Monday, 14 March 2011

Things have come out!

Hi all, bit of news.

My first iPhone game is out! Woo!

Get it here, it's free :)

Also, I have been featured in a 'Startup Spotlight' interview on CasualGaming.biz.

Lovely stuff, more to come soon with any luck.

Sunday, 9 January 2011

Updated

Hi all, I've updated the various areas of this site that reference games I've worked on professionally with links and news.

Essentially it boils down to links to reviews of the two Crackdown 2 DLC packs I worked on while still at Proper Games (and then again as my first job as Spilt Milk Studios), plus of course Crunch - The Game which is my first original game under my new studio.

That is all, happy 2011!

Thursday, 16 December 2010

Been a while...

So it's been a good few months since I updated this. Apologies.

I'll keep this short and self-promotion-heavy :)

I'm in Develop's 30 Under 30 again this year, which I'm going to celebrate in style tonight... cider bottles I'm looking at you!

I've also written a piece for Develop inspired by that Panorama program, talking about addictive games.

I'm currently busy finishing off the first new game from Spilt Milk Studios for an unannounced client, and am very excited about its (surely not far away now) launch. Not only that but the comic I'm writing is going full steam ahead, and I've got 2 more projects lined up for the new year.

Things have been crazy busy, but it's all good so far!

Till next time!

PS: As a treat, some sites I know you don't look at, but should.

Geekgasms

Action button.net

Indie Games.com

Monday, 9 August 2010

Things have been moving ahead

So there all kinds of things happening in my world right now, the biggest of which (or the most certain) is that I'll be off to GDC Europe next week.

Maybe see someone there? If you're headed out and want to meet up email me andrew dot smith at spiltmilkstudios dot com.

Also, Brian Baglow sent an emailr ecnetly detailing a cool AppJam in Dundee... here's the details:

"Planet Of The Apps

Dundee, Scotland. August 9th 2010. On November 8th - 10th, Dundee will host the first ever International App Development Conference (or AppCon), plus a free 48-hour ‘AppJam’.

The App conference will cover all aspects of designing, developing and deploying Apps - across all platforms - mobile and online - including the iPhone, Android and Facebook. Featuring speakers from around the world, panels, workshops and sessions aimed at those interested in, or already active in these rapidly evolving App markets,

Alongside the conference, is a free AppJam - offering designers and developers the chance to create and build a new and original App in only two days. The Apps will be seen by conference delegates, judged by a panel of industry experts and given advice on deployment and getting the finished Apps out into the global market.

Part of the week long NEoN festival, taking place in Dundee, the AppCon is being masterminded by Dundee College, alongside project and industry partners.

Andy McKenzie, the Project Manager: Creative Industries for Dundee College, said, “The various Application markets have exploded in the last few months, opening up new opportunities and channels for designers, developers and creators. These new markets are changing the way consumers, businesses and organisations access data, use devices and interact with services. The AppCon brings together many of the world’s leading platform providers, industry experts and pioneers in these exciting new areas, to explore the future of Apps. The AppJam is a practical, hands-on event, which challenges developers to design and build their own App in only 48 hours. We’ve already had a great deal of interest and hope to see some unique and fascinating new ideas take shape during the AppJam.”

Tickets for the AppCon will be on sale very soon. Prices are as follows:

£99 + VAT Early bird special available until 4th October. £125 + VAT Thereafter
£30 + VAT Special student rate (limited number available)

Tickets covering both the AppCon AND the wider NeoN festival will also be available:

£150 + VAT Early bird special available until 4th October. £175 + VAT Thereafter
£50 + VAT Special student rate (limited number available)

More information, speakers, sessions and the schedule for the AppCon, plus entry forms, terms and conditions for the AppJam can be found online at http://2010.appjam.eu/"

Wednesday, 7 July 2010

Been a while

Howdy strangers, it's been nuts the last few weeks and months.

