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  • Ted (and Ryan) Talks: An Interview with Genius Factor Games

30th June 2010

Ted (and Ryan) Talks: An Interview with Genius Factor Games

Genius Factor Games logoStudio: Genius Factor Games
Current Title(s): Gravity Well (2009)
Future Title(s): Riese

I arrive at Genius Factor Games at 2:05 in the afternoon, and am welcomed by Ryan Arndt, the Director of Digital and Emerging Media. He’s as friendly as his position requires, and I’m invited to wait in the lobby until their previous meeting concludes. The offices are lowly lit, and sparsely furnished, with ecru sofas and a single glass table with two trade magazines.. Gravity Well may be their biggest success so far, but the few pieces of art on the walls are solely devoted to their newest project, a card game tie-in to Riese: the Series. The door into their meeting is left ajar, allowing me to hear an intent discussion of the viability of video game franchises as cross-media entertainment; I find myself more eager than ever to speak to the two men inside. When I’m welcomed into the office, an introduction to Ted Nugent, CEO of Genius Factor Games, is immediate—as is an introduction to his Australian Shepherd, Jenny, who sits at his feet.

Ted Nugent

 

I begin by asking how he feels about the success of the company’s debut; and immediately, his gratitude and modesty take centre stage.

 

“Well, I didn’t expect Gravity Well to…I think there needs to be a little bit of context around the whole thing. When we started with Gravity Well, it was really to learn the publishing system. So I didn’t expect the game to do more than one sale–one sale would have been a bonus. We released it in April of last year, and since then it’s done a lot better than I expected, and amazing… The reactions from the customers and from the people who are playing have been equally amazing.”

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posted in Editorials, Game Dev By: Sumari | Print This Post Print This Post

3rd June 2010

Balancing The Canadian Copyright Act Is Like Walking A Tightrope

Government of Canada…and trying to understand it all is like standing in a tornado. There is so much going on right now in regards to Canada’s copyright reform (Bill C-32) that it is almost impossible to keep up. Thankfully, there are an abundance of online resources available so that we can learn more about the processes which have MP James Moore on Twitterbeen followed up to this point, as well as keep current with what is going on right now. The Canadian government has been maintaining a site called Balanced Copyright, and it holds a wealth of information. Naturally, the Pirate Party has grabbed the domain balancedcopyright.ca, but there is no site yet launched for that URL. I imagine that the group will probably use the domain to counter MP Tony Clement on Twitterthe one run by the government, and will count on the public not knowing the location of the government’s site. Speaking of government, both MP James Moore (Minister of Canadian Heritage and Official Languages) and MP Tony Clement (Minister of Industry) have been engaging the public, media and industry groups on Twitter since the Bill was announced yesterday. I recommend following both MPs, along with copyright expert Michael Geist for continuing updates about Bill C-32’s progress.

Fair Copyright for Canada (administered by Michael Geist) also has an active Facebook group which carries updates and opinions relevant to Bill C-32. One point which seems to be an area of contention is the Digital Lock, and CBC News has written a very comprehensive look at what it could Michael Geist on Twitterentail. I freely admit that I have not had time to read and process all of the information about C-32, and while I will endeavour to do so, I would like to invite someone more expert in the ramifications of C-32 to write a guest editorial explaining the good and the bad of our copyright bill. While many of what we could deem as special interest groups are voicing their opinions about Bill C-32, the most relevant to both us and our readers is what those in interactive media are saying. All of the sites and Twitter accounts above contain links to opinions and press releases from groups such as ACTRA, AFM and the Documentary Organization of Canada, and I invite you to check them out. Here is what ESAC has to say about the reforms:

esacThe Entertainment Software Association of Canada has released a statement about Bill C-32, congratulating the Government of Canada on its introduction of copyright reform legislation which will help protect Canadian content creators and digital media companies. ESAC believes that protecting the intellectual property of industries that contribute to Canada’s prosperity is not only good public policy, but is essential as our economy transitions to more knowledge-based jobs.

“We applaud the government for showing leadership on this complex issue and we look forward to studying the bill more closely,” said Danielle Parr, Executive Director of ESAC. “Without strong protection for our intellectual property, we’re basically operating in a digital Wild West. Promoting piracy under the guise of ‘user rights’ does nothing to defend the livelihood of thousands of Canadians who rely on turning great ideas into world class entertainment,” she added.

“Piracy fundamentally undermines the integrity of the marketplace. It forces creators to compete against black market versions of their own products, affecting their ability to recover the considerable investments associated with digital media production. A strong bill – one which prohibits hacking of digital works, trafficking in hacking tools and that makes those who facilitate digital piracy clearly liable for their activities – is critical to the success of Canada’s digital economy,” says Parr.

In the industry’s view, a bill with clear protection for intellectual property will enable creators to decide how and at what cost their products can be accessed and in turn allow consumers to decide which products succeed and fail by voting with their pocketbook. Further, by supporting a diverse range of business models, strong copyright will facilitate increased competition, which ultimately leads to greater pew internetconsumer choice and lower prices.

In related news, the Pew Internet and American Life Project has released a report about The State of Online Video. While this study was conducted in the USA, the information can be useful to those Canadian companies and individuals who produce web-distributed products. The study is available as a downloadable PDF, or it can be read online.

And now back to our regularly scheduled Canadian game industry news and updates:

THQ has confirmed in an official press release that Relic Entertainment’s Company of Heroes Online will Relic Entertainmentindeed be released to the North American market this fall. Building on the frenetic Real-Time-Strategy action of the original Company of Heroes, Company of Heroes Online is free to play and offers army specialization, commander customization, and persistent progression, allowing players to strategize on and off the battlefield. Players will also have the opportunity to earn or purchase special units and upgrades and improve their army with each and every multiplayer victory.

Vice President of Global Brand Management Travis Plane commented that, “We are delighted to bring this award-winning franchise to gamers in a whole new way with the online version of the Company of Heroes experience. Players will benefit from the persistent upgrades and the ability to tailor their armies to really suit their play style making this a unique experience for everyone.”

Capcom MobileCapcom® Mobile and Classic Media, whose portfolio includes of some of the world’s leading kids, family and pop-culture brands such as Where’s Waldo?®, Casper the Friendly Ghost® and Lassie®, have announced the release of Where’s Waldo?® In Hollywood, the sequel to last year’s top-selling mobile phone game.

