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  • Develop 2009's speaker lineup partially unveiled

    by 
    Jem Alexander
    Jem Alexander
    03.19.2009

    A selection of the 2009 Develop Conference speakers has been revealed today. Realtime Worlds' David Jones will be keynoting at the conference and will cover "how to make a game successful." Having created titles such as Lemmings, Grand Theft Auto and Crackdown, he should know. Nevertheless, we're expecting an hour long speech about how to bundle your game with an online beta for a Halo game. Usually does the trick.Other notable speakers include Team 17's Martyn Brown, SCEE's Arran Green and Climax Studios' Simon Gardner. Check out the Develop website for the full list. There will be more speakers announced closer to the event, which will take place in July.

  • More than half of UK devs happy with pay

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.16.2009

    Develop's survey of 528 UK developers found the average salary on the islands to be £30,442 ($43,087). Although that's a few thousand pounds higher than the average annual salary in the UK, there appear to be significant differences in pay when compared to American counterparts.Not that it seemed to bother the majority of respondents, as 66 percent stated they were satisfied their salary covered the cost of living. Also interesting is that 67 percent stated their employer provided no training -- sink or swim, baby. Of those looking for a job, 26 percent said their motivation came from not being paid enough, while 50 percent said their boss reminded them of David Brent from The Office (not really). [Image]

  • EVE executive producer Nathan Richardsson on the Apocrypha expansion

    by 
    James Egan
    James Egan
    02.14.2009

    Develop, a publication focused on the European games industry, recently interviewed EVE Online executive producer Nathan 'Oveur' Richardsson about the coming Apocrypha expansion. Nathan emphasizes the CCP Games stance on charging for expansions: they don't. All EVE expansions to date have been free, as will Apocrypha. The March expansion will also mark the first time EVE has been available as a boxed release since the game's initial launch, which Nathan reiterates is CCP's attempt to reach a broader audience. On the subject of making EVE accessible to more gamers, he discusses CCP's choices made with the New Player Experience which will be one of the changes Apocrypha brings to the title. He addresses the game's learning curve and says, "Massively multiplayer gaming is constantly reaching new audiences that haven't tried it before, which results in a challenging start when coupled with [the] complexity of EVE. We strive to expose the gameplay in a simpler manner, easing players into the different areas of gameplay rather than 'dumbing down' EVE. We're working on everything from usability to re-implementing existing features more intuitively."

  • Despite 3.4 million downloads, PlayStation Home announced too early

    by 
    James Egan
    James Egan
    01.10.2009

    The new virtual world we've written about at Massively, PlayStation Home, seems to have garnered itself a large user base despite getting off to a rocky start. Kaz Hirai of Sony Computer Entertainment mentioned in his Consumer Electronics Show speech that 3.4 million PlayStation 3 users have downloaded Home. It was, however, announced too early according to key members of the Home team in an interview with Develop.Announcing Home back at the 2007 Game Developer's Conference had the effect of stoking the interest of third parties (not to mention gamers and virtual world residents), but there was no where to run with their projects, given the early stage of Home's development at that time. Indeed, Home's Game Director Peter Edward feels that initially some developers were reluctant to get involved, but that situation is beginning to change. Edward says, "The feedback we've been getting is that, in the early days, it was a bit thin on the ground in terms of support and tools, but now it's mature and everybody's starting to produce some really interesting stuff."

  • Microsoft's Gosen warns of 'thin line between gimmick and great gameplay'

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.07.2008

    Look, it's not that Microsoft's Xbox VP, David Gosen, dislikes the Wii and its parade of people-friendly peripherals. "What Nintendo have done with the Wii is truly fantastic – there is no question about it." No question at all -- but there is a but. "But I think sometimes there is a thin line between gimmick and great gameplay." And there's no question that said but refers to that thing that lets you play games with your butt.Speaking at a Gamefest UK keynote and later to the folks at Develop, Gosen admitted that while different interfaces, whether they be video cameras or plastic guitars, are important in bringing new players into the market, they need to serve a "truly game changing experience." Gosen went on to cite research which found Wii Fit players abandoned their "digital bathroom scales" quite quickly. "They are not good if they are gimmicks. There is a challenge for us to make sure that all new user interfaces are deep and are rewarding to the end user."And how do you do that, exactly? Gosen offers, "So we have to get the balance right, because what we are doing is bringing new consumers into the market for the first time in their lives sometimes – and we have to treat them with respect." Get the balance of game design right, huh? Sounds like the perfect Wii Fit game, no?

