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Tag: GDC

  • Google Unveils Stadia Game Streaming Platform and is Dead Serious About Eliminating Barriers and Making High-End Gaming Accessible for Everyone

    Google Unveils Stadia Game Streaming Platform and is Dead Serious About Eliminating Barriers and Making High-End Gaming Accessible for Everyone

    Google CEO Sundar Pichai unveiled their Stadia game streaming platform at the 2019 Game Developers Conference in San Fransisco today. Stadia is designed to bring high-end gaming to Chrome and other devices and aims to eliminate the many barriers to gaming. It will likely be a subscription service similar to Netflix but focused on games that can be played without a console right in Chrome or other devices.

    Sundar Pichai, CEO of Google, introduces Stadia, Google’s new streaming gaming platform at the 2019 Game Developers Conference in San Francisco:

    Biggest Impact of Gaming is How it Pushes Technology Forward

    Perhaps the biggest impact of gaming is how it pushes us to make big leaps in computing and networking power, high fidelity graphics, and the infrastructure that supports it all. All of it is pushing computing and technology forward and I find it really exciting. At Google, we have always believed that technology should adapt to people. Not the other way around. We’ve been building towards this vision for some time. For example, when we launched Chrome a decade ago we envisioned that it could be a modern platform for web applications. We wanted to bring the power of the web to everyone including use cases that seemed impossible at that time like high-quality games.

    Finally, we are making progress towards that goal. In fact, over the last two years, we’ve been hard at work on game streaming technology. Last Fall, we launched our first public test with Project Stream. But a technical test wasn’t the whole view of our ambition. It was probably the worst kept secret in the industry. Internally, we were actually testing our ability to stream high fidelity graphics over a low agency network. We learned that we could bring a triple-A game to any device with a Chrome browser and an internet connection, using the best of Google to create a powerful game platform.

    Google Committed to Paying Billions to Game Developers

    When we say best of Google, it always starts with our cloud and networking infrastructure. Our custom server hardware and data centers can bring more computing power to more people on planet Earth than anyone else. Today, we are in 19 regions, and in over 200 countries and territories connected by hundreds of thousands of miles of fiber optic cables. The best of Google also includes our open platforms that allow us to reach billions of people. With Google, your games will be immediately discoverable by over two billion people on a Chrome browser, Chrome Books, Chrome Cast, Pixel Devices, and we have plans to support more browsers and devices over time. That’s in addition to all of the people playing and watching games across YouTube and Google Play.

    When we build these ecosystems, we always take the approach that we only succeed when our partners do. Collectively, our partners across web, Google Play, and YouTube have earned more than $110 billion over the last four years alone. We are committed to this approach here as well. So now, we have focused on our next big effort, which is to build a game platform for everyone. And, when we say for everyone, we really mean it. It is one of our most cherished values as a company. Be it Android or Chrome or AI, we are dead serious about making technology accessible for everyone.

    Google is Dead Serious About Eliminating Barriers

    But, if you think about games, there are a lot of barriers for users to play high-end games. Beautiful graphics really need high-end consoles or PCs. And games don’t have instant access. Think about the way the web works. You can easily share a link and it works seamlessly. We want games to feel that way too. Instantly enjoyable with access for everyone.

    I think we can change the game by bringing together the power and creativity of the entire community, people who love to play games, people who love to watch games, and people who love to build games. That means all of you. We are really excited to work with you. We want to build a platform and we want you to show us what’s possible. And together, I think we can create a new games experience powered by best of Google and built for everyone.


  • Here’s 8 Hours Of Google Developer Day At GDC. Go Wild. [Video]

    Here’s 8 Hours Of Google Developer Day At GDC. Go Wild. [Video]

    Google held (and livestreamed) its Developer Day at the Game Developers Conference in San Francisco yesterday. The recording, which is over 8 hours long, is now up for all to view.

    Dig in.

    Below is the full agenda via the GDC site, so you know what your’e in for.

    10:00-10:15am
    Developer Day Kick-Off

    10:15-10:45am
    Growth Hacking with Play Games
    Let’s look at how you can harness the incredible growth of Google Play Games to rapidly expand the user base of your game, and how Play Games assists in discovery, engagement and retention.

    10:45-11:15am
    Engaging Your Entire Community
    Your player community is stronger when they can all play together. So why are you needlessly dividing them up into arbitrary groups across screens and devices? Let’s look at how Google Play Games is letting all of your players play together as one big happy family.

    11:15-11:30am Break

    11:30-12:00pm
    Making Money on Google Play: Best Practices in Monetization
    To be successful, you need to learn from the best. This talk will review commercially successful games on Google Play and common themes they share.

    12:00-12:30pm
    Grow Your Game Revenue with AdMob
    Google advertisers spend more ad dollars in games than any other type of app! Discover how you can maximize your game’s earnings with awesome ads and recent innovations from AdMob.

    12:30-1:20pm Lunch

    1:20-1:45pm
    Okay Glass, Play a Game

    1:45-2:15pm
    The Next Level of In-game Advertising
    Ever wonder how the mobile ads ecosystem works and how ads reach your game’s inventory?

    Join us to learn the inner workings of programmatic and direct sales advertising, including an overview of the tools you can use to take your in-game advertising revenue to the next level.

    2:15-2:30pm Break

    2:30-3:00pm
    From Players to Customers: Tracking Revenue with Google Analytics
    What makes your players spend in your game? Who are your high value users and how do they play your game? Learn how Google Analytics can help you find the insights for the users that matter the most for you.

