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	<title>Gamesauce: Global Inspiration for Game Developers</title>
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	<description>Global Inspiration for Game Developers</description>
	<lastBuildDate>Thu, 31 Mar 2011 15:22:40 +0000</lastBuildDate>
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		<title>Insolita&#8217;s Martin Fabichak on the Brazilian Game Industry and Taking on Big Challenges (part 1)</title>
		<link>http://gamesauce.org/news/2011/02/25/insolitas-martin-fabichak-on-the-brazilian-game-industry-and-taking-on-big-challenges-part-1/</link>
		<comments>http://gamesauce.org/news/2011/02/25/insolitas-martin-fabichak-on-the-brazilian-game-industry-and-taking-on-big-challenges-part-1/#comments</comments>
		<pubDate>Fri, 25 Feb 2011 17:53:03 +0000</pubDate>
		<dc:creator>Javier</dc:creator>
				<category><![CDATA[Indie]]></category>
		<category><![CDATA[brazil]]></category>
		<category><![CDATA[cavedays]]></category>
		<category><![CDATA[creat]]></category>
		<category><![CDATA[game industry]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[insolita studios]]></category>
		<category><![CDATA[JogosBR]]></category>
		<category><![CDATA[ludopark]]></category>
		<category><![CDATA[martin fabichak]]></category>
		<category><![CDATA[Minis]]></category>
		<category><![CDATA[platform]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[serious games]]></category>
		<category><![CDATA[Sony freekscape]]></category>
		<category><![CDATA[vicious cycle]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=4429</guid>
		<description><![CDATA[In the last decade Brazil&#8217;s economy has been flourishing, spawning all kinds of new commercial and creative initiatives. Brazil has a fond love for gaming and a growing industry to match it. We had a talk with the cheerful Martin Fabichak, Technical Director of Insolita Studios in São Paulo, to find out more about him, [...]]]></description>
			<content:encoded><![CDATA[<p><a class="highslide" rel="attachment wp-att-4431" href="http://gamesauce.org/news/2011/02/25/insolitas-martin-fabichak-on-the-brazilian-game-industry-and-taking-on-big-challenges-part-1/martinwide_2_web/"><img class="alignnone size-full wp-image-4431" src="http://gamesauce.org/news/wp-content/uploads/2011/02/MartinWide_2_Web.jpg" alt="" width="475" height="267" /></a></p>
<p>In the last decade Brazil&#8217;s economy has been flourishing, spawning all kinds of new commercial and creative initiatives. Brazil has a fond love for gaming and a growing industry to match it. We had a talk with the cheerful Martin Fabichak, Technical Director of <a href="http://www.insolitastudios.com/en/" target="_blank">Insolita Studios</a> in São Paulo, to find out more about him, his company and what makes the Brazilian game industry unique.</p>
<p>After Fabichak graduated in Applied Math with a specialization in Programming, he quickly realized that his true passion was game development, leading him to create flash games. In 2008 he joined Insolita where he recently became Technical Director and a partner of the company six months ago.</p>
<h2>Size matters</h2>
<div id="attachment_4432" class="wp-caption alignnone" style="width: 485px"><a class="highslide" rel="attachment wp-att-4432" href="http://gamesauce.org/news/2011/02/25/insolitas-martin-fabichak-on-the-brazilian-game-industry-and-taking-on-big-challenges-part-1/insolitawide_2_web/"><img class="size-full wp-image-4432" src="http://gamesauce.org/news/wp-content/uploads/2011/02/InsolitaWide_2_Web.jpg" alt="" width="475" height="267" /></a><p class="wp-caption-text">Martin Fabichak&#039;s team at Insolita</p></div>
<p>One of the characteristics of being a young company in an upcoming industry is that you get to create all sorts of games. Insolita Studios has a diverse repertoire, from serious games to teach management skills, to comedic platformers featuring cavemen and devils.</p>
<div class="purplequote"><em>CaveDays</em> allowed Insolita to get noticed in the Brazilian industry, especially after winning the Jogos BR contest.</div>
<p>While they were making three serious games to encourage entrepreneurship in collaboration with professional experts, they decided to make something less serious, yet important on the side: <em>CaveDays</em>. &#8220;This cool platforming game allowed the company get noticed in the Brazilian industry, especially after winning the Jogos BR contest for Best Game, a contest organized by the Brazilian government to stimulate Brazilian game design.&#8221; Fabichak explains.</p>
<div id="attachment_4447" class="wp-caption alignleft" style="width: 250px"><a class="highslide" rel="attachment wp-att-4447" href="http://gamesauce.org/news/2011/02/25/insolitas-martin-fabichak-on-the-brazilian-game-industry-and-taking-on-big-challenges-part-1/screen-shot-2011-02-18-at-16-26-19/"><img class="size-full wp-image-4447" src="http://gamesauce.org/news/wp-content/uploads/2011/02/Screen-shot-2011-02-18-at-16.26.19.jpg" alt="" width="240" height="105" /></a><p class="wp-caption-text">To promote their game CaveDays, Insolita published web comics made with the graphics from the game. </p></div>
<p>The award was the first step to start more, and bigger, projects. Fabichak likes to describe them in superlatives: &#8220;Afterwards we made a huge serious game, <em>LudoPark</em>. Pretty much one of the biggest serious games ever made because it&#8217;s a real-time multiplayer management game where 40 players compete to manage their business.&#8221; Besides this &#8220;huge&#8221; game, Insolita Studios joined up with the independent Brazilian game developer Abdução to make something &#8220;mini&#8221; that turned out quite big.</p>
<h2>Freekscape from Brazil</h2>
<div id="attachment_4460" class="wp-caption alignleft" style="width: 484px"><a class="highslide" rel="attachment wp-att-4460" href="http://gamesauce.org/news/2011/02/25/insolitas-martin-fabichak-on-the-brazilian-game-industry-and-taking-on-big-challenges-part-1/freekscape-screenshot-1/"><img class="size-full wp-image-4460  " src="http://gamesauce.org/news/wp-content/uploads/2011/02/freekscape-screenshot-1.jpg" alt="" width="474" height="267" /></a><p class="wp-caption-text">Freekscape was the first 100% Brazilian IP in the world market.</p></div>
<p>The two companies joined forces as <a href="http://http://www.kidgurustudios.com/" target="_blank">Kidguru Studios </a>to work on the first Sony-licensed game in Brazil for the PSP Minis platform, Freekscape. &#8220;We&#8217;re the only licensees for Sony.&#8221; Fabichak explains. &#8220;There is no one with a PS3 license here. It&#8217;s really hard to get that in Latin America. Being able to get Freekscape on the PSP Mini platform was a unique opportunity for us.&#8221;</p>
<p>Developing <em>Freekscape</em> took Insolita&#8217;s international relationships to another level in many different ways. &#8220;We developed a prototype with 3 levels and took it to GDC in 2009. There we got in touch with the publisher <a href="http://www.creatstudios.com" target="_blank">Creat</a> from the US that gave us the opportunity to work with Sony that was looking for games for its new PSP Minis platform that had yet to be announced.&#8221; Fabichak recounts.</p>
<div class="purplequote">Sony was really happy with the way <em>Freekscape</em> fitted their original idea of the type of games they wanted to offer on PSP Minis.</div>
<p>Compared to other PSP Minis games, <em>Freekscape</em> was a big mini. &#8220;Out of 40 levels we had in this project, only 15 remained in the game,&#8221; Fabichak admits. &#8220;We did not know that Minis would mostly be smaller-sized casual games. Most games come down to 1 or 2 hours of playtime, with a lot of replay value, of course,&#8221; Fabichak explains. &#8220;But Freekscape was disproportionately bigger with about 8 hours of gameplay. We believed and hoped PSP Minis was going to be a platform for small studios with big ideas.&#8221; Was <em>Freekscape</em> too big to be a Mini? &#8220;Sony was happy with the way <em>Freekscape</em> fit into their original idea of the type of games they wanted to offer on PSP Minis.&#8221;</p>
<h2>Lessons from the little devil</h2>
<div id="attachment_4477" class="wp-caption alignleft" style="width: 485px"><a class="highslide" rel="attachment wp-att-4477" href="http://gamesauce.org/news/2011/02/25/insolitas-martin-fabichak-on-the-brazilian-game-industry-and-taking-on-big-challenges-part-1/freekscape-at-gdc2010/"><img class="size-full wp-image-4477" src="http://gamesauce.org/news/wp-content/uploads/2011/02/Freekscape-at-GDC2010.jpg" alt="" width="475" height="268" /></a><p class="wp-caption-text">At the Sony booth at GDC 2010. On the left is Daniel, Founder of Abdução, and on the right is Fabichak&#039;s partner, Winston Petty, founder of Insolita. Freekscape was a joint project of Abdução e Insolita as Kidguru.</p></div>
<p>Fabichak is happy with having an odd-one-out on a platform that has tough competition with delivering bite-sized portable games. He is proud of the game it turned out to be, but especially the lessons and relationships they gained through it. &#8220;We learned a lot from <em>Freekscape</em>. Especially in maintaining a relationship with an international publisher and a big player like Sony.&#8221; Fabichak says. &#8220;One of the things we struggled with was developing for Minis at such an early stage. Developing <em>Freekscape</em> before PSP Minis had even been announced, brought some difficulties, specifically nearing the end of our development cycle because the requirements and features for PSP Minis changed from one week to the other.&#8221;</p>
<p>Fabichak does not take his hardships for granted, however. &#8220;During this time, we had a great relationship with <a href="http://www.viciouscycleinc.com/" target="_blank">Vicious Cycle Software</a>, who made the Vicious Engine we worked with. They helped us with a lot of issues. They even made some tweaks to the engine to help us out with some of the issues,&#8221; Fabichak recounts. &#8220;But when it came to one of the specific requirements from Sony, I spent about a month in the engine&#8217;s source code trying to solve it. That was really hard, especially since it came out of the blue, nearing the end of development.&#8221;</p>
<div class="purplequote">Now we can approach publishers and companies like Sony with much more ease.</div>
<p>&#8220;Despite these problems, we had great help from Sony.&#8221; Fabichak admits. It also gave them more confidence to step things up. &#8220;Through this project we now talk to others on a whole other level. Now we can approach publishers and companies like Sony with more ease. You can&#8217;t reach this level as a company without earning your stripes with a previous project. Now we have the credentials to talk to them and prove we can deliver on what we propose, and our partners know that. We feel like we&#8217;re on another level now.&#8221; Fabichak says proudly.</p>
<p><em>The second part of Fabichak&#8217;s interview will be published next week, including his views on the Brazilian game industry, Insolita&#8217;s current projects, and his effort to inform upcoming talents about the real world of game development in Brazil through his podcast, Doublejump.</em></p>


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		<title>Nickelodeon&#8217;s Kevin Richardson on his career in animation, shifting to CD-ROMs, being outdoors, and producing with passion. (part 1)</title>
		<link>http://gamesauce.org/news/2011/02/21/nickelodeons-kevin-richardson-part-1/</link>
		<comments>http://gamesauce.org/news/2011/02/21/nickelodeons-kevin-richardson-part-1/#comments</comments>
		<pubDate>Mon, 21 Feb 2011 20:41:15 +0000</pubDate>
		<dc:creator>Vlad Micu</dc:creator>
				<category><![CDATA[Development]]></category>
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		<description><![CDATA[“When I was a kid, my dad used to drop me off at the cinema,” Kevin Richardson, Senior Producer at Nickelodoen Kids and Family Games Group recalls. “The first movie I remember was Santa Claus conquers the Martians. Even as a kid I knew it was bad!” We sat down with Richardson to talk about [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_4406" class="wp-caption alignnone" style="width: 485px"><a rel="attachment wp-att-4406" href="http://gamesauce.org/news/2011/02/21/nickelodeons-kevin-richardson-part-1/4473212906_fef3159094_z-2/"><img class="size-medium wp-image-4406" title="Kevin Richardson accepting the award he received by winning the Volkwagen Fun Theory contest with his Speed Camera Lottery idea" src="http://gamesauce.org/news/wp-content/uploads/2011/02/4473212906_fef3159094_z1-475x267.jpg" alt="Kevin Richardson accepting the award he received by winning the Volkwagen Fun Theory contest with his Speed Camera Lottery idea" width="475" height="267" /></a><p class="wp-caption-text">Kevin Richardson accepting the award he recently received after winning the Volkswagen Fun Theory contest with his Speed Camera Lottery idea.</p></div>