  • Mythic's Paul Barnett on believers and heretics

    by 
    James Egan
    James Egan
    08.01.2008

    Paul Barnett, the Creative Director at Mythic Entertainment, is not a man who minces his words, particularly when it comes to Warhammer Online. We covered how Barnett envisions Warhammer Online being free of the 'corruptive' influences of World of Warcraft. Gamasutra expanded on Barnett's talk at the Develop Conference and Expo in Brighton, distilling other aspects of the speech down to his top lessons learned. Barnett emphasized the importance of simplicity in game design, citing other titles that became mired in complexity. "People like the illusion of choice... they like a long menu at a restaurant despite the fact they will always order from the same three things," he said. On the topic of having a singular vision, given the time and cost involved, he stressed that game developers tend to fall into two camps: heretics and believers. Mythic hasn't "got time for people who have no morale or don't think we're going to succeed, and mess around in palace intrigue. Heretics must be burned publicly. It doesn't matter how talented they are. If they're a heretic, they go, because cancer spreads." Conversely, he stated his preference to hire less-talented 'believers' with intense drive over those talented 'heretics' whose skills come with limitations. Have a look at the Gamasutra piece for more of Barnett's views on game design and a little more of what we can expect from Warhammer Online. Some of his ideas are bold and intended to stir up controversy, but the man definitely has some memorable lines.

  • Rockstar and GTA IV honored at Develop Awards 2008

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    07.31.2008

    As if those billions upon billions of sold copies weren't reward enough, Rockstar has now had its efforts in Grand Theft Auto IV recognized by the Develop Industry Excellence Awards, the UK's annual ceremony which doles out awards for ... excellence. In the industry.Rockstar's excellence was acknowledged with four awards -- Rockstar North received gongs for "Visual Arts," "Audio Accomplishment" and "Best In-House Developer", while Rockstar Games walked away with the special Grand Prix prize, "not only the commercial and creative powerhouse Grand Theft Auto IV, but also Rockstar's much-envied studio network which regularly pushes the creative boundaries of gaming." Award recipients which didn't bully said boundaries include Lost Winds for "Best Sedative New IP," LEGO Indiana Jones for "Best Use of a License" (to make money!) and Nintendo for "Publishing Hero." Check out the complete list of winners after the break, and the complete list of whiners in the comments.

  • echochrome team working on new puzzler, not sequel

    by 
    Andrew Yoon
    Andrew Yoon
    07.31.2008

    When echochrome debuted earlier this year, it was praised for its innovative use of perspective. Players had to manipulate their perspective to guide the on-screen avatar to various echoes. The Escher-inspired game quickly became a fan-favorite hit. However, don't expect a sequel to this celebrated game. Producer Tatsuya Suzuki and Kyushu University's Jun Fujiki from Japan Studios told the Develop audience "we're not doing a sequel - we're not doing echochrome 2".Instead, Fujiki is working with Japan Studio on an entirely different game that uses yet another method of "trick imagery." What does that mean? We're not entirely certain, but considering the incredible fascination we have with echocrhome, we can't wait to see what surprises they'll have in store for us.[Thanks, Kyle P.!]

  • Patapon and echochrome devs to speak at Develop

    by 
    Andrew Yoon
    Andrew Yoon
    05.30.2008

    The teams behind the creative PSP games, Patapon and echochrome, will make an appearance at this year's Develop conference in July. Atsushi Li, director of Pyramid and Junichi Yoshizama, associate producer of SCE Worldwide Studios will discuss the tribal music game Patapon. Jun Fujiki and Tatsuya Suzuki will speak about the mind-bending echochrome. "We are privileged to welcome Ii-san, Yoshizawa-san, Fujiki-san and Suzuki-san to the Develop Conference and are thrilled that we can offer our delegates the opportunity to be inspired by what can only be described as some of the most creative video games designers on the planet," said managing director of Tandem Events, Andy Lane.