    3:00-3:30pm
    Take Your Users to the Next Level
    Small tweaks to your game can result in significant revenue increase. However you cannot rely only on personal opinions; hypotheses need to be confirmed by users. In this session you will learn how to use Google SDKs to control experiments and configuration without shipping a new version of your app.

    3:30-4:00pm
    Build Games that Scale in the Cloud
    Your game is a living, breathing creation that takes a lot of time and attention even after launch. So why worry about your technical infrastructure? Come hear how to build games that scale that run on Google’s state-of-the-art infrastructure.

    4:00-4:20pm Coffee Break

    4:20-4:35pm
    Looking to the Future

    4:35-5:00pm
    From Box2D to Liquid Fun: Just Add Water-like Particles!
    LiquidFun, Google’s new extension to Box2D, adds realistic fluid physics to any game. We’ll show how it works, and explore how it can enliven your next game with gooey, sticky, powdery, or jelly-like fun!

    5:00-5:25pm
    Bringing the Power of YouTube to your Games

    5:25-5:45pm
    Texture Wranglin’ : Getting your Android Game Assets Under Control
    Bloated APKs make customers sad, and with >60% of sizes coming from textures, it’s easy to see the culprit. Get your texture footprint back under control. This talk will focus on advanced processing techniques to reduce PNG sizes; Migration to GPU formats, as well as WEBP; and advanced techniques for compressing sprite animations.

    5:45-6:00pm Wrap Up

    Image via YouTube

  • Mobile Game Developers Prefer iOS Over Android

    There was a time many years ago when Android was a land full of cheap mimics of the more popular mobile titles that were exclusive to iOS. Over the years, those same mobile developers are now building their games for both platforms. It looks like their love for iOS hasn’t subsided though.

    As part of its State of the Industry report, GDC surveyed 1,700 North American smartphone game developers on their preference between iOS and Android. Ninety percent of those surveyed said they were making games for iOS, while a respectable 80 percent said they were making games for Android.

    So, what about the other guys? The survey found that 21 percent of mobile developers were making games for Windows Phone while 5 percent were making game for BlackBerry devices. A relative newcomer to the mobile space – PlayStation Mobile – only has 5 percent of developers working on games for the platform as well.

    The results show that there’s now a lot of overlap between development for iOS and Android. Most developers now feel that they have to release on both platforms to target the widest audience possible considering that Android is the largest mobile platform in existence.

    While there’s no reason stated why iOS still has an edge over Android, we can make a couple of educated guesses. For starters, it’s still easier to develop games on iOS as you don’t have to worry about fragmentation nearly as much. Sure, over 60 percent of Android users now use Jelly Bean, but ignoring previous versions cuts out 36 percent of your potential audience.

    Another possible reason is that the piracy rate on iOS is much lower than it is on Android. A report from SlashGear last year said the piracy rates for a single game on Android was at 95 percent. The same game on iOS had a 5 percent piracy rate. While you can argue it’s unfair to compare the piracy rates between platforms based on a single game, most developers aren’t going to be thinking about that when developing their next game. There’s still a preconception that iOS is the safer platform to release games and apps on even if it’s not the case for every game.

    Despite all this, Android still has 80 percent of North American mobile developers making games for it. That’s nothing to sneeze at. As Google continues to mature the platform, more and more developers will likely start to move towards cross-platform development.

    Image via iTunes

  • Developers Focusing On Next Gen, PC And Mobile In 2014

    On March 17, game developers from around the world will gather in San Francisco for the annual Game Developers Conference. Before the show, GDC surveys attending developers to find out which platforms they’ll be releasing their next game on. Since this is the first year the Xbox One and PS4 are showing up, it will be interesting to see how they stack up against the other platforms.

    In the 2014 State of the Industry report, a majority of the 2,600 North American developers surveyed revealed that their next game is going to be on mobile and/or PC. Thanks to the low barrier of entry and relatively low cost of development, these two platforms have risen in popularity over the last few years as easy ways to get your foot in the door.

    Moving to game consoles, almost 20 percent of respondents said their next game would show up on the PlayStation 4. Most GDC attendees today are indie developers so the results aren’t too surprising considering Sony’s support of indie developers. It’s also the reason why almost 7.5 percent of those surveyed will be releasing their game on the PlayStation Vita – another indie friendly platform. In comparison, the PlayStation 3 only has 6 percent of developers working on games for it.

    As for Xbox, almost 17 percent of developers will be releasing their next game on the Xbox One. Thanks to Microsoft’s ID@Xbox program, indie developers can now self publish their game on the platform. The same can not be said for the Xbox 360 where only 6 percent of developers plan to release their next game.

    So, what about Nintendo? Last year, only 4.6 percent of surveyed developers said their next game would be out on the Wii U. This year, that number has dropped slightly to 4.4 percent. The original Wii fared much worse with less than one precent of developers releasing their next game on the system.

    Nintendo’s handhelds didn’t fare any better. Despite the 3DS’ success in 2013, the handheld is still primarily a vehicle for first party titles. Only 1.9 percent of those surveyed will be releasing their next game on the 3DS while only .5 percent will be releasing their next title on the original DS.

    Outside of traditional game consoles, game developers can now also choose to develop for Android-based microconsoles. Almost 11 percent of those surveyed will be releasing their next game on the Ouya and its ilk. While the barrier to entry is just as low as it is on mobile devices, Android microconsoles are still selling poorly enough to make investment in games for these platforms a risky proposition.