“The first Where’s Waldo? game was a run-away mobile hit with its addictive mini games and classic search and find puzzles,” said Midori Yuasa, President, Capcom Interactive, Inc. “For theWaldo In Hollywood sequel we’ve built on the winning mix with a whole new crop of puzzles, achievements and even more Waldo fun.”

“Capcom Mobile has done a terrific job translating the search and find experience of Where’s Waldo? for mobile and we are excited to partner with their team on the second game,” said Nicole Blake, Senior Vice President, Marketing & Consumer Products, Classic Media. “With its crowds of celebrities and celebrity-spotters, Hollywood is an exciting place for fans to take up their search for Waldo.”

Based on the international publishing phenomenon, Where’s Waldo? in Hollywood, developed by Capcom Interactive Canada, chronicles the world-famous traveler through a series of tinsel-town themed adventures. Players can join the search with multiple search and find games that are based on classic scenes from the book series, as well as five mini games, including Tic-Whack-Wizard, Odd One Out, and Slide Puzzles. As players progress, they will be able to unlock bonus content and earn in-game achievements. Where’s Waldo? In Hollywood is currently available for download on most North American carriers. Read the rest of this entry »


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posted in Associations, Business News, Casual, Dev Diaries, Driving, Editorials, Education, Everyone, Government, Mobile, Music, National News, New Releases, Puzzle, Research Studies, Sports, Upcoming Releases, scholarships By: Tami | Print This Post Print This Post

10th May 2010

Summing Up GDC Canada 2010

Howard DonaldsonI met many new and interesting people at last week’s GDC Canada in Vancouver. My pick for top seminar session was a tie. Disney’s Howard Donaldson, co-founder of Propaganda Studios,  gave a very informative talk about Tax Incentives, a subject which is on the minds of many studio owners these days. As a leader on the BC Interactive Task Force, which was a major force in bringing Game Development Tax Incentives to BC, Howard definitely knew his subject well, and he conveyed the pertinent information in such a way as to invite both a better understanding and further research on this important aspect of today’s game development industry. By the way, Propaganda is hiring.

The other session which I thoroughly enjoyed was given by Zach Hanks, who, forgive the pun, presented a very animated and entertaining seminar. Character Voices – Conceptualization, Casting, Recording, and the Cultural Reference Point covered topics which should be presented at every studio which has voice acting in its games. While covering the many challenges and details of voice acting for games, one of Zach’s main points was that “nothing will disengage your players faster than bad voice acting.” This is very true, and any game developer who doesn’t think so, isn’t paying attention. For example, Arenanet has taken some pretty harsh criticism from its Guild Wars community for really bad voice-over work, primarily in Guild Wars: Factions (and as a GW player, I have to agree with the criticisms). Guild Wars - Danika

Making your character voices familiar and believable is a huge part of improving the player experience, and even many of today’s blockbuster titles are lacking in the voice-over department. For example – in Mass Effect 2, Bioware missed the mark on how females really talk. The female Shepard character often feels very stilted and hard-toned when she is supposed to be seducing crew members or even when she is supposed to be expressing empathy/sympathy during a scene. There are moments in Dragon Age when I want to rip out my female rogue’s vocal chords – or at least mute her. These moments arrive when she successfully unlocks a chest or door. Her “I’ve done it!” and “Complete” lines drive me batty. There were also times in Assassin’s Creed 2 where the characters spoke too fast in their Renaissance Italian accents, and I didn’t catch what was said. There is usually no rewind for an in-game cinematic (unless one dies and gets to re-live the scene), so audio people, please ensure that your character’s lines are easily understood.

The GDC Canada session Managing Your Love-Hate Relationship with Playtests presented by Ubisoft Quebec Game Lab’s Andree-Anne Boisvert covered such areas as expanding your playtest groups to include non-traditional gamers, and how important that feedback can be. This is particularly applicable for games looking to expand their horizons in finding a home amongst families where there may be many non-traditional core gamers. Is your game truly family-friendly? Will it draw grandparents into the mix? Will they enjoy interacting digitally with their gamer grandchildren or will are they being led to the proverbial slaughter, not enjoying the experience at all? Like game development, your audience is changing almost daily; what is your studio doing to ensure financial success with its market?

I also had a chance to speak with Kay Gruenwoldt about a new school hoping to open in GDC-Games AcademyVancouver this fall. Games Academy Vancouver is currently going through the provincial accreditation programme, and will be finalizing its location once that step is complete. Games Academy has been operating in Europe for ten years, and when the Vancouver campus opens, its new students will have access to an established global community through its international pipeline which will offer an internal support system of peers and fellow students.

Games Academy will focus solely on computer graphics and game development, with instructors who are currently working or have worked in the industry. Mr. Gruenwoldt said that Vancouver was a natural location in campus choice because our local industry is simply a “huge pool of awesomeness.”

Another newcomer to GDC Canada was Edmonton’s SnakeTakes Studios, which is developing a complete brand around an original IP. The End of the Beginning began as a screenplay, and has since grown to include a game, a comic book series, action GDC-SnakeTakes Studiofigures, merchandise and soundtrack. The End of the Beginning game for the Xbox 360, PC and PlayStation 3 has been in development for about seven months, privately financed by its team of six designers outside of their regular jobs. Set far in the future in a surrealistic world, the premise of the game is a race of very mean aliens who are trying to obliterate those pesky humans. The End of the Beginning, which promises to be a fun-to-play title featuring very combative play in a possibly open-ended franchise, hopes to advance to beta in just a few weeks. This looks like a title we at Village Gamer will most likely enjoy playing, especially if there is as much mayhem and destruction in the game as was talked about at their expo booth.

Overall we had a great time at GDC Canada, and really wouldn’t expect any less. Of course, being a writer, a I would have liked to have seen some sessions on writing, as well as sessions on how studios can better utilize the media in their marketing plans and better prepare their web sites for those in the media who are looking for information about their studios and titles. I believe that GDC Canada could have a bright future if a few things were to happen, such as making it more GDC-Expo Flooraffordable for the Canadian development community to attend by taking some of the philosophy in play at big box stores – lower prices, go for volume and still meet your profitability marks.

