Gdc2010

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  • Wacom Cintiq 21UX hands-on

    by 
    Paul Miller
    Paul Miller
    03.12.2010

    It's almost too much to take in all at once. Sure, the $1,999 Cintiq 21UX pen display is priced out of reach for most of us mere mortals who "don't draw good," but the pure lustworthiness of this unit sure makes us try to forget that inconvenient fact. The expanded movability of Wacom's latest is commendable, the pen input is naturally great, the screen is beautiful, and even those new rear-mounted touchpads seem helpful. It would take someone much more familiar with professional draw-ist-ing to really speak to the more specific merits of the 21UX, but from a mere standpoint of inspiring irrational desire in our hearts, Wacom seems to have done a pretty good job this time out. Check out a video of the screen in action after the break. %Gallery-88114%

  • GDC 2010: Fallen Earth comes to the Mac, brings an iPhone app

    by 
    Mike Schramm
    Mike Schramm
    03.12.2010

    Fallen Earth is a respectable postapocalyptic MMO -- I've never played it (one MMO is enough for me, and the gigantic World of Warcraft is still claiming my time), but it's grown pretty popular since release in September of last year. And now the game is set to pick up another chunk of audience, as the owner Icarus Studios has announced that they're releasing a Mac client for the game. It's currently in beta (and was made using Wine), but if you're interested in trying out a new MMO with a postapocalyptic twist, head on over, give the client a download (you'll need a game account, though there's a free trial available), and give the team a good Mac welcome. That's not all, though -- Icarus is also working on their very own iPhone app, and I got to play with it this week at their GDC 2010 booth. For Fallen Earth players, it'll be a must-get, but even if you're not currently a player of the game, the app is a shining example of what's possible with a "supplementary" game application -- it allows for all sorts of in-game functions directly from Apple's handheld device. %Gallery-88073%

  • GDC10: An in-depth look at Black Prophecy

    by 
    Justin Olivetti
    Justin Olivetti
    03.12.2010

    Space: the final frontier. Space: in it, no one can hear you scream. Space: it's been looking at us the wrong way lately, so let's take a laser cannon to it and readjust its attitude. If you haven't been feeling a ball of growing excitement in your tummy over Black Prophecy's development (over four years at this point), then we feel pity for you. It might be another spaceship MMO, but while EVE Online has a heavy focus on the economy and political intrigue, and Star Trek Online boasts a slower, tactical approach to combat, Black Prophecy is all about fast, sweaty, double-fisted fighter action in the depths of the cosmos. And it doesn't look half bad while doing it, either. At GDC, Massively got under the hood of this title with Black Prophecy's Falko Böcker to find out all we could about this promising free-to-play MMO. Check your oxygen levels and then hit the jump to hyperspace for more!

  • GDC 2010: From rags to riches on the App Store

    by 
    Mike Schramm
    Mike Schramm
    03.12.2010

    While we weren't able to stay the whole time (the life of a TUAW blogger at a covention is varied and hectic), the iPhone Game Developers' Luncheon at GDC 2010 was a pretty enlightening experience. After a little varied networking among guests, hosts PlayHaven, Cooley Godward Kronish (a law firm that specializes in startup companies), and MplayIt started up the panel discussion. The iPhone developers in attendance were Igor Pusenjak of Lima Sky (the creators of the very popular Doodle Jump) and Bryan Mitchell, a solo developer who created a game called Geared that's risen to the top of the App Store charts. The most interesting thing we learned at the luncheon (in among a lot of legal talk about forming corporations and copyright law) was where these two developers came from. Mitchell was a filmmaker who had to work construction "after film work dried up in Las Vegas," and decided to jump in on the app business to make extra money. His game only made a few bucks a day at first, but after spending a little on advertising, Apple featured his game in "What's Hot." After that, he was off to the races.