<p>“When I was a kid, my dad used to drop me off at the cinema,” <a href="http://www.mobygames.com/developer/sheet/view/developerId,312884/" target="_blank">Kevin Richardson</a>, Senior Producer at Nickelodoen Kids and Family Games Group recalls. “The first movie I remember was <a href="http://www.imdb.com/title/tt0058548/"><em>Santa Claus conquers the Martians</em></a>. Even as a kid I knew it was bad!” We sat down with Richardson to talk about his early passion and career in animation, his entry into games after seeing CD-ROMs in action, trying to combine work with his love for the outdoors and how producers can make sure they&#8217;re a valuable asset to their teams.</p>
<h2>Slo-mo Pinnochio</h2>
<div id="attachment_4326" class="wp-caption alignnone" style="width: 485px"><a rel="attachment wp-att-4326" href="http://gamesauce.org/news/2011/02/21/nickelodeons-kevin-richardson-part-1/tapei-overseas-artist-at-wang-films-for-hanna-barbera-for-the-pound-puppies-and-flintstone-kids/"><img class="size-full wp-image-4326" title="Richardson visiting artists at Wang Films in 1986 for Hanna Barbera for The Pound Puppies and Flintstone Kids" src="http://gamesauce.org/news/wp-content/uploads/2011/02/Tapei-overseas-artist-at-Wang-Films-for-Hanna-Barbera-for-The-Pound-Puppies-and-Flintstone-Kids.jpg" alt="Richardson visiting artists at Wang Films in 1986 for Hanna Barbera for The Pound Puppies and Flintstone Kids" width="475" height="268" /></a><p class="wp-caption-text">Richardson worked an entire year in Taipei with artists at Wang Films in 1986 for Hanna Barbera&#39;s The Pound Puppies and Flintstone Kids productions.</p></div>
<p>At a younger age Richardson received a <a href="http://en.wikipedia.org/wiki/Super_8_mm_film" target="_blank">Super 8</a> video camera from his dad, which he used to make his first animated cartoons and special effects. At that time, there was no Photoshop or video editing software to help him, making it a tedious endeavor. The film layers were literally stuck to each other in layers, prone to break at any time when run through the projector.</p>
<p>Young Richardson watched Disney’s <em>Pinocchio</em> 3 times in a row. “The animation and techniques are amazing.” With that passion for cinema and animation, Richardson would go on to study character animation and later computer video imaging at the California Institute of Arts in their motion picture school.  Ironically, <em>Pinocchio </em>was the same movie he would later have to watch in slow motion at film school. “It took at least six or seven hours to watch <em>Pinocchio</em> at four or five frames a second,” Richardson says. “But when you love animation and special effects, each frame is amazing.” One of his early heroes was legendary special effects creator <a href="http://en.wikipedia.org/wiki/Ray_Harryhausen" target="_blank">Ray Harryhausen</a> whom he met at a San Francisco Bay area premiere of one of the Sinbad movies.</p>
<p>After attending CalArts for two years, Richardson left to work on special effects in the animated movie <em><a href="http://www.imdb.com/title/tt0096438/">Who Framed Roger Rabbit?</a> </em>and <em><a href="http://www.imdb.com/title/tt0096446/" target="_blank">Willow</a></em> at Industrial Light and Magic. Richardson was responsible for removing the wires and garbage from several blue screen shots with actor Bob Hoskins in them.  “Which was one of the last non-digital optically combined movies,” he adds.</p>
<div class="blackquote">The big title driving what you could do with content was <em>The 7th Guest</em> from Trilobyte studios.</div>
<p>In his animation career Richardson would also end up working on various TV series, commercials and animated motion pictures until 1994. At that time, software companies were transitioning from floppy disks to CD-ROM, allowing for much higher speeds and storage. “The big title driving what you could do with content was <em>The </em><em>7th Guest</em> from Trilobyte studios,” Richardson recalls. Richardson had gone to the first conference on Digital Media, the MILIA, in Cannes. “This kind of just blew my mind,” he says.  “Everything from the interactive version of <em>The Hard Days Night</em> to Playboy’s <em>Strip Poker</em> was there. It was really a digital content renaissance.”</p>
<h2>CD-ROM Careershift</h2>
<div id="attachment_4392" class="wp-caption alignnone" style="width: 485px"><a rel="attachment wp-att-4392" href="http://gamesauce.org/news/2011/02/21/nickelodeons-kevin-richardson-part-1/dsc_0252/"><img class="size-full wp-image-4392" title="Visit" src="http://gamesauce.org/news/wp-content/uploads/2011/02/DSC_0252.jpg" alt="Visiting multiple=" width="475" height="267" /></a><p class="wp-caption-text">Visiting multiple ghosttowns for his game was the perfect excuse for Richardson to head to the outdoors.</p></div>
<p>The added benefit of interactivity and the potential of the CD-ROM was something Richardson would later discover when he joined The Learning Company which produced educational entertainment software. “They were looking for an executive producer to head up their next-generation titles as they moved from floppy disks to CD-ROMs.” Richardson was responsible for creating the right pipelines to achieve the company’s goal to make the animation as close to TV quality as possible. Richardson oversaw most of the titles and brands of the classic <a href="http://en.wikipedia.org/wiki/Reader_Rabbit" target="_blank"><em>Reader Rabbit</em></a> and <em><a href="http://en.wikipedia.org/wiki/The_ClueFinders">Clue Finders</a></em> edutainment titles.</p>
<div class="blackquote">I knew the shift to CD-ROM was a big opportunity because I knew no one knew how to do this.</div>
<p>Richardson had just become a father of two daughters before his move to The Learning Company. He found himself at the brink of a major technological change and took the leap to get involved. “The situation I stepped into was that software PC games were still a very small cottage industry,” Richardson says. “I knew the shift to CD-ROM was a big opportunity to shift careers because I knew no one who knew how to do this.”</p>
<p>The production know-how Richardson had accumulated on how to prepare hours of animation came in handy. He would later leave The Learning Company to finish his degree in computer video imaging and earn professional certificates in software engineering and project management, taking the lower position of associate producer at EA Pogo at that time. “I went from being an executive producer with a team of 75 people to associate producer, having a team of nobody,” he chuckles.</p>
<h2>Publishing Your Own Game</h2>
<div id="attachment_4376" class="wp-caption alignleft" style="width: 250px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-4376" href="http://gamesauce.org/news/2011/02/21/nickelodeons-kevin-richardson-part-1/g_end_sequence_boards_4-1/"><img class="size-thumbnail wp-image-4376 " title="One of Richardson’s many storyboards (there are tons) from an upcoming Ghost Town Mysteries game coming out at  the end of 2011 with him as one of the artists on the project." src="http://gamesauce.org/news/wp-content/uploads/2011/02/G_end_sequence_boards_4-1-240x240.jpg" alt="One of Richardson’s many storyboards (there are tons) from an upcoming Ghost Town Mysteries game coming out at  the end of 2011 with him as one of the artists on the project." width="240" height="240" /></a><p class="wp-caption-text">One of Richardson’s many storyboards (there are tons) from an upcoming Ghost Town Mysteries game coming out at  the end of 2011 with him as one of the artists on the project.</p></div>
<p>In 2006, Richardson became a consultant and took the step to make his own game. “I’d been talking and thinking about this for years but never had the guts to do it,” he recalls. “So I went ahead and did it.”</p>
<p>Richardson then met his soon to be business partners from <a href="http://www.hungama.com/" target="_blank">Hungama</a>, an Indian media company that also runs a game portal, at the Casual Connect conference in Amsterdam. “They also wanted to break into the casual game space, but nobody was ready to enter into business with them just yet for the western market,” he says. A couple of days later, Richardson sat down and came up with the idea of the <em><a href="http://www.ghosttownmysteries.com/" target="_blank">Ghost Town Mysteries</a></em> franchise. His dad took him to the Bodie ghost town in the Sierra Nevada area as a kid.  &#8221;I never forgot it, and thought thirteen haunted houses in a game is better than one!”  which led to the first title in the <em>Ghost Town Mysteries</em> franchise.</p>
<p>Richardson&#8217;s choice of those kinds of cities did have another motive. “I’m an outdoors guy, and that’s really hard,” he says. “I know a lot of people who make games that would rather be outside the office than staring at a computer monitor all day. So I thought, &#8216;What would get me out of the office traveling while still making games?&#8217;” Richardson would then travel to Bodie California and Bannack Montana with a photographer and ask the local folk and park rangers about ghost sightings. “We tried to base the game around an actual murder mystery from these ghost towns.”</p>
<div class="blackquote">“A lot of entrepreneurs I know say it’s better to have no cash nor investors at all.”</div>
<p>Together with Hungama, also the largest online destination for Bollywood Music, Richardson produced and published the first <em>Ghost Town Mysteries Bodie</em> game. “Hungama has the equivalent of the iTunes store for Bollywood music,” Richardson adds. “They have a couple of game sites, are big on mobile gaming and wanted to make a step in the downloadable game area.” Richardson had timed his collaboration with Hungama well with having limited or no resources to start up the project. “A lot of entrepreneurs I know say it’s better to have no cash nor investors at all,” he says. “It forces you to think very smartly and precisely. I’ve invested pretty much all my time and money into making games and entertainment. I feel like I’m always in school because I’m always learning, and making mistakes, too.”</p>
<h2>Passionate Production</h2>
<div id="attachment_4393" class="wp-caption alignnone" style="width: 485px"><a rel="attachment wp-att-4393" href="http://gamesauce.org/news/2011/02/21/nickelodeons-kevin-richardson-part-1/level02_r0-1/"><img class="size-full wp-image-4393" title="The end result of Richardson's visit to Bodie." src="http://gamesauce.org/news/wp-content/uploads/2011/02/Level02_r0.1.jpg" alt="The end result of Richardson's visit to Bodie." width="475" height="267" /></a><p class="wp-caption-text">The end result of Richardson&#39;s visit to Bodie.</p></div>
<p>During his year of working on <em>Ghost Town</em> <em>Mysteries</em>, Richardson also started doing contract work for Nickelodeon to insure a stable income for his family. In the Kids and Family Games department, Richardson focuses specifically on browser-based flash games.</p>
<div class="blackquote">“The team also has more respect for what I’m doing because they know that I have a clear sense of direction for their project.”</div>
<p>“I’m mostly in my element when I’m working with creatives and technicians,” he admits. “So I’m not embedded in the actual day-to-day team who’s creating a project.” However, Richardson’s involvement goes beyond the creation of a design document. He always makes sure to include storyboards, character and concept sketches. “Not to the point that I&#8217;ve taken anything away  from the development team, but to the point that I’ve felt I made my creative mark on the project,” he explains. “The team also has more respect for what I’m doing because they know that I have a clear sense of direction for their project. Or maybe they just find it annoying!”</p>
<p>The real challenge Richardson constantly faces as a producer at Nickelodeon is to make the game design document extensively fleshed out so each project gets greenlighted internally. “But not so fleshed out that we take away the imaginations from the developers so they can improve it and add their own,” he adds.</p>
<p><strong>For Richardson, every game has been a new challenge since he joined his team of producers in 2008. He is very much enjoying his work at Nickelodeon, his colleagues at Nick and the engagement he has with developers from all around the world.</strong></p>
<p><em>The second part of Richardson’s interview will be published next week, including tales about his most valuable lessons from being a producer, winning Volkswagen&#8217;s Fun Theory contest, the difference between personal and professional passions and how to make sure you enjoy your industry job without being disappointed by it.</em></p>


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		<title>Dedicated to Game Dialogue &#8211; by Richard Rabil</title>
		<link>http://gamesauce.org/news/2011/02/14/dedicated-to-game-dialogue-by-richard-rabi/</link>
		<comments>http://gamesauce.org/news/2011/02/14/dedicated-to-game-dialogue-by-richard-rabi/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 14:00:07 +0000</pubDate>