    All of this paints a rosy picture for the future of next gen consoles, PC and mobile. All the other platforms aren’t doing so hot right now, but this is only a survey of North American developers. Game consoles would see more support if Japanese developers were thrown into the mix and European developers would give a major boost to the already dominant PC.

    Image via Wikimedia Commons

  • GDC Awards Nominees Announced, The Last Of Us Receives 5 Nominations

    By and large, gaming award shows don’t matter at all. Most are voted upon either by gamers or critics and don’t ever feel that important. In contrast, the Game Developer Choice Awards always feel important as this is only the awards show where the nominees and winners are chosen by the industry itself.

    In early 2014, GDC will play host to the 14th annual Game Developers Choice Awards. It’s a chance for the industry to recognize the very best that 2013 had to offer in game design, story, art, technical achievement and more. As you would expect, a lot of this year’s GDC Awards nominees are the AAA blockbusters that defined 2013, like Grand Theft Auto V and The Last of Us.

    Interestingly enough, 2014 is another year in which indie titles are represented in a major way. The Fullbright Company’s Gone Home received a nomination for game of the year as well as nominations in four other categories. In fact, the only other games to receive as many nominations were Naughty Dog’s The Last of Us and Media Molecule’s Tearaway. While it’s been obvious to many who follow the industry, it should become more obvious this year to those who don’t that non-violent, thought provoking games like Gone Home can stand tall among the industry’s best.

    Here’s the full list of categories and nominees:

    Game of the Year
    Gone Home (The Fullbright Company)
    Grand Theft Auto V (Rockstar North/Rockstar Games)
    The Last Of Us (Naughty Dog/Sony)
    Super Mario 3D World (Nintendo EAD Tokyo/Nintendo)
    Tomb Raider (Crystal Dynamics/Square Enix)

    Innovation Award
    DEVICE 6 (Simogo)
    Gone Home (The Fullbright Company)
    Papers, Please (Lucas Pope)
    Tearaway (Media Molecule/Sony)
    The Stanley Parable (Galactic Cafe)

    Best Audio
    BioShock Infinite (Irrational Games/2K Games)
    Forza Motorsport 5 (Turn 10 Studios/Microsoft Games)
    Grand Theft Auto V (Rockstar North/Rockstar Games)
    Saints Row IV (Volition/Deep Silver)
    Tearaway (Media Molecule/Sony)

    Best Debut
    Blue Manchu (Card Hunter)
    The Fullbright Company (Gone Home)
    Galactic Cafe (The Stanley Parable)
    Squad (Kerbal Space Program)
    Undead Labs (State Of Decay)

    Best Downloadable Game
    Brothers: A Tale Of Two Sons (Starbreeze/505 Games)
    Gone Home (The Fullbright Company)
    Papers, Please (Lucas Pope)
    Resogun (Housemarque/Sony)
    The Stanley Parable (Galactic Cafe)

    Best Design
    Grand Theft Auto V (Rockstar North/Rockstar Games)
    The Last Of Us (Naughty Dog/Sony)
    The Legend of Zelda: A Link Between Worlds (Nintendo EAD/Nintendo)
    Super Mario 3D World (Nintendo EAD Tokyo/Nintendo)
    Tomb Raider (Crystal Dynamics/Square Enix)

    Best Handheld/Mobile Game
    DEVICE 6 (Simogo)
    Fire Emblem: Awakening (Intelligent Systems/Nintendo)
    The Legend of Zelda: A Link Between Worlds (Nintendo EAD/Nintendo)
    Ridiculous Fishing (Vlambeer)
    Tearaway (Media Molecule/Sony)

    Best Narrative
    Brothers: A Tale Of Two Sons (Starbreeze/505 Games)
    Gone Home (The Fullbright Company)
    The Last Of Us (Naughty Dog/Sony)
    Tomb Raider (Crystal Dynamics/Square Enix)
    The Stanley Parable (Galactic Cafe)

    Best Technology
    Assassin’s Creed IV: Black Flag (Ubisoft Montreal/Ubisoft)
    Grand Theft Auto V (Rockstar North/Rockstar Games)
    The Last Of Us (Naughty Dog/Sony)
    Killzone: Shadow Fall (Guerrilla Games/Sony)
    Tearaway (Media Molecule/Sony)

    Best Visual Arts
    BioShock Infinite (Irrational Games/2K Games)
    DmC (Ninja Theory/Capcom)
    The Last Of Us (Naughty Dog/Sony)
    Ni No Kuni: Wrath Of The White Witch (Level 5/Namco Bandai)
    Tearaway (Media Molecule/Sony)

    The 2014 Game Developers Choice Awards will take place during GDC on March 19 at 6:30 p.m. The event will last two hours.

    Image via PlayStation/YouTube

  • Missed Facebook At GDC? Watch These Videos

    Missed Facebook At GDC? Watch These Videos

    Do you develop games for Facebook? Were you unable to attend the Game Developers Conference in March? If you answered yes to both, Facebook has quite a treat for you today.

    On its developer blog, Facebook posted a recap of all of its sessions at GDC. The social network covered everything from the basics to advanced monetization strategies. Here’s some of the more interesting talks with links to the videos in blue:

    Facebook Games Product Update

    It’s been a record year for games. More than 250 million people, or one out of every 5 users, play games on Facebook.com each month. George Lee, Product Manager for Facebook Games, walks through improvements that have helped drive 75% more game installs year over year. He also discusses how games are part of the overall Facebook experience through News Feed, Timeline, and Graph Search.

