Can't get to GDC this year? Tell me about it. But you will have the opportunity to hear a rundown of the event from 2 prominent Australian games industry figures hot off the plane from GDC, Tom Crago, CEO of Tantalus Interactive and President of the Game Developers' Association of Australia, and Rob Murray, CEO of Firemint. Tom will also cover the recent DICE Summit 2008 held early this month in Las Vegas. The night will also feature a swag of video game clips to show.
The Game Developers…
We've got another great video for download today! It's been requested a few times already, and I've finally gotten around to compressing and uploading it all. It's Steve Fawkner's presentation from the Game Connect: Asia Pacific 07 conference held late last year titled "Widening your Audience: Casual Games, Hardcore Appeal". Steve Fawkner is CEO and Lead Designer at Infinite Interactive, the Melbourne studio that brought out Puzzle Quest.
The GCAP website has this description of the…
There seems to be no stopping one of the most successful original IP's to come out of Australia last year from Infinite Interactive – Puzzle Quest; picking up the Downloadable Game of the Year award at the 11th annual Interactive Achievement Awards.
Bioshock picked up the Outstanding Achievement in Art Direction, Outstanding Achievement in Story Development, Outstanding Achievement in Music Composition and Outstanding Achievement in Sound Design.
Rock Band, The Orange Box and Portal, and Call…
Worthplaying has a small preview of Space Chimps, a game adaptation by Melbourne developer Red Tribe of an upcoming CGI film of the same name. Coming out mid this year on the Nintendo DS, PlayStation 2, Wii and Xbox 360, it is a blend of Metal Gear Solid sneaking and Prince of Persia wall climbing and acrobats...
In their development of Space Chimps, Red Tribe has received a lot of cooperation from the movie studio. Vanguard provided movie creatives to inspire the developers, who designed about…
This piece started out as a 'Daily Sketch Group' activity at Conceptart.org. Was happy with the initial quick painting, and luckly to have some time, to develop it into this a finished piece.
Presented here is a transcript of the interview I did with David Glenn at GCAP 2007. Thanks again to the guys at Autodesk for setting this up.
You can download the recording of the interview here.
About David Glenn
David Glenn's work on the Diablo franchise was instrumental in establishing the visual design and dark feel of that world. David worked as Chief Background Artist on Diablo II prior to joining many of his colleagues from Blizzard North in forming Flagship Studios. His Bachelor of…
AustralianGamer have a ten question interview with Halfbrick Level Builder / Scripter, Michael Dobele, on his favourite games, what it's like being in the games industry, and how he got into game development...
I completed a games degree at QANTM back in 2004 and during my final year my friends and I developed a “MarioKart-esque” racing game with crazy characters on scooters called “Scooterama” and entered it into the Australian Game Developers Conference’s independent games competition where…
If you've every played Racing Evoluzione / Apex or Project Gotham Racing 2, 3 and 4, then you've undoubtely seen the marvellous work of Brisbane based vehicle outsource company, Virtual Mechanix. VFXWorld have a huge feature up on Virtual Mechanix, a company which founder Chris Wise likens to as a "virtual studio", since many of its employees are placed all around the globe and communicate with each other online.
Chris, who started out building car models at Torus, describes how his studio…
Matt and Yug from AustralianGamer have a studio tour and interview with those quiet Brisbane developers, FuzzyEyes Studios. FuzzyEyes are in the midst of Edge of Twilight development and were happy to share some insights with the AustralianGamer lads on their studio, the art direction and creative ideas behind Edge of Twilight, as well as game development in general...
Augustine: We are game developers. And Brisbane is the headquarters for its operations. FUZZYEYES have a few studios positioned…
Mario Wynands, Managing Director of Sidhe Interactive, has posted an article up on GameDaily’s “My Turn” section of their website discussing methods they went about to extend the life of their original PSP title GripShift.
Mario talks about the difficulty releasing a game in the retail market, with the pressure to do well in the first 6 weeks or suffer a loss of shelf space, where bad timing can mean the undeserved relegation to the bottom shelf, or even to the store room.
While the game…