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		<description><![CDATA[Richard Rabil is a technical writer, aspiring game writer, RPG enthusiast, and designer and creator of Dialogue Junkie. He has a passion for understanding the power of language in interactive digital media, as reflected by his graduate studies in Technical Communication and his research interests in the way video games engage people. When he’s not [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-4226" href="http://gamesauce.org/news/2011/02/14/dedicated-to-game-dialogue-by-richard-rabi/richard-rabil/"><img class="alignnone size-medium wp-image-4226" title="Richard Rabil" src="http://gamesauce.org/news/wp-content/uploads/2011/02/Richard-Rabil-475x267.jpg" alt="Richard Rabil" width="475" height="267" /></a></p>
<div class="greybiobox">Richard Rabil is a technical writer, aspiring game writer, RPG enthusiast, and designer and creator of <a href="http://dialoguejunkie.com/" target="_blank">Dialogue Junkie</a>. He has a passion for understanding the power of language in interactive digital media, as reflected by his graduate studies in Technical Communication and his research interests in the way video games engage people. When he’s not at the office, seeing friends, or playing games, he works on game design ideas and writes occasional blog posts at IGN. In his first contribution for Gamesauce, he examines the challenges of writing and evaluating game dialogue, and suggests how the industry could move towards some common criteria for judging its quality.</div>
<h2>The ups and (mostly) downs of game dialogue</h2>
<div id="attachment_4227" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-4227" href="http://gamesauce.org/news/2011/02/14/dedicated-to-game-dialogue-by-richard-rabi/aralon-hd-cliche-praise/"><img class="size-medium wp-image-4227" title="Figure 1: Aralon HD for iPad is impressive in narrative scope and rich environments. Too bad neither the NPCs nor the dialogue get any more interesting than the cliché lines like this one." src="http://gamesauce.org/news/wp-content/uploads/2011/02/aralon-hd-cliche-praise-475x267.jpg" alt="Figure 1: Aralon HD for iPad is impressive in narrative scope and rich environments. Too bad neither the NPCs nor the dialogue get any more interesting than the cliché lines like this one." width="475" height="267" /></a><p class="wp-caption-text">Aralon HD for iPad is impressive in narrative scope and rich environments. Too bad neither the NPCs nor the dialogue get any more interesting than the cliché lines like this one.</p></div>
<p>Let’s face it. Despite the strides that games like Red Dead Redemption, the Fallout series, and the Mass Effect series have made in the realm of game writing, there is still a lot of stilted, stereotypical, and clichéd dialogue out there. We needn’t look far for examples.</p>
<blockquote><p><strong><em> Heavy Rain</em></strong> (2010). Woman with insomnia: A hot shower! That&#8217;ll create the magic of sleep!<br />
<strong><em> Bayonetta</em></strong> (2010). Bayonetta: I&#8217;ve got a fever, and the only cure is more dead angels!<br />
<strong><em> Infamous</em></strong> (2009). Zeke: Look, I&#8217;m being serious man, now DARPA is the mother-load of black-ops crap. If she&#8217;s in with those clowns, you better watch out, son. Cole: Yeah, yeah, yeah, and Santa Claus shot J.F.K.<br />
<strong><em> Aralon: Sword and Shadow HD</em></strong> for iPad (2010). Elf: Leave me alone, please. Protagonist: Am I bothering you? Elf: Yes, as a matter of fact, you are. Now get lost. And don’t tell anyone you saw me here.<br />
<em><strong> Resident Evil 4</strong></em> (2005). [after villagers trying to kill him have all left at the sound of a bell] Leon Kennedy: Where&#8217;s everyone going? Bingo?</p></blockquote>
<p>This might seem like a small issue in an industry that earns billions of dollars without much help from interactive dialogue. To succeed, games need to be games first, and this golden rule usually makes dialogue a secondary concern, and rightly so.</p>
<div class="bluequote">“The standards for game dialogue change when producing games that weave intricate narrative into their design .”</div>
<p>However, the standards for game dialogue change when producing games that weave intricate narrative into their design. This holds true primarily for role-playing games, but it could also apply to first-person shooters with complex campaigns like in <em>Call of Duty: Black Ops</em>, or real-time strategy games with substantial cut scenes and plot lines, like <em>StarCraft II</em>. At any rate, as Darby McDevitt (writer of <em>Assassin’s Creed: Bloodline</em>) has argued, if narrative is central to your game, then you must treat writing—and by extension, dialogue—as a vitally important design component.  Why? Because in these types of games, bad dialogue can “more or less eject you straight out of the experience”  and make you remember you’re just a player in front of a screen.</p>
<h2>What counts as ‘good’ game dialogue?</h2>
<div id="attachment_4228" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-4228" href="http://gamesauce.org/news/2011/02/14/dedicated-to-game-dialogue-by-richard-rabi/fallout3-interactive-dialogue-overseer/"><img class="size-medium wp-image-4228" title="Game dialogue will, ideally, support the interactivity of video games, as in this example of branching dialogue from Fallout 3. This is a tough act to balance in addition to other factors like helpfulness, believability, and depth." src="http://gamesauce.org/news/wp-content/uploads/2011/02/fallout3-interactive-dialogue-overseer-475x268.jpg" alt="Game dialogue will, ideally, support the interactivity of video games, as in this example of branching dialogue from Fallout 3. This is a tough act to balance in addition to other factors like helpfulness, believability, and depth." width="475" height="268" /></a><p class="wp-caption-text">Game dialogue will, ideally, support the interactivity of video games, as in this example of branching dialogue from Fallout 3. This is a tough act to balance in addition to other factors like helpfulness, believability, and depth.</p></div>
<p>Good dialogue, on the other hand, can strengthen a player’s identification with the characters and the overall virtual world, deepening her emotional engagement and heightening the game’s replay value. Unfortunately, we can’t find quantitative evidence of this. We can, however, point to examples of dialogue that have managed to make an impression on more than a few people in terms of a game’s level of engagement. For example, take <a href="http://www.zimbio.com/Eliza+Dushku/articles/qhMKEsZdCG0/Complex+Video+Game+Voice+Over+Awards+AKA+Throaties" target="_blank">this mash-up of Best Nathan Drake lines</a>, which appeared in the Complex Video Game Voice-Over Awards in 2010. Furthermore, we can cite memorable lines from critically-acclaimed video games that have been recognized for excellent writing:</p>
<blockquote><p><em><strong> Dragon Age: Origins </strong></em>(2010). Morrigan: &#8220;And now we have a dog. And Alistair is still the stupidest member of the party.&#8221;<br />
<em><strong> Red Dead Redemption</strong></em> (2010). [Various lines from John Marston.] (General taunt) &#8220;I&#8217;m gonna give you a chance to kill me, &#8217;cause I&#8217;m just that nice.” (Lassoing a lawman) “America! Home of the free!&#8221;<br />
<strong><em> Portal (2007). GLaDOS</em></strong>: &#8220;You euthanized your faithful Companion Cube more quickly than any test subject on record. Congratulations.&#8221;<br />
<em><strong> Baldur’s Gate</strong></em> (1998): Protagonist: &#8220;Utterly amazing! You spoke so long, but you didn&#8217;t say anything.&#8221;</p></blockquote>
<div class="bluequote">The difficult question, especially for game writers but also for critics, is how do we know what counts as “high quality” dialogue?</div>
<p>The difficult question, especially for game writers but also for critics, is how do we know what counts as “high quality” dialogue? Are there criteria we might apply across all video games? As a technical writer by trade, a game writer by aspiration, and a lover of RPGs, that’s a question that has nagged at me for the past year and half. So I looked into numerous books and played a lot of story-driven games, such as Mass Effect, Fallout 3, and Dragon Age: Origins. As I dug into the topic and reflected on my gaming experiences, at least four criteria kept emerging again and again:</p>
<blockquote><p><strong>Helpfulness</strong>: Does the dialogue meet the minimum requirement to give the player the information he or she needs to learn the rules, obtain a hint, or play the game, while not making things too obvious?<br />
<strong> Believability</strong>: Are the characters saying things that a real human or sentient being would say?<br />
<strong> Depth</strong>: Are the characters in the game saying their lines in interesting ways?<br />
<strong> “Gameness”/“Interactivity”</strong>: Does the dialogue appropriately support the interactive medium of games?</p></blockquote>
<p>Of course, these criteria are not as straightforward as they sound. Most if not all of them depend on interrelated factors such as genre, visual style, and intended audience. There is also the matter of delivery: the dialogue itself might be well written, but it could be easily hindered by poor voice acting and subpar visual effects. And the “gameness” / “interactivity” criterion is almost entirely dependent on each game’s unique characteristics, generic conventions, and technical challenges. Writers of branching dialogue in complex RPGs will have different challenges than those who are writing non-branching dialogue in relatively linear action-adventure games.</p>
<p>Still, I couldn’t get past the thought that if we are to seriously consider how to judge the quality of game dialogue, that we should try to establish some common analytical criteria. Or, at the very least, to get people talking about game dialogue more critically and examining instances of game dialogue that “work” or “don’t work.”</p>
<p>Thankfully, this isn’t new territory. Some sources that have helped me think more deeply about this topic include Wendy Despain’s <em><a href="http://www.amazon.com/Writing-Video-Game-Genres-FPS/dp/1568814178" target="_blank">Writing for Video Game Genres</a></em>, Donald Freeman’s <em><a href="http://www.amazon.com/Creating-Emotion-Games-Craft-Emotioneering/dp/1592730078" target="_blank">Creating Emotion in Games</a></em>, a variety of blogs and academic journals, and even interviews with game writers at BioWare and Bethesda Softworks (my two favorite game companies). Most of all, though, I’ve found it helpful to pick a specific segment of gameplay (or several related segments), play them through, and analyze then from different angles—taking care, of course, to consider them in the broader context of the game’s narrative and my experience with it as a whole. After all, it’s unfair to make judgments about game dialogue by simply reading scripts or reading over memorable quotes. Game dialogue must be “experienced.” Only then can we start to critically examine whether it is good, bad, or somewhere in the gray area in between.</p>
<h2>Conclusion: What&#8217;s next?</h2>
<p>In sum, even if we gained widespread agreement on the criteria for evaluating game dialogue, it would remain a messy, subjective business. There are a lot of factors to account for, and it’s hard to agree upon the precise ways in which dialogue will benefit the overall immersive effect of a game. Ideally, we could focus on one game at a time, or perhaps one segment at a time, and get data and opinions from a large number of people who have experienced it.</p>
<div class="bluequote">I invite everyone, players and practitioners alike, to visit the web site to share your thoughts and opinions.</div>
<p>That’s why I started <a href="www.dialoguejunkie.com" target="_blank">Dialoguejunkie.com</a>, where I post videos of game dialogue and ask visitors to rate and/or comment on them. This will, I hope, foster a more community-oriented sense of what works and what doesn’t in game dialogue, and ultimately promote better writing in the industry.</p>
<p><strong>I invite everyone, players and practitioners alike, to visit the <a href="www.dialoguejunkie.com" target="_blank">Dialoguejunkie.com</a> to share your thoughts and opinions. At a minimum, I hope it will galvanize us gamers to consider not just what the state of game dialogue is at a given point in the history of the medium, but how we can fairly evaluate it after experiencing it, and what we can do to make it better.</strong></p>
<p><em><strong>References</strong></em></p>
<ul>
<li>Darby McDevitt. “<em><a href="http://www.gamasutra.com/view/feature/6171/a_practical_guide_to_game_writing.php" target="_blank">A Practical Guide to Game Writing</a></em>.” October 13, 2010. Gamasutra.</li>
<li>Keith Stuart. “<em><a href="http://www.guardian.co.uk/technology/gamesblog/2010/mar/16/games-controversy" target="_blank">Voicing concerns: the problem with video game acting</a></em>.” March 16, 2010. Games Blog.</li>
</ul>


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		<title>Making My First iPhone Game From Scratch Part. 1 –  by Pepwuper’s Brandon Wu</title>
