Archive for the ‘Scotland’ Category

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Codeplay Nominated For Scottish Business Award

07/02/2012

Codeplay is one of the games industry’s more mysterious companies.  You may have heard the name, but few people can state with confidence what the company actually does.

Which is a shame because Codeplay is one of the most technically sophisticated companies in the industry and has been pushing the outer limits of the cutting edge for over ten years now.

To put it simply, Codeplay creates, tests and optimises compilers for very large companies which make devices like games consoles or mobile phone handsets.  The company’s list of projects, clients and successes makes the phrase

The company is also now working on software to help developers squeeze more out of their games and increase performance from Artificial Intelligence (AI) and in-game effects, without increasing the load on the hardware’s main processor.

In addition, Codeplay is also a member of a European-funded syndicate looking into the future of graphics and lower power graphics processing.

If this sounds rather complex, it is.  Codeplay works on incredibly advanced and sophisticated projects and has more brains in-house than the rest of the Scottish games industry should it be gathered, pressed, blended, strained and distilled into a delicious concentrate.

Now Codeplay’s hard work is being recognised.  The company’s new Offload technology, which is used in Eutechnyx’s new online NASCAR game, has been nominated in the Scottish Business Awards.

The awards ceremony take place later this month, so there’s a good chance you may be reading more about Codeplay in these pages in the near future.

In the meantime, Codeplay is hiring AND is always keen to speak to seriously smart people.  If you’re interested in making the future of gaming actually come true, then you could do a whole lot worse than give them a call.

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Cobra Tantalises With Coming Soon Creative

31/01/2012

Whatever will they think of next?  Cobra has started promoting a forthcoming game – BEFORE IT’S EVEN RELEASED!

Their so-called promotion will be looked upon by the wider industry with the greatest disapprobation and their concept will be stolen, pirated and released upon the lawless streets of the world before they can draw breath.

Will it be mobile?  Will it be online?  Will it be social?  What genre is it?  THEY DON’T SAY!  There’s literally NO information there.  It’s like the expect people to GUESS or actually wonder what they’re up to.

It’s IMMODEST and crass.

It’s clearly madness!

Looks very nice though.  Count us as impressed.

(Oh and the rest of you.  Yes, you lot.  This is a GOOD idea…)

 

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Quarrel Vs The Games Industry.

25/01/2012

Reproduced in whole, thanks to it being pretty much awesome.  A celebration and a challenge.  After the entire games industry told Denki that Quarrel wouldn’t work on console – can we make it a hit?  They deserve it, it’s a damn fine game.  Throw your weight behind this, please.  Buy it, share it, tell people it’s worth it. Let’s make things better for the indie studios and the creators.

Now go leave a comment on the Denki blog and tell them well done…

Today is kind of a big deal for Denki as it’s the day Quarrel finally launches on Xbox! If you’d rather stop reading at this point and go grab it from Xbox LIVE for only 400MSP I won’t be the least bit offended.  No, really, go right ahead! :-)

Still with me?  Well, in that case you might be interested to know it’s more than four years since the initial “Eureka!” moment, and more than two years since the game was fully finished and ready to launch.  And, in case you haven’t already heard, getting this game launched wasn’t exactly a smooth ride for us.  To give you some idea of how not smooth let’s just say it was rejected by almost every games publisher in the world.  Sometimes twice; occasionally three times.

And not because their game acquisition teams didn’t recommend signing it you understand, oh no.  Almost without exception every acquisition team we showed it to thought it was a certifiable, bankable HIT – just as we did.  The problems only started once they’d passed Quarrel up the decision tree to their finance and marketing teams – the bit more commonly known as “The Industry“.

“This game is fundamentally broken – how can I possibly win with only 3 letters when my opponent has 8?”;  “We could never sell this because it’s English language only”; “It looks like a kids game, but it’s way too hard for kids” and everywhere (trust me – everywhere) in between.  We heard the same justifications for passing on it over and over again ad nauseam.

However, one signal came through clearer than any other among the general noise of reasons why Quarrel wasn’t for them, and that was this: “Gamers don’t buy word games”.

