Thursday, March 27, 2008

Level Designers wanted

Just a quick word to note that the Source Engine modification I'm working on, Nuclear Dawn, is looking for fresh level designers. If you've got a fair amount of experience with VHE and some kickass work to show, don't hesitate to apply !

Development has been a bit slow at Nuclear Dawn, but the mod is still on the public radar (we were mentioned in Moddb's Modcast Episode 3 last week), and we're trying our very best to get it out the door. The team consists of a fair amount of industry professionals, and they tend to have their precious time sucked up by other projects. The team leader, for example, is working on the very promising Battlefield: Heroes.

Check out the newspost for some new shiny media, too !

Update: the newspost was featured at:

Saturday, March 22, 2008

The untold story

Happy Easter !





















Source

Wednesday, March 19, 2008

We are the robots

This is a prototype for a carrier robot. It's a quadripod, being developed at the university of Boston - with government funding. Make sure to check out the bit around 0:40 (humanoid tries to trip the robot), 1:51 (it's like Disney on ice) and the ending (it jumps !).

Robots 1 - Humans 0.

Sunday, March 16, 2008

The city had nothing to lose

I'd like to share some of my favorite free (and legal) music I found on the web.

Nathan Wiley is a pop/folk musician and singer from the great Canada, which over the past five years has released 3 albums on an indie label. His most recent album was released last year and has received numerous of Canadian awards already. Some of his tracks are free for download at his website. Recommendations are the title track The City Destroyed Me and a great song from his first album, Renegade.

I discovered Isabelle Antena through a Thievery Corporation remix release (Versions, 2006), on which her song Nothing to Lose got the standard thievery touch: dubbed up with a great vocal mixdown. The tracks which are available at her website vary from pop to lounge, in French and English. Recommendations are Les Poissons des Mers du Sud and Melodie.

On a lighter note, my lengthy previous post seems to have hit the right buttons at Epic.

Friday, March 7, 2008

Disarray

Cliff Bleszinski recently told MTV Multiplayer the following in an interview:

I think the PC is just in disarray… what’s driving the PC right now is ‘Sims’-type games and ‘WoW‘ and a lot of stuff that’s in a web-based interface. You just click on it and play it. That’s the direction PC is evolving into So for me, the PC is kind of the secondary part of what we’re doing. It’s important for us, but right now making AAA games on consoles is where we’re at.

A pretty bold statement for someone who gets his paycheck written out by a company who scored its first commercial success on the PC platform in the nineties with a series of shooters which still remain their most important releases nowadays.

Also notice how Cliff nicely reduces the platform to a playground restricted to thirteen year old girls with personality issues, disfunctional nerds and poker addicts. He actually makes it sound like Click and Play ain't quite right. Wait, what's the major selling point for consoles ?

I actually had to look up disarray.
1. a mental state characterized by a lack of clear and orderly thought and behavior; "a confusion of impressions" [syn: confusion]

So what, one might think. Our friend Cliffy has a strong preference for console games. He just made a million-selling title for the Xbox360. And then he drops yet another bomb.
"I think people would rather make a game that sells 4.5 million copies than a million and Gears is at 4.5 million right now on the 360,"

Hold it right there, Cliffy. This so called logic might apply in your wretched view on the games industry, but it's time to get the facts right.
  • Platform exclusives are killing the industry: One might say that they are a major selling point for people to buy consoles, and I can't compete with that. On the other hand, you can't compare a game which was hyped-up for a year with a poor PC port thrown out six months later. Here's a pro tip: don't go bragging with the parallel development teams when you're not going to release their products on the same day.

    Even without the obvious port quality issues (a recurring problem with console titles), you're actually frustrating possible customers because their friend Bob with system X can already play the game and enjoy the content, while they are still in the dark about l possible port to their system Y. Oh, and they don't know Bob good enough to get themselves invited for a game night.

    There is solid proof that a simultaneous release works, and ironically enough, CliffyB noted this as his favorite game or the year - with the possibility that he praises it as an Unreal 3 techdemo - Bioshock. It was released on all platforms (even on content distribution networks), and the sales went through the roof.

  • Unified gaming is blocked deliberately: I've stressed it before, and I cannot stress it enough: the only thing standing in the way of enabling cross-platform gaming for gamers around the world - and thus ease some of the hostility between platforms - are the big corporations. Epic's main game publisher, Microsoft, only allows this feature on a very restricted amount of titles, undoubtedly in exchange for a huge bag of dollars. All of the console manufacturers have a functional online service, which works over regular ISP services. We have missed our mark there, and the consequences might be bigger than we expect. And I'm not even talking about the classification of customers. Gold, Silver, Bronze ? If I buy a game, I want the online functionality to be complete, disregarding my will to shell out cash for an online service I should get for free.

  • Ignorance of modification support is a big mistake: Still a long way to go on the console front. If I create a mod for an XBox 360 game, I have to go through a long XNA procedure to actually get the game on the XBox MarketPlace (if I manage to cook it together with the provided half-assed tools), and don't even get me started on what happens if - god forbid - the mod gets too successful. I should have read the small prints in the XNA License Agreement. There is no way to publish custom tools for console games (Texture Mappers, UV mappers, ...). There is no way to publish custom content for console games (Maps, Sound packs, skins ...). Get your act together.

  • Unreal 3 sales aren't all rainbows and butterflies: Maybe Cliffy is itchy about the bad Unreal 3 PC sales. It is my opinion that the platform was spoiled with excellent FPS-titles this year (Orange Box, Call Of Duty 4, Quake 4, ...). Also, Unreal 3 might not be the strongest title in the series. You don't enhance a game by making every playable character wear a ton of ridiculously bloated armor (kevlar-plated breast support, anyone ?) and throwing in a bunch of far-fetched gameplay modes. Even if it's all covered in DX10 chocolate, this waffle tastes like it's been in a closet for five years.
Kind regards,
Me

No Blog for Old Men

Five reasons why No Country for Old Men deserved to dominate Oscar night:

  • Bardem: Take a sniff of Lecter, tone down the voice to bass level, add the worst hairdo since Prince became a symbol and you've got Anton Chigurgh, which might be the most ruthless villain in film history.
  • Violence: Some critics pointed out that the movie wouldn't have a chance at the Oscars, because there is too much violence in it. It is my opinion that most violent scenes were deliberately cut out by the Coens - which makes them even more special. This is not a violence-oriented movie, far from it.
  • Ending: Without revealing too much: the ending might feel awkward at first, but when you pause and reflect about the whole movie, it actually fits.
  • Panoramic: Only the Coens would take the time to stretch out this movie with widescreen-shots of desert environments.
  • Music: There was none. When shooting a movie (I'd entitle it A Black Western, minus the shooting) in the Great American Desert, it would be easy to fall back on Ennio Morricone-esque pieces.