  • Unreal Engine 3 adds extra dimension with NVIDIA 3D Vision

    by 
    Vlad Savov
    Vlad Savov
    03.12.2010

    Epic Games has announced that its wildly popular Unreal Engine 3 has now added NVIDIA's 3D Vision to its list of supported technologies. We've already come across Batman: Arkham Asylum being played with NVIDIA's signature shutter glasses so this isn't a huge surprise per se, but it does put a stamp of compatibility on the vast catalog of games -- both current and future -- built upon Epic's graphics engine. Those include Borderlands, Mass Effect 1 and 2, Bioshock 1 and 2, and that all-time classic 50 Cent: Blood on the Sand. The Unreal Development Kit -- a freeware version of the Engine for non-commercial uses -- is also being upgraded to make the addition of stereoscopic 3D effects "easier than ever," while other small improvements (covered by Gamespot) show that the Epic crew isn't standing still on its core product. Good news for all you mobile mavens wanting a taste of Unreality on your iPhones or Pres.

  • GDC 2010: Hands-on with Faraway

    by 
    Mike Schramm
    Mike Schramm
    03.12.2010

    Steph Thirion's first iPhone game was Eliss, a touchscreen-based arcade game that had you combining and maneuvering planets around one another, and trying to size-match them up with black holes to earn points. As he told us (stay tuned for an exclusive interview with the indie developer), it was pretty hard -- even more so than he actually intended it to be. So, for his second iPhone game, Faraway, he's gone much simpler. Inspired by the iPhone game Canabalt, Thirion has created a one-button game in which the goal is nothing less than to explore the universe. He has it running on a Mac at the show (so he can project the video onto a bigger screen), and we got to have some hands-on time with the new game. You control a comet that flies around an inky black void speckled with dots and circles; the pixelated space aesthetic from Eliss is back. This time, however, there's only one control, and it's a tap anywhere on the screen. Doing so will cause your comet to gravitate towards the nearest static dot, which will then slingshot you around the star until you let go, and the comet flings off in a new direction. There's an arrow pointing off of the screen, and by timing slingshots correctly, you will face the comet in the direction of the arrow.

  • InstantAction streams full games to any web browser, gives indie developers a business model (video)

    by 
    Darren Murph
    Darren Murph
    03.12.2010

    Look out, OnLive -- you've got company. InstantAction is having their coming out party at GDC, and we stopped by for a lengthy chat about the technology, its future and the hopes / dreams of the company. Put simply (or as simply as possible), IA has developed a browser-based plug-in that allows full games to be played on any web browser so long as said browser is on a machine capable of handling the game. In other words, you'll still need a beast of a machine to play games like Crysis, but the fact that you can play them on a web browser opens up a new world of possibilities for casual gamers and independent developers. You'll also be notified before your download starts if your machine and / or OS can handle things, with recommendations given on what it would take to make your system capable. Oh, and speaking of operating systems -- games will only be played back if they're supported on a given OS, so you won't be able to play a Windows only title within a browser on OS X or Linux. Rather than taking the typical streaming approach, these guys are highlighting "chunking." In essence, a fraction of the game's total file size has to be downloaded locally onto your machine, and once that occurs, you can begin playing. As an example, we were playing The Secret of Monkey Island: Special Edition -- which is the sole title announced for the platform so far, though Assassin's Creed was demoed -- within minutes, and since you're curious, that's a 2.5GB game, and we were on a connection that wasn't much faster than a typical broadband line. More after the break... %Gallery-88068%