		<link>http://gamesauce.org/news/2011/02/03/making-my-first-iphone-game-from-scratch-part-1-%e2%80%93-by-pepwuper%e2%80%99s-brandon-wu/</link>
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		<pubDate>Fri, 04 Feb 2011 03:29:54 +0000</pubDate>
		<dc:creator>Contributions</dc:creator>
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		<guid isPermaLink="false">http://gamesauce.org/news/?p=4021</guid>
		<description><![CDATA[Brandon Wu is the founder and CEO of Studio Pepwuper. Brandon&#8217;s previous career includes strategic consulting at Sony and leading a testing team at Electronic Arts. In a previous life, he was an MBA, a economics major, and an owner of an office supply company. Now he spends his time making games, writing blog posts, [...]]]></description>
			<content:encoded><![CDATA[<p><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-4195" href="http://gamesauce.org/news/2011/02/03/making-my-first-iphone-game-from-scratch-part-1-%e2%80%93-by-pepwuper%e2%80%99s-brandon-wu/img_1513/"><img class="alignnone size-full wp-image-4195" title="portrait Brandon Wu" src="http://gamesauce.org/news/wp-content/uploads/2011/02/IMG_1513.jpg" alt="" width="475" height="267" /></a></p>
<div class="greybiobox"><a href="http://pepwuper.com/team" target="_blank">Brandon Wu</a> is the founder and CEO of <a href="http://www.pepwuper.com" target="_blank">Studio Pepwuper</a>. Brandon&#8217;s previous career includes strategic consulting at Sony and leading a testing team at Electronic Arts. In a previous life, he was an MBA, a economics major, and an owner of an office supply company. Now he spends his time making games, writing blog posts, and dreaming of a world where everybody loves games. In his first contribution for Gamesauce, he will talk about how he learned his way to building his first iPhone game, Megan and the Giant, without prior knowledge of programming and art-making.</div>
<p>A little more than a year ago, I was working in the strategy division at the <a href="http://img577.imageshack.us/img577/2461/sonycity.jpg">Sony headquarters in Tokyo</a>, busy making financial forecasts for new ventures and evaluating business deals. I had a typical MBA job, working with spreadsheets, writing feasibility studies and business plans, and meeting with executives to discuss high level strategies for one of the largest consumer electronics company in the world. <a href="http://img844.imageshack.us/img844/4509/brandonwusonywebsite.png">My job</a> couldn&#8217;t be further away from what I am doing today.</p>
<p>Armed with an education only in Economics and Business, I had no experience with programming a game, creating 2D and 3D art assets, or making sound effects and music for games. Not to mention my lack of proper game design experience. In the beginning of 2010, when I quit my corporate job, I had nothing but a desire to make games, and an idea for the first title. Insane? Maybe, but at that point, I had already decided that, no matter what it took, that game had to be made. Here is the series of events that led to the birth of &#8220;<a href="http://pepwuper.com/MeganAndTheGiant" target="_blank">Megan and the Giant</a>.&#8221;</p>
<h2>Conceptualization</h2>
<div id="attachment_4047" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-4047" href="http://gamesauce.org/news/2011/02/03/making-my-first-iphone-game-from-scratch-part-1-%e2%80%93-by-pepwuper%e2%80%99s-brandon-wu/concept-sketch/"><img class="size-full wp-image-4047  " title="concept sketch" src="http://gamesauce.org/news/wp-content/uploads/2011/02/concept-sketch.jpg" alt="" width="475" height="267" /></a><p class="wp-caption-text">Early sketch of the stealth gameplay. Tools used: imagination, pencil, notebook.</p></div>
<p>In December 2009, I went to England for the first time to visit my in-laws for Christmas. My wife and I went on the <a href="http://www.londonducktours.co.uk/" target="_blank">Duck Tour</a> &#8211;  an amphibious bus that takes you around the city, and transforms into a boat that goes into the River Thames. While on the Duck Tour, I saw a road sign near the River Thames that resembled a giant creature, with a red line crossing through it. We couldn&#8217;t figure out what the sign meant, and I had the idea that perhaps there are giant creatures living in the river, and that the sign is saying &#8220;No Giants Allowed&#8221;.</p>
<p>I decided it would make a pretty interesting story, and spent the next few days sketching out ideas of how the story would unfold. I imagined England at war with another country, and these giants were thought to be secret weapons from the enemy, but eventually they became friends with a little girl and helped defending London from an invasion at the end.</p>
<p>The story was modified over time, and eventually I decided to stay away from a war-themed game to keep the game family-friendly.</p>
<div class="orangequote">I kept having this idea where in one scene, Megan would have to help the Giant escape from the police. Eventually I decided that that is what the game would be about, a simplified stealth game with elements from Metal Gear Solid and Pac-Man.</div>
<p>After I had a rough idea of what the story was about, I started thinking about gameplay. Initially I imagined a game similar to Professor Layton, where puzzle game is the main gameplay with stories in-between play sessions. But I kept having this idea where in one scene, Megan would have to help the Giant escape from the police. Eventually I decided that that is what the game would be about, a simplified stealth game with elements from Metal Gear Solid and Pac-Man.</p>
<h2>Concept Art</h2>
<div id="attachment_4060" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-4060" href="http://gamesauce.org/news/2011/02/03/making-my-first-iphone-game-from-scratch-part-1-%e2%80%93-by-pepwuper%e2%80%99s-brandon-wu/early-concept-art/"><img class="size-full wp-image-4060" title="early concept art" src="http://gamesauce.org/news/wp-content/uploads/2011/02/early-concept-art.jpg" alt="" width="475" height="267" /></a><p class="wp-caption-text">One of the early concept art made by Yu Chen Wang. Tools used: Facebook (messages, contact)</p></div>
<p>After the basic concept was in place. I decided it would be great to have some concept art for development, and to help explain to people what the game is about. I asked Shawn Yu from <a href="http://yuartadventure.blogspot.com/" target="_blank">Yu&#8217;s Art Adventure</a> to help me with the concept art. This is when I finalized the look of the Giant and his personality.</p>
<h2>Design Doc: DEMO</h2>
<div id="attachment_4065" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-4065" href="http://gamesauce.org/news/2011/02/03/making-my-first-iphone-game-from-scratch-part-1-%e2%80%93-by-pepwuper%e2%80%99s-brandon-wu/design-doc-presentation/"><img class="size-full wp-image-4065" title="design doc presentation" src="http://gamesauce.org/news/wp-content/uploads/2011/02/design-doc-presentation.jpg" alt="" width="475" height="288" /></a><p class="wp-caption-text">I plotted out the main story timeline on Keynote (simply because I am more familiar with presentation tools than anything else). This is when the story was still about the war, with an epic scene at the end where hundreds of giants show up to fight against the enemy. EPIC! Tools used: iWork&#39;09 - Pages, Keynote, Game Design Document Outline</p></div>
<p>I decided to make a short demo for the game first so I could get some early feedback on the game. I used to write business plans, and I thought having a design doc, even though this is a small project, would help me think through the design and find details that I&#8217;d missed. So I wrote a design document that described the story, the gameplay, the visual, the target audience, and the purpose of the demo.</p>
<h2>Outsourcing&#8230;?</h2>
<p>After the design document for the demo was done, I wanted to outsource the development to a third party since I didn&#8217;t have the skills (programming, art, sound, etc.) to make it. I talked to many studios around the world, and found several talented studios interested in the project. However the development cost was too high, and I also decided that having the knowledge of how a game is made is crucial for me if I want to lead Studio Pepwuper to success. After one month of business development activities, I put my head down and started learning how to make a game from scratch.</p>
<h2>Game Engine</h2>
<div id="attachment_4092" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-4092" href="http://gamesauce.org/news/2011/02/03/making-my-first-iphone-game-from-scratch-part-1-%e2%80%93-by-pepwuper%e2%80%99s-brandon-wu/set-up-in-unity/"><img class="size-full wp-image-4092" title="set up in Unity" src="http://gamesauce.org/news/wp-content/uploads/2011/02/set-up-in-Unity.jpg" alt="" width="475" height="267" /></a><p class="wp-caption-text">After a few weeks of intense studying and experimenting I was able to set up a scene in Unity 2.6 that contained the basic gameplay.</p></div>
<p>Fortunately there are some great game engines available on the market. I had been paying attention to these middleware since 2009 and knew what my options were when it came to developing an iPhone game without having to do all the ground work. Among the choices were: <a href="http://www.garagegames.com/products/torque-2d/iphone" target="_blank">Torque</a>, <a href="http://unity3d.com/" target="_blank">Unity</a>, <a href="http://www.stonetrip.com/" target="_blank">ShiVa</a>, and <a href="http://www.cocos2d-iphone.org/" target="_blank">Cocos2D</a>, and I eventually decided on Unity 3D for it&#8217;s ability to publish to multiple platforms and it&#8217;s supportive community. I bought the only Unity book available at the time (<em><a href="http://www.amazon.com/Unity-Game-Development-Essentials-Goldstone/dp/184719818X" target="_blank">Will Goldstone&#8217;s Unity Game Development Essentials</a></em>) and spent one month studying it day and night. The book does a good job of introducing the engine to beginners, but due to my lack of programming knowledge, I had to supplement my study with lots of reading online to learn programming and scripting with Javascript. I had a new found respect for all the programmers after that intense month.</p>
<h2>What&#8217;s Next?</h2>
<p>It took me three months from the moment I had the idea of making a game to actually seeing the prototype on screen, with the majority of the time spent on learning how to program and finding my way around Unity. It was great to finally see the idea come alive, and to know that maybe, just maybe, I can actually make games!</p>
<div class="orangequote">It was great to finally see the idea come alive, and to know that maybe, just maybe, I can actually make games!</div>
<p>A prototype is not a game, and the game was still 7 months from completion. Armed with my new-found confidence in self-studying, I continued my journey into more topics involved in game development. In the next part, I will talk about 2D and 3D art, sound/music, level design/boss fights, play-testing, getting the game onto an iPhone (Xcode), and the final crunch to the finish &#8211; the much juicier &#8211; and rewarding -parts of game making.</p>
<p>Stay Tuned!</p>
<p><strong><em>Brandon can be reached at brandon.wu@gamesauce.org</em></strong></p>


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		<title>Gamesauce Challenge Announces Global Game Jam Winners</title>
		<link>http://gamesauce.org/news/2011/02/02/gamesauce-challenge-announces-global-game-jam-winners/</link>
		<comments>http://gamesauce.org/news/2011/02/02/gamesauce-challenge-announces-global-game-jam-winners/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 23:42:53 +0000</pubDate>
		<dc:creator>Vlad Micu and Javier Sancho</dc:creator>
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		<guid isPermaLink="false">http://gamesauce.org/news/?p=4130</guid>
		<description><![CDATA[We have announced the ten winners of the Gamesauce Challenge for the IGDA Global Game Jam! The ten winning games were selected from the 1487 games that were developed last weekend during the Global Game Jam 2011. Each winning team has been awarded the opportunity to showcase their game during Casual Connect Europe on Thursday, February 10, [...]]]></description>
			<content:encoded><![CDATA[<p><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-4148" href="http://gamesauce.org/news/2011/02/02/gamesauce-challenge-announces-global-game-jam-winners/ggj2011_posterblue_text/"><img class="alignnone size-medium wp-image-4148" title="The GGJ2011 Poster by Sjors Houkes" src="http://gamesauce.org/news/wp-content/uploads/2011/02/GGJ2011_posterBLUE_text-475x267.jpg" alt="The GGJ2011 Poster by Sjors Houkes" width="475" height="267" /></a>We have announced the ten winners of the Gamesauce Challenge for the <a href="http://globalgamejam.org/" target="_blank">IGDA Global Game Jam</a>!</p>