    Building Core and Mid-Core Games on Facebook

    There are 84 million 18-35 males playing games on Facebook each month, which represents 32% of all monthly active gamers. In other words, there’s a huge opportunity for core and mid-core game developers to build on Facebook. Andy Katzman, Strategic Partner Manager, Colin Creitz, Partner Engineer, and Peter Chang, Partner Engineer, walk through the products we are building to help gamers find great games and stay connected with each other. In addition, Greg Richardson, CEO of Rumble, discusses how his team is creating a more immersive game experience, and David Helgason, CEO of Unity, talks about 3D gaming and how we’re improving the Unity experience on Facebook.

    Monetizing Your Game on Facebook

    More than 100 developers generated more than $1 million on Facebook last year. Our payments team is committed to growing the games payments ecosystem and driving developer revenue. Deborah Liu, Monetization Product Manager, Daniel Schultz, Partner Engineer, and Sara Brooks, Strategic Partner Manager, discuss how developers can prepare for the updated Facebook Payments and price virtual goods for a global audience.

    There are many more videos at Facebook’s blog post to keep you busy for a few hours. You might even learn something.

  • GDC 2013: Unreal Engine 4 Will Make You A Believer In The Next Generation

    GDC 2013: Unreal Engine 4 Will Make You A Believer In The Next Generation

    The next-generation of game consoles is quickly approaching, but there are some who claim that we don’t need new hardware. The argument usually focuses on how there’s still ways to squeeze more power out of the current generation of consoles, and how games still haven’t reached their full potential.

    At GDC 2013, Epic Games smashed that argument to bits with its latest real-time demo of Unreal Engine 4. The technology on display just isn’t currently possible on existing consoles, and it’s exciting to think what developers will do with it once they have the power to do so.

    The most exciting part about this tech demo is that it’s running on currently available PC hardware. Epic confirmed that the demo was running on a single, unmodified Nvidia GTX 680. So, we know that Unreal games built on the PC will look great, but it will be interesting to see how the engine works with the AMD hardware in the PS4 and next Xbox.

    [h/t: Polygon]

  • GDC 2013: The Phantom Pain Revealed To Be Metal Gear Solid V

    At last year’s Video Game Awards, a title called The Phantom Pain from Moby Dick Games was revealed. Within minutes of being shown, the Internet was convinced that it was Metal Gear Solid V. Since then, all manner of conspiracy theories emerged all pointing to The Phantom Pain being the next entry in Hideo Kojima’s venerated franchise.

    Well, Internet, pat yourselves on the back. You were right. At GDC 2013, Hideo Kojima unveiled Metal Gear Solid V: The Phantom Pain. It would be much more of a shock if the Internet didn’t already have pages of evidence pointing to this conclusion, but it’s still nice to be vindicated nonetheless. What is legitimately surprising, however, is that Metal Gear Solid V is also Metal Gear Solid: Ground Zeroes, an open-world stealth-action game revealed last year.

    So, how does this all fit together? Kotaku reports that The Phantom Pain trailer shown at the VGAs is the opening of Metal Gear Solid 5. It takes place right as Snake has woken up from a nine-year coma. Once Snake escapes the hospital seen in that trailer, the game becomes the open-world title that we saw in Ground Zeroes.

    There are not many details available regarding Metal Gear Solid V just yet, but the trailer did offer a few tidbits of information. For starters, Kojima is back in the director chair on this one. He’s also credited as a game designer and producer. Series veteran Yoji Shinkawa is back on board as character and mechanical designer as well.

    As for platforms, the game looks like a next-generation title. That might be because the trailer was taken from the PC build, but the trailer also said the game would be coming to the PS3 and Xbox 360. It’s unknown at this point if the title will show up on the PS4 and the next Xbox.

  • GDC 2013: Facebook Unveils Games Developer Center

    Facebook games are currently in the middle of a transition from Web to mobile. Both are still very viable markets, however, and Facebook wants to make sure game developers have all the tools they need to succeed on both platforms.

    At the annual Games Developer Conference, Facebook announced the launch of the Games Developer Center. Much like its regular Facebook Developers portal, the Games Developer Center collects all the information and tools developers need to create games for Facebook.com, or games that use the Facebook SDK for iOS and Android.

    Facebook also announced today that it’s adding a games section to the new timeline that will “give people a way to express their favorite games on their timeline and About page.” Facebook also suspects that the new games section will “serve as another reengagement and discovery channel for game developers.”

    Of course, it wouldn’t be a Facebook announcement without some stats and the games team didn’t disappoint:

  • More than 250 million people are playing games on Facebook.com each month
  • As of February, 55% of top 400 iOS apps are integrated with Facebook
  • Last month, Facebook drove 263 million clicks to the Apple App Store and Google Play, from mobile News Feed
  • 20% of daily Facebook web users play games on Facebook.com
  • Game installs (on Facebook.com) are up 75% since this time last year (when compared to March 2012)
  • There are about 200 games on Facebook.com with more than 1 million monthly active users each
  • More than 100 developers generated more than $1M on Facebook last year
  • Year-over-year growth of the total number of payers on Facebook has increased 24% since this time last year (when compared to March 2012)
  • More than $2 billion was paid out to game developers in 2012. Most of our top developers generated record payments revenues on Facebook last year.
  • Last year, Facebook uploaded all of its GDC talks for developers for those who weren’t able to make it out to the show. If you weren’t able to make it to the show again this year, Facebook should have those talks up within the week.