It was a shame that Vancouver Digital Week did not pair up with GDC Canada this year, because the abundance of sessions and events in 2009 made the event that much bigger. It was promised during the Canadian Videogame Awards that all of the events would be held over one week again in 2011, and I truly hope that this comes to fruition. While it’s generally understood that GDC San Francisco is the flagship event, I feel it is of utmost importance to have quality development events in Canada for those who may not have the funds to travel around the continent to attend such conferences. While the east coast has MiGS, INplay and DIGS London to name but a few, it is essential that the west coast build on its events such as the Game Design Expo, SPARK and GDC Canada as annual events. As a person with event management in my past, I can appreciate the amount of time and hard work which goes into producing such large conferences, and while I in no way wish to belittle the efforts of those behind the scenes at any of these Canadian conferences, it is simply my wish that each of these events grows to its full potential through the continued co-operation and support from government, industry, associations, schools and of course, the trench-workers.

Gemini Awards 2010The Academy of Canadian Cinema & Television is pleased to announce that five Digital Media categories will be introduced for the 25th Annual Gemini Awards. The new awards will honour both cross-platform projects, developed to enhance enjoyment of a television program or series, and original productions, the first broadcast of which is intended for a medium other than television. Additionally, a Gemini Special Award – Outstanding Technical Achievement Award in Digital Media – has been added. Read the rest of this entry »


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posted in Associations, Awards, Business News, Careers, Contests, Digital Products, Editorials, Education, Events, New Releases, Social Media, Software By: Tami | Print This Post Print This Post

9th April 2010

E is For Ethics

E Is For Ethics

E Is For Ethics
Author: Ian James Corlett
Illustrator: R. A. Holt
Published: December 2009
Hardcover 106 pages
Interactive Companion Website: E is For Ethics

I recently came into possession of this book, and if I had to choose just one word to describe it, I’m not sure that I could pick a word which would completely do it justice. E Is For Ethics is certainly inspiring and timeless. While my kids are both long past the age of being read to, they aren’t too old for productive and ethical discussion or debate – something which we still engage in, particularly during our weekly Sunday night family dinners.

Elliott and Lucy

Elliott & Lucy

While there are many “self help” books about parenting on the market, I feel that Ian’s book is different because as he says in his introduction, his only qualification in writing this book is the fact that he is a parent. To me this speaks volumes, because it really doesn’t matter how many doctorates or letters you have after your name – nothing can prepare you for being a parent other than the moment you become one. Ian has created real situations involving his two lead characters, Lucy and Elliott, along with supporting family and general public characters put in real life situations to which children can easily relate.

Each of the 26 stories told in E is For Ethics leaves its ending unresolved, leading to multiple results and opening up the chance for discussion on how the story could go. Each chapter, from honesty to respect, offers discussion ideas and quotes from both the famous and the infamous. Ian has artfully found a way through his very short scenarios for parents to gauge how their children perceive the world in general and how these little people think about what is right and what is wrong.

The Old Code

When my kids were young, one of their favourite movies was DragonHeart. As they watched it obsessively, I took the opportunity to discuss The Old Code which Bowen tries to follow. They both knew it by heart, and I believe that they both still try to incorporate those words into their daily lives – although sometimes I do have to wonder at some of the things they say or do. The important thing is that they are free-thinkers, they definitely don’t follow the crowd, and they both have a social conciousness about them. While I certainly won’t take 100% of the credit for that, I know that I gave them a good foundation, and this is precisely the ongoing value of E is For Ethics.

Ethics are timeless, and should you find yourself faced with difficulties in teaching moral lessons to your children, E is For Ethics offers some great starting points, minus all of the psych-speak. Simplicity is often best – because complicated is, well, complicated and unclear. As Ian writes in his book’s conclusion, “…even if you think you know about something or how to do something, there is always a new twist or a new way to try it. And it’s the same way we learn about ethics. Every situation is different and so is how a family deals with it.” One point which I truly admire Ian for is the fact that he is not really telling you what to teach your children, he is simply giving you, as parents, a starting point and then leaves the rest up to you.

Much like The Old Code, E is For Ethics covers those areas which are important characteristics for an honourable, compassionate and productive member of society – many of which seem to have taken a back seat in terms of importance for many people today. For example, last week I was talking with a guy who grew up in the same neighbourhood I did, which was a tight-knit, mainly agricultural community. Our discussion revolved around how much our little town has changed, and how people in general don’t seem to be as honourable as they used to be. We are the current generation running long-time family businesses, and we would like to know what happened to the time when a handshake and your word was enough to honourably seal a deal. Your conduct in business was your reputation, and growing up in a small town meant that everyone knew whether or not you truly were as good as your word.

I feel that in many ways society has forgotten about many of those values, and Ian’s book is a great way to perhaps rediscover those values for ourselves as we discuss the scenarios with our children. One of the greatest gifts we can give our children as they grow up is time, and to borrow A & E TV’s slogan, reading and discussing E is For Ethics with our children is time well spent. I would be completely remiss in not giving this little book a huge recommendation to parents and grandparents everywhere. Even if you aren’t a parent yet, chances are you might become one – pick up E is For Ethics and keep it for the future. You’ll be glad you did. Ian definitely gets five stars from me for E is For Ethics.

* The Old Code from DragonHeart

A knight is sworn to valor, his heart knows only virtue, his blade defends the helpless, his might upholds the weak, his word speaks only truth, his wrath undoes the wicked.

The right can never die, if a man still remembers him. Words are not forgotten, if a voice pronounce them clearly, The Code always shines, if a heart preserves it brightly…


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posted in Books, Editorials By: Tami | Print This Post Print This Post

2nd April 2010

A Small Editorial On DDoS Attacks

DOS.  DDOS.  Zombie bots.  These terms likely mean nothing to most people out there, yet the effects of them can actually manage to affect the way most people today do business.

DOS stands for Denial Of Service (it also stands for “Disk Operating System”, but that’s not the definition I’m going to write about here).  It’s a form of attack on pretty much anything Internet Related… although primarily it was used to focus on websites and personal computers.  The basic idea behind a DOS attack was to send so much “garbage” information to a person’s computer or connection, that it would become bogged down by the data and cause legitimate requests to either become extremely delayed, or completely lost while waiting for its chance to get through the line.  This was, understandably so, an extremely effective means of attack on personal computers back when most of the population was using dial-up connections… when a person’s phone line can only carry 6KB a second (to give an idea of that speed, the average picture on a website would have taken 3 to 4 seconds to actually show up on your computer screen), it would not have taken much at all to bog that connection right down, and possibly even disconnect the user.