<p>The ten winning games were selected from the 1487 games that were developed last weekend during the Global Game Jam 2011. Each winning team has been awarded the opportunity to <a href="http://europe.casualconnect.org/content.html#shen" target="_blank">showcase their game</a> during Casual Connect Europe on Thursday, February 10, 2011 in Hamburg, Germany and all-access passes to Casual Connect Europe and three nights of accommodation.</p>
<p>Submissions were judged based on the potential of their teams to create commercially viable projects and meet with publishers during Casual Connect Europe. Each Global Game Jam site was given the opportunity to nominate their very best project for the contest.</p>
<div id="attachment_4149" class="wp-caption alignnone" style="width: 485px"><a rel="attachment wp-att-4149" href="http://gamesauce.org/news/2011/02/02/gamesauce-challenge-announces-global-game-jam-winners/rhythm-of-the-stars-finland-team/"><img class="size-medium wp-image-4149" title="The Rhythm of the Stars team from Finland" src="http://gamesauce.org/news/wp-content/uploads/2011/02/Rhythm-of-the-Stars-Finland-team-475x268.jpg" alt="The Rhythm of the Stars team from Finland" width="475" height="268" /></a><p class="wp-caption-text">The Rhythm of the Stars team from Tampere, Finland</p></div>
<p><strong><span style="text-decoration: underline;"><br />
The Winners (in alphabetical order)</span></strong></p>
<p><strong><em><a href="http://www.globalgamejam.org/2011/death-pizza"> </a></em></strong></p>
<p><strong><em><a href="http://www.globalgamejam.org/2011/death-pizza">Death Pizza<br />
</a></em></strong>Turku, Finland<br />
Sabastian Jakaus, Tatu-Pekka Saarinen, Arash John Sammander. [<a href="mailto:ggj-pizza@gamesauce.org">email</a>]</p>
<p><a href="http://www.globalgamejam.org/2011/hamsters-and-plague"><strong><em>Hamsters and Plague</em></strong></a><br />
Oulu, Finland<br />
Mika Oja, Teemu Kaukoranta. [<a href="mailto:ggj-hamsters@gamesauce.org">email</a>]</p>
<div><a href="http://www.globalgamejam.org/2011/last-fleet"><strong><em>The Last Fleet</em></strong></a><br />
Capetown, South Africa<br />
Marc Luck, Luke Marcus Viljoen, Rodain Joubert. [<a href="mailto:ggj-fleet@gamesauce.org">email</a>]</p>
<p><em><a href="http://www.globalgamejam.org/2011/ned-you-really-suck-life-out-room"><strong>Ned, You Really Suck the Life Out of a Room</strong><br />
</a></em>New York, USA<br />
Team NED: New York, USA, Randall Li, Chris Makris, Ben Norskov, Matthew LoPresti, Roger Cheng. [<a href="mailto:ggj-ned@gamesauce.org">email</a>]</p>
</div>
<p><a href="http://www.globalgamejam.org/2011/planetary-plan-c"><strong><em>Planetary Plan C</em></strong></a><br />
Curitiba, Brazil<br />
Henrique Schlatter Manfroi, Pedro Medeiros de Almeida, Amora B., Karen Garcia, Rafael Miranda Gomes, Rodrigo Braz Monteiro, Fernando Su, Ne Sasaki. [<a href="mailto:ggj-panc@gamesauce.org">email</a>]</p>
<p><a href="http://www.globalgamejam.org/2011/rhythm-stars"><strong><em>Rhythm of the Stars</em></strong></a><br />
Tampere, Finland<br />
Pekka Kujansuu, Olli Etuaho, Juho Korhonen, Aki Jäntti. [<a href="mailto:ggj-stars@gamesauce.org">email</a>]</p>
<p><a href="http://globalgamejam.org/2011/somyeol2d"><strong><em>Somyeol2D</em></strong></a><br />
Bremen, Germany<br />
Kolja Lubitz, Jannik Waschkau, Carsten Pfeffer, Jan Niklas Hasse. [<a href="mailto:ggj-semyeol@gamesauce.org">email</a>]</p>
<p><a href="http://www.globalgamejam.org/2011/snobli-run"><strong><em>Snobli Run</em></strong></a><br />
Kajaani, Finland<br />
Veli Vainio &amp; Ilkka Leino. [<a href="mailto:ggj-snobli@gamesauce.org">email</a>]</p>
<p><strong><em> <a href="http://www.globalgamejam.org/2011/speck">Speck<br />
</a></em></strong>Manila, Philippines<br />
Marnielle Lloyd Estrada. [<a href="mailto:ggj-speck@gamesauce.org">email</a>]</p>
<p><a href="http://www.globalgamejam.org/2011/ultimate-celebration"><strong><em>Ultimate celebration</em></strong><br />
</a>Rochester, New York, USA<br />
Lane Lawley, Brian Soulliard, Devin Ford, Lawrence Jung, Kevin MacLeod. [<a href="mailto:ggj-ultimate@gamesauce.org">email</a>]</p>
<div id="attachment_4150" class="wp-caption alignnone" style="width: 485px"><a rel="attachment wp-att-4150" href="http://gamesauce.org/news/2011/02/02/gamesauce-challenge-announces-global-game-jam-winners/somyeol2d-bremen-team/"><img class="size-medium wp-image-4150" title="The Somyeol2D team from Bremen, Germany" src="http://gamesauce.org/news/wp-content/uploads/2011/02/Somyeol2D-Bremen-team-475x267.jpg" alt="The Somyeol2D team from Bremen, Germany" width="475" height="267" /></a><p class="wp-caption-text">The Somyeol2D team from Bremen, Germany</p></div>
<div>
<p><strong><span style="text-decoration: underline;">The Runner Ups (in alphabetical order)</span></strong></p>
<p><strong><em><a href="http://www.globalgamejam.org/2011/dramatic-extinction">Dramatic Extinction</a><br />
</em></strong>Hamar, Norway<br />
Stig-Owe Sandvik, Kenneth Aas Hansen, Andreas Fuglesang.</p>
<p><strong><em><a href="http://globalgamejam.org/2011/glitchhiker"> Glitchhiker</a></em></strong><br />
Utrecht, The Netherlands<br />
Jan Willem Nijman, Rami Ismail, Jonathan Barbosa Rutger Muller, Paul Veer, Laurens de Gier.<br />
<strong><em><br />
<a href="http://www.globalgamejam.org/2011/how-kill-pandas"> How to Kill Pandas</a><br />
</em></strong>Pelitalo Outokumpu, Finland<br />
Antti Piironen, Anssi Pehrman, Tuuka Rinkinen, Salla 		Hakko, Heikki Koljonen, Hannu-Pekka Rötkö, Lauri Salo, Juho-Petteri Yliuntinen, Lari Strand, 			Henry Härkönen, Sina Aho.</p>
<p><strong><em><a href="http://www.youtube.com/watch?v=mBHbdqwSdnQ">Johann Sebastian Joust!</a><br />
</em></strong>Copenhagen Game Collective<br />
Douglas Wilson, Nils Deneken, Lau Korsgaard, Sebbe Selvig, Patrick Jarnveldt.</p>
<p><strong><em><a href="http://globalgamejam.org/2011/meteorcrash">MeteorCrash</a><br />
</em></strong>Córdoba,  Argentina<br />
Ezequiel Soler, German A. Martin, Carla Soledad Corcoba.</p>
</div>
<p><strong>Make sure to participate in the <a href="http://globalgamejam.org" target="_blank">IGDA Global Game Jam</a> next year for your opportunity to win! </strong></p>


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		<title>Simutronics’ Elonka Dunin on Online Games, Keeping Up as an Online Gaming Pioneer, and Fantasy University</title>
		<link>http://gamesauce.org/news/2011/02/01/simutronics%e2%80%99-elonka-dunin/</link>
		<comments>http://gamesauce.org/news/2011/02/01/simutronics%e2%80%99-elonka-dunin/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 16:08:18 +0000</pubDate>
		<dc:creator>Gamesauce Staff</dc:creator>
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		<description><![CDATA[Elonka Dunin is a game developer who has twenty years of experience in the industry with her. She advocates for the online game genre and co-founded the International Game Developers Association’s Online Games Group. She shares her start in the game industry, reflections on a constantly changing industry, and her current work on Fantasy University [...]]]></description>
			<content:encoded><![CDATA[<p><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3986" href="http://gamesauce.org/news/2011/02/01/simutronics%e2%80%99-elonka-dunin/dunin_elonka/"><img class="alignnone size-medium wp-image-3986" title="Elonka Dunin" src="http://gamesauce.org/news/wp-content/uploads/2011/01/dunin_elonka-475x267.jpg" alt="Elonka Dunin" width="475" height="267" /></a><br />
<a href="http://en.wikipedia.org/wiki/Elonka_Dunin" target="_blank">Elonka Dunin</a> is a game developer who has twenty years of experience in the industry with her. She advocates for the online game genre and co-founded the International Game Developers Association’s Online Games Group. She shares her start in the game industry, reflections on a constantly changing industry, and her current work on <em><a href="http://apps.facebook.com/fantasyuniversity/" target="_blank">Fantasy University</a></em> for Facebook and other web portals such as Kongregate.</p>
<h2>From Gamer to Developer</h2>
<div id="attachment_3779" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3779" href="http://gamesauce.org/news/2011/02/01/simutronics%e2%80%99-elonka-dunin/1977flagtwirler/"><img class="size-full wp-image-3779" title="1977FlagTwirler" src="http://gamesauce.org/news/wp-content/uploads/2011/01/1977FlagTwirler.jpg" alt="" width="475" height="267" /></a><p class="wp-caption-text">Dunin studied Astronomy at UCLA and then joined the US Air Force. There she worked on different tankers and spy planes.</p></div>
<p>Elonka Dunin has been playing games since a time before PCs. Dunin’s father was involved with IBM computers in the 1960s and programmed mainframes to play games with her. As computers started moving into people&#8217;s households, Dunin was one of the early explorers of online fantasy worlds. She played every MUD she could get her hands on. When the game industry moved in the direction of Bulletin Board Systems, she played those too, until the industry and her along with it transitioned to online services such as GEnie and CompuServe in the 1980s.</p>
<p>In the 1990’s, Dunin went to GemCon in St. Louis, Missouri, where she got to meet some of the people involved in writing one of the games she played—<em>GemStone ][</em> on GEnie. They hit it off, and a few months later she quit her non-game job in Los Angeles, California to make the leap to Simutronics in St. Louis. She has been there ever since.</p>
<div class="greenquote">“I have a special fondness for each game in their own way.”</div>
<p>Since taking a position at Simutronics, Dunin has been in the game industry for twenty years. Some of her most-loved games she worked on include popular MUDs such as one of the longest-running online games <em>GemStone</em>, <em>Orb Wars</em>, <em>DragonRealms</em>, and <em>Modus Operandi</em>. In 1993, <em>CyberStrike</em> won the first award for “Online Game of the Year.” It's hard for Dunin to pick a favorite: “I have a special fondness for each game in their own way."</p>
<h2>Social Games Development</h2>
<div id="attachment_3978" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3978" href="http://gamesauce.org/news/2011/02/01/simutronics%e2%80%99-elonka-dunin/agreement/"><img class="size-medium wp-image-3978" title="Fantasy University intends to combine snarky humor, endless pop culture references, and the FUBAR (the game’s form of virtual currency) with solid RPG gameplay Simutronics has been known for." src="http://gamesauce.org/news/wp-content/uploads/2011/01/Agreement-475x267.jpg" alt="Fantasy University intends to combine snarky humor, endless pop culture references, and the FUBAR (the game’s form of virtual currency) with solid RPG gameplay Simutronics has been known for." width="475" height="267" /></a><p class="wp-caption-text">Fantasy University intends to combine snarky humor, endless pop culture references, and the Fubar (the game’s form of virtual currency) with solid RPG gameplay Simutronics has been known for.</p></div>
<p>Dunin is currently most excited about <em>Fantasy University</em> for Facebook, which is Simutronics’ first game for the social networking market. The Open Beta launched in mid-October 2010. So far, thousands of players have poured in from all over the world. “It&#8217;s got such a great energy about it, with wonderful humor and writing, and I am very proud to be part of a team that is bringing such a high-quality game to the space,” says Dunin.</p>
<p>For Simutronics, the biggest challenge has been the way the industry keeps changing so rapidly. However, Dunin is equipped to tackle the shifts, because of her love for and growth alongside the game industry since its beginnings.</p>
<div class="greenquote">We couldn&#8217;t look to how other companies were doing things, because we were often the first!</div>
<p>Dunin elaborates: “We couldn&#8217;t look to how other companies were doing things, because we were often the first! And the business model kept changing out from under us, so we had to be nimble. When we started, games were provided on major online services that charged an hourly rate, of which we got a percentage. Then the online services started changing their business models to go flatrate, so suddenly our number of users skyrocketed, but we could no longer rely on hourly fees. Then we moved our business to the web and had to come up with an entire billing system from scratch, as we re-worked everything to go with monthly subscriptions.” Now, the industry is changing again, so <em>Fantasy University</em> employs a microtransaction business model.</p>
<p>“It&#8217;s like we have to re-invent ourselves over and over again, which is fun at times, but definitely challenging!” exclaims Dunin.</p>
<p><strong>Elonka Dunin also happens to be an internationally recognized expert on the ciphers of the CIA&#8217;s Kryptos sculpture and authored <em><a href="http://www.amazon.co.uk/Mammoth-Book-Secret-Puzzles-Books/dp/1845293258/" target="_blank">The Mammoth Book of Secret Codes and Cryptograms</a></em></strong>.<strong> Dan Brown named a character after her in his latest book, <em>&#8216;The Lost Symbol&#8217;</em> called  &#8217;Nola Kaye&#8217;, an anagrammed form of &#8216;Elonka&#8217;.</strong></p>