  • GDC 2013: Sony Announces Increased Indie Support For PS4, PS3 And Vita

    The annual Game Developers Conference is already underway this week, and Sony came out the first day announcing a number of titles for all of its platforms, including the PS4. Interestingly enough, all the of the titles announced for its platforms are indie titles created by small studios. It speaks volumes to Sony’s renewed commitment to indie titles that it touched upon at its PS4 reveal event in February.

    Indie games may not be what some gamers were expecting from Sony, but the focus on these small titles is a major boost to Sony’s reputation at an increasingly indie-focused event like GDC. It doesn’t hurt that the majority of the titles shown at GDC also show an incredible amount of promise.

    For the PlayStation 4, Sony only announced two indie games for the platform – Blacklight: Retribution and Primal Carnage: Genesis. The former is a free-to-play shooter supported by microtransactions. Sony is already experimenting with free-to-play on the PS3 with games like Dust 514 so it will be interesting to see what the platform holder does with FTP games on the PS4.

    As for Primal Carnage: Genesis, the game is an episodic first-person shooter title that could very well be seen as the spiritual successor to Dino Crisis.

    As for other platforms, a number of games are being developed for both the PS3 and PS Vita.

  • Rain – PS3
  • Divekick – PS3 and PS Vita
  • Spelunky – PS3 and PS Vita
  • Velocity Ultra – PS Vita
  • Limbo – PS Vita
  • Metrico – PS Vita
  • Sportsfriends (including Johann Sebastian Joust, BaraBariBall, Hokra and Super Pole Riders) – PS3
  • Ibb & Obb – PS3
  • Guacamelee! – PS3 and PS Vita
  • Hotline Miami – PS3 and PS Vita
  • Dragon Fantasy Book II – PS3 and PS Vita
  • Thomas Was Alone – PS3 and PS Vita
  • Luftrausers – PS3 and PS Vita
  • Friend Network App – PS Vita
  • Last but not least, Sony announced a number of titles for its fledgling PlayStation Mobile platform. These games are intended for mobile devices, like those from HTC and Sony, but the games can also be played on the Vita as well.

    If you were expecting major announcements out of Sony, you will probably have to wait until E3 when the company is expected to reveal more about the PS4 and the AAA games coming to the platform. For now, start setting aside a bit of money to purchase Thomas Was Alone for when it launches on the Vita.

  • Facebook Talks Game Development At GDC Europe

    Facebook is getting more and more involved with the games industry. They have one of the biggest gaming platforms on the Web and they need to enlist new talent if they are to survive. That’s why the social network attends all the major game developer conferences and meets up with indie developers who want to push their product on Facebook. They did just that in August during GDC Europe.

    GDC Europe is not as big as its American counterpart, but it’s just as important to the livelihood of the industry. There are plenty of talented game developers working out of Europe and Facebook was courting them with a number of excellent panels. Unfortunately, Facebook made it impossible to embed the videos from their talks, but the links in the panel names will take you to their respective talks.

    The social network opened up their GDC talk with “Growing Social Games with Facebook: Lessons from European Partners.” All European developers should check this one out as Facebook highlights the success that European developers are having on Facebook. In fact, five out of the top 10 Facebook developers are based in Europe.

    Up next is “Building your next generation social game with Facebook.” The platform has evolved from its simple roots into a gaming powerhouse. The App Center alone pushed over 170 million people to mobile apps last month. It’s definitely worth checking out if you’re interesting in taking advantage of all the new features Facebook offers.

    The third presentation was called “Simple steps to build and grow a social game on Facebook.com.” This is for the developer who is just starting out on Facebook development. Some developers, like Zynga, have complained in the past that Facebook makes it harder for players to discover their games. In reality, they mean that Facebook is now giving smaller games the chance they deserve. Thankfully, this presentation is available in handy .pdf format. Check it:

    GDC EU: Steps to Build and Grow a Social Game on FB

    Next up is “How mobile games can plug into Facebook for massive growth.” This one is a repeat of previous efforts on the part of Facebook to extoll the virtues of implementing Facebook into games. They found that most apps get a lot more traffic through Facebook than any other method. Game developers who haven’t yet jumped on board the Facebook train may want to check it out.

    It wouldn’t be a Facebook presentation without Open Graph and that’s just what they did. The presentation titled, “Driving installs and re-engagement with Open Graph,” helps developers get the most out of Facebook’s social graph APIs. Once again, developers who are new to Facebook development should check it out.

    The last two presentations will be of most interest to Facebook developers who have been in the social gaming industry for a while now. “Advanced features for getting the most out of Facebook” covers all the new features in Facebook that helps developers gain the edge on their competitors. “Turning players into payers: best practices for monetization” will show you how to get the most out of free-to-play titles. The most popular games are able to convince players that paying real money for in-game items isn’t a waste, but rather an investment in fun.

  • Facebook Gaming Gets A Boost From App Center

    Zynga used to be king of the Facebook game. All of their games performed extremely well and it looked like they were going to remain on top. Things rarely ever stay the same, however, and Zynga learned that lesson the hard way. The company is now struggling to retain employees after missing out on the first wave in mobile gaming and buying up short lived fads. Zynga isn’t the only Facebook game developer though. The others are doing just fine.

    Facebook announced today at GDC Europe that there are more than 235 million players on Facebook each month. That’s an increase from 205 million from last year. The number has also risen 8.4 percent from the beginning of this year.

    Facebook is also beginning to embrace mobile in a big way. They pushed users to the Apple App Store and Google Play more than 170 million times in the last month. That number might increase even more now that developers have access to mobile ads for apps on Facebook.

