gamedevelopment

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  • Getting a game idea published

    by 
    Jennie Lees
    Jennie Lees
    05.23.2006

    Over at the IGDA, there's some advice for a hobbyist game developer looking to pitch (and protect) a game design. Pitching a random idea for a game to a developer or publisher isn't easy, but there are some solid hints on how to get an idea towards reality: Come up with a demo Attend game industry events to make contacts Read up on the pitching process Pay attention to NDAs Indie game development competitions and pitching opportunities offer a lot of scope for an idea to become an actual game; accessible platforms like Flash and the Xbox Live Arcade add further ways it can happen. One thing's for sure, though -- you have to be serious and committed to make this process work.See also:Advice for wannabe game developersThe life of a lapsed game developer

  • Advice for wannabe game developers

    by 
    Jennie Lees
    Jennie Lees
    05.19.2006

    The days of the bedroom coder are mostly behind us, though casual games and mini-games still provide the opportunity for a single coder to make it big -- not to mention one-man projects like Rag Doll Kung Fu which don't quite fit into the above categories. If you're interested in running your own game development project, Download Squad has some business advice for you. Covering engines, team-building, documentation, project management, testing, marketing and the all-important "making money", this article is a useful starting point and gives a good idea of what's actually involved in a small-scale game development project. Of course, you'll want to do further research before embarking on such a project yourself.

  • The life of a lapsed game developer

    by 
    Jennie Lees
    Jennie Lees
    04.16.2006

    Lost Garden has an interesting post up which is useful reading for anyone thinking about a career in game development. As an ex-game developer, driven out by a cancelled project, bad project management and pay cuts, Danc has a list of reasons why lapsed game developers won't be going back to their jobs once they taste the forbidden fruit of a mainstream development job.With an estimated 50,000 lapsed game developers out there -- people who've seen what real working conditions are like and prefer to stay away from the games industry -- it's an almost frightening outpouring of talent. On the other hand, many gamers and programmers are climbing over one another to get that vital entry-level job in the industry, to break in with fancy demos and showy code. Whether some developers care that they're losing people, when there are so many ready to replace them, is debatable -- but a high turnover and an unstable team can have their effects on products, which affects us as consumers too

  • Mac game devs cautiously optimistic about Boot Camp

    by 
    Conrad Quilty-Harper
    Conrad Quilty-Harper
    04.07.2006

    Mac gaming website Inside Mac Games has posted a selection of Mac game developers reaction's to Apple's Boot Camp software. The overall feeling from the developers is one of cautious optimism: any loss in interest for OS X specific games could be offset by an increase in overall Mac market share from casual Windows gamers flooding to the platform. Andrew Welch, the founder of Ambrosia Software (creators of classics like the Escape Velocity series of games), doesn't "view it as a threat at all... but then again, we're not in the porting business". Aspyr's Glenda Adams and Brad Oliver are in the porting business. Fortunately they also publish and port games for other platforms. According to Brad "if Mac sales tank, we've got enough revenue coming in from PC and console ports that it probably won't hurt the company too much and we'd just focus on the other platforms." Mac game sales will only tank if people stop buying Mac games and instead play their games in Windows but as Andrew says, "people will get sick of dual-booting, and would prefer to run native games, just like Linux users prefer native games". Ian Lynch Smith of Freeverse points out that this may be only the first step: "Apple is pushing the intel roll out very aggressively, and now aggressively pushing dual boot (and virtualization eventually from someone)". Hopefully in the next 6 months we'll see effective virtualization of Windows games from within OS X. That's the most desirable outcome for both Mac users and developers.[Via TUAW]

  • Create universal games with Unity

    by 
    Dave Caolo
    Dave Caolo
    03.30.2006

    Unity is the game development platform for the Mac that really does make the job of building games (and Dashboard widgets) kind of fun. Today, Unity announces the availability of version 1.2.2, which will allow you to make sure that all of your projects are universal binaries. So go out and build the next best thing, and then run it on your Mactel.Unity requires Mac OS X 10.3 or later, and features two pricing options: $250US for the "indie" edition, and $1,000US for the Pro version.Incidentally, we posted our interview with Unity's David Helgason back in October.[Via MacNN]

  • Report: next-gen developers turn to outsourcing, immediate future is bleak

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    03.09.2006

    A new report published by Screen Digest exposes the growing trend of outsourcing game development to low-cost specialists in Eastern Europe and South Asia. The report estimates that 60% of game developers currently outsource their projects and predicts that these companies will spend $1.1 billion on outsourcing this year, with that figure rising to $2.5 billion by 2010. Outsourcing is typically used for art and animation, but the supply of capable providers is growing thin. According to the study, within the next few years, demand will exceed quality resources, forcing higher costs and fewer games. However, as new media companies gradually enter the market, the games industry will ultimately benefit.