These days though, no one actually uses dial-up (allowing for the possibility of 4 or 5 people who still haven’t reached civilization, and only have basic phone lines running into their cave), so sending 6KB of data would do nothing more than make your modem light blink for a fraction of a second.  Enter the DDOS, or Distributed Denial Of Service.  It’s pretty much the same as DOS, yet instead of coming from a single source, it’s coming in from multiple sources – anywhere from two to millions, depending on the tactic used and the form of data being transmitted.  Sending 6KB a second from a single source would do nothing to pretty much any user or site these days, but to take that same 6 KB and send it from 2000 computers all at once, you now have 12,000 KB (or 12MB) of data all at once traveling through the wire to your home PC, or through the cable to that website’s server in Texas (or wherever) – something that most connections would choke under, or at the very least experience some extreme lag (lag is the amount of time it takes for a signal to reach you from somewhere else, and vice versa).

As some of you may know, we here at Village Gamer have in the past been the target of multiple DDOS attacks.  Our “ignored sibling” company (that’s Tami’s term) KillaNet Technology was a pet project for a packet kiddie from California for a number of years. Wait – what’s a packet kiddie, right?  A Packet is a way of measuring data traveling through the Internet. A packet kiddie is a less-than-endearing term used to describe a wanna-be hacker who uses someone else’s code to launch attacks on websites and people through the internet.  After much time was spent going through firewall logs, chat logs, data graphs, and so much lost sleep that I actually lost track, he was put before the California State Courts and found guilty for his attacks against us.  It was a small victory in the World of cyber-crime and DDoS perpetrators, but it still showed that justice could be achieved and that it is possible to survive DDoS attacks.

Most sites and users will actually pack up shop if they become a steady target of these attacks.  This is the worst thing someone can do, as it tells the kiddie that what he did is not only alright, but also successful.  Giving in to these people is the worst thing you can do. I attribute it to supplying a drug addict with more pills; they get the thrill from doing it the first time, and you handing over more just tells them that what they are doing is alright.  So how do you combat the attack?  Firstly, you have to keep your cool and ride it out.  There is nothing you can do to stop it from happening once it starts, unless you can actually go to the source and unplug each and every computer that is part of the attack, so no point stressing out over it or raging.  It won’t last forever, consider it a good chance to pull out that favourite book, or watch a movie with the family.  Your fight starts once the attack is over. Read the rest of this entry »


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posted in Editorials, News By: NightStorm | Print This Post Print This Post

8th March 2010

Parties, Departures, New Releases and Upcoming Events

Massive BearVancouver – Last Friday evening we attended Massive Bear Studio’s Launch Party at the Granville Room – your new website is awesome – and I see some upcoming news that looks quite exciting, as well. Massive Bear’s projects have included work on Microsoft-Big Park’s Joy Ride, 2k’s Mafia 2 and Day 21 Studios’ Sky Pirates of Neo Terra. Thank you again to Tim Lewinson for a fantastic time and the invitation to celebrate with you – all the best as you set off for a full slate of meetings and seminars at GDC!

It’s not generally our policy to cover the employment downside of game development, particularly with the way the economy has been over the past year or so and the adverse effect it has had on many Canadian Kelly Zmakstudios. While we will always let you, our readers, know about new studio openings and career positions, we feel that other media outlets provide more than enough coverage about job losses and we don’t really need to add to the mix.

That said, I cannot let a recent development pass without comment. For those who have not yet heard, Kelly Zmak formally announced his departure from Radical Entertainment this past Friday. This truly saddens me, as Kelly has been (and will continue to be, I hope) an integral part of the Vancouver development community. A powerful and motivational speaker, Kelly has worked hard on various Advisory Boards and industry committees. He has many times played host and emcee, and he has given me more encouragement and inspiration than he is perhaps aware. I have the utmost respect for Kelly as a business person, teacher and perhaps most important of all, friend. Kelly leaves some big shoes (or should that be hat?) to fill for his successor at Radical, and I would like to take this opportunity to wish him well with his future projects. Read the rest of this entry »


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posted in Business News, Casual, Driving, Editorials, Education, Educational, Events, Everyone, Everyone 10+, Game Dev, Mobile, Puzzle, Studios, Upcoming Releases By: Tami | Print This Post Print This Post

8th February 2010

Our Take On The New BC Tax Incentives

Orby - Proud to be CanadianAldergrove – As many of you are already aware, the Province of BC announced their new proposed Tax Incentive program for the digital media industry, to be combined with changes to the film industry’s tax credits last week. This is very good news not only for the video game sector, but also for many aspects of the interactive entertainment industry.

Speaking to the announcement, Tim Lewinson, Creative Director of Vancouver’s Massive Bear Studio, stated that “as a rising company in the Vancouver development scene, Massive Bear is happy to see the provincial government recognize the importance of sustaining British Columbia’s position as one of the world’s preeminent game development hubs. By working with government to reinvigorate job growth and investment in BC, we can continue to create some of the world’s best games. There’s too much talent and history in BC’s interactive entertainment sector not to take advantage of the opportunity to work with film, television, and animation industries in building a next-generation digital media hub right here. This announcement is an important first step in getting there.”

Sadly, the film industry is crying somewhat foul in regards to the changes to this program. Shawn Williamson of BrightLight Pictures was quoted in CBC’s coverage of the announcement as saying “”What they’ve announced is the increase for video games, which will put money into the pockets of the Pixars and Electronic Arts and large video game companies which are based primarily in Los Angeles,” Williamson told CBC News. “Those companies are likely to invest and be happy. Companies like ours who produce and finance our own productions that keeps the wealth effectively in the province didn’t get a bump on the tax credit.”

While I respect Mr. Williamson’s feelings, he perhaps doesn’t understand the long history of Electronic Arts in the local game development culture and the important role the Burnaby campus has played in the growth of our local industry. I would like to direct him to an excellent article in the Georgia Straight. Written by Blaine Kyllo, this article takes a look at BC’s video game development family tree and how the industry has grown since the day Don Mattrick and Jeff Sember released the first Vancouver-developed game, Evolution, in 1982. The global video game development industry, in comparison to the film industry as a whole, is quite young and Vancouver was right there in the industry’s infancy.

Minister of Tourism, Culture and the Arts Kevin Krueger Touring Ubisoft Vancouver

Minister of Tourism, Culture and the Arts Kevin Krueger Touring Ubisoft Vancouver

 

For example, the first documentary filmed in Kamloops dates from 1912, and then during the 1930’s, several Hollywood studios began filming their “Quota Quickies” (today’s “B” movies) in Vancouver. One of the first TV series filmed here was the original Littlest Hobo, which was filmed at Hollyburn Studios in West Vancouver from 1963 through 1965. The point I am trying to make here is that Vancouver, and British Columbia as a whole, has had a presence in the early days of not just one creative industry, but in many.

