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  • Chillingo explains why devs need them

    by 
    Mike Schramm
    Mike Schramm
    11.28.2012

    Chillingo COO Ed Rumley had a chat with GamesIndustry, and said that the iOS publisher (which is owned by EA) is more needed than ever by developers. Yes, he admits it's easier than ever for anyone to make and publish a game on the App Store, but the hard part comes after that. "We always remind people there is a huge difference between self-publishing a game and self-distribution," said Rumley. "The role of a publisher like Chillingo is to do far more than just upload a game onto an App Store. Today's market is extremely competitive, there are dozens or hundreds of games launching every day whether it's on iOS or Android or Windows. Our role is to help navigate this minefield." Rumley also said that more indie devs are coming to Chillingo than ever to get that help polishing and marketing their games, and I can attest, as a player, that it's been working for them. There is definitely a consistent level of quality in the games Chillingo's putting out, partly because of who they're choosing to work with, and partly because their experience on the App Store is so substantial at this point (don't forget, this is the company that published both Angry Birds and Cut the Rope, so they kind of know what they're doing by now). While obviously every game is different, Rumley did say that Chillingo is still getting heavily involved in app development, probably more so than a lot of traditional publishers out there. "Half of our role is getting a game ready for market. By that I mean making sure the balance is there, making sure the game is fun and making sure the monetization is correctly implemented. If you don't get that right, you're not going to have success acquiring consumers in the first place." Rumley added that the future of Chillingo isn't necessarily in publishing more games, it's in publishing on more platforms. The company has been making a push on Android recently, and Rumley says that the quality of iOS games as compared to the last few years has been getting better and better. But he also added that means the bar is raising higher and higher, even as he recommends that indie developers put an extra month of polish into their titles, then another month (and maybe more) on top of that. "It's a ruthless platform," said Rumley, "and there's just no room for anything except perfection."

  • Sony's PlayStation Mobile Developer Program officially kicks off, SDK ready for prime time

    by 
    Alexis Santos
    Alexis Santos
    11.20.2012

    After unveiling plans for PlayStation Mobile last summer, opening the storefront and letting its software development kit marinate in beta for roughly a year, Sony has finally given the dev platform the "go" (no, not that one) for launch. Developers eager to create games and apps for PlayStation-certified Android tablets and smartphones -- and even the PS Vita -- can download the SDK, but have to be willing to shell out $99 a year for the chance to publish as many titles as they wish. If you're ready to start slinging code, see the source links below to enroll in the program and download the SDK.

  • Unity 4.0 now on sale with DirectX 11 support, Linux publishing preview, new animation tools and more

    by 
    Alexis Santos
    Alexis Santos
    11.15.2012

    The Unity game engine and development platform has reached the 4.0 milestone and is now available for purchase with a slew of new features onboard. Headlining the update are DirectX 11 support, new animation tools and an add-on for publishing games to Flash. In addition, Tux is getting some love with a preview of a deployment option for publishing games to Desktop Linux. Sure, a landmark release might seem like a good time for Unity Technologies to cool its heels and slow down development, but a respite isn't on the roadmap. According to the firm's CEO, David Helgason, Unity 4 will see a faster paced schedule and more frequent releases than the platform previously had. Developers can snag a free version of the software or shell out at least $1,500 for a professional license. For more details on additions and improvements to the engine, hit the jump for the press release or tap the second source link below for the complete rundown.

