PGA / GIC 2016 report – part 2/2

Saturday, October 22nd - design, marketing and voxels Continuing previous post, Saturday started with a closed presentation of a really great game, then continued with really great lectures and finished with awesome party. Let's get started!   Closed presentation of Lost Ember Game made by Moonshade Studio from Germany which has feeling of a mix of Okami and Journey. Even in pre-alpha state, the game looks really good, has a beautiful style and seems a bit enigmatic. From my point of view, it's a game worth keeping eye on. You can support it on Kickstarter here.     Surviving Indieapocalypse with Michał Marcinkowski   A magnificent presentation about current state of gaming market and how hard is to stand out from many other productions. Speaker laughed at theory of synergising between market, demand and quality, analyses of what gamers do want (or rather why we do not know what they want, actually). He presented in very funny and unsettling way how developing games currently looks like on examples. The...
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PGA / GIC 2016 report – part 1/2

What and where? GIC - Game Industry Conference was held between 21st and 23rd October 2016 along with PGA - Poznań Game Arena. Whole conference was placed in MTP - Międzynarodowe Targi Poznańskie on several halls along the whole complex. It was stunning experience from the gamer's as well as developer's point of view. Developers counting in hundreds and gamers in tens of thousands - what could've been better? Friday, October 21st - games first! The first day started for me with PGA VIP day, since every developer with Developer Pass had early access to the PGA halls. Thanks to that, I could visit every interesting place without pushing through the crowd. Firstly I went through publisher halls to see exhibitions of Techland (Shadow Warrior 2), Microsoft (Forza Horizon 3) and many others. " template="/home/users/proboszcz777/public_html/wp-content/plugins/nextgen-gallery/products/photocrati_nextgen/modules/ngglegacy/view/gallery.php" order_by="sortorder" order_direction="ASC" returns="included" maximum_entity_count="500"]     Shadow Warrior 2 " order_by="sortorder" order_direction="ASC" returns="included" maximum_entity_count="500"]A magnificent game made by Flying Wild Hog from Warsaw. Full of action, explicit humor with beautiful graphics and great...
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Game Design Study: Music Games. Part II

Introduction In the first part of this article, I was talking about foundations of music games. Second part will tell the story of unusual interfaces that were developed over the years – from arcade machines to tons of plastic under your roofs. From drums, guitars and other instruments, to the touch in your smartphones and portable consoles with finally moving your body in front of the TV set. In most cases, we will only see a slight evolution in mechanics on the software side. The secret lies in the hardware. But is it really just that? Let's add some toys to the mix Dance Dance Revolution (1998 – arcade) Evolved version of DDR played on set of buttons for two players. Level : Asian. Beatmania mentioned in the previous part was only the beginning. The music games madness began. Next step lied really in step – Dance Dance Revolution started in 1998 and still is the No. 1 hit in Asian arcade saloons. Up to this day,...
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Game Design Study: Music Games. Part I

Introduction Playing with melody and rhythm dates back to ancient times (and not meaning early 60's or so). Since people had developed first musical instruments and realized it's a great form of spending leisure time, music's expansion and evolution began. No wonder that the game industry took up the topic very early. First music games were developed in 1970s, for example Simon electronic game: source: https://upload.wikimedia.org/ From then, many electronic and video games came up, challenging people's sense of melody and rhythm. I'm not going to do here a history lesson, so I won't be going over games in completely chronological order. I'd rather categorize games into several subtypes based on distinctive features and draw some conclusions from it. We'll see how it goes. I'm all about the... rhythm First music games revolved around the beat. In most cases the target was to press button at the right time, which was indicated by specific marker shown on the screen. The evolution of that idea went through a lot...
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So it begins…

Hi, I'm Grzegorz (Greg if somebody will have problem pronouncing my name right ;P). Since I felt confident enough to start my own company and share my experiences, I'm starting this site. Here I'll try to share some thoughts about my work, game development industry and provide progress on my own projects. Stay tuned!...
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