Really, I thought?  That’s odd, because I’m a gamer, and I’d definitely buy a word game.  And most of my friends and colleagues are gamers, and I know they’d buy a word game.  In fact almost everyone I know is a gamer; I’m sure most of them would buy a word game.  And even the many hundreds of people who played the game during its development said they’d buy a word game.  Providing it was good of course.  So are you absolutely certain gamers don’t buy word games?

Yes.  Yes they were.  Definitely.

So who’s right then: Gamers like myself? Or the Games Industry?  Well, Wednesday January 25th 2012 is “The Day Of Reckoning”.  It’s Gamers vs The Games Industry, and one of us is definitely wrong.

My money is (quite literally) on The Games Industry being wrong. I remain convinced that Gamers know a good game when they see one and will happily invest in it – even if does involve making words instead of headshots.  That certainly seems to be the case if thereaction to the iPhone version is anything to go by anyway, but maybe console gamers are different? What’s most exciting is that we don’t have to wonder or debate much longer because we’re actually going to know the answer soon enough.

What we’d really appreciate though is your support in proving “The Industry” wrong on this one, and there’s two ways you can help ensure victory for Gamers everywhere:

* First is obviously to buy a copy of the game (or four – it’s only 400MSP and supports up to 4 player online multiplayer, so why not gift some points to a few friends who are always kicking your arse at CoD and see how clever they are when it’s about words rather than guns?);

* Second is to tell everyone you can about the game.  Seriously – discovery remains thesingle biggest challenge facing original games these days by far.  I usually assume everyone else already knows about whatever great games I’m enjoying by the time I’ve discovered them, but it always surprises me how often that’s not the case.  So pleasetake time to tweet, blog or whatever else you can do (however small) to help us spread the world about Quarrel – it all makes a difference.  Reference it in your latest film, tell your MP how disgusted you are at its nefarious pseudo-educational undertones, slag it off for not being CoDdespair at the number of obscure or overtly Scottish words it has in its dictionary, rage at all the rude words you can make when the parental controls are off, write a song about it – anything – so long as it helps spread the word!  Whatever helps people to hear about it and not simply ignore it would be most welcomed by us.  Particularly as Microsoft seems to have gone out of its way to relegate games to an afterthought in the most recent redesign of the Xbox dashboard.

Lastly, Quarrel’s come a long, long way since it first appeared looking like this, and has taken a lot of effort from a lot of people to see the light of day.  So a huge THANK YOU again to everyone who has contributed to Quarrel along the way.  There’s a hell of a lot of you, far too many to list here, but whether you pitched the original idea to Dragons’ Denkiback in 2007, filled in a questionnaire at Carronade in 2008, or saw the whole thing through from start to finish in 2012 you have my sincere and eternal gratitude.  You’ve all made Quarrel in to what I consider the best game I’ve ever had the honour of working on – and that’s saying something, as I’ve been lucky enough to work on some great ones.

It wasn’t the easiest journey to get here, that’s for sure.  There were many times when it would have made far more sense to throw in the towel and get on with making another dual-stick shooter or match-3 game.  But for whatever reason we just couldn’t bring ourselves to give up on Quarrel.  After all, as Zaphod Beeblebrox would say “Hey this is terrific. It means we really must be on to something if they’re trying to kill us!” :-)

We’re all very proud of the Xbox version of Quarrel – the iPhone version is great too of course, but it was originally built with XBLA multiplayer in mind.  We believe that’s whereQuarrel moves from being a good game in to being a great game.  But ultimately, regardless of what those of us who made it might believe we have to leave that for those who play it to decide.  Something we’re only too happy to be able to do at long last.

We hope you like it as much as we do.

See you on the leaderboards!

Colin.

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2011 in review

02/01/2012

What a year!  The WordPress.com stats helper monkeys prepared a 2011 annual report for this blog.  2012 promises even bigger and better things for Scottishgames and the whole culture of making games in Scotland…

Here’s an excerpt:

Madison Square Garden can seat 20,000 people for a concert. This blog was viewed about 65,000 times in 2011. If it were a concert at Madison Square Garden, it would take about 3 sold-out performances for that many people to see it.