    They also revealed that five out of the top 10 game developers on Facebook are from European countries. That’s a huge increase from just one last year. These developers are growing because more than 80 percent of Facebook users are outside the U.S. European gamers love European games so it only makes sense. The developers leading the charge in European Facebook development include Wooga, Kingcom, Peak Games, Rovio and Social Point.

    Facebook also announced that App Center is beginning to lead people to more apps than ever before. They said that 150 million people used App Center in the past month and that the service is driving 2.4 times more installs than the old games dashboard.

    In far more interesting news, App Center is also getting players to revisit games over longer periods of time. They found that a game downloaded through App Center is 35 percent more likely to be revisited the following day. It drops to 17 percent for the rest of the week. For games that are nothing more than distractions, that’s huge. Keeping players engaged in Facebook games, which are nothing more than fads at this point, is incredibly difficult.

    Facebook gaming might actually have a pretty bright future if they can keep up this kind of commitment to the platform. As Facebook moves to mobile, you can be sure that they want to bring games along with them. App Center is the first step in that move and it seems to doing well for both Facebook and developers.

  • Facebook Made Quite A Splash At GDC

    It would be absurd just a few years ago to think that Facebook would be a major player at GDC, let alone the games industry. It makes it all the more surprising that not only were they at GDC, but they were engaging game developers on multiple fronts to think about developing for Facebook in new ways.

    You may have missed all the announcements that Facebook made at GDC though. All the panels and talks that help developers use Facebook in new and exciting ways. If you were one of those people, Facebook has just recapped its GDC adventures on the developer blog.

    The first event had Matt Wyndowe, product manager for the Facebook games team, talk about Facebook gaming and how they are going to focus more on Open Graph and high quality games in 2012.

    The second talk focused on how developers can make their game successful on Facebook. It’s true that Zynga may strike fear into the small Facebook developer, but these tips should help to get you noticed. You never know, your game could take off like OMGPOP’s Draw Something, then get bought by Zynga for $200 million.

    The third talk spent time on how developers can leverage Open Graph to get the word out about your game. It’s all about using Timeline, scores and achievements to get results.

    So you’ve made a Facebook game and now you want to make some money for your hard work. The fourth talk went through the steps required to begin monetizing your games.

    The fifth panel was on how Facebook drives traffics to mobile apps. It should give developers insight on how to use Facebook effectively to draw up hype for their game.

    The final panel was by far the most interesting. Since Uncharted 2 incorporated Twitter into its campaign, it’s clear that social networking and console games would go hand-in-hand. The talk touched upon how social networking is helping to expand the appeal of games like Uncharted 3 and Kinect Sports 2.

    Facebook is here to stay as far as game development is concerned. It’s great to see the company embracing the industry not just through social games, but implementing their technology into console games as well.

  • Google Talks Porting Games To Chrome

    Google Talks Porting Games To Chrome

    Google had quite the presence at the Game Developers Conference last week from announcing Google Play to helping developers compress high quality textures. Today, the developers have uploaded one of their other talks that focused on porting titles to Chrome.

    It’s no secret that the Chrome Web browser has an app store. The cool thing, however, is that you can download console-quality games onto Chrome and play them in your Web browser. One of the first major games to do this was GDC award winner, Bastion. Other current gen games like Mini Ninjas and From Dust are hitting the Chrome platform as well.

    A question that a developer might have though is how they can port their existing game to the Chrome platform. Well, Google presented a talk at GDC on that very topic. The talk was called, “Get your port on,” and offers tips and tricks for developers who want to port their games to the Chrome native client.

    The video is a bit on the long side clocking in at 36 minutes, but it should provide developers the tools and know how to start getting their games on the world’s most popular Web browser.

    For those who want a bit more instruction on how to build games for Chrome, you can check out Google’s developer page for Web games.

  • Google Talks Texture Compression For Games At GDC

    Gamers might not really appreciate the texture work that goes into video games, but they will instantly notice texture pop-in or low resolution textures. This can be caused by bad texture compression, which can be a difficult task for developers. Google is here to help with this particular problem.

    Colt McAnlis from Google gave a GDC talk last week that spoke on the problem of texture compression and how to compress even more. This would allow games to use more memory for other features with textures taking up less memory.

    The talk, which lasts a little over 30 minutes, gives tips on how to compress textures up to 50 percent. This technology was used in id Software’s release of Rage last year. While some people complained about low res textures, it’s important to realize that Rage was streaming a lot of textures at once which kept the instance of texture pop-in at a lower rate than on other engines like Unreal Engine 3.

    You can check out the entire talk below. If you are a developer, you will want to pay attention. It’s pretty exciting to see Google talking at length about game development. It will also be interesting to see if this is indicative of Google getting serious into game development.

  • GDC 2012: Gears of War Creator Was Inspired By Zelda

    Every game creator is inspired by the games of their youth, which in turn leads them to make the next set of games that inspires the next generation of developers.

    Gamasutra is reporting that a panel today at GDC had four legendary game designers talk about the games that influenced them. The game designers in question were Will Wright, Sid Meier, Cliff Bleszinksi and John Romero.

    For a bit of background, here’s what each designer is most famous for. Will Wright was the co-founder of Maxis who created games such as Sim City and the Sims. The last game he was a part of before departing Maxis was Spore.

    Sid Meier is in the same boat as Will Wright as game designers that perhaps need no introduction as his name graces each game that he produces – Sid Meier’s Civilization. What you may not know is that he is also responsible for Alpha Centauri and Pirates.