Going back to Shawn Williamson’s comment about the “large video game companies which are based primarily in Los Angeles” – what he neglects to understand is that there are thousands of people employed in the digital media industry in BC – by small to medium-sized enterprise as well as by the bigger studios such as EA Canada, Radical Entertainment (Activision-Blizzard) and Relic Entertainment (THQ). Small studios such as Fit Brains, who may employ only a dozen people, and medium-sized studios such as Next Level Games, who employ a few dozen people will benefit greatly from this program. All of the above-named studios were producing product long before there any kind of provincial tax credits available to them. They didn’t stay because of a possible video game tax incentive some time in the future. They stayed because BC has talent.

I do have to wonder if Mr. Williamson has ever sat and watched the credits roll by at the end of a video game; just as in film and television production, there are many talented people employed for a game production beyond those who create the characters, build the environments and write the computer code. There are audio specialists, voice actors, office administration, human resources, marketing specialists, video compositors, musicians, motion-capture specialists, story and technical writers and so many more.

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posted in Editorials, Government By: Tami | Print This Post Print This Post

19th January 2010

Meanwhile, on the other side of the century: A Drupal House’s Adventures in Social Media

by 80elements.com

What began as intermittent tweets and a few flickr images has been transformed into a nearly full time job. Social media today is seen as essential for business. The Business To Client broadcast model is dead, many maintain, and conversations between users on forums and facebook pages are becoming the norm. One-way brick and mortar business is simply not enough.  As overheard in a recent social media course, “for many people today, if you don’t exist online, then you don’t exist in real life.” A pretty big statement to make, no doubt, but there is a definite basis for this.

A year ago, a twitter account, a facebook group, and a flickr page were in use by 80elements to increase social media presence – all were set up, but keeping each active was not viable due to a deficit of time to devote to active creation. A solid message is difficult to maintain without this consistency, and so the 80E social media image was blurry.  Today, 80E blogs, vlogs, facebooks, tweets, and updates linkedin along with a real aim towards consistency in time and identity. This shift has created a full time commitment towards social media and has brought the entire team into the mix, affecting each of us in different ways. As a business, especially in web and iPhone app development, if we aren’t active online, we do not exist. Social media time is thus allotted into the production and promotion schedules. So far, so good, but time will identify the true long-term return on investment.

As one can quickly learn from blogs and google searches, the reasons for a business to move into social media are both numerous and necessary. Each business will soon be aiming towards creating online identity through Facebook, twitter, LinkedIn, google profiles, Youtube, blogging and all sorts of other new social sites coming and going. The data and content to pull it off can be staggering. To top it off, it can be very easy to have your content become part of the blur of data that passes us by online. “Every minute, 20 hours of video is uploaded to YouTube.” That is a HUGE amount of data to contend with, and equal to the very viral J*zz In My Pants by The Lonely Island being uploaded 480 times per minute or 28800 times per hour. A unique branding strategy is necessary to keep people interested, and keep your brand visible and searchable online.

Where does all this data go after it’s no longer viral/live? Thankfully for search, it stays online. Like your status updates on Facebook, your data is not deleted from the system – it is merely backed up.  In 50 years, if YouTube continued to receive the same upload levels as current (doubtful as it will of course fluctuate), then J*zz In My Pants could be stored 12 614 400 000 separate times. A twitter update, or an occupation field on LinkedIn, are not that data heavy – if twitter were to have similar data creation rates, in 50 years, this would be equivalent to  4 054 628 571 541 200 tweets of 140 characters. All of it stored, backed up and, in the end, no longer owned by the creator/user.

Personally, if I am approached to work with a person or business, I first look online. If I find little/nothing, it can be a definite hindrance to moving forward. Questions may spring to mind: “why are they not online? What are they hiding? Should I be concerned about this?” and I find it more difficult to make a decision. Indeed, many employers do this with potential employees as well (LinkedIn, Facebook). Which identity is more valid? After finding more information online, my opinion of my real life experience can most definitely be changed. Research and reassess after all, and this comes into play with all identities. In 10 years, the line between online and offline identities will be much less defined, let alone half a century from now.

As social networks expand, our personal data is pulled out further and further from its source.  If you wanted to remove your presence from the internet today, could you? How about in 50 years, when Facebook has shut down (or not) and all that data is still on its servers, owned by someone other than yourself. Remember Friendster, the old ICQ and sixdegrees.com? They’ll remember you. A demand exists for those who want to get out of the game. A successful social media suicide app, designed by developer mobblr_, would delete your online presence but has now been banned by Facebook. Terms of use violation, Facebook asserts. Attempted data loss, definitely.

As a company, this may not be a big issue, but as a private individual, this may be the start of a change in how we interact.

“In 2006, AOL voluntarily released the search data of 650,000 of its users over a three-month period — some 20 million Web queries in total. Although the AOL user name had been changed to a random ID number, one could analyze all the searches done by a single user and deduce who the person was. Understandably, the online community was outraged, and AOL acted swiftly, removing the data and issuing apologetic press releases.” For users, its too little, too late.

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Where will social media be in 50 years? This is a big question and one that requires an answer and major goals to be set. If this is not brought up in the present, then the future design and architecture of our online (read: new reality) world will be out of the hands of those it affects most: the users. These users are people, governments, businesses, and even religions (yes, the Vatican has a Facebook Page).  When/if privacy concerns overwhelm the system, a big shift will occur once again.

In the end, I of course do not have an answer for how or what will happen, but I do assert that if it is not the public that steps forward to maintain its rights to information and to identity, then it will be out of the public’s hands. If I am not in control of my identity, then someone else will be. If online and offline identities are blurred, where will I end up? Where will I exist in the world?

“Web 3.0″ will necessitate a rebellion.

by Ryan at 80elements.com

ryan@eightyelements.com

Feed – twitter.com/80elements

Vlog – youtube.com/ryan80Elements

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2nd January 2010

Goodbye 2009 Hello 2010

I want to wish all of Village Gamer’s readers and friends a very happy, productive, profitable and safe New Year. To those of you who have supported the site with product copies for review and news items, thank you – your support has been greatly appreciated. To those who are still waiting on reviews to be completed – I’m working on it – The Cavechild (who has vowed to get out more in 2010) has been assisting in some areas, and the two of us are working through the backlog to get caught up while Scott is kept busy on the server side of things. I occasionally kidnap some of the volunteer staff from our other site to help out with the chores, and I have to thank them for stepping up to the plate when needed.

