoped! Without boring you with all the details, there was a whole lot that didn't get updated or migrated over properly, so a crazy lot of database update queries and mind numbing manual work was needed just to get the site back to where it is now. There's still a whole bunch of things left to do - the media section needs to be migrated and things look a bit broken in places (webkit browser users (Chrome and Safari) will notice that…
  • a week of prototyping (6 prototypes), 1 of which failed and not included, another of which i am still working on and not online yet (procrastinating by blogging rather than finishing it) Seems prototyping is the popular thing to do at the moment, have spent the last week on various game prototypes http://davidcoen.au.com/prototype.html of which some work, some don't, and one was just a clone of a game i loved as a kid (dungeon master). but javascript and canvas (is that what people mean by…
  • We have some new additions to our Australian Amiga Demo Scene archive! We've been looking for a fair few of these missing demos, so big thanks to 'Cycle' for contributing them to the list! A few of the demos are from Perth groups (Chrome, Paralax, Exceed, Toons) which I haven't heard of before, so it's always great to check out stuff I've missed out on from back then. The new additions are: BlipVerts #5 - Decay Elle slideshow - Digital Access DA Party 1992 - Digital Access Colin Carpenter -…
  • It's been a long journey, but after seven years of development of incredible ups and downs, L.A Noire is finally here. L.A Noire, developed by Sydney-based games developer, Team Bondi, is by far the most ambitious and most expensive game ever produced in Australia. Some $50 million was sunk into making the ground-breaking 40's era detective thriller game, placing it in the 8th position of the top ten most expensive games ever produced from a 2010 list compiled by Digitalbattle.com. It…
  • 5:00pm - Midnight, Thursday 19th May 2011 Be one of the first in Australia to preview the highly anticipated Australian developed game L.A.Noire at the Mana Bar! Mana Bar will be film noir themed for the night and will feature 40’s music and a unique selection of cocktails – dress appropriately!
  • 1up.com have conducted a highly interesting interview with Team Bondi founder, Brendan McNamara, with questions touching on the long development time of L.A Noire, why it changed hands from Sony to Rockstar, and Rockstar's involvement in its development. So why did it take a whopping seven years to complete L.A Noire when it was initially predicted to only take three? McNamara puts it down to a number of things, but it's mostly due to the team underestimating the huge job they had at hand. From…