  • Dash opens platform up for third-party developers

    by 
    Darren Murph
    Darren Murph
    05.14.2008

    No need worrying that as much as you'd like to change the Dash Express, you can't. Because you can, savvy? Announced today, Dash Navigation has cracked its platform open for third-party developers and simultaneously launched the industry's first dynamic API program at O'Reilly's Where 2.0 Conference. Dash is hoping that eager devs will spend time crafting DashApps, which would theoretically provide web-based content to consumers while still in the car. The outfit also took the wraps off of the first five partner-created applications, which give Express owners Coldwell Banker Home Search, myFUNAMBOL Calendar, BakTrax Radio, Trapster and MyWeatherBug buttons. Unfortunately, details beyond that were slim, but you certainly tag the read link to learn more about the aforesaid few that are already created.

  • DuPont, Dainippon buddy up to develop OLED displays

    by 
    Darren Murph
    Darren Murph
    05.09.2008

    For those with ridiculously sharp memories, you'll easily recall that DuPont has been dabbling in OLED technology for years. Now, however, the company famous for showcasing the miracles of science has formed a strategic alliance with Dainippon Screen Manufacturing to "develop integrated manufacturing equipment for printed OLED displays." Furthermore, the duo has agreed to "bring together the elements needed -- materials, technology and equipment -- to mass produce OLED displays." In essence, the two are hoping to produce higher-quality units at a lower cost than what's currently available, and we can happily say we hope they succeed. Now, if only we knew when some product would emerge from this here wedding...

  • Develop Magazine: Iwata is a 'Game Changer'

    by 
    JC Fletcher
    JC Fletcher
    02.05.2008

    Develop magazine's "Game Changers" is a list of 25 gaming industry luminaries who are "reshaping the games development business as we know it." At the top of the list: the lovable Satoru Iwata. The Nintendo president was cited as an influential figure due to his instrumentality in the creation of the DS and Wii, which have then led to a massive influx of new console gamers.Other notable Nintendo-related names on the list include: Mistwalker's Hironobu Sakaguchi, who is creating more titles simultaneously in less time than he ever did at Square, by combining a core creative team with outsourced technical development; and Majesco's Jesse Sutton, who has turned a failing major publisher around with a casual-inclusive, Nintendo-friendly lineup.

  • Heavenly Sword packed with 10 GB of sound data

    by 
    Ross Miller
    Ross Miller
    08.15.2007

    Ninja Theory's Heavenly Sword has some beautiful music -- anyone with the demo can testify to that. An interview with lead audio Tom Colvin has quantified the developer's focus on aural satisfaction: 10 GB of sound data is included in the game, according to Develop. That sizable number includes approximately three and a half hours of music, sound effects and 4,500 lines of dialog. "There's an hour and a half's worth of cut scenes in eleven languages," said SCEE's Garry Taylor. A dual layer DVD disc has an 8.5 GB capacity; will Sony be touting that its competition couldn't even fit the audio onto their discs? We'd be surprised if they showed restraint.[Via PS3 Fanboy]

  • Creating the Killzone look with deferred rendering

    by 
    Andrew Yoon
    Andrew Yoon
    08.12.2007

    How did Guerrilla pull of its distinctive "Killzone look?" Their Develop presentation was all about "deferred rendering," a process which adds Hollywood-quality visual effects to the images rendered by the PS3. Extensive post-process effects allowed the team to create "highly dynamic lighting in environments" with "complex geometry" and "MSAA" -- whatever that is. Those with technical know-how will appreciate the Develop presentation the team delivered, which goes into some intricate detail about how much SPU power is being used by the game. Even with already-impressive results, the team has a long way to go. In fact, there are still "a lot of features planned," such as: ambient occlusion, contact shadows, shadows on transparent geometry, more efficient anti-aliasing, and dynamic radiosity. [Thanks, sheppy!] Read - Presentation (in PDF form)

  • LocoRoco sequel for PSP definitely coming

    by 
    Andrew Yoon
    Andrew Yoon
    07.30.2007

    In an interview with Joystiq at Develop conference, LocoRoco director Tsutomu Kouno confirmed that a LocoRoco sequel was certainly going to arrive on PSP, in addition to the recently unveiled PS3 "extra chapter." Kouno revealed to Joystiq that "I'm thinking about a sequel for the PSP right now. I got a lot of feedback from players that they bought a PSP just to play Loco Roco so I feel like I have to make a sequel for them."The full interview will arrive on Joystiq later this week.