Click here to see the complete report.

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Farewell to all that…

24/12/2011

Have a very Happy Christmas, readers.  We’ll be posting over the holidays, but would like to thank you all for flying Scottishgames.net in 2011 and look forward to your ongoing patronage in 2012.

Till then have a lovely holiday, complete with presents, mince pies and much love.

Brian…

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Free Games

22/12/2011

It would seem that the generosity of spirit, love and compassion which the games industry is famous for, is shining out like a beacon for Christmas 2011.

A variety of developers have provided promo codes for their games to say Merry Christmas, Happy Holidays, or more ecumenically, have a lovely couple of weeks off…

Here’s the rundown of companies, games and codes for your pleasure and delight:

Cobra

iBomber (all iOS) top game
N3H7HLYPFKWP
4M9F4PRRPRMX
R7PLFENY97TT
TXARPRN34L7T
LEFKJ64APFYX

Fore! by Cobra (all iOS) top sports sim
7MRWTWFLAM7K
6LTXXFJYLW6T
XNNF943NPJEL
LA33AWM6H9EF
Y3T377H9EFHL

Low Grav Racer 2 HD (iPad only) top racer
EKRRJRFXTM6N
7P46H3NWL3FN
H9K4MAFTAYET
YNRLWARWK7E7
N4ATTENJJ4LL

Sport Agent (all iOS) – top touch and tap
R3ENJJJKLEA6
33JW9XMMH9R3
M3PFWNF6NAYP
MPW9PN4RLMP3
ERJPLTXKLYJX

Danger Derby (iPad only) top down racer!!
AHYFPN9R347T
KW63TFLXMLA7
PRFXLMRHM4RE
7F9JXTFHPAJ4
H74WXN6EM99E

Pixels On Toast

Kick Flick Football (iOS)

69EHW3J4KWPN
46Y4PXJTKJXL
NEXF7647XF4K
KFHKHMTFM477
NRT6YLNYJL7W

Blazing Griffin

The Ship (Steam)

GLF8D-4VDED-Y2CX0
8EFCA-EL0PC-4D2MH
Q4YY8-BQWYB-HNV4Y
0KQN4-P3J9X-VTLLH
357HZ-IZDG0-RFB8T

Lucky Frame

Pugs Luv Beats (iOS)

7FPJYMHFRA3F
736WYKA6YFA4
KTWXPEN6P64T

Daniel Parker & Geoff Gunning

Fireworker (iOS)

H3AEPKHAKRJR
N739AR7A94R3
LFPTLREFP9J6
T9TYMNJYY7W6
WF3K3PK9WEP6
NXNRHEMKE4PP

Chunk

Snowball (iOS)

Free for Christmas

Tag Games

Funpark Friends (iOS)

Free For Christmas

 

A HUGE thank you to all of the companies who have contributed codes, links and love.  Even bigger thanks to Kevin Ng from Pixels On Toast who started the whole thing.

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Cereproc Granted Patent For Emotional Speech Synthesis System

21/12/2011

It may be heading rapidly towards the end of the year, but the new keeps on coming, like endless waves of informative zombies towards an isolated mountain hut.

You may not have come across Cereproc before, but the Edinburgh-based company is a leader in speech synthesis and text-to-speech systems.  Now, the company’s emotional speech synthesis system has been granted a patent, giving Cereproc a huge advantage in the rapidly evolving market.

Cereproc is the company behind Roger Ebert’s synthesised voice, which was created for the famous film critic after surgery for thyroid cancer left him mute.  Cereproc recreated Ebert’s voice from hours of interviews and recordings.

Cereproc’s aim is to bring more natural sounding and emotionally realistic voices to markets including the entertainment and interactive sectors, as well as health care and augmented reality.

According to Chris Pidcock, Cereproc’s chief voice engineer:

“One of our core aims is to create voices that are authentic and full of expression – and emotion is a part of this.  We believe that higher quality, more realistic voices will increase the uptake of text-to-speech technology, and open up new markets to us.”