  • Unity and Nintendo partner to bring Unity Engine, and its 1.2 million devs, to Wii U

    by 
    Ben Gilbert
    Ben Gilbert
    09.19.2012

    Unity Engine is best known for supporting mobile and digital games, but Unity Technologies CEO David Helgason sees his company's game development engine as more flexible than that. Nintendo apparently does as well, partnering with Unity on a worldwide licensing agreement that offers first- and third-party developers Pro level engine access to Unity's tools for Wii U development. The partnership also grandfathers in the existing 1.2 million Unity licensees to the Wii U platform, which Helgason tells us is, "extremely easy" to port to -- Unity's calling the partnership an "excellent opportunity" to port existing Unity games from "thousands of studios currently developing mobile and social games." The partnership's effects aren't immediate, however, as Unity Engine's Wii U support won't go live until 2013, which tells us that we won't see any fruit from the collaboration until some point in 2013 at the earliest. When pushed, Helgason wouldn't out any potential games headed to the Wii U via Unity, nor would he offer up names of studios interested in working with Nintendo's next console. It's not hard to imagine big Unity games like Slender and Rochard ending up ported to the Wii U, of course, but it sounds like we'll have to wait a bit longer before we hear which games will benefit from the partnership first.

  • Microsoft axes Flight development, cuts 35 jobs at Vancouver games studio

    by 
    Daniel Cooper
    Daniel Cooper
    07.26.2012

    Microsoft is laying off staff at its Vancouver studio after it halted development on Flight and "Project Columbia," a Kinect-based virtual storybook for children. A representative speaking to Joystiq said that the 35 people affected would receive help to find new roles within the company, and that it remains invested in the city's industry. In a statement to Kotaku, included after the break, it added that it would continue to support the free title, which was itself a revival of the doomed MS Flight Simulator, and that it would remain available for download.

  • Activision hires Team 17 founder to start new UK mobile studio

    by 
    Mike Schramm
    Mike Schramm
    05.21.2012

    While EA has been bullish as all get out on its mobile and iOS properties, we haven't seen the other big dog in game publishing, Activision, act on the same impulses, despite a few hits with the Call of Duty Zombies games. But here's a first indication that Bobby Kotick and company do have a mobile strategy: They've hired former Team 17 (of Worms fame) Martyn Brown to put together a mobile studio in the UK. There's no word on the studio's name yet, or what they're going to be working on (though presumably, it'll be iOS titles at least, with other mobile platforms on tap in the future). The move is being seen as a vote of confidence by Activision for UK game development, especially since in the past few years that company hasn't been very friendly to its UK game studios, closing them down left and right. I'm very curious to see how this works out -- hopefully, Activision has realized along with EA that iOS development is one of the best parts of the game industry to be in right now.

  • Shadow Government tries to combine real-world policy with casual gameplay

    by 
    Mike Schramm
    Mike Schramm
    03.14.2012

    Shadow Government was probably the most fascinating game I saw at GDC. I should probably clarify that: I didn't see much of the game in action, but what I did see showed off an excellently designed UI and some good looking (if a little complicated) Farmville-style game mechanics. The most fascinating thing about Shadow Government isn't what it does, but what its developers hope to do. Nicholas Fortugno is the game's main designer, and though he's still fairly young, he has a number of solid iOS and award-winning game credits to his name. He's also a teacher of game design, and with Shadow Government, he says he's aiming to not only bring up the level of these Farmville-like social freemium games, but also help players to take a long, hard look at the effects of real-life issues. That may sound a little nuts -- it certainly does to me. But Shadow Government isn't just driven by Fortugno's freemium engine. It's also driven by a number of simulations from a real-life group called The Millennium Institute, a think tank that does hardcore policy analysis for a number of corporations and countries around the world, setting up models as accurately as possible that will predict the given effects for any number of real life decisions. What if the price of oil goes up, or agriculture is de-funded, or minimum wages in a certain company go down? The Millennium Institute models situations exactly like that, and Fortugno has been given access to all of those simulations in order to model this game. On the surface of Shadow Government, you're placed in control of the future of the real-life United States and given a set of freemium tools to make decisions for the country. Do you build up industry by building a factory, or grow education by building a school? Underneath that relatively simple interface, the Millennium Institute's simulations are running. If you want to, you'll be able to dive into the background of the app and really see the effects all of your decisions have. Fortugno hopes that the game will actually teach people how certain policies work by dealing with real-world issues in this very social, casual way. The policies and analyses that Fortugno talks about and that the Millennium Institute researches are extremely complicated affairs, some that I'm sure would require multiple degrees of study to really research and understand fully. But Fortugno is convinced that even given the relatively simple interface of a freemium game, he can at least get people interested in making these decisions. Seeing the effects of those decisions might push people to educate themselves further. Shadow Government's not necessarily an educational game. As Fortugno told me, it wouldn't help to market the game that way, and it's not necessarily meant to be an experience built around numbers and simulations. But Fortugno says it is meant to be a title "for people who don't play games in contexts that they don't play games about." In other words, Fortugno's trying to take Farmville and actually use it to make people think about and even understand the real world around them a little further. Shadow Government is currently being worked out in a closed beta, and it's set to come out later this year. Fortugno certainly has the chops for a project like this, and as I watched him animatedly talk at GDC, it became apparent very quickly that he wants to make it work. The game's idea and ideals are both quite fascinating, so I hope Shadow Government pulls it off.