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		<title>Game Designer Erin Robinson on Free Games and Indie Life</title>
		<link>http://gamesauce.org/news/2011/01/27/game-designer-erin-robinson-on-free-games-and-indie-life/</link>
		<comments>http://gamesauce.org/news/2011/01/27/game-designer-erin-robinson-on-free-games-and-indie-life/#comments</comments>
		<pubDate>Thu, 27 Jan 2011 21:48:50 +0000</pubDate>
		<dc:creator>Gamesauce Staff</dc:creator>
				<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[Women Executives in Games]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=3587</guid>
		<description><![CDATA[Erin Robinson is a game designer who blazoned her way in the game industry by making much-loved free games such as Nanobots, Spooks and Little Girl in Underland. It helps that she can make her own concept art, too. Shareware For Life Even in her early years, Robinson was a fan of indie games. She played [...]]]></description>
			<content:encoded><![CDATA[<p><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3591" href="http://gamesauce.org/news/2011/01/27/game-designer-erin-robinson-on-free-games-and-indie-life/gdc_china_2010-321/"><img class="alignnone size-full wp-image-3591" title="Erin Robinson" src="http://gamesauce.org/news/wp-content/uploads/2011/01/GDC_China_2010-321.jpg" alt="" width="475" height="267" /></a><br />
Erin Robinson is a game designer who blazoned her way in the game industry by making much-loved free games such as <em>Nanobots, Spooks and Little Girl in Underland</em>. It helps that she can make her own concept art, too.</p>
<h2>Shareware For Life</h2>
<div id="attachment_3981" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3981" href="http://gamesauce.org/news/2011/01/27/game-designer-erin-robinson-on-free-games-and-indie-life/erin_g4tv/"><img class="size-medium wp-image-3981" title="Robinson being interviewed by Morgan Webb from G4TV" src="http://gamesauce.org/news/wp-content/uploads/2011/01/Erin_G4TV-475x267.jpg" alt="Robinson being interviewed by Morgan Webb from G4TV" width="475" height="267" /></a><p class="wp-caption-text">Robinson being interviewed by Morgan Webb from G4TV</p></div>
<p>Even in her early years, Robinson was a fan of indie games. She played every shareware game that she could get her hands on. “The first game I paid for was <em>The Lost Mind of Dr. Brain</em> and I did chores for weeks to earn the money. Maybe associating video games with chores was the reason I became a developer.”</p>
<p>Despite working in the publisher scheme nowadays, Robinson still believes strongly in her independent roots and free games. “For starters, your audience is significantly bigger. It doesn&#8217;t take nearly as much to convince people to check out an offbeat indie game if it&#8217;s free,” says Robinson.</p>
<div class="bluequote">“Free games can help a new developer build up a reputation.”</div>
<p>Further, working on her own free games helped Robinson find her style and share it with players. “Free games can help a new developer build up a reputation. The style of your work will become more apparent with each project you release, and can help you find your audience, or help them find you!” she shares.</p>
<h2>The Indie Road</h2>
<div id="attachment_3979" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3979" href="http://gamesauce.org/news/2011/01/27/game-designer-erin-robinson-on-free-games-and-indie-life/erin_indies/"><img class="size-medium wp-image-3979" title="Robinson having breakfast with fellow indies during GDC 2010" src="http://gamesauce.org/news/wp-content/uploads/2011/01/Erin_Indies-475x266.jpg" alt="Robinson having breakfast with fellow indies during GDC 2010" width="475" height="266" /></a><p class="wp-caption-text">Robinson having breakfast with fellow indies during GDC 2010</p></div>
<div id="_mcePaste">Even with these advantages, free games are not often a viable option for professionals. It can be a tough path to keep afloat financially while investing time and energy into developing free games. However, there’s a payoff. Robinson has been embraced by publishers because of her proven effort.</div>
<p>Finishing a game is a skill of its own, declares Robinson. “If you develop a reputation as someone who gets things done, it will only help you down the road.”<br />
Most importantly, free games are a good way to get established and respond to feedback without incurring the risks of commercial game development.</p>
<div class="bluequote">“It&#8217;s the feeling of creating something from nothing that I find so engaging.”</div>
<p>Robinson has also discovered through experience that it is very rewarding to work on a commissioned project and pitch ideas. She experienced this first when designing <em>Puzzle Bots</em> and later when designing missions for social media company Akoha. “It&#8217;s the feeling of creating something from nothing that I find so engaging,” adds Robinson.</p>
<h2>Into The Future</h2>
<div id="attachment_3980" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3980" href="http://gamesauce.org/news/2011/01/27/game-designer-erin-robinson-on-free-games-and-indie-life/erin_pax10/"><img class="size-medium wp-image-3980" title="&quot;Manning (ladying?) my booth at the PAX 10.&quot;" src="http://gamesauce.org/news/wp-content/uploads/2011/01/Erin_PAX10-475x266.jpg" alt="&quot;Manning (ladying?) my booth at the PAX 10.&quot;" width="475" height="266" /></a><p class="wp-caption-text">&quot;Manning (ladying?) my booth at the PAX 10.&quot;</p></div>
<p>Lately, Robinson is learning how to program in Unity. “It&#8217;s going slowly but surely,” she admits. She is tackling programming because she understands how useful it is for game designers to be able to sketch out new ideas on their own.</p>
<p>Robinson is working on a small game that she occasionally updates people about using Twitter. “Nothing has been announced yet, but I can&#8217;t help but post concept art sometimes,” she admits.</p>
<p>Finishing a game is still the bane of her existence. “It&#8217;s easy to think a project is 90% done and then find your to-do list getting longer every day. It just happens,” Robinson shares. After all, releasing a game is only partly about ensuring a bug-free release. Creating promotional materials and sending a game to the press takes quite a bit of time and pushes budget constraints.</p>
<p>But in the end it’s worth it.</p>
<p><strong>Erin Robinson recently talked about the neuroscience of gaming at GDC China, summarizing findings that video games are increasingly being used in medical and rehabilitative therapy and playing First-Person Shooters improves visual and auditory perception.</strong></p>


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		<title>Studio profile: Nikitova LCC in Kyiv</title>
		<link>http://gamesauce.org/news/2011/01/27/studio-profile-nikitova-lcc-in-kyiv/</link>
		<comments>http://gamesauce.org/news/2011/01/27/studio-profile-nikitova-lcc-in-kyiv/#comments</comments>
		<pubDate>Thu, 27 Jan 2011 14:25:45 +0000</pubDate>
		<dc:creator>Vlad Micu</dc:creator>
				<category><![CDATA[Studio Spotlight]]></category>
		<category><![CDATA[academy]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[ceo]]></category>
		<category><![CDATA[china]]></category>
		<category><![CDATA[distributed development]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[kyiv]]></category>
		<category><![CDATA[micu]]></category>
		<category><![CDATA[nikitova]]></category>
		<category><![CDATA[outsourcing]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[ukraine]]></category>
		<category><![CDATA[vlad]]></category>
		<category><![CDATA[vlad micu]]></category>
		<category><![CDATA[women]]></category>
		<category><![CDATA[Women Executives in Games]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=3905</guid>
		<description><![CDATA[Nikitova is not only one of the first art outsourcing studios in the Ukraine, but is now considered to be the largest game development services company in the Ukraine. They have built up quite the rep sheet with companies such as EA, Activision, Sony, Namco Networks, Oberon Media/Iplay, Trion Networks and Triumph Studios as their [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_3917" class="wp-caption alignnone" style="width: 490px"><a rel="attachment wp-att-3917" href="http://gamesauce.org/news/2011/01/27/studio-profile-nikitova-lcc-in-kyiv/_mg_0629/"><img class="size-full wp-image-3917" title="Nikitova's Business Development Manager Natalia Makarova, VP of Strategy Maxim Zasov and CEO Olya Nikitova" src="http://gamesauce.org/news/wp-content/uploads/2011/01/MG_0629.jpg" alt="Nikitova's Business Development Manager Natalia Makarova, VP of Strategy Maxim Zasov and CEO Olya Nikitova" width="480" height="271" /></a><p class="wp-caption-text">Nikitova&#39;s Business Development Manager Natalia Makarova, VP of Strategy Maxim Zasov and CEO Olya Nikitova</p></div>
<p>Nikitova is not only one of the first art outsourcing studios in the Ukraine, but is now considered to be the largest game development services company in the Ukraine. They have built up quite the rep sheet with companies such as EA, Activision, Sony, Namco Networks, Oberon Media/Iplay, Trion Networks and Triumph Studios as their clients. Their main activities are not only art and engineering outsourcing for well-known titles, but also creating full games for PC and consoles. With the company prepping up to release a new line of casual downloadable titles themselves and a possible studio in China, we had the pleasure of paying their Kyiv studio a visit and find out how the company is dealing with moving from outsourcing to distributed development, what it’s like to have their own game development academy, befriending China and have a true 50/50 male/female ratio inside the office.</p>
<h2>Distributed development &gt; Outsourcing</h2>
<div id="attachment_3923" class="wp-caption alignnone" style="width: 490px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3923" href="http://gamesauce.org/news/2011/01/27/studio-profile-nikitova-lcc-in-kyiv/_mg_0657/"><img class="size-medium wp-image-3923" title="Just when I visited the Nikitova offices, an entire new section was opened to accommodate a new division of programmers." src="http://gamesauce.org/news/wp-content/uploads/2011/01/MG_0657-480x268.jpg" alt="Just when I visited the Nikitova offices, an entire new section was opened to accommodate a new division of programmers." width="480" height="268" /></a><p class="wp-caption-text">Just when I visited the Nikitova offices, an entire new section was opened to accommodate a new division of programmers.</p></div>
<p>Outsourcing has become quite the dirty word in Eastern European countries, even though it’s been one of the main livelihoods of most game studios based there. “Most of the studios here, they use outsourcing as help, to stay alive,” VP of Strategy Maxim Zasov says. At Nikitova’s offices, everyone has stopped talking about outsourcing and have started calling their work distributed development instead. “We feel that outsourcing is evolving into a more mature form of development service we see as distributed development,” President and CEO Olya Nikitova adds. “Clients started to realize that treating your development services partner as a part of their team will add a great value  to the quality of the product . In certain ways, the team has to feel a sense of belonging.”</p>
<div class="orangequote">“They’ve finally started to realize that not treating us as a part of their team will influence the quality of the product as well. In certain ways, the team has to feel a sense of belonging.”</div>
<p>Vice president of production Michael Vatsovskiy has enjoyed the use of the word even more. His team has had a great boost in motivation seeing their names actually appear in the credits of some western games they’ve done distributed development on. “We are still something like 7 or 8 years behind software outsourcing,” he admits. “But with distributed development, in a production sense, we are partners now. It’s great for the team’s motivation.”</p>
<h2>The Nikitova academy</h2>
<div id="attachment_3919" class="wp-caption alignnone" style="width: 490px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3919" href="http://gamesauce.org/news/2011/01/27/studio-profile-nikitova-lcc-in-kyiv/_mg_0633/"><img class="size-medium wp-image-3919" title=" All the participants of the Nikitova academy receive a legitimate certificate once they graduate and the top candidates are offered to take up a position inside the company after graduation." src="http://gamesauce.org/news/wp-content/uploads/2011/01/MG_0633-480x270.jpg" alt=" All the participants of the Nikitova academy receive a legitimate certificate once they graduate and the top candidates are offered to take up a position inside the company after graduation." width="480" height="270" /></a><p class="wp-caption-text"> All the participants of the Nikitova academy receive a legitimate certificate once they graduate and the top candidates are offered to take up a position inside the company after graduation.</p></div>
