They call themselves The Quantum Astrophysicists Guild, and they’re four guys based out of Seattle. “I started the company years ago, during the development of my previous game, The Bridge, says the company’s founder Ty Taylor. “I met the artist of The Bridge, Mario Castaneda, in university, and we’ve been working together since (he made the art for Tumblestone as well). For Tumblestone, I brought on two engineers, Alex and Justin, who I met while working at Microsoft”. Working on the current projects, the team doesn’t abandon their previous creations: The Bridge is getting released for Nintendo Switch, while Tumblestone is becoming a competitive game.
“There’s a long story of just talking about industry things in a very casual manner with no real common action points. But then it just happened: both Defold and Corona were into doing an online game jam”, says King’s Evangelist Oleg Pridiuk. This competition started at the same time as Ludum Dare, but is still ongoing till October 1st (and yes you can apply!) – and is of those rare cases when middleware companies targeting the same audience decide to join efforts for good.
The programming language of Lua happened to be the unifying force for the two engines. “It’s all about exposure. We loved the idea of this gamejam because Lua is a great language that needs more exposure, and for Corona Labs, not enough people understand how awesome our instant-update simulator and live builds are for quick development iteration,” explains Julie Shmyrova, the Marketing Director for Appodeal (that acquired Corona earlier this year). The two engines representatives share some insights on how to make the most out of their respective software in the time- and resources-restricted reality of a gamejam.
Diana Platonova is the Business Development Manager at MyTona, an international free-to-play games developer and publisher, where her main goals are increasing MyTona’s business growth and widening its branding. In her Casual Connect Asia talk Diana shared tips and tricks of bringing a Hidden Object game to Top 20 Grossing, with the example of MyTona’s title Seekers Notes: Hidden Mystery that climbed the chart up to Top 20 Grossing for US iPad. One of here tips was: “We target offers by special filters, so that each player gets what’s most suitable for them.”
A hero named Black, an ice-cold mercenary and hired gun, wakes up to discover he has lost memory. Under the guidance of his anonymous captor, ‘Red’, Black embarks on a form of treatment, facilitated by a unique technology – a headset that allows the user to relive their memories and experience them again in the present. This is how the creators describe the Get Even game, that will be out on June 23rd. As the sound in the game is tied to gameplay, and makes a great part of it, in charge of the soundtrack was Olivier Deriviere, known for music for Assassin’s Creed IV: Freedom Cry, and Remember Me. The Farm51 team of Get Even’s devs went even further to create an immersive experience, and used the Auro-3D plugin of the Audiokinetic WWise engine. This audio format delivers a full three-dimensional sound spread capable of reproducing natural acoustic space. Their director of Creative Entertainment Division of game Iwan De Kuijper explained more on the technology, while the producer for Get Even Lionel Lovisa shared more details on the game’s production, and Olivier Deriviere told more about his vision of Get Even soundtrack.
Is there life after gamedev? While numerous people ask about how to get into the games business, some use it as a kickstart for their careers, eventually ending up in other industries. Like, for instance, Robin Kiera, formerly an in-house consultant for Goodgame studios, Casual Connect speaker, and then project lead at an insurance company.
Robin is now experiencing and documenting how gaming industry experts can help traditional industries to introduce fast, sophisticated, customer-centric products, services, and business models. “Or they can join startups and challenge traditional players”, he says.
Bringing back to life game series that have been appreciated but slightly forgotten is what the Kalypso Media company does as a publisher. They’ve previously worked with Tropico, and recently teamed up with the Hungary-based Kite Games to create Sudden Strike 4, the newest installment in the fan favorite World War II real-time strategy series. Here Christian Schlütter, the game’s producer, sheds some light on the what it’s like to honor an established brand while making an initially 2D game in 3D, and going to the console platform.
“Naturally, we are aiming to revive the series with Sudden Strike 4, but it is a full-fledged and completely new entry in the series – not a remake”, Christian explains. “We are looking to Sudden Strike 1 and 2 for inspiration, and will be evolving the gameplay from that core experience.”
A director, 2 programmers, an artist and a musician – they’re all from the team of 5 students from Ajou University in Korea, who made the puzzle game of Alice in Cube that would challenge even a seasoned puzzle games player.
“The reason why I created this team was so simple: I just wanted to make games. I was seeking for friends who were passionate about games, like myself, and four months later I finally found them all”, says director and project manager Kim TaeWoo.
GameMaker, the popular tool for both beginner and experienced devs, has finally got an updated version, GameMaker Studio 2. Revealed shortly after GDC 2017, the updated engine has a new look as well as features, including layer-based level editing that makes it possible to create more complex visuals with backgrounds, tiles, instances, assets and paths. Also, now there’s level inheritance – to create multiple levels at once, as well as an advanced tiling system that automatically selects the right tile for the job. At GDC 2017 Gamesauce got a chance to see the new version of GameMaker being shown by YoYo Games’ CTO Russell Kay, and to find out more about the popular engine.
As Head of Global Business Development for gumi Inc, one of Japan’s leading mobile gaming companies, Masaru Ohnogi oversees their strategic business partnerships around the world. Most people know gumi for their successes in mobile games, such as with Brave Frontier, Phantom of the Kill and Final Fantasy Brave Exvius. Over the past year, gumi have expanded considerably into VR by co-founding a $50 million VR fund called The Venture Reality Fund with partners in the Silicon Valley, which focuses on seed or early stage startups. In their session at Casual Connect Europe 2017, Nogi showcased the company’s achievements within AR/VR as well as provided the opportunity to take a peek into the current and future trends of VR in Asia and the world.
Jelly Button Games co-founder and CTO Ron Rejwan started learning to code at the age of 12 aiming to build games, and has been interested in it since they remember themself. At the age of 18 they were drafted to the ISR army as elite army programmer.
In 2011 Ron founded Jelly Button together with 4 co-founders, and since then has been the company’s CTO. While The Jelly Button team agrees game creation is based on feelings and instincts, they prefer playtesting at early stages to validate it. In their Casual Connect Tel Aviv Ron Rejwan explains their approach to playtesting and prototyping, and shares the tips and tricks one needs to know to follow their footsteps.