  • Sketch Nation Studio allows to make your own game, and sell it

    by 
    Mike Schramm
    Mike Schramm
    03.06.2012

    I've met with Nitzan Wilnai at the annual Game Developers Conference (GDC) several times. His Engineous Games has grown over the years. The group recently released Sketch Nation Shooter to great success. It lets you build a shooter title by uploading or drawing your own art. As of this writing, it has been download over 800,000 times, generating a significant user base. Wilnai's next project, Sketch Nation Studio, has been in development for a while, and I suspect it could threaten how the App Store itself works. While Sketch Nation Shooter lets you build a shooting game, Sketch Nation Studio will allow users to assemble games in any one of five iPhone-familiar genres. Here's the kicker: Sketch Nation Studio offers the chance to release those games to the App Store and earn real money. The app is currently testing in Canada, and it works much like Sketch Nation Shooter did. You start by choosing a genre: Up Jumping (as in Doodle Jump), Side Running (like Canabalt), Side Flying (like Jetpack Joyride), Down Jumping (a reverse Doodle Jump style), and Side Jumping (basically an endless platformer). Next, add the art for your player character, obstacles, and rules for power-ups and other information. Sketch Nation Studio adds your art, creates the necessary objects and controls and manages animation. Your game is ready to play. There are three modes to choose from. Simple mode is the easiest, and runs user-created art around a set of existing rules. Wilnai showed me how to create a custom game quickly, using the app's built-in drawing tools to create simple graphics in about two minutes. The result won't win any awards for originality (it was a one-button flyer featuring a bee who had to dodge flowers), but it worked, and tracked the score, and had a losing condition, which is really all you need for a simple iPhone game. Advanced Mode is more complicated. It lets you use your own art and set your own rules. Maybe, for example, hitting certain enemies increases your strength. Perhaps the player character has lives or collects various score items. The Advanced mode is pretty powerful, offering several control schemes (including tilting the iOS device, which can make for some interesting custom games) and "special effects," which let you use your art to create particles and animations. The interface is easy to use, but again, quite powerful for what it is. And finally, "Standalone App" mode uses the Advanced Mode's rules and uploads your finished game to the Engineous servers, where it will then go into a queue for the company to review. Every game that meets its criteria for quality, originality, and fun could become a full, standalone App Store app. In fact, there are already apps like this on the App Store Turkey Run is one example. Wilnai didn't have specifics on how profit sharing would work, but he did confirm that the company plans to split proceeds from these apps 50/50 with their creators. This means that you could potentially create a game in Sketch Nation, upload it, receive approval from Engineous and have them release it to the App Store for US$0.99. You'd then earn 35 cents of real money for every copy sold (half of the 99 cents minus Apple's 30% cut). That sounds crazy, and it probably is. Wilnai says that Apple is in favor of the idea (in theory, at least), and the app is being tested on the Canadian store before being released in the US. "At first we won't release too many games," says Wilnai, just because Engineous will have to figure out what best to put out there and how it would work. But if the plan turns out to be as solid as he expects, Wilnai could basically create a platform-within-a-platform, releasing games users have made with his own app, and filtering the income right through Apple's store. One potential hole in the plan is the users themselves. Sketch Nation Shooter, for example, has 800,000 users, but only 100,000 games have been created with it. That suggests that 1 in every 8 users are actually creating games with it. Additionally, only 10,000 of those games have been shared. While it's easy to make and share a game with Sketch Nation Shooter, not many users actually do so. But Wilnai has a solution for that, too. In addition to the draw of real money, Sketch Nation Studio will also have a virtual currency market. Users will earn SketchBucks (SB) from uploading games, which can be used to download and play shared games. Hopefully, this won't prevent people from just logging in to check the games out (everyone who plays the title will automatically start with 1000 SB), but it should provide incentive to create and share. Art will also be shared in this way, so even if you're not an artist but want to pick up some art for your game with virtual currency, you'll be able to do that as well. The whole idea is fascinating, and it's an example not only of Wilnai's drive to make game development as easy and accessible as possible, but also the power of user-created content, and in this case, its potential to really drive and build up a brand new marketplace. Sketch Nation Shooter should be out in America very soon, and we'll have to see what happens when it finally arrives.