  • Loco Roco sequels planned for PSP as well as PS3

    by 
    Christopher Grant
    Christopher Grant
    07.30.2007

    Last December, Sony's Phil Harrison said they'd "bring LocoRoco back in a couple of new ways with some new friends in the future." Then, at the PlayStation Premier event in Tokyo this month, they showed off Buu Buu Cocoreccho! by LocoRoco, a sequel that is "LocoRoco, but it's not ... a peculiar extra chapter." So that takes care of PS3, and we have our suspicions about a mobile version, but what about the most obvious platform of all, the PSP? We had a chance to speak with Loco Roco's director Tsutomu Kouno at the Develop conference and, when asked if there will be a Loco Roco 2 for the PSP, he responded, "Yes, there will. I'm thinking about a sequel for the PSP right now. I got a lot of feedback from players that they bought a PSP just to play Loco Roco so I feel like I have to make a sequel for them.Though we don't have any fancy video footage of the PSP-bound sequel, there is some footage of the PS3 release from Develop, tucked away after the break. And check back later in the week for our full interview with Kouno-san.

  • LocoRoco Cocoreccho: first footage found

    by 
    Andrew Yoon
    Andrew Yoon
    07.27.2007

    The LocoRoco sequel has been humming along at a great pace. At the Develop conference, first footage of the PS3 downloadable title was showcased, as evidenced by this off-screen video. There's up to 200 LocoRocos on the screen -- impressive! If this has even half the charm of the PSP original, we're bound for a serious treat. [Thanks, Joe!]

  • Sony leads Develop Industry Excellence Awards in UK

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    07.26.2007

    Sony Europe won the Grand Prix award at the UK-focused Develop Industry Excellence Awards held in Brighton, England for "capping 12 months which have seen the firm deliver a new hardware format that has inspired developers around the world to make cutting-edge next generation games." Sega won for being the industry's "Publishing Hero" and Motorstorm won "New Console IP accolades." And apparently, although we can't quite confirm this, the event was neither a roast, nor was the Hasty Pudding theatre company anywhere to be found.A little less confusing is that Traveler's Tales won "Independent Developer" for their work with Lego Star Wars and Realtime Worlds won the "Innovation Award" for the "thrillingly original" Crackdown. (While we love us some Crackdown, nobody who isn't on their third glass of Cabernet is going to call it "thrillingly original.") But we shouldn't be so mean, the Develop Awards – judged by 100 "industry experts" – are focused on UK and Euro companies so the pool is intentionally narrowed. Check out the full list of those winners by following that Read link.

  • Failure didn't stop LocoRoco dev from trying

    by 
    Andrew Yoon
    Andrew Yoon
    07.26.2007

    How many times did LocoRoco get rejected from Sony, before it became a heavily promoted, greenlit project? Two times. At Develop conference, Tsutomu Kouno revealed that rejected the idea of a tilting 2D platformer twice. Why did Sony finally give in on the third time? He provided them with a playable demo. "It is very important to make a demo and show something that moves," he said. It looks like Kouno-san's persistence paid off ultimately, considering the dedicated following the PSP platformer has. Considering his success, Kouno will continue making games in the vein of LocoRoco. According to Next Generation, his future games will also be "peaceful," going against the increasingly popular trend towards violent games. He also added, "In the future, I want to invent new gameplay using physical calculations and crowd AI."

  • Richard Garriott calls for MMO devs to innovate

    by 
    Ross Miller
    Ross Miller
    07.25.2007

    Speaking at the Develop Conference, game designer Richard "Lord British" Garriott (Ultima series) called for innovation in the field of MMO games. "Game design has not changed over 10 years. Fundamentally the gameplay is unchanged," he said, referring to his 1997 Ultima Online title that arguably laid the framework for modern-day MMOs. He later added, "We owe it to consumers to provide new kinds of gameplay." Garriott lamented on the prevalence of level grinding in current titles and emphasized the importance of artificial intelligence as the genre moves forward. We can think of at least nine million people who enjoy the current state of MMOs. Garriott has laid down the gauntlet; time will tell if his latest project, the oft-delayed Tabula Rasa, will advance the genre.