“In addition to our other ongoing projects, we are currently working with Augmentative and Alternative Communication (AAC) providers to add emotional TTS to the voice output of their devices. The prospect that these joint ventures could result in enabling people with serious neurological conditions such as Motor Neurone Disease or Cerebral Palsy, to speak with emotion, and in some cases for the first time ever, is really exciting. That is something which the team is truly proud of,”

You can find out more about Cereproc and the company’s advanced speech synthesis technology on their website.  Or follow them on Twitter.

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Channel 4 Appoints Colin MacDonald As New Commissioning Editor for Games

16/12/2011

Just hit the newswires:

Channel 4 announces the appointment of Colin Macdonald as its first Games Commissioning Editor. He will be based in Glasgow and report into Convergent Formats Commissioner Anna Cronin.

Macdonald is a respected and pioneering figure in the gaming industry and has worked on some of the most innovative titles of all time including Lemmings, Grand Theft Auto and Crackdown.

In this newly created role Macdonald will act as Channel 4′s main point of contact for gaming companies and will be responsible for commissioning games that complement TV shows and projects that have the potential to cross over to TV.

Head of Channel 4 Online Richard Davidson-Houston said: “Colin is a brilliant addition to the team. This appointment is another step towards becoming a partner of choice for independent creative voices from a range of disciplines and from around the UK.”

Convergent Formats Commissioner Anna Cronin said: “I am hugely excited that Colin’s joining Channel 4 in this newly created role. He’s a class act, with acres of gaming experience including working on some of my favourite games. I couldn’t imagine a better creative talent to be championing games for Channel 4.”

Colin Macdonald said: “I’m delighted to be joining the team and tremendously excited by the possibilities for gaming within Channel 4. I am very much looking forward to working with the UK’s finest in games development talent to build on the great work that’s been achieved so far.”

Macdonald entered the games industry in 1990 as Software Manager of SAM Computers Ltd, the manufacturer of the last British home computer. Following that experience he founded and ran a small games development and publishing company bringing around twenty titles to market, including licences of Lemmings and Prince of Persia. He joined DMA Design in 1997 as Producer on the multi-billion dollar generating Grand Theft Auto franchise. Then helped found and was Studio Manager of Realtime Worlds, where he helped raise over $80m in investment and oversaw development of the two million selling, BAFTA-winning game Crackdown.

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Proper Games – We’re Jamming

15/12/2011

Breaking news this morning.  The extraordinary posse at Proper Games are having a festive games jam.  The company has split into SIX competing factions or TEAMS, who will now do battle to design and develop a brand new GAME in a matter of mere hours.

Proper has created a Facebook page, which will chronicle the progress of the TEAMS across the course of the DAY, with progress reports as AND when stuff HAPPENS!

We wish all of the teams the very BEST of luck with their projects and will of course carry ANY and ALL results, as and when they’re passed our way, along with a nice QUOTE from Mr Sinclair.

Go see what’s happening…

 

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BAFTA New Talent Awards – Call For Entries

09/12/2011

Hot on the heels of the BAFTA In Scotland awards, the BAFTA New Talent Awards are now open for business.  This competition is aimed at students and developers working on their first project.

There is a specific games category, which is open to games on all platforms.  Entrants can be part of a larger team, but are asked to respect the spirit of the ‘new talent’ part of the awards.  As the website puts it:

In addition, individuals entering the awards must be either students or emerging professionals working in the relevant field for the first time. Please note that there is no age limit to entry into competition but non-student entrants must be genuinely first-time practitioners. Due to the collaborative nature of creating work BAFTA in Scotland appreciate students/first-timers may work alongside more experienced crew, however we ask that submissions be made in the spirit of the New Talent Awards, and to uphold the integrity of these awards BAFTA Scotland reserve the right to make further checks to ensure eligibility. Individuals entering the awards should be Scottish, resident in Scotland or a student registered with a Scottish institution.

Entries are £20, or £10 for students.  Work does not have to be commercially available, but must have been completed between the 1st of January and 31st of December 2011.

You can find the entry guidelines, criteria, costs and submission details on the BAFTA website.

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