  • Unity 3.5 available now, with new effects and performance updates

    by 
    Mike Schramm
    Mike Schramm
    02.14.2012

    There are quite a few ways to make and build iPhone and iPad apps and games, but one of the most popular tools to create iOS games is the Unity engine, and that system has released version 3.5. The new version offers a number of improvements and upgrades, with lots of new particle and lighting and rendering effects to make games look better than ever, as well as improvements in the standard AI and pathfinding code for enemies, and lots of improvements to performance and memory. The new kit also now supports a preliminary version of export to Flash, and there's also an option to create a "native" client, which can be played in Google's Chrome browser without the use of the Unity web add-on. There are some iOS-specific updates, including support for cameras, microphone, compass, and gyroscope, as well as support for Apple's iAd program. There's Game Center support as well, though for leaderboards and achievements only -- matchmaking and voice will still require Apple's official SDK. It all sounds good, and it means the tools for developers to use to make games for iOS and other platforms are getting better and better, which of course will eventually lead to better games for players. Unity's SDK can be downloaded for free from the company's website, and of course there are pro subscription programs for bigger developers. Show full PR text Unity Technologies Releases Unity 3.5 SAN FRANCISCO, CA--(Marketwire - Feb 14, 2012) - Unity Technologies, provider of the Unity multi-platform engine and development tools, is proud to announce that Unity 3.5 is now available for download. This latest update is one of the biggest additions to Unity since its inception and includes major new features and a multitude of improvements, tweaks, and optimizations. Unity 3.5 is a free update for all developers using version 3.0 or higher of the Unity development platform. "This is one of the most spectacular additions we've ever made to Unity," said David Helgason, CEO, Unity Technologies. "Recognizing that Unity was being pushed harder and harder, we launched our initiative to upgrade Unity with high-end capabilities that larger studios are accustomed to and smaller studios usually don't have access to. We want to make Unity the best choice for everyone and Unity 3.5 is a massive demonstration of our commitment to that goal." The Unity development platform, one of the most popular in the world with more than 800,000 registered developers globally, combines a powerful engine with an intuitive set of development tools in one complete package. "We are incredibly proud of this release and I think it's our strongest yet," said Nicholas Francis, Chief Creative Officer, Unity Technologies. "A year ago, we took a deep dive and began working on developing features for more complex projects and larger teams. It took hard work to do this while preserving the intuitive and usable design that makes Unity so popular, but we are sure that developers using Unity will be as happy with the improvements as we are." Throughout its history, Unity Technologies has continued to rapidly enhance Unity and the 3.5 update provides a long list of additions and improvements: Effects New in Unity 3.5, the highly optimized Shuriken particle system provides artists and programmers with complete control over particle-based visual effects. Shuriken is a curve and gradient-based modular editor, with hierarchies and sequencing capabilities that allow for many particle systems to stay synchronized. Pathfinding and Obstacle Avoidance Improvements to AI provide accurate pathfinding along complex pathways and natural movement through crowds. Game developers