<p>In 2006, Olya Nikitova decided to open a small game development academy to create more educational opportunities for young people in Ukraine that wanted to explore game development and become a part of an exciting industry. “Introducing something like an academy gives kids a chance to have a choice,” she explains. “If you compare it to the other job markets, game development itself is one of the highest paid industries here.” Nikitova’s academy is currently schooling 30 students at a time, testing people for their aptitude on both art and programming.</p>
<div class="orangequote">“We feel responsible for the lack of support for education on the government side.”</div>
<p>“We feel responsible for the lack of support for education in game development field on the government side,” she adds. “We aim to be  a good example of a nice place to work, develop yourself and get excellent career growth opportunities.”</p>
<h2>If you can’t beat em…</h2>
<div id="attachment_3928" class="wp-caption alignnone" style="width: 490px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3928" href="http://gamesauce.org/news/2011/01/27/studio-profile-nikitova-lcc-in-kyiv/_mg_0642/"><img class="size-medium wp-image-3928" title="Senior staff inside the Nikitova offices can be easliy recognized by their abundance trophies and other spoils of battle." src="http://gamesauce.org/news/wp-content/uploads/2011/01/MG_0642-480x269.jpg" alt="Senior staff inside the Nikitova offices can be easliy recognized by their abundance trophies and other spoils of battle." width="480" height="269" /></a><p class="wp-caption-text">Senior staff inside the Nikitova offices can be easliy recognized by their abundance of trophies and other spoils of battle.</p></div>
<p>With outsourcing to China becoming popular, even Nikitova is feeling pressure from the East. “They put a lot of money into education, and that counts as government-financed help,” President and CEO Olya Nikitova says. “So, that by itself requires us to be on our toes.” The challenge to keep costs down and retain a high-quality standard has become even bigger, especially since Ukrainian studios lack any kind of government support or quality education for game developers at all.</p>
<div class="orangequote">“You don&#8217;t compete with China, you just open up there.”</div>
<p>Aware of the quality of education and work in China, even an Ukrainian company like Nikitova is strongly considering to create a presence in China. The decision to open an office in China within the next six months is already on the table. “There are also advantages here [in the Ukraine] and the cultural connection is much closer to western clients,” Zasov adds. “You don&#8217;t compete with China, you just open up there.” The goal is to find a company that can complement their own skills and allow them to create a stronger international organization. “It’s a tendency for outsourcing companies to start and understand that we are stronger together than we are separately.”</p>
<h2>Collaboration in Kyiv</h2>
<div id="attachment_3920" class="wp-caption alignnone" style="width: 490px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3920" href="http://gamesauce.org/news/2011/01/27/studio-profile-nikitova-lcc-in-kyiv/_mg_0643/"><img class="size-medium wp-image-3920" title="Many starting game studios in Kyiv are founded by former employees who had their first taste of professional game development at Nikitova." src="http://gamesauce.org/news/wp-content/uploads/2011/01/MG_0643-480x270.jpg" alt="Many starting game studios in Kyiv are founded by former employees who had their first taste of professional game development at Nikitova." width="480" height="270" /></a><p class="wp-caption-text">Many starting game studios in Kyiv are founded by former employees who had their first taste of professional game development at Nikitova.</p></div>
<p>According to many Ukranian developers, there appears to be a certain Ukrainian mentality still subconsciously active in the minds of some game studios that sharing information and being collaborative while exchanging ideas and visions is a bad thing. Five years ago, Olya Nikitova and some other developers took the initiative to start an IGDA chapter in Kyiv. “The idea of the IGDA chapter was to bring down those fences between studios and talk to each other to find the benefit,” she explains. “Anything that has a collective origin is always better than being individualistic. That has been my message for over 10 years.”</p>
<div class="orangequote">“The idea of the IGDA chapter was to bring down those fences between studios and talk to each other to find the benefit.”</div>
<p>For Olya Nikitova, it has become clear that in this day and age a collaborative attitude would allow her countrymen and women to achieve greater things than ever before. “You cannot stay by yourself, you need to look around,” she argues. “It&#8217;s all about being social. It&#8217;s a social environment, a social network: games for everyone.”</p>
<h2>Girlpower</h2>
<div id="attachment_3921" class="wp-caption alignnone" style="width: 490px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3921" href="http://gamesauce.org/news/2011/01/27/studio-profile-nikitova-lcc-in-kyiv/_mg_0646/"><img class="size-medium wp-image-3921" title="Nikitova's art department is dominated by female artists for a reason." src="http://gamesauce.org/news/wp-content/uploads/2011/01/MG_0646-480x269.jpg" alt="Nikitova's art department is dominated by female artists for a reason." width="480" height="269" /></a><p class="wp-caption-text">Nikitova&#39;s art department has recently provided art support for many big titles, inlcuding The Sims 3, Overlord I &amp; II and Supreme Commander 2</p></div>
<p>Being at the head of her own company for almost 10 years, Olya Nikitova once took the plunge into the game industry after become tired or running a foreign exchange company. “I quickly realized it wasn’t my cup of tea,” she says. “I just like creativity and was looking for an industry that can get me inspired.” Applying her knowledge of how to start and run a business she aimed at game development industry with the goal of becoming a premium services provider and learn from the best game development companies  creating best practices in the area game development outsourcing. The desire to learn has stayed with the company throughout its growth and has given Olya Nikitova the possibility to share attracts and fosters more female talent as well. The company possesses almost a 50/50 ratio of women in most of the teams in the company; a rather unseen feat for most western studios. “Being a female, and not being afraid to attract female talent, I have no reservation towards what females can do,” she says. ”The idea was to look at what women do best, because game development is such an abundant area where females can work.”</p>
<div class="orangequote">“Being a woman, and not being afraid to attract female talent, I have no reservation towards what women can do.”</div>
<p>Olya Nikitova especially noticed the value of a woman’s touch in the growth of her own art department. “Especially on the texture side, certain types of modeling work, certain assets, women flourish, they&#8217;re just so good at it,” She says. “They have better eyes and a better sense of color. Intuitively, they&#8217;re better on many levels. […] I really like the fact that women want to work in game development and aim to support it on every level.”</p>
<p><strong>Nikitova recently celebrated it’s decade long existence. With one of Kyiv’s largest studios sharing her name,  Olya Nikitova aims to move the company forward by letting her employees learn new things, make new new friends, explore opportunities and create their own story in the world of games.</strong></p>


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		<title>Writer Toiya Finley Talks About Text-Based Games and Paths to Game Writing</title>
		<link>http://gamesauce.org/news/2011/01/25/writer-toiya-finley-talks-about-text-based-games-and-paths-to-game-writing/</link>
		<comments>http://gamesauce.org/news/2011/01/25/writer-toiya-finley-talks-about-text-based-games-and-paths-to-game-writing/#comments</comments>
		<pubDate>Tue, 25 Jan 2011 19:56:14 +0000</pubDate>
		<dc:creator>Gamesauce Staff</dc:creator>
				<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[academagia]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[educational]]></category>
		<category><![CDATA[freelance]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[hope]]></category>
		<category><![CDATA[magic]]></category>
		<category><![CDATA[text]]></category>
		<category><![CDATA[toiya finley]]></category>
		<category><![CDATA[Women Executives in Games]]></category>
		<category><![CDATA[write]]></category>
		<category><![CDATA[writing]]></category>
		<category><![CDATA[writing for games]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=3604</guid>
		<description><![CDATA[Freelance writer Toiya Finley discusses writing for Academagia and shares her story of hope for other freelance writers who want to write for games. Text-Based Games Live Text-based games are making a comeback in the world of smartphones, handhelds, and good ol’ cell phones. Finley, who fairly recently transitioned her writing skills to the game [...]]]></description>
			<content:encoded><![CDATA[<p><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3855" href="http://gamesauce.org/news/2011/01/25/writer-toiya-finley-talks-about-text-based-games-and-paths-to-game-writing/finley-b-and-w-1jpg/"><img class="alignleft size-full wp-image-3855" title="Toiya Finley" src="http://gamesauce.org/news/wp-content/uploads/2011/01/Finley-b-and-w-1jpg.jpg" alt="" width="240" height="135" /></a> Freelance writer Toiya Finley discusses writing for <em>Academagia</em> and shares her story of hope for other freelance writers who want to write for games.</p>
<h2>Text-Based Games Live</h2>
<p>Text-based games are making a comeback in the world of smartphones, handhelds, and good ol’ cell phones. Finley, who fairly recently transitioned her writing skills to the game industry, started in browser-based games. She is now looking ahead to the future of texting games.</p>
<p>Finley writes for <em>Academagia: The Making of Mages</em>, which was released a couple of months ago by Black Chicken Studio. This PC game, aimed at audiences ages 9+, combines mechanics from life simulation and text-based role-playing games.</p>
<p><em>Academagia</em>, although not a console AAA title, has been a great learning experience for Finley as a freelancer. Undoubtedly writers, especially those working online, often struggle to be fully included in the development process. “It’s a vast game, so I was able to add a lot of my ideas to the universe,” says Finley.</p>
<div class="bluequote">”I was able to add a lot of my ideas to the universe.”</div>
<p>Finley is currently writing the downloadable content adventures. Soon, she will be starting design work on the sequel. Above all, player feedback drives her as she thinks ahead to the sequel. “It’s been a pretty awesome experience watching the community on the forums respond to the game and discover the elements which I contributed.”</p>
<p>Shortly after working with Black Chicken Studio, Finley also picked up a contract as an Interactive Story Designer and Game Designer for Slooce Technologies. Slooce creates single-player and multiplayer text-based games over Short Message Service (SMS). She gets to spend her days writing choose-your-own adventure style stories, albeit within a tight word count limit.</p>
<p>”I’m also playing around with new game concepts, which enable friends to play with each other, even if they don’t have smartphones,” Finley shares. Of course, she can’t talk about those, but their impending releases will demonstrate the exciting possibilities of the text-based game genre.</p>
<h2>Freelance Beginnings</h2>
<div id="attachment_3873" class="wp-caption aligncenter" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3873" href="http://gamesauce.org/news/2011/01/25/writer-toiya-finley-talks-about-text-based-games-and-paths-to-game-writing/academagia_interface/"><img class="size-full wp-image-3873" title="Academagia Interface" src="http://gamesauce.org/news/wp-content/uploads/2011/01/Academagia_Interface.jpg" alt="" width="475" height="267" /></a><p class="wp-caption-text">Academagia: The Making of Mages is both a life sim and a text-based RPG. Players characters live through their first year at the Academagia. </p></div>
<p>Finley’s journey into the game industry started with literal journeys to the Game Developers Conference (GDC) in San Francisco.</p>
<p>“I’m one of those ‘I’ve been writing since I was three!’ types and I’d been playing games since I was five,” says Finley. About four years ago, she began to explore how she could combine her two passions. A friend of hers who was an owner of a game development studio suggested she check out GDC. Although she enjoyed the event and met with several very helpful Human Resource representatives, there weren’t any openings for game writers, let alone studios with in-house positions or freelance contracts.</p>
