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  • Posted by Zoe McNeany
    Set of stylized Asteroids created as environment props for "Max Mustard" From Toast Interactive. 
  • Posted by Zoe McNeany
    Prop Model of a target & target activated blockade wall used in "Max Mustard" by Toast Interactive. 
  • AVCon is Adelaide's premier Anime and Video Games Convention. It is a non-for-profit event organised and run by a dedicated group of volunteers, known as Team AVCon. Founded in 2001, the convention has been held annually since 2002. AVCon will continue its traditional balance of recreational and educational gaming with the Indie Games Room. In this section of AVCon, you'll be able to meet some of Adelaide's upcoming game developers and try out their latest projects. The Indie Games Room allows…
  • In collaboration with OpenFeint's Free Game of the Day, Flick Buddies is available to download for your Apple ios device, Free, for TODAY only. Flick Buddies, developed by Brisbane indie studio, Bane Games, is a casual and frantically fun game with support for four player and single player mode. Flick Buddies is so easy to play, you'll be battling in seconds with the simple flick of your finger. But don’t let the simplicity fool you! You’ll need to call upon all your skills to navigate the…
  • Reported by Kotaku AU, a THQ Australia producer whose game credits include the recently released de Blob 2, is making an appeal for assistance to help out her Aunty. Jen Timms' 63 year old Aunt lost her accomodation and all her personal possessions due to the recent Christchurch earthquake disaster in New Zealand, so she has started a fund to help out. Her story is below... My Aunty is 63 years old, and living on her own in Christchurch. She's always struggled financially and never had much…
  • New Zealand's top developers are joining forces in a show of support for the Christchurch quake victims. They've set up a site listing 33 locally developed apps, most of which are purchasable from Apple's App Store right now, and *all* proceeds from those titles with go directly to the New Zealand Red Cross. There are some absolute gems in there. I highly recommend grabbing Bird Strike by Pik Pok, and Top Dog: Farmyard Adventures, but be sure to check everything else out. The appeal will run…
  • Adam Rudd has written a timely blog piece providing encouragement to all those who are thinking of a career in games development. Consider this as a companion piece to Yug's uplifting "10 reasons why the future of the Australian Game Development Industry is looking AWESOME!" write up for AustralianGamer. The local games industry has suffered a series of setbacks of late and it has undoubtedly caused a level of uncertainty for many students and game developer hopefuls from entering the field,…
  • When: 6:00 PM, Wednesday, March 2, 2011 Where: Media Design School 242 Queen St Auckland Who's hosting? sknightly How to find us: Come up to Level 12 At the March Game Developer's Meetup we'll: - 6.00 Arrive and mingle - 6.15 Showcase: Gaming projects and news happening locally. The Life Game Project Ian Howard from the not-for-profit "Life Game Project" will tell us how LGP uses computer games to encourage life skills and positive lifestyle choices amongst disadvantaged youth. The Life Game…
  • There's so much negativity surrounding the local game development industry these days, I think it's high time we look at some of the positives. Personally, I think 2011 will be the best year for us in ages, and I've got 10 solid reasons to back that up. What do you think?
  • If you thought that Veggie Samurai went a bit too far in plagiarising Halfbrick Studios' hit App Store game, Fruit Ninja, you may be a surprised to see how a new slicing game called Fruit Slayer has managed to go even further. While Veggie Samurai surprised Halfbrick Studios by copying Fruit Ninja's core gameplay modes and mechanics so well, the Fruit Slayer developer was fairly open in admitting to copying Fruit Ninja's idea for his heavily inspired game. Robert Neagu, the developer behind…
  • 5 Inch Floppy, hosted by Jeremy 'Junglist' Ray, was given unrestricted access to the Sydney event of the 2011 Gobal Game Jam held at the Powerhouse Museum. {initVideoPlayer("http://media.gamearena.com.au/gamearena/video/reviews/Inside_the_GameJam_V3_H264_Widescreen_1280x720.mp4.flv","false",57140,309,521,"","GA_embed_video_57140")}
  • First pass of the assets is almost done (evironemnt, some props, 3 player models and 5 zombies are done. one zombie and 3 small creatures left) Code is also getting done, minus the occasional task from hell such as 'rewrite collision system', which is not a pleasent thing to watch lurk on a todo list. the current workflow is to get a programming task and an asset done each day, though the asset is just model, uv and lightmap. the sencible thing would have been to reduce the scope of the content…