can bake navigation data in the editor and let Unity's high-performance path-finding and crowd simulation take over at runtime. Lighting and Rendering Developers can create jaw-dropping visuals with linear space (gamma correct) lighting and HDR rendering, and render them faster than before with Unity 3.5's brand new multi-threaded renderer. Also new to Unity 3.5, light probes add life and realism to lightmapped scenes without the high cost of typical dynamic lights. The addition of light probes to Unity's lighting system allows for baked lighting on characters and other dynamic objects. New Platforms Unity 3.5 supports Native Client as a new deployment platform. Native Client allows for near native speeds within the Chrome browser, without the need for installing the Unity Web Player. Unity 3.5 also ships with the preview release of the Flash deployment add-on, which has already been used by 50,000 developers. Performance Improvements Unity 3.5 includes a completely re-written integration of Umbra's occlusion culling system. The result is incredibly fast and works with terrains and dynamic obstacles such as doors. When combined with Unity's new built-in level-of-detail support, it gives large-scale games the performance boost that they need. Better Collaboration Tools The Asset Server license, Unity's add-on for teams and collaboration, has been enhanced with new features that add greater performance and flexibility. The addition of Unity's cache server dramatically speeds up collaboration on projects of all sizes, and a new developer API for third-party version control solutions, such as Subversion and Perforce, allows larger teams to work more efficiently. To reflect these changes, the product has been renamed the "Team License," and made available as an add-on for all Unity users. Additional Improvements The update includes other improvements such as a new GPU profiler, a fully pluggable Social API to implement social gaming, and low-level audio buffer access to create music games, and directional lightmaps support to name but a few. For a complete list of additions and improvements, please visit http://unity3d.com/unity/whats-new. Pricing and Availability This is a free update for all Unity 3 users. Pricing otherwise remains the same. The entry-level product, Unity, is free for commercial use. The premier product, Unity Pro, remains $1500 per developer seat. For a complete list of products and pricing, please visit http://unity3d.com/shop. To download the free and feature-packed Unity for creating games and other interactive applications, visit http://unity3d.com/download. About Unity Technologies Unity Technologies is the creator of Unity, an intuitive and flexible development platform used to make wildly creative and intelligently interactive 3D and 2D content. The "author once, deploy everywhere" capability ensures developers can publish to all of the most popular platforms. Unity Technologies boasts a thriving community of 800,000 registered developers including large publishers, indie studios, students and hobbyists. Unity Technologies aggressively re-invests in its award-winning 3D development tools and democratization initiatives, such as the Asset Store digital content marketplace and Union game distribution service, in order to remain at the forefront of innovation. Unity Technologies is headquartered in San Francisco and has offices in Canada, Denmark, Lithuania, Sweden, the United Kingdom, Japan and Korea. For more information, visit: http://unity3d.com. Facebook: http://www.facebook.com/unity3d Twitter: http://twitter.com/unity3d Unity and all other product names are trademarks of Unity Technologies or its subsidiaries or affiliates. All other product names and trademarks belong to their respective holders.