  • Darkworks shows off TriOviz for Games 2D-to-3D SDK, we get a good look

    by 
    Darren Murph
    Darren Murph
    03.12.2010

    Darkworks introduced its TriOviz for Games SDK yesterday during GDC, and while TriOviz technology has been around for years in Hollywood, it wasn't until today that this same technology debuted for console and PC titles. Essentially, this software wrapper enables standard 2D video games to be viewed in 3D on a traditional 2D display, and we were able to sneak an exclusive look at the technology today at the company's meeting room. We were shown a European version of Batman: Arkham Asylum on Microsoft's Xbox 360, and we were given a set of specialized glasses (which were passive, unlike NVIDIA's active-shutter 3D Vision specs) in order to enjoy the effect. So, how was it? In a word or two, not bad. It obviously wasn't perfect, but you have to realize just how cheap of a solution this is for the consumer to implement. All that's required is a set of special glasses, but given that these can be distributed in paper-frames form, you could easily find a set for a couple of bucks (at most), if not bundled in for free with future games. Users won't need to purchase any additional hardware whatsoever, and what they'll get is a deeper, more immersive image in return. We could very clearly see the 3D effect, and even though it was subtle, it definitely enhanced our experience. We noticed a minor bit of blurring and ghosting during just a few scenes, but when you consider that this doesn't actually change the underlying code in existing 2D games (that's the cue for developers to breathe a sigh of relief), we didn't feel that these minor quirks were unreasonable. The other interesting aspect is just how clear the image remained for onlookers that didn't have 3D glasses on; we noticed slight image doubling at specific points, but it's not something we simply couldn't look at without acquiring a headache. More after the break...

  • GDC 2010: The secret to App Store success

    by 
    Mike Schramm
    Mike Schramm
    03.11.2010

    For the last panel of GDC 2010 day two, David Whatley of Critical Thought took the stage to talk about the App Store success he found with his games geoDefense and geoDefense Swarm, and almost dared other iPhone developers to follow his "guaranteed plan" to go from "zero to Time Magazine." He's got quite a background in the trenches of coding and game development, having designed and run online mulitplayer games for over a decade with his "day job" at a company called Simutronics, but he decided to take to the iPhone in his spare time both to learn the platform and see what he could do with it. First things first, he said, to make an iPhone game, you've got to figure out your goals as a business. He talked about the potential on the iPhone in terms of millions of dollars, but of course, since "99.9% of businesses on the App Store make no money," it's much more likely that if something goes wrong during development or something doesn't click right, the money will drop down to just "a few bucks." It's a balance of costs (which he relabeled as "risks") vs. revenue -- it's very easy, he said, to make money on the App Store, but the issue most developers have is that they let costs get away from them by having too big a team or by investing too much development time, and that comes straight out of their bottom line.

  • Get your Champions fix on Facebook

    by 
    Beau Hindman
    Beau Hindman
    03.11.2010

    Recently we spotted an interesting post from Bill Roper, Design Director for Cryptic Studios' MMO Champions Online. On his Facebook page he showed a slightly blurry picture of a developers booth with the simple caption "GDC 2010: The developers of our Facebook Game." Sure enough you can now play a Mafia Wars style Facebook game while wearing your tightest spandex! It runs in your browser and hooks up to your Facebook account so that you can choose to announce level ups and achievements. You can also invite friends to form a superteam, customize your secret base and even attack other players. Developer Lolapps claims to have "over 40 million active users per month, and has the largest network of social games and applications on Facebook." It looks like they know what they are doing, so it is definitely worth a look. Head over now, make your hero and get to stopping crime!

  • Talkin' Windows Phone 7 Series gaming with Microsoft at GDC

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    03.11.2010

    We already got a look at Microsoft's little XNA show-and-tell as relates to Windows Phone 7 Series, but our colleague Andrew Yoon over at Joystiq had a chance for longer sit-down with Xbox Live general manager Ron Pessner and XNA Game Studio manager Michael Klucher at GDC today, and he's been kind enough to share the interview with us. The main topic of conversation was the company's plans regarding Xbox LIve and, specifically, how it would be integrating it into Windows Phone 7 Series. And believe us, there was plenty to discuss -- including the sweet science of porting games from Zune HD to 7 Series phones ("it's 90, 95 percent code reuse... in an hour or couple of hours, we're taking games that were written for Zune HD and putting them on the phone"), the importance of maintaining a consistent gameplay experience amongst different hardware, and the reasoning behind limiting devices to asynchronous multiplayer. What are you waiting for? Hit the source link to embark on this miraculous journey of discovery.

