Monday, January 17, 2011

Hot Information For This Day


Developer Reflections 2011: Twisted Pixel On Comic Jumper

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[Development teams can be tens of people strong, or sometimes they can be just one guy barely out of school. There's still so much to learn about development, so we contacted developers across the gaming landscape to ask them what they enjoyed about the last year, what was the most troubling, and what lessons they'll be bringing into 2011]



Twisted Pixel has been a big part of the Xbox Live Arcade with The Maw and 'Splosion Man doing big sales. 2010 was all about Comic Jumper, their most unique and challenging game yet. We spoke to Michael Wilford about what he's learned in 2010, and what he intends to work on in the future.



What were you most happy with during the development of your games?



We released Comic Jumper in 2010, and we tried something new that we hadn't really done before, which was to bring in writers and professional voice actors to tell a bigger story and hopefully add some spoken comedy. Going into it, we were worried about how it would all come together, but without a doubt I have to say that it's what I am most happy with. The writers Matt Entin and Ed Kuehnel were fantastic, and the actors went above and beyond to make a downloadable title sound better than a lot of big budget triple-A retail projects. I'm super proud of the game and still laugh when I play it.



What were you least happy with, in retrospect?



With all the audio and writing and the four distinct comic book art styles, we always knew Comic Jumper was going to be a big game, but it ended up being even bigger than we anticipated, so the project took longer to finish than we had hoped. Also, we set out to make the game play like Gunstar Heroes, but we could have done a better job at making it more accessible to players that don't know what Gunstar Heroes is and how it's different from a lot of shooters today.



What is the biggest lesson you're going to apply to the next game you make?



I want to find a way to make our games something that people can keep coming back to in order to find something new.



[You can pick up The Maw and 'Splosion Man for 800MSP each, and Comic Jumper for 1200MSP]





a Life of Picasso

Whats Cross-Bitting? HyperDuck Interview Sound Tips for Devs, Dust: OST Preview

Interview with HyperDuck, audio designers behind XNA Dream.Build.Play winners ARES and Dust. The interview experiments with a soundcloud for readers to hear HyperDuck's work. A preview OST sample of Dust is included.

Living Cells Used to Create 'Biotic' Video Games

ScienceDaily (Jan. 14, 2011) The digital revolution has triggered a wild proliferation of video games, but what of the revolution in biotechnology?




is Natalie Portman Pregnant

Latest UK Charts, W/E 16/01 Black Ops goes top, DC Universe enters top ten

M2G Writes:

Activisions Call of Duty: Black Ops has returned to the top of the UK all-formats charts this week amongst competition form FIFA 11.

The Last Express is Now Available on Modern PCs

Back in 1997, Prince of Persia creator Jordan Mechner released The Last Express, an ambitious adventure game that few people know of today. Ask its fans though (such as Gamasutra/Idle Thumbs contributor turned Irrational Games employee Chris Remo) and theyll most likely tell you its his best game and one of the best adventure games of all time. And while its great to learn about great, old games you may have missed, The Last Express hasnt been easily attainable or playable on modern PCs.



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