  • Nintendo 'moving away' from insisting on 3D to play 3DS games, wants them all playable in 2D

    by 
    Vlad Savov
    Vlad Savov
    03.24.2011

    The Nintendo 3DS has a slider in its side. A slider that adjusts its namesake feature, three-dimensional imagery, up and down in intensity relative to the user's preference. Now, although the 3DS' screen doesn't force glasses on you, it does demand that it be held just right in order to get the most out of the 3D effect and we can imagine plenty of people might neglect its extra dimension in favor of old-fashioned 2D (not to mention those who can't tolerate the third D for health reasons). It's encouraging, therefore, to hear that Nintendo has taken the stance that no game should require 3D as part of its gameplay mechanics. That's the word from Hideki Konno, one of Nintendo's veteran producers, who says the company wants all of its 3DS games to be playable in 2D, essentially reducing the 3D aspect to an aesthetic enhancement. Some might argue that's underusing the portable's hardware potential, but Nintendo has always been in the business of pleasing the mass market -- there's nothing preventing some daring developer from making a game entirely dependent on a three-dimensional perspective.

  • TUAW interviews David Helgason of Unity (part two)

    by 
    Victor Agreda Jr
    Victor Agreda Jr
    03.01.2011

    Yesterday we posted part one of my interview with David Helgason, co-founder and CEO of Unity. This time we talk a little more broadly about Unity as a tool and the industry and where Unity fits into the mobile and console spaces. Click read more to see the video.

  • Capcom dishes the dirt on its Nintendo 3DS graphics

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    09.13.2010

    According to a recent Capcom investor Q&A, it looks like the company's upcoming Nintendo 3DS games will be developed using the MT Framework -- the same game engine used for PC, PlayStation 3, Xbox 360, and Wii titles. This means that graphics features like "HDR lighting, real-time color correction, self-shadowing, normal mapping, depth of field and motion blur" will be making their way to your handheld -- whenever it should become available. Hit the source link to see several examples featuring the upcoming Resident Evil: Revelations (or, as it's known in Japan, Biohazard: Revelations) and prepare to enter a virtual wonderworld of machine translated tech details regarding game development. You're welcome.

  • GDC 2010: Call of Duty: World at War Zombies postmortem

    by 
    Mike Schramm
    Mike Schramm
    03.10.2010

    Russell Clarke of Ideaworks Game Studio hosted a post-mortem report near the end of the first day of GDC 2010 about Call of Duty: World at War Zombies for the iPhone. The game was one of the first big brand hits on the App Store -- it successfully brought a game mode from one of Activision's Call of Duty console games (originally developed by Treyarch) to Apple's handheld device. After a quick joke about how a "post-mortem" was an appropriate exercise for a game about zombies, Clarke got into the nuts and bolts of how Ideaworks went about adapting the game for the iPhone. The most major feature of the game's development, he said, was the decision last year around this time to sit down and work on prototyping for about six weeks. Nowadays, there are a few successful first person shooters around the App Store, but last year, FPSes were still a new genre for the iPhone, so the team decided to really brainstorm how one would work on a touchscreen.

  • GDC 2010: Ngmoco explains how Eliminate was built

    by 
    Mike Schramm
    Mike Schramm
    03.09.2010

    As they explained during the presentation, they had a heck of a goal with this project: they wanted to put together "the definitive FPS for iPhone," complete with all of the functions of a standard console deathmatch-style FPS, in just five months with just three engineers. And they started with the toughest nut of all: the networking code.

  • ODROID, the Android gaming handheld, now shipping to Android gaming developers (video)

    by 
    Tim Stevens
    Tim Stevens
    12.11.2009

    Did you get your ODROID order in promptly when they went up for pre-sale back in September? Hope so, as the first lucky developers should be getting theirs any day now. Just 300 units of the 833MHz handheld are shipping, including the various cables, additional hardware, and documentation needed to start filling the thing with fun games that look an awful lot like other games, but totally aren't. One of the first is Speed Forge 3D (which totally isn't Wipeout), shown after the break exhibiting some laggy accelerometer-based controls -- but 720p output via HDMI sure is sweet. Orders are still being accepted at $349, said to be shipping in roughly five days, meaning if Santa logs into his PayPal account quickly enough you might still find one of these under your tree. [Thanks to everyone who sent this in]