  • OptiTrack mixes motion capture with a virtual camera for delicious, Avatar-esque results

    by 
    Paul Miller
    Paul Miller
    03.11.2010

    We knew virtual camera systems are starting gain traction, particularly in the world of cinema and within James Cameron's little set of toys, but it's pretty wild to see one in action. NaturalPoint is showing off its OptiTrack motion capture system at GDC, a budget-friendly multi-camera setup (if $6k is your idea of budget-friendly), but it also has a prototype of sorts of its upcoming virtual camera system. The camera's orientation and movement is actually tracked in the same way a motion capture suit is, and if you're in the same tracking space as a motion capture actor you can do "real" camera work with a live 3D rendered preview of the action. The shoulder-mounted camera has controls for virtual tracking and dolly moves, along with zoom, and has zero problem delivering that shaky handheld look that's all the rage in visual effects these days. There's no word on much this will retail for, but despite the fact that we have absolutely zero use for it we totally want one. Check out a video of it in action after the break. %Gallery-88029%

  • GDC10: A chat with Cryptic's Bill Roper and Craig Zinkievich

    by 
    Justin Olivetti
    Justin Olivetti
    03.11.2010

    As two of the most public figures at Cryptic Studios, Bill Roper (Champions Online) and Craig Zinkievich (Star Trek Online) are typically at the forefront of controversy, adulation and speculation. At GDC 2010, Massively sat down with the pair to discuss what it's like working for Cryptic, how they deal with the ups and downs of being game developers, and the pressure of handling the future of two hot MMORPG franchises. Massively: How do the Champions and STO teams collaborate between each other? Bill Roper: I think it's really good the way the company interacts back and forth -- "Hey, this worked for us, you guys should do that too." "This totally didn't work for us, don't do that, do something different." Craig Zinkievich: "Hey, you know, about three-and-a-half weeks after launch, don't have a free 90-day promo! Don't do that! That didn't work well!" [Laughs]

  • Darkworks SDK transforms 2D games into 3D games, no 3D TV required

    by 
    Darren Murph
    Darren Murph
    03.11.2010

    Well, wouldn't you know it? 3D seems to be the topic of conversation here at GDC , and Paris-based Darkworks is making a splash by announcing the availability of its TriOviz for Games SDK. In short, this magical software concoction is a post-process effect that allows standard 2D games to be transformed into 3D masterpieces... and you don't even need to buy a 3D television. We were briefed on the tech here at the show, and we're told that the magic happens in the software and the glasses, and unlike existing 3D technologies, other users around the house will still be able to watch you play in 2D without all those blurred edges. In other words, existing titles (for Xbox 360, PlayStation 3 and PC; sorry Wii owners!) can have a 3D experience added in, and we're guessing that a select few AAA games will be seeing a DLC pack in the near future for those who care to re-play their favorites in the third dimension. We'll be doing our best to swing by and catch a demo later today, but for now, just know that your life will never be the same once these 3D-ified games start shipping in the Spring.

  • GDC 2010: Backflip Studios' year in the App Store

    by 
    Mike Schramm
    Mike Schramm
    03.11.2010

    He revealed that a full $1m in that actually came straight from ad sales -- he's made deals with AdMob and other companies to put ads in his popular Paper Toss app, and he uses those ads both for straight revenue, as well as to promote his own games (more on that later in the talk). Farrior offered up a frank and honest look at what it was like to run an iPhone app company for a year.

  • Dolby issues Axon SDK to bring surround sound to online console / Mac gamers

    by 
    Darren Murph
    Darren Murph
    03.11.2010

    Dolby's Axon surround sound technology isn't exactly new (it's already used on a number of PC titles), but to date, it has yet to make a stand in the online console and Mac gaming sectors. All that changes today at GDC, with the aural company introducing an Axon software development kit that will make it possible for Xbox 360, PlayStation 3 and OS X titles to integrate the technology. According to the company, this here solution provides improved audio chain processing (noise suppression and echo suppression), surround sound voice chat over stereo headsets, 5.1 playback and support for any stereo headset. We're told that the ports should be available for devs starting in April, though only time will tell how long it takes for your Xbox Live experience to go from haunting to all-encompassing.