<p>Despite the setback, Finley attended the event again the following year and met a community of supportive writers. “After spending time with them, I was pretty confident that I could work in the industry,” Finley shares.</p>
<p>It took time and lots of posting on message boards and mailing lists, but eventually Finley found a request on a writer’s forum for lore writers, which turned out to be <em>Academagia</em>. Her enthusiasm and skills led to a position and later promotion.</p>
<h2>Freelance Life</h2>
<div id="attachment_3860" class="wp-caption alignnone" style="width: 485px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3860" href="http://gamesauce.org/news/2011/01/25/writer-toiya-finley-talks-about-text-based-games-and-paths-to-game-writing/map-of-mineta/"><img class="size-full wp-image-3860" title="Map of Mineta" src="http://gamesauce.org/news/wp-content/uploads/2011/01/Map-of-Mineta.jpg" alt="" width="475" height="267" /></a><p class="wp-caption-text">Map of Mineta: A conceptual map of one of the game&#39;s major regions, the City of Mineta where the Academagia resides. Many of the landmarks appear in random events and adventures.</p></div>
<p>Now, Finley is balancing the age-old challenge of freelancing—continuously seeking new work while completing contracts. Each project is different, which means that Finley can’t recycle writing samples time and time again.</p>
<p>“When applying for a job, you need to create all new samples that show you tailor your work to the project&#8217;s genre, tone, and style,” advises Finley. This can take a lot of effort and energy, and doesn’t guarantee getting the position, but it does build a portfolio for future work.</p>
<div class="bluequote">” When applying for a job, create all new samples that show you tailor your work to the project&#8217;s genre, tone, and style.”</div>
<p>Notably, freelance writers also face the unfortunate reality that their supportive community can also be their competition. One strategy for handling this situation involves finding a unique niche and sticking with an established client base. The other strategy requires developing your skills by focusing on getting a position using tailor-made writing samples and then learning along the way. After all, writing styles for games are just as unique as the mechanics themselves, as Finley has learned.</p>
<p><strong>Finley is looking forward to unveiling her latest writing that involves unique game concepts for phone-based games.</strong></p>


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		<title>Starting Your Own Thing &#8211; by Junebud&#8217;s Ola Holmdahl</title>
		<link>http://gamesauce.org/news/2011/01/20/starting-your-own-thing-by-junebuds-ola-holmdahl/</link>
		<comments>http://gamesauce.org/news/2011/01/20/starting-your-own-thing-by-junebuds-ola-holmdahl/#comments</comments>
		<pubDate>Thu, 20 Jan 2011 22:19:44 +0000</pubDate>
		<dc:creator>Contributions</dc:creator>
				<category><![CDATA[Contributions]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=3780</guid>
		<description><![CDATA[Ola Holmdahl is CEO and game designer at Junebud AB. Ola&#8217;s previous career includes managing the game design program at the University of Skövde, doing lead game design at DICE and creating concept art for various games. In a previous life he was a freelance artist and an academic (but not at the same time). [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-3789" href="http://gamesauce.org/news/2011/01/20/starting-your-own-thing-by-junebuds-ola-holmdahl/junebudgamesauceimg00/"><img class="alignnone size-full wp-image-3789" title="Ola Holmdahl" src="http://gamesauce.org/news/wp-content/uploads/2011/01/JunebudGamesauceIMG00.jpg" alt="Ola Holmdahl" width="480" height="271" /></a></p>
<div class="greybiobox"><a href="http://www.mobygames.com/developer/sheet/view/developerId,75134/" target="_blank">Ola Holmdahl</a> is CEO and game designer at <a href="http://www.junebud.com/" target="_blank">Junebud AB</a>. Ola&#8217;s previous career includes managing the game design program at the University of Skövde, doing lead game design at DICE and creating concept art for various games. In a previous life he was a freelance artist and an academic (but not at the same time). In his first contribution for Gamesauce, he will be talking about starting up your own studio and moving it forward in the browser 3D, Free-2-Play segment of the international market.</div>
<p>Some game developers harbor the dream of starting our own company. Others want creative freedom and long for a space free of upper management and publisher dictates. Some want the complete command that comes with running things yourself. Most dream of striking gold and retiring early, or at least the guarantee that if your games do well, so do you.  No matter the reason, we should remember to do it for love of the work, since there are even fewer guarantees here than elsewhere in life.<span id="more-3780"></span></p>
<h2>Quantum Leap</h2>
<div id="attachment_3800" class="wp-caption alignnone" style="width: 490px"><a rel="attachment wp-att-3800" href="http://gamesauce.org/news/2011/01/20/starting-your-own-thing-by-junebuds-ola-holmdahl/junebudgamesauceimg04/"><img class="size-full wp-image-3800" title="It's 3 in the morning and the crunch has been slain. Is that a smile on the lips of a weary game director? Co-founder Calle Lundgren and I go all the way back to &lt;em&gt;Codename Eagle&lt;/em&gt;." src="http://gamesauce.org/news/wp-content/uploads/2011/01/JunebudGamesauceIMG04.jpg" alt="It's 3 in the morning and the crunch has been slain. Is that a smile on the lips of a weary game director? Co-founder Calle Lundgren and I go all the way back to Codename Eagle." width="480" height="271" /></a><p class="wp-caption-text">It&#39;s 3.00 in the morning and the crunch has been slain. Is that a smile on the lips of a weary game director? Co-founder Calle Lundgren and I go all the way back to Codename Eagle.</p></div>
<p>My own experience is that most ambitious projects like ours never get off the ground, so the first step is easy: get going! That way you&#8217;ve already separated yourself from all the dreamers and schemers. If you stop to calculate all the risks and requirements before you make your move, odds are you&#8217;ll freeze up with analysis paralysis. Do what you always do: your best, and lots of it.<br />
Your company has to make games that have a market and a realistic revenue model.  Just making ”good games” and hoping to be ”discovered” is possible but hard, if you want to grow a company with employees and reliable market share. Adjust your product line-up to your ambitions. If you want to expand your company, you need to be realistic and market-oriented. If creative freedom is your alpha and omega,  build an indie studio around yourself and maybe a few friends.</p>
<div class="greenquote">”If creative freedom is your alpha and omega,  build an indie studio around yourself and maybe a few friends.”</div>
<p>With Junebud we started out by deciding on market and business model. We felt confident we could make a good game in several different genres and technologies, so in 2008 we asked ourselves where the market would be in a couple of years, and what could be done with a small-to-mid-size team. Online and social gaming were already projected to be the driving growth segments of the global revenue from games. On top of that we knew straight away we wanted to do a &#8216;free&#8217; type model, and quickly found browser 3D to be mature enough to support  interesting projects.</p>
<p>2008 was an interesting time to start a browser-based Free-2-Play company. Free games had been good business since the early days of the decade and there were plenty of excellent products and companies to draw inspiration from.  Free access to games seemed natural after growing up with swapped cassette tapes for the Commodore 64 and first hand experience of later file sharing cultures. Free-2-Play offered a convincing way of monetizing the part of the audience that could and would pay.</p>
<p>The main problem we ran into in the Fall of &#8217;08 was funding. At the height of the then-raging financial crisis we couldn&#8217;t find seed capital in any of our available networks. That resulted in a prolonged period of self funding and liberal use of sweat equity. Sweat equity basically means working long hours without compensation. Investors like it. We successfully raised our first round of private capital in the Spring of &#8217;09.</p>
<h2>From plan to product</h2>
<div id="attachment_3801" class="wp-caption alignnone" style="width: 490px"><a rel="attachment wp-att-3801" href="http://gamesauce.org/news/2011/01/20/starting-your-own-thing-by-junebuds-ola-holmdahl/junebudgamesauceimg09/"><img class="size-full wp-image-3801" title="Isn't this what outsiders think game design is? High level ideas on a whiteboard, all nice and cartoony looking. My old students might kill me if they saw this." src="http://gamesauce.org/news/wp-content/uploads/2011/01/JunebudGamesauceIMG09.jpg" alt="Isn't this what outsiders think game design is? High level ideas on a whiteboard, all nice and cartoony looking. My old students might kill me if they saw this." width="480" height="271" /></a><p class="wp-caption-text">Isn&#39;t this what outsiders think game design is? High level ideas on a whiteboard, all nice and cartoony looking. My old students might kill me if they saw this.</p></div>
<p>Our first organizational challenge, as we saw it, was to leverage our skill in making traditional 3D multiplayer games into a light weight, online only, casual package.  We spent a fair amount of time testing paper designs and prototyping digitally.  At the end of that period we had arrived at the idea of an action adventure MMO with plenty of platforming in it. Our game, <em>MilMo</em>, was born.</p>
<div class="greenquote">”Our theory was that by bringing on devs without powerful preconceptions of what was possible (or even conventional) it would be easier to move ahead with speed and confidence.”</div>
<p>The second organizational challenge was to assemble and train a crack team of motivated game makers. We knew from the outset that we wanted young people with fresh ideas, because we wanted to break new ground. Our theory was that by bringing on devs without powerful preconceptions of what was possible (or even conventional), it would be easier to move ahead with speed and confidence. This idea has proved to be very successful so far.</p>
<p>Our third organizational challenge was to structure the company around an online service rather than a physical product. We knew we would have players online around the clock and that we needed to have solid pipelines for adding new content and fixing bugs on the go. As a service, the real work begins on the day the game ships &#8211; a huge structural change for us.</p>
<p>For us, Eric Ries&#8217; idea of Lean Start-up and related concepts such as minimum viable product and minimum desirable product have been guiding lights. After working with conventional AAA productions, it&#8217;s counter-intuitive to put a game to market when it is really only a vertical slice. But the rewards of Live Development have been quick to manifest. It speeds up the iterative process, helps you understand your customers and allows you to streamline marketing. It also helps you overcome that deadly fear of failure! To paraphrase George S. Patton, ”A good plan executed today beats a perfect plan executed at some point in the future.”</p>
<h2>Wrapping up</h2>
<div id="attachment_3803" class="wp-caption alignnone" style="width: 490px"><a rel="attachment wp-att-3803" href="http://gamesauce.org/news/2011/01/20/starting-your-own-thing-by-junebuds-ola-holmdahl/junebudgamesauceimg12/"><img class="size-full wp-image-3803" title="This screenshot proved successful in our  marketing. Our best guess is that it sells the concept of a 3D world well to FB users." src="http://gamesauce.org/news/wp-content/uploads/2011/01/JunebudGamesauceIMG12.jpg" alt="This screenshot proved successful in our  marketing. Our best guess is that it sells the concept of a 3D world well to FB users." width="480" height="270" /></a><p class="wp-caption-text">This screenshot proved successful in our  marketing. Our best guess is that it sells the concept of a 3D world well to FB users.</p></div>
<p>We&#8217;re still learning, but we&#8217;re also proud to have put a beautiful and entertaining 3D MMO to market after only a year of development. At the time of writing, Junebud is still in the process of growing <em>MilMo</em> on the global market.  It&#8217;s been live for a little over a year and expands every month, both in terms of active users, feature set and amount of content.</p>
<p><strong>Read more about Holmdahl&#8217;s adventures to grow Junebud and develop <em>Milmo</em> into a full-fledged Facebook game on their well-tended <a href="http://milmogame.blogspot.com/" target="_blank">development blog</a>.</strong></p>
<p><strong> </strong></p>
<p><strong><em>Ola can be reached at ola.holmdahl@gamesauce.org</em>.</strong></p>
<p><strong> </strong></p>
<p><strong> </strong></p>


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