I certainly wasn’t prepared for the welcome and success Village Gamer has enjoyed over the past year, and while this is all very good,  I’ve found that my time and project management skills are due for a major upgrade.  These are areas which I will be seriously working on as Village Gamer continues to grow and move forward into the next decade – but I can’t talk about that yet, Orby has me under an NDA and I wouldn’t want to end up like the fireworks he’s found – I’m not really sure just what his joystick controller is attached to, so I’ll have to wait on the sharing of news about Village Gamer’s future.

In the meantime, as we look back on the turbulence of 2009, all of us saw many local studios fade to black as they closed their doors forever. While the resulting talent pool is a boon to the other remaining and opening-soon studios, it was still sad to see the game development landscape go through such a major shift. I can only hope that 2010 will bring a brighter outlook for BC’s development industry, especially as we welcome new studios and production houses – let’s all hope that the closing of studios has ended with the passing of this first decade of the 21st century.

This past year also saw the merging of New Media BC and winBC to become DigiBC. This is an event which I am still not convinced was the best move for a provincial industry association, but I will save that opinion for a later post. The digital media industry has grown in both strength and exposure in recent years – not just in Canada but globally, and as provincial governments now vie to have the biggest studios in their respective provinces, we see even more shifting of the digital landscape. This is one of those times when I wish that our country was more united and willing to work together for the betterment of all Canadians instead of just looking out for their own provincial interests. I am in agreement with those involved with the Canada 3.0 forum – we need a viable national strategy, because the times are-a-changing and Canada, while it’s a big country, isn’t really big enough to successfully maintain a hostile and competitive atmosphere among regions as the digital technology industry matures.

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6th December 2009

Village Gamer Gift List For 2009

Christmas OrbyWith the holidays once again upon us, I’ve put together a list highlighting a few ideas for holiday gift giving. All of the prices listed are suggested retail prices, and do not take into account special retail sale prices. There are many, many great Canadian-developed game titles published every year, what I have listed here is but a small sampling. To search out more Canadian titles, I invite you to browse through the many titles I’ve talked about throughout the year. You can find them by hovering over the Games button to the left, and then choosing to browse either by Genre or Rating.

The easy gift solutions for that hard-to-buy-for gamer include the always timeless gift cards – whether for the Wii, Xbox 360 or PlayStation Network, these gift cards are always a safe bet, especially when you’re worried about duplicate games or “the wrong game” resulting in a less than enthusiastic reception. When giving the gift of game, please check the ESRB game rating to be sure that the title is age-appropriate, and if you are giving a game to a young person who is not living in your own household, check with the parents to see if they approve of the title. The ESRB has recently released a handy (and free) iPhone App so that you can search full game ratings anywhere, anytime.

PlayStation Network Cards have two versions: $20.00 or $50.00 and are good for both the PS3 and PSP. You can also buy game cards, which will allow for the downloading of games directly to the PSP. Check with local game retailers to see what game cards are available. Zombie Tycoon, developed for the PSP and available exclusively on the PlayStation Network, was developed by Frima Studio.

Xbox Live also has two versions: 1400 points ($19.99) or 2800 points ($39.99)
Xbox Live Gold 12 month subscription: $59.99

Nintendo offers a 2000 Points card which is good for either the Wii or the DSi WiiWare Store ($19.99). There are some great Canadian titles available in the WiiWare store such as Copter Crisis (Wii) and Sudoku Challenge (DSi), both developed by Digital Leisure.

For those with iPhone or iPod users on their list, there are always the iTunes gift cards – just remember that Canadian iTunes cards CANNOT be used to purchase items in the App store on a Canadian iTunes store account; it is only good in the iTunes store itself. If you want your gift recipient to be able to shop in the App Store, I highly recommend the Vanilla Master Card. I’ve used them many times and have never yet had a problem with them – something I can’t say for cards such as the MyTreat gift credit cards. Naturally, there are also the store-brand gift cards for EB Games, Best Buy and Future Shop to name but three – check with your gamer’s favourite retailers to see if they offer gift cards. There are also a few subscription games which have cards available for game subscriptions and in-game items.

There are some great Canadian iPhone/iTouch developers with products in the App Store, including Genius Factor Games, IUGO Mobile Entertainment, Big Blue Bubble, PowerUp Studios, No Robots Interactive, Glass House Games, Howling Moon Games, LotusLand Studios, A.C.R.O.N.Y.M. Games, Fuel Games, Cerebral Vortex Games and Tickle Tap Apps for youngsters – to name but a few.

For tech toddlers, I fully endorse Canadian-developed ClickToy The Meadow. This game is wonderful in ClickToy The Meadowits simplicity and encourages quiet story time at the PC with a parent. ClickToy has the ability to lock a PC keyboard so that the child cannot exit the game and wreak havoc in your files. Filled with colourful scenery and soothing music, this game is sure to please even those in the throes of terrible two-ness. Parents can order ClickToy online for both the PC and Mac, or pick it up at Apple Stores across Canada as well as in nine Vancouver-area Zeller’s stores (Lansdowne, Oakridge, Brentwood, Coquitlam, Scottsdale Centre, White Rock, Langley, Abbotsford and Chilliwack). At only $19.99, it’s a great interactive entertainment value.Academy of Champions

My family title top pick is Ubisoft Vancouver’s debut game for the Wii, Academy of Champions Soccer featuring soccer greats Pele and Mia Hamm. Built for one or two players, Academy of Champions is easy to learn and fun to play. Both Story Mode and Quick Play offer hours of endless action, with mini games along the way, as well as skill and equipment upgrades to unlock. Academy of Champions encourages fair play and good sportsmanship initiatives along with a well-designed and beautifully animated game environment. At only $29.99, Academy of Champions is a great buy, and at last check was in stock at Best Buy, Future Shop and EB Games.