  • OpenGL 4.0 announced during GDC

    by 
    Erica Sadun
    Erica Sadun
    03.11.2010

    Today, the Khronos Group announced the launch of OpenGL 4.0, the cross-platform 3D & graphics API. OpenGL was most recently at version 3.2. Updated specifications are available at the opengl.org site. Game and 3D developers are presumably salivating. Mac OS X includes OpenGL, and the iPhone runs an embedded version of OpenGL called OpenGL ES. The mobile ES version remains in its 2.0 release and is expected to move to OpenGL ES 2.1 in the near future. The updated OpenGL release includes enhanced shaders, better texture support, and 64-bit double-precision floating point operations, amongh other features. It offers support for backwards compatibility with existing OpenGL code."AMD sees the release of OpenGL 4.0 as another major accomplishment for the OpenGL ARB," said Ben Bar-Haim, vice president of design engineering at AMD, in a press release statement. An OpenGL 3.3 specification has been released simultaneously with the 4.0 spec, "to enable as much OpenGL 4.0 functionality as possible on previous generation GPU hardware".

  • OpenGL 4.0 arrives, brings more opportunities for general purpose GPU action

    by 
    Vlad Savov
    Vlad Savov
    03.11.2010

    What's a Game Developers Conference without some sweet new tools for developers to sink their teeth into? Khronos Group, the association behind OpenGL, has today announced the fourth generation of its cross-platform API spec, which takes up the mantle of offering a viable competitor to Microsoft's DirectX 11. The latest release includes two new shader stages for offloading geometry tessellation from the CPU to the GPU, as well as tighter integration with OpenCL to allow the graphics card to take up yet more duties off the typically overworked processor -- both useful additions in light of NVIDIA's newfound love affair with tessellation and supposed leaning toward general purpose GPU design in the Fermi chips coming this month. Lest you don't care that much about desktop gaming, OpenGL ES (Embedded Systems, a mobile offshoot of OpenGL) is the graphics standard on "virtually every shipping smart phone," meaning that whatever ripples start on the desktop front will be landing as waves on your next superphone. If that holds true, we can look forward to more involvement from our graphics chips beyond their usual 3D duties and into spheres we tend to care about -- such as video acceleration. Now you care, don't ya?

  • GDC 2010: Canabalt postmortem

    by 
    Mike Schramm
    Mike Schramm
    03.11.2010

    "What kinds of games do you like?" Adam "Atomic" Saltsman asked of his panel audience at the Canabalt postmortem during the Game Developer's Conference in San Francisco. "Role-playing" was yelled out, as was "puzzler," and eventually Saltsman picked "platformer" as the genre. Without another word, he quietly went to work on a laptop. Then, his partner at Semi Secret Software, Eric Johnson, took the podium to tell us all about what it was like to make one of the App Store's most popular games. He started by saying that the game was originally developed in just "five very long days," and was created for the Experimental Gameplay Project and based around simplicity -- it only uses six colors and, obviously, the one button. For a game that's so simple, it actually had a lot of complex influences. It drew from older games, like Another World and Flashback, as well as modern works, like Half-Life 2 and District 9.

  • GDC 2010: How to develop an app with EA Mobile

    by 
    Mike Schramm
    Mike Schramm
    03.11.2010

    For the first panel of day two here at the 2010 Game Developers Conference's iPhone gaming track, Oliver Miao of Centerscore Studios took the stage to talk about working on Surviving High School for the iPhone as a part of Electronic Arts' Mobile division. As Miao made clear early on, he's an "insider outsider" at EA: his company was started with a few friends, purchased by Vivendi in 2006, created a hit mobile game called Surviving High School in 2007, and was bought by EA in 2008. Last year, they were commissioned to recreate their game for the iPhone. In one of the most interesting iPhone panels at the conference yet, he talked about the ins and outs of working with EA on an iPhone title, and explained both, what it was like to work with the company, and his own philosophies on game design, especially concerning in-app purchases and microtransactions. Most users seem to believe that microtransactions and episodic content are, at the very least, a pain to deal with (and are, at worst, a scam), but Miao is convinced that they're actually necessary to having a successful game -- he said that every developer, going forward, "will need to have them." Read on to find out why.