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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. 
  • The Games Developers Association of Australia (GDAA) has been experiencing some major restructuring of late, the start of which began with Tony Reed being appointed as the new GDAA CEO last year. The latest update is that GDAA President, Tom Crago, is moving on from the role he has taken care of at the association for the last three and a half years, and in his place will be Tony Lawrence, the general manager of 2K Australia (or 2K Marin, if you will). The GDAA will also be steered by a new…
  • It looks like Halfbrick Studios were more than aware when Quantum Squid released the trailer of Veggie Samurai, as Slidetoplay.com saw fit to approach the Brisbane game developers to get their response to the blatant Fruit Ninja clone. The Halfbrick guys were a bit taken back at how Quantum Squid were so open about the Fruit Ninja influence... "Everyone takes inspiration from somewhere, including us. Quantum Squid just seems to have been a bit less subtle about showing where they got their idea…
  • Rugby League is finally coming to the current-gen platforms of Playstation 3 and Xbox 360 in the form of Rugby League Live! Melbourne's Big Ant Studios (who are also developing an AFL game) are doing the honours of bringing Rugby League Live to Sony and Microsoft's consoles, with the previous effort (Rugby League 3) completed by Sidhe Interactive for the Nintendo Wii released in mid-march, just a few months ago. Rugby League Live will be the first Rugby League game with online multiplayer. (…
  • Doolwind has written up an interesting post in his blog (which has been picked up by Gamasutra) about the limited nature of casual games (particularly those on Facebook), the lack of depth as a result, and therefore the high turn over rate that they are experiencing. People just aren't sticking to them because of the "very few operative and resultant actions" that the player can perform. He cites Plants vs Zombies as a game that has very few operative actions but many resultant actions which…
  • Firemint's Flight Control has more than its popping up everywhere, but now Brisbane's Halfbrick Studios can enjoy that warm "flattering" feeling of having their game idea blatantly copied. An unabashed rip-off of Fruit Ninja; doesn't do enough to stand apart - Slidetoplay.com Quantum Squid have brought out Veggie Samurai for the iPad, and it looks like they've made no attempt at disguising this as a Fruit Ninja clone, given the title of the game which mimics the original as well as the…
  • There was some buzz around at E3 2010 held just a few weeks ago and it wasn't from any Microsoft or Sony presentation, nor was it even a game, yet it has the potential to revolutionize character animation for games. The word is that it got Ubisoft's Jade Raymond looking a little gob-smacked as well as many other representatives from studios across the games industry equally flabergasted. In the eyes of one GamePro journalist, it was "the most impressive thing" he'd seen at e3. The game changer…
  • Final year University project, which started from a single line to a full 3D model to a 1/4 scale physical prototype.
  • This has been quite the week monday added copy/paste/undo/redo to game data editor (visual xml editor) tuesday finished changing game code to load new xml format and move everything over to boost scoped, shared, weak pointers wednesday repurposed my torque level tool to the data types of this ogre game project, mostly writing new scripted plugins thursday finish level editor (pictured) and write a helper plugin to load mesh data from exported ogre mesh files to display in max as part of level…
  • Gamasutra have a rather casual interview / conversation with Steve Stamatiadis, Creative Director at Krome Studios, about Blade Kitten as well as a whole lot of nostalgia for 2D games long passed. What was interesting to read is why Steve and his team decided to have a go at another original I.P title after such a long period working on big licensed games, why DLC is good for Krome Studios, and why Krome would rather not see the appearance of the Playstation 4 any time soon. So why did Krome…
  • In news which is bound to agitate many ex-Interzone Games Perth staff, it looks like the game which was developed mostly at the Perth studio is hitting a new milestone in development. Independent researcher / developer, Nick Lowe, has posted on his blog about Interzone Futebol reaching a closed beta status. As you may have heard, in early February this year, the bigwigs at Interzone saw fit to lock staff out of the Australian Government Grant-funded Perth studio and run off with the content…