Another great game for kids and family is Monsters vs Aliens, developed by Quebec City’s Beenox Studios Monsters vs Aliensfor the Wii, PlayStation 2 and 3, Xbox 360 and PC. The Monsters vs. Aliens video game calls players into action to battle against Gallaxhar and his alien robot army. Taking on the roles of The Missing Link, the macho half-ape, half-fish; the gelatinous, indestructible and always hungry B.O.B.; and Ginormica, the 49-foot-11-inch tall woman, gamers team up with the helpful genius Dr. Cockroach, Ph.D. and Insectosaurus, the 350-foot tall grub to defeat the alien invaders. Players master the unique and diverse abilities of each character as they ooze, brawl, skate, puzzle solve, climb, crawl, jump and race through more than 20 levels on Earth and through outer space.

The musically inclined family will enjoy Guitar Hero Smash Hits, also from Beenox Studios. Guitar Hero® Guitar HeroGreatest Hits is a compilation of 48 top hits from previous versions of the Guitar Hero® franchise, all updated for full band play on Guitar Hero® World Tour. The Greatest Hits releases have been produced from Guitar Hero® master recordings and feature several play modes – career mode, rockstar creator, Guitar Hero® music studio and an eight player online battle of the bands. The playlist is expandable through downloadable content, and has a suggested retail price of $59.99 for the 360 and PS3,  $49.99 for the Wii and $39.99 for the PS2.

For more family play, I also recommend the latest Scene It? title, Bright Lights! Big Screen! One word of Scene It? Wii Versioncaution though, this game is rated “T” for Teen (Drug Reference, Mild Blood, Mild Language, Mild Violence, Sexual Themes). Developed by Montreal’s Artificial Mind & Movement, Scene It? Bright Lights! Big Screen! has enhanced single and multi-player gameplay. Single-player mode tests player speed and knowledge, while multi-player mode allows for a spirited social gameplay experience, perfect for parties and family gatherings. Up to four teams can test their silver screen knowledge with more than 20 different puzzles and minigames across four play modes, providing new and unique ways for Scene It? competitors to engage. Scene It? Bright Lights! Big Screen! is available for the Wii, PS3 and Xbox 360. This title is available at stores for only $39.99.PunchOut!!

Next Level Games‘ remake of the E10 rated Punch Out! is another great family title that will get everyone into the virtual ring. Gamers can use either the Wiimote system or the classic controller to battle their way through the ranks, Players will find familiar names like Glass Joe, King Hippo and trainer Doc Louis. Next Level Games has brought the Punch Out characters back to life again with cell-shaded 3-D visuals, complete with hilarious fighting animations and back stories that capture all the fun and flair of the original Punch-Out!! games.

Where's WaldoWaldo has gotten lost in game land, and game creators Ludia invite players to immerse themselves in “Where’s Waldo? The Fantastic Journey” – the ultimate search-and-find adventure for the entire family. Players can explore the unique and wondrous lands in search of Waldo, his friends and other hidden objects.The game is now available for the Wii™ system from Nintendo, the Nintendo DS™ system, Windows-based PC and Mac at North American retailers. Ludia has also developed such titles as Hell’s Kitchen, The Price Is Right, Press Your Luck and Family Feud.

Sports fans have a whole field of Canadian-made sport titles from EA Sports, including such worldwide hits as FIFA 2010, NHL 2010, Fight Night Round 4. All of the EA titles are available on a variety of platforms – check each game’s link to see if it’s available for your platform.

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8th October 2009

The Other Side of the Coin Part 3

OrbyWelcome to Part Three of our look at Canadian women who game. This section will probably interest those of you who are developers the most and give you some clear insight about these gamers’ thoughts about the products you develop. If you missed previous entries for this series, you can find them here:

The Other Side of the Coin Part One and The Other Side of the Coin Part Two

Today’s installment will look at the benefits we gain from gaming, how we choose the titles we do, and what we’d like to see in the games we play.

Probably one of the most foremost reasons for gaming is the entertainment factor and the escapism many of us seek when we game. That said, as gaming becomes more and more social with multiplayer components, forums, groups and events, gamers are able to enter new worlds of possibility with their games. Without a doubt, one of the most-mentioned gains achieved through gaming was the social aspect, as shown in the replies below.

Question: What do you feel is your greatest gain from being a gamer (friends, community, challenges, learning)

Rachel: Definitely making new friends, and being a part of a community, but also gaming has really forced me to think differently. There’s a lot of thinking outside the box that goes on in games and I like that challenge.

Annette: I feel that the gaming community is one of the best out there. So many of the communities out there work well together and have great people.

Megan: Probably the community. I’ve benefited a lot from the gaming community, particularly GamerchiX. I’ve met a lot of great gamers and have learned a lot around the GamerchiX forums.

Chloe: Oh man, toughest question yet. Friends and community are definitely among my top gains. From my clan, I have some amazing girl friends I NEVER would have without having met them through gaming, and I have learned an INCREDIBLE amount about leadership and the challenges that come with it from the same sources at times! My best friend and I would never have met without gaming, and I can’t imagine my life now without his influence and seemingly unending ability to listen to me rant. Community is so huge though, I think it’s got to be the #1. Because it’s a result of this community that I have these experiences, that I have these friends. So having been a part of PMS Clan and helping to build the community of the GamerchiX was super important to me.

Jenny: I think the greatest gain is the ability to interact with the online community. I’ve met some really great people on Live, and it’s a blast playing with them all.

Lee: Friends and community.

Jen: I love the social aspect of gaming. I’ve made so many friends from playing on Live, some of which I feel closer to than my “real life” friends. I love sharing the sense of accomplishment of finishing a game with a co-op partner, working your team to reach that objective point, or finishing that instance with your guild. It really does enhance my gaming experience. Read the rest of this entry »


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6th October 2009

The Other Side of the Coin Part Two

OrbyIf you missed Part One of this editorial, you can read it here.

In this installment, the ladies and I will be discussing gaming and families, being a gamer parent, competitive gaming and “gaming in a boys’ world.”

Our first area of conversation today will be regarding our families and video games. It’s no secret that in some families, video games are considered to be a waste of time and a bad influence; I’ve experienced that within my own family, often to our own amusement. Those who know me know that I am not one for jewelry and trinkets. My tastes are simple. I like computers, games, books and photography. My sister-in-law likes trinkets. Expensive trinkets. Two years ago, Scott bought me the Legend of Zelda limiited edition gold DS Lite for Christmas. When we were at my parents that morning, my sister-in-law was happily showing me the latest diamond and gold trinket my brother bought her for Christmas. I just as happily pulled my shiny new DS out of my hoody pocket and said “Here’s the gold I got for Christmas.” She looked at me, completely aghast, and said “You wanted that?” I replied with “well, yeah.” Plus, I have to give Scott a lot of credit – he supports my gaming activities, and has often heard the “yes, I’ll be up to bed in a bit, I just want to finish this mission. And the next one…and the next one…”

To find out about other gaming families across the country,  I put these questions to our focus group: Do you game with family members and does your gaming cause friction in the family?