    Cliff Bleszinski may be the most contemporary designer on the list, but he shot up in notoriety as the creator of the Gears of War franchise. Before that though, he worked on Epic’s Unreal Tournament series. Cliff Bleszinski will always hold a special place in my heart, however, as part of the team that worked on Jazz Jackrabbit.

    Finally, John Romero was a co-founder of id Software where the first-person shooter was born. He was involved in the creation of Doom and Wolfenstein 3D, but may be forever remembered as the creator of the ill-fated and absolutely trashy game Daikatana.

    Now that introductions are out of the way, let’s get to the games that inspired them to make their most famous games. Will Wright was up first and his inspiration was more of a tool set than a game. He said that Pinball Construction Set for the Apple II was his inspiration for Sim City. The graphical editor was especially of great importance as it paved the way for the simplistic editor tools that were in Sim City.

    Gears Of War Zelda

    Sid Meier said that if it wasn’t for the classic PC game Seven Cities of Gold, he might not have started making historical games like Civilization. The focus on history and real world events led him to realize that topics like this could enter video games and still take hold of the player’s imagination.

    Cliff Bleszinski may have shared the most entertaining story with how his love of Nintendo and The Legend of Zelda led to him being made of fun at school. It may have not inspired any game at the moment for the young game creator to be, but it did put him on the path to becoming a rockstar of the games industry. In his talk, he mentions this ad for Zelda that didn’t really sell the game for him. I wonder why?

    John Romero spoke on how color in video games was his first “wow” moment. He was so used to seeing black and white games and then saw Pac-Man, which was his first game in color.

    While some of these creators went on to make vastly different games from what inspired them, there still is something to be said of the experience that leads us to choose gaming as more than just a hobby.

    What game was your defining moment that led you to realize this was more than just a hobby? Do you have any particular awesome stories? Let us know in the comments.

    [Lead image courtesy of Gamasutra]

  • GDC 2012: Epic Games Shows Off New Unreal Engine 3

    GDC 2012: Epic Games Shows Off New Unreal Engine 3

    Epic Games, maker of the massively popular game development tool Unreal Engine 3, showed off a demo reel at GDC that features the changes being made to one of the industry’s most popular engines.

    First up, the video announces some interesting things in terms of platform support. It says that Unreal Engine 3 now supports Wii U, PlayStation Vita, Android and Flash on top of the other platforms it’s been seen on for a few years now.

    For those wondering about Wii U support, there’s a small clip in the video that shows Aliens: Colonial Marines running on Unreal Engine 3 presumably on the Wii U. I’m not convinced since the Wii U demo clip showed at last year’s E3 was made up of gameplay footage created on the PS3 or Xbox 360.

    PC gamers are going to love the improvements made to UE3 that take advantage of Direct X 11. The changes include hair that’s run through MSAA to provide realistic detail alongside the usual DX11 improvements – tessellation and displacement.

    The demo reel goes into the changes they’re bringing to mobile which is essentially the advanced lighting and shadows that console games have enjoyed for a few years now.

    It’s an impressive look at what is already an impressive engine. I may give UE3 a lot of flack for inspiring a kind of dull creativity in developers, but that’s not the fault of the engine. Looking at this video, it’s obvious that compelling (and colorful) experiences can be made with the engine. Heck, it even gives CryENGINE 3 a run for its money in this state.

    Check out the video and let us know what you think. Whether you’re a gamer, developer or both, there’s something here for you.

  • GDC 2012: Ubisoft Creates Engine Room, Blog For Developers By Developers

    GDC is a great place for developers to share insights and ideas with each other for one week a year. Ubisoft wants to create the GDC experience year round with a new blog directed at developers.

    The new blog is called Engine Room and it was created “as a result of the employees’ desire to spread their knowledge and expertise beyond Ubisoft.” This isn’t like the PlayStation blog where developers talk to gamers about their new products and what not. This is squarely targeted at developers who want to learn from other developers the tools of the trade. That doesn’t mean that regular gamers shouldn’t read it, quite the contrary, as any gamer who is interested in the technical side of making games will find something here.

    Engine Room is really cool in that Ubisoft is making it an “open platform.” What this means is that anybody, even non-Ubisoft employees, can comment or even publish a post if they’re signed up and follow the blog’s guidelines. The hope is that anybody involved in the game industry – programmers, artists and developers – will use this new platform to share ideas and collaborate on new innovations. For any interested developers who wants to submit a blog post, you only need to send them to engineroom@ubisoft.com.

    I wholeheartedly recommend that developers take advantage of this to learn more about the art of making games from their peers. Game creation is a collaborative process that needs more ideas like this to keep it fresh. I commend Ubisoft on taking a proactive approach in helping to cultivate the developer community.

    Ubisoft threw together a quick video that has their employees talking about technology and what it means to them. It’s pretty neat, so check it out.

  • GDC 2012: Mega Man Creator Talks Japanese Games Industry

    At GDC this week, we’ve already seen one indie developer tell a crowded room that Japanese games suck. One of the most famous Japanese developers agrees wholeheartedly.

    Mega Man creator and former Capcom global head of production Keiji Inafune talked at a panel titled “The Future of Japanese Games.” Develop is reporting that Inafune said that “Japanese studios have lost a desire to thrive, and that the country’s games industry is resting on past laurels to a point of self destruction.”

    He said that Japanese developers grew use to making hit after hit back in the 90s and that led to their complacency now to rest on their laurels and not push out new IPs or ideas. He said that Japanese developers need to acknowledge that they are now losing to Western developers.

    Unlike a certain indie developer who offered nothing but criticism, Inafune proposed a solution to the Japanese games industry.