  • Microsoft releases XNA update for Zune HD developers, multitouch drawing app created

    by 
    Tim Stevens
    Tim Stevens
    09.16.2009

    A lot of people had differing emotions when reading the Zune HD launch announcement yesterday: joy that the system would indeed sport a selection of apps and games, all free; dismay that those apps would be developed almost exclusively by Microsoft. Today you can turn that frown upside down, sweetheart, as it seems that exclusivity won't last long. An update to the XNA Game Studio development environment has already been released, enabling coders to target the Zune HD. The new version, 3.1, adds libraries for handling the system's accelerometer and multitouch screen, both put to use by developer Elton Muuga to create a simple drawing app, shown in video form after the break. It makes lines on a screen with finger touches and, like a ridiculously expensive Etch A Sketch, erases with a shake. It's not much, but impressive given the thing's only been available for a day now, and while we're still unsure how apps like this will find their way into the Zune's app store, we're sure all will be answered soon enough.[Thanks to everyone who sent this in]Read - XNA Game Studio 3.1Read - First Zune HD Multi-Touch Drawing App

  • Popular AI tech throws support behind Wii

    by 
    Jason Dobson
    Jason Dobson
    12.04.2007

    Realism is not the Wii's domain. We've come to terms with this, so much so that our psychiatrist has begun to offer us half-rates for her trouble. Even so, any efforts to help the little console along the path of next-gen righteousness are welcomed. An update today from the AI middleware sleuths at Kynogon is certainly that, as the company has announced support for the Wii, offering their popular AI tech Kynapse to Wii game developers in order to help keep their NPCs from running around all willy-nilly.Kynapse is already used in a number of other titles, both currently available and in production for a variety of platforms, including Crackdown, Alone in the Dark, and the upcoming sequel to Fable, and while no Wii developers have come forward and announced titles they expect to take advantage of the AI solution, Kynogon notes that Kynapse has already been tapped by two different studios for use in upcoming Wii projects. Who knows, maybe someday soon we can quit visiting the shrink altogether.

  • WWDC Video: Unity 2.0 sneak peek

    by 
    Victor Agreda Jr
    Victor Agreda Jr
    07.06.2007

    The gang from Over the Edge gave us a sneak peek of two new features in Unity 2.0: a cool terrain tool and real-time dynamic shadows. Check out the video, but also check out their page of all the other features coming soon to Unity.[Note: we'll have all these WWDC videos available for direct download soon!]

  • A quick look at African game development

    by 
    Kyle Orland
    Kyle Orland
    05.15.2007

    Unlike the mysterious PS3 demo Afrika, the continent of Africa doesn't exactly come up much in discussions of modern game development. This could change, though, if any of the African game projects detailed on the White African blog manage to catch on with a worldwide audience.Sure, the provided list of African games is pretty short, and is rendered even shorter when you take out American-made but Africa-themed games like Cabela's African Safari. Still, the fact that these games exist at all is news to us. We're particularly intrigued by Africa an ambitious, stalled MMO project set to take place in a 13th century version of the continent. Here's hoping we'll actually get to play it one of these days.

  • Why games suck

    by 
    Jennie Lees
    Jennie Lees
    06.07.2006

    When games suck, we tend to blame the developer. This piece by David A. Rodriguez over at Buzzscope tries to shed some light on the development process behind bad games -- helping us figure out why they suck.As with many things in life, it's all about the money -- those who wield it have ultimate control, regardless of how unreasonable or impractical their desires. Rodriguez has a neat explanation: developers aren't artists, but they're in customer service. Whatever the customer wants, the customer gets. In this case, the customer is often the publisher, who wants to make more money by releasing a game that will sell. So, next time you think about picking up that copy of Crazy Frog Racer, remember this article -- and don't.[Via Eurogamer]