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.
Overkill VR is a result of cooperation between two teams: Game Troopers & Starloop Studios. Game Troopers is the official publisher of Overkill VR, managing promotion, marketing and distribution. Game Troopers is also an experienced publisher in mobile gaming, with a strong background in the Windows phone & Windows PC markets. While Starloop Studios is a multi-platform studio formed by developers and artists. Starloop has had many successful projects on different platforms, including PS3, PS4, Xbox 360, Xbox One, PC, mobile, VR, and more. This experience gives Starloop a unique perspective on game development in different environments and, as the devs state, increases their potential for success.
Starloop’s biggest title to date is Make it Rain – The Love of Money, a mobile clicker with more than 20-million downloads across its three platforms, Android, iOS and Windows phone. These are the teams that created Overkill VR. Here’s how it happened.
The contestant to represent Game Industry Conference from Poland at Indie Prize Berlin 2017 is Immortal Planet, an isometric action RPG for PC and consoles, created by Tomasz Wacławek, a developer already known for publishing RONIN in 2015. He was chosen by Game Industry Conference, whose chairman Jakub Marszałkowski also shares an overview of Polish gamedev industry.
By Bobby Patteson, CEO&Founder of Highcastle Studios
Turns out that making an indie game is somewhat like the process of brewing a good beer. Through a series of tedious steps, water and malt are transformed into the beverage that is commonly consumed after a good old Canadian hockey match. My name is Bobby Patteson and my latest game Beer League Hockey has been fermenting for the past two and a half years. After being brought back from the dead on several occasions this pugilistic sports game has eventually found its way on iOS and Android.
“We’ve wanted to do our own gamejam for a while”, says Alexander Misilevich, the community manager for 4ILab dev team from Belarus. Gamesauce readers might remember them as creators of Time of Dragons, the online multiplayer 3D shooter where you fly a dragon and battle, now also in VR.
Exploring more of the VR space, the team decided to organize a hackathon before the New Year holidays so that they could celebrate afterwards. They set up a goal: make a game in 48 hours, it must be fun to play with friends, and you need to be able to go naughty. The devs also aimed on making it within the set timeframe with minimal use of 3rd party assets.
How does using the game medium benefit the experience I want to create? - Stav GoldsteinClick To Tweet
Stav Goldstein is a freelance game designer and artist who also teaches game art at Mentor College. In 2015, Stav founded Fireberry Studio while releasing the first chapter of their title The Splitting and has since released the second chapter of the title.
Stav really enjoys the advantages of working freelance, including sticking to their own schedule and choosing to work on projects that are interesting and challenging. But there is also the disadvantage of working from home – it can be lonely at times. At Casual Connect Tel Aviv 2016, Stav shared their experience of developing their game series, as well as gave tips and tricks to the aspiring developers who also want to create worlds of their own.
“It is basically a huge opportunity to spread the word,” said Jan. “Since I am the only one developer of this game, it is very hard to contact a wider audience and get in touch with the press.”
Mashinky is based on players creating their own transportation empire based around trains over multiple time periods. Jan has always loved railway transportation and the way steam engines worked, even owning a model railroad as a child. Besides that, Jan says the primary inspiration for the game was very simple.
Séverin Larose of SoulGame Studio has created multiple titles, including Rogue Soul II. SoulGame recently received the bronze medal at Ludum Dare gamejam, which Séverin was extremely proud of since it was the studio’s first time participating in the event.
“The concept we came up with was new to me, I had never worked on a pure puzzle game before so it was nice to check that we could do puzzles as well,” said Séverin. “It also meant that the experience I had accumulated working with Flash was allowing me to ‘impress’ people with high quality polish in just 72 hours of work, since many comments were actually skeptical about the possibility of achieving such a result in such a short time frame… that was really satisfying and motivating.”
It hasn’t always been easy for Séverin, having to work as a part-time music teacher during the creation of SoulGame’s first release: The Soul Driver. There were other games before that, but Séverin was willing to scrap partially complete projects in order to put something out at the level of quality they wanted.
“I think most of us aim at perfection when we create things even if we never reach it, but I think some devs are just more reasonable than I am when it comes to budget and deadline. I did spend a lot of time, hard work and money just to make our games better, when they could have been released. Sometimes I spend a whole day on an invisible detail… I basically only stop when I’m so out of cash that I can’t continue!” detailed Séverin. “It’s just that I really value players’ enthusiasm, a lot. It’s extremely rewarding for me, even more than money. It’s really quite logical after all, we just want to make games that people love, and yeah sure, if I get rich in the process, awesome! But that will be a consequence, not a goal.”
Séverin has also participated in Indie Prize, after talking to Khail Santia from Moocho Brain who talked about how great the experience was for them. “Indie Prize to me was an unique occasion to meet in person a lot of people from the industry. It was kinda epic, to be honest!” said Séverin. “I got so used to working on a remote basis, dealing with email and invisible people, so meeting them after all those years was a kind of ‘real world’ confirmation that everything we lived was actually true. I especially loved meeting and share experiences with my fellow game developers from literally all around the world, some I’m still in touch with.”