Rachel responded that for her household, the majority of their family members have no problem at all with video gaming, as most of them enjoy watching game play, however there is one cousin who feels that video games are evil. He considers Rachel and her husband to be losers and bad parents, especially as they permit their son to play and often play as a family. Megan also grew up in a family that has no problem with gaming. She stated that the only time there were problems was when she and her Dad stayed up too late playing. Allyson doesn’t game with family members other than her fiance’s younger brother, but her being a gamer doesn’t cause any problems with relatives.

While Chloe doesn’t have any close relatives who game, she does play with her boyfriend and his son. While she was still living at home, she would have disagreements with her Mom over gameplay, but these days the only conflicts are when there is a single copy of a game in the house and more than one person wants to play it. I can relate to that in a big way. We have been a two-360 house for about a year now, and sometimes problems arise when there is only one copy of a game. I finally went and got a second copy of Assassin’s Creed because I got tired of rescuing it from the Cavechild’s domain.

Being a night owl, Jenny tends to game late in the evening; her husband isn’t a gamer, but she’s still coaxed him into playing a few tunes on Guitar Hero. Her parents introduced her to gaming with the Atari 2600, so there wasn’t a problem in her house when she was growing up.  Lisa’s family doesn’t have any problems with the playing of video games, and they often compete in the LIPS karaoke game. She does say that her sister can get quite competitive, though. Jen games with her daughter, and the only conflict which arises within her family is that they think she spends too much money on her hobby.

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5th October 2009

The Other Side of the Coin Part One

The first installment of a multi-part editorial look at gaming.

The world of video gaming has seen a mass exodus over the past few years, leaving the darkened Canadabasements and exclusive realms of the geeks to become a primary form of personal entertainment around the globe and across generations. The industry has also seen a big shift in demographics, one which many of the big boys in the industry barely gave a second thought to just a few short years ago. What has caused this big change? The answer is simple – girls game too. Guys who game know this, and many developers know it, yet girl gamers remain somewhat of an anomaly in the industry, and while the majority of game developers have been focusing on the young adult male audience, the girls have been moving in on the flank and kicking boy butt.

Over the past year we have seen the game industry redefine the long-standing terms of casual and hardcore play. There has been a distinct blurring of the lines between these definitions, and it is no longer a stretch to say that even those who play games in the casual genre can be considered hardcore gamers. Personally, I think that if there must be definitions and lines, then it is far easier to label gamers as either casual or pro, because even those who play games which fall into the “Casual” genre can be considered hardcore.

GamerchiXSome will argue that putting this focus on girl – or women – gamers will do more harm than good. There have been many, many features written about female gamers in general, some arguing that clans and groups are purely in it for the attention and the money. Certainly there are some companies who may, to some extent, be considered to be exploiting the whole female gamer/sex sells marketing aspect with such groups as the Ubisoft sponsored American clan Frag Dolls.  Using female appeal to sell products is not a new concept, and it was well established long before the formation of Frag Dolls, The CaveGirls, Team Foxy, DSO, or even the PMS (Pandora’s Mighty Soldiers) clan. The point is not exploitation of females and their marketing value. The point is that we are gamers, and just like the males who are the primary target audience of many game developers, we spend our hard earned dollars on the games we like to play – and at least in my focus group, these don’t include Barbie Princess or Charm Girls.

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2nd September 2009

How to work with an Audio Provider 101

I speak to this from my own experience, and hope that it may be helpful to other audio designers and game aficionados all around.

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Audio is an integral part of a video game. In fact, even a simple score can create a very large impact. Take the classic: Space Invaders. The music is 4 tones, but is considered by many to have one of the most successful scores.

1978
Space Invaders
Midway imports Space Invaders from Taito. A great example of simple, effective sound design, Space Invaders owes a large part of its appeal to its menacing, paranoia-inducing soundtrack. Not music per se, the thumping audio track actually accelerates in tempo as the enemy invaders draw nearer (and move faster). The effect: sweat, panic, and increased blood pressure in a generation of gamers.
From “A History of Video Game Music” on http://www.gamespot.com/features/6092391/p-2.html
As the music speeds up, so too does the heart rate of the player; this is so much so, that if one plays Space Invaders with the TV on mute,  s/he will find the game to be much easier. (give it a try! PLAY HERE).
Clearly audio has a great role to play, even on the most basic levels. Audio plays a very visceral role in game immersion and great audio will enhance your game, bringing it to the next level.

So now that the WHY is covered, we will move on to the HOW.

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Using an in-house audio provider will surely create a tighter product as the audio designer is involved in and surrounded by all aspects of the game. Of course, budgets do not always allow for in-house audio, and so many game companies choose to farm out the audio to a wide slew of providers of which I am one.

From environmental sound design and SFX to custom compositions and interactive scores, there are many types of audio assets that will add to a game. What all these types of audio have in common is they are all best approached through the five guidelines below.

1) Bring the audio designer into the game development cycle early.

Audio is often thought of as something that can be dropped in last minute, and as an audio person myself, I can often tell this to be the case when playing the finalized game. If the audio provider was brought in early, s/he can give many creative ideas of how to use the audio in a game to not only react to the game, but even advance the story (such as interactive music that gives feedback to the player letting them know they are moving in the right direction). If the audio designer is made aware of the story and game mechanics nearer to the beginning of the production cycle, a more interactive, interesting, and polished sound track can be created.

2) Relate some examples of what you like via links/samples.

Producers, programmers, artists and audio designers are not always speaking the same “language.” If a producer is looking for a sound to be more “sad“, I can easily modify the sound to be so; yet, descriptions are not often that simple. The complications arise when words of more depth are thrown around, or

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24th August 2009

Mike’s Favourites

OrbyAldergrove – The cavechild has picked his Top Ten Favourite Xbox 360 games to play – to date – I’m sure this list will change as new titles are released. I would’ve liked to have seen more Canadian-made games in his Top Ten – there’s certainly more in my Top Ten Picks, but this isn’t about my list, it’s Mike’s Picks. To see and hear what he has to say, watch his video commentary:

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