Browsing the archives for the gdc2010 category

GDC Recap

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Red Faction Guerrilla, gdc2010

It’s good to be back in Illinois. GDC 2010 was a good trip, but it was both stressful and exhausting. I wouldn’t say there was a particular highlight of the trip, except for talking to all the old friends and meeting new people. The lowlight was definitely Red Faction Guerrilla not winning Best Technology at the Game Developer Choice awards.

I’ve had some trouble sleeping because of that, and I’ve been tempted to channel my frustration through the internet into an attention-grabbing rant supported with video, but in the spirit of remaining civilized, I’ll keep this short. I’m in a unique position because unlike the other talented people who worked directly on the game (especially Eric Arnold and Dave Baranec who are most deserving of awards for Geomod 2.0), I can say what I think without getting in trouble with my employer.

When the nominees were first announced, I half-jokingly told people at Volition that I’d rush the stage, Kanye-style, if RFG didn’t win Best Technology. I literally could have done it because we were seated so close, but I didn’t have the nerve, and really it would have done more damage than good, particularly for me since I could have been banned from GDC. I apologize to all of Volition for not living up to my word. Because of the game that did win, it’s obvious even the Choice Awards are a popularity contest.

I was much more pleased with the game that won the Independent Game Festival grand prize, Monaco. I actually got to play the game with its creator, Andy Schatz, a few hours before it won the prize. Not only is the game a lot of fun and quite unique, Andy is just a great guy and I’m happy to see him succeed so brilliantly. In fact, there were multiple great games in the IGF this year, and I’m happy to have played so many and met many of their creators.

I’m looking forward to wrapping up JoyJoy and starting on game #2. It’s been over a week since I’ve gotten to do work on anything real, and it’ll be refreshing to actually make games instead of just talking about it.

Looking Back and Forth

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gdc2010, radiangames

A quick rundown of a little more weekend press:

Destructoid posted an interview. GameSetWatch reposted the Gamasutra article and included the video. The Indiegames blog posted the video. And TheSixthAxis (a popular European game website that I’m not too familiar with) also posted a news item.

I’m not happy with how I answered the Destructoid question about comparisons with Death by Cube and Geometry Wars 2. I’m too harsh (ironically) on Death by Cube, meaning to say that that game’s style is intentionally loud and obnoxious, which is a valid way to approach aesthetics. I’m also too arrogant in implying JoyJoy will be received as great twin-stick shooter.

I hope it is and think it has the potential to be, but after another playthrough this weekend, it’s a bit slow starting and I’ll be trying out some methods to make the trial version more exciting. In any case, disparaging other developers or the competition is not something I should be doing. I need to let my games speak for themselves.

Starting tomorrow, I’ll be at the 2010 Game Developers Conference for the rest of the week. I’ll be presenting on Red Faction Guerrilla’s Multiplayer Level Design on Friday afternoon. Looking forward to seeing all the Volitionites, ex-Outragers, and meeting new people as well.