    “There is something you must do to win. You must acknowledge your loss, and start over again. We are humans, and have our own pride, but we cannot win if we keep that pride up. We must believe ‘I will win’.”

    He drew inspiration from Apple pushing their brand into new territory. He said that Japanese developers need “develop our brands, and we must do so now. It will be too late when our brands have no equity left.”

    Inafune has been rightly critical of the Japanese games industry, but it’s sometimes hard to take him seriously when he collaborates with games that are part of the problem. He recently gave permission to use his likeness in Hyperdimension Neptunia Mk2, a very Japanese RPG that does nothing to combat the notion that Japanese games are stuck in a rut.

    GDC 2012 Mega Man Japanese Games

    Inafune is currently working a new studio called Intercept and will be releasing his first game soon on the 3DS called KAIO – King of Pirates. Its story is based on Romance of the Three Kingdoms. Here’s the first trailer:

    Do you think the Japanese games industry is resting on its laurels? Does it need a shake up to become a developer power house again? Let us know in the comments.

  • GDC Gives Special Awards to Gaming Pioneers

    The 12th Annual Game Developers Choice Awards (GDCA) awarded two Special Awards to living legends in the gaming industry at their ceremony last night. The Pioneer Award was handed out to Dave Thuerer, designer of classic games from the 80’s and founder of core concepts used in the modern era. Ken Doroshow and Paul M. Smith were the recipients of the Ambassador Award for their work on the landmark Supreme Court case Brown v. EMA, which ruled that video games were protected as free speech under the first amendment.

    The Pioneer Award – Dave Theurer
    The Pioneer award was given to Dave Theurer, creator of the classic 80’s titles Missile Command, Tempest and I, Robot. Theurer is widely recognized as a groundbreaking designer that helped create modern game genres.


    Pioneer Award winner, Dave Theurer, began his career in 1980 with tthe release of Missile Command. The trackball based shooter was a milestone in early computer games and is still being emulated and recreated in game apps and web based retro games today.


    Theurer followed up in 1981, with the psychedelic, vector-based tube shooter release Tempest, which inspired a slew of other innovations in arcade video games and was an early title to use 3D perspective in gameplay.

    In 1983, Theurer designed the cult arcade title I, Robot. Though not commercially successful at the time, it is now legendary for being the first commercial video game with filled 3D polygon graphics and the first to feature camera control options.


    You don’t have to look far to see Thuerer’s influence on gaming. Above: I,Robot(1983), followed by Star Fox (1993), released 10 years later.

    The Ambassador Award – Ken Doroshow and Paul M. Smith
    Ken Doroshow and Paul M. Smith, the First Amendment lawyers in the landmark Supreme Court case Brown v. Entertainment Merchants Association, were recognized with the Ambassador Award for their support of game developers rights.

    Ken Doroshow and Paul M. Smith led the legal team which resulted in the Court ruling that content-based restrictions on games are unconstitutional. The ruling established First Amendment rights for those who create, develop, and publish video games.

    Here is the full award show courtesy of Gamespot:
    Skip to 41:25 to view the Ambassador Award.
    Skip to 53:40 to view the Pioneer Award.

  • GDC 2012: Heavy Rain Creator Makes Bicentennial Man Look Cheap

    Quantic Dream, creator of crime thriller and Jason simulator Heavy Rain, has made a name for themselves by creating life-like characters in games that push the boundaries of interactive entertainment.

    At GDC, Quantic Dream showed off a tech demo for its new technology that will power whatever their next game may be. The tech demo isn’t representative of any game that is in development, but I sure hope something more comes out of this.

    The tech demo in question is called Kara and it features an android becoming self-aware. I’ll let you watch the video for yourself, but be prepared for a wave of emotion to hit you in the face with the force of a truck.

    David Cage, director of Heavy Rain and head of Quantic Dream, explained the technology behind the tech demo at GDC. The PlayStation blog gathered a few choice quotes.

    After Heavy Rain, we wanted to push the envelope in terms of quality, starting with the visuals. We wanted to improve many things — things that were not possible with the Heavy Rain engine. So we had to develop a new engine from scratch.

    We also wanted to improve the quality of the acting. With Heavy Rain, we did what many games do — split performances, recording a voice on one side and a body animation on the other, putting everything together and crossing your fingers that you get a consistent performance. It worked okay for Heavy Rain, but you lose a lot of a performance by splitting into two and rebuilding it artificially.

    We wanted to do what Avatar did by having one full performance where we capture everything at the same time. And we wanted to demonstrate these new performance capture techniques and the new engine before going into production, so we developed a short showcase that would allow us to test these ideas and technologies. This is how “Kara” was created.

    “Kara” is not our next game. It’s not the character, it’s not the world, it’s not the story. …We do things in a very strange way here, things that have nothing to do with the games we make. But I think that’s a part of the DNA of the studio, and hopefully something that people like about us – they never know what they’re going to get!

    As an added bonus, OPM UK is reporting that the actress who played Kara, Valorie Curry, is also playing Charlotte in the upcoming Twilght Saga: Breaking Dawn – Part 2. If you want to see more of Curry without watching Twilight, she also stars in CSI: New York.

    All I gotta say is that I wish this was a full game. Heavy Rain was one of my favorite experiences from 2010 and Kara has already exceeded what Heavy Rain brought to the table in terms of life like acting in video games.

    What do you think? Is Kara a little too uncanny valley for you? Or are you stoked for whatever Quantic Dream is cooking up next? Let us know in the comments.