I successfully delivered on my 1st contract as Spilt Milk Studios, I've started contributing more regular articles to Develop Online, and I'm currently in the midst of two 'big things'.

One is the collaboration between myself and Jon on an awesome little XBLIndie beat em up called Knuckle Sandwich (follow its progress daily here).

The other is a secret that I don't want to jinx :)

That's it for now, short but sweet!

Thursday, 8 April 2010

New Frontiers

Well this is my first day as the Managing Director of Spilt Milk Studio Ltd!

I've set up a games developer and games design consultancy company, and so no longer do I work as a permanent employee of Proper Games... I never thought the day would come but it's time to move onwards and upwards.

Wish me luck ya'll.

Friday, 22 January 2010

Crunch Time in the Games Industry

As written for the regular Jury Service feature for Develop Online...

Overtime is a deeply damaging habit which is easy to fall into on both sides of the Developer/Management divide.

If you care about a game (and most of us get into the industry to make things we care about) then it's so easy to do the odd late night to make sure you get what you want done properly and on time.

If you care about timescale and budget, then it's ok to ask a few late nights of your troops on occasion. A few well-worded requests for extra effort usually produce the desired effect.

The problem is that it gets out of control very quickly, and there are a multitude of ways it can cause damage.

The most obvious is that it makes people tired and less productive over the long term, and shortens tempers. Small discussions can turn into heated debates at the tail end of a project, while simple solutions are missed while people get bogged down talking about the wrong thing or are distracted more easily.

The main worry I have is that the industry still doesn't seem to grasp the true scale of the long term effects. What essentially boils down to poor management by everyone on the team has a huge negative effect. Employees get disgruntled, families get affected, faith and trust in the company's ability to successfully manage a project (especially if mistakes are repeated), and tolerance for failure of any sort just hit a downward spiral. All of this stuff is accentuated by overtime, and can fester beyond recovery.

It's worth saying that this 'poor management' includes the coders, designers and artists who get used to doing overtime, but then forget to factor it into subsequent tasks.

For example, it's all too easy to forget the 3 late evenings you did one milestone when estimating a similar task on your next project. This can be solved by eliminating overtime in the first place so all estimates are used as reference when they're inaccurate, or explicitly tracking those inaccuracies and referencing them when it comes to planning the next project.

Not all the blame can be laid at our collective feet though. Vey few other creative industries have to deal with a regular, 6 year cycle of new technology.

This frequent sea-change means that sure, we can build up some experience with various tasks and become more accurate in our work over time, but before you know it half of that stored knowledge is rendered inaccurate, and you're forced to re-learn a large chunk of your skills again.

How can anyone accurately predict how long a level will take to make with brand new tools that don't even exist yet?

Of course some companies offer time in lieu, some pay for overtime, and some claim not to have it at all.

Honestly though, the only time people should be doing overtime is when they want to accomplish something outside the remit of the product - something that, if it fails, will not negatively affect the product or the schedule. Look to other industries - call centres where overtime is made available to those who want it, not because there is a deficit somewhere.

Nobody likes things being late, and we're a passionate and creative industry, but that doesn't mean we should put up with being exploited.

Monday, 18 January 2010

Geekgasms

Not sure about the name, but hey that's not the point!

I'm part of a new website set up by a group of friends - geeks one and all - and the first thing to come to fruition is a podcast. The team (irregular, bear in mind) is myself, James, Edmund, Dave and Chris, and we hope to get a few more people in as guests over time.

Entitled PubCast, it's a weekly hour-long show where we just talk games, comics, books and movies - ranging from intellectual debate to fanboy-baiting banter.

Have a listen here, leave comments, and tune in soon when we'll announce an iTunes feed.

On a personal note it's really good fun to take part in, and it's very free-form and informal in structure, plus you get to hear what we all sound like.

Monday, 11 January 2010

Final Fight: Double Impact

If you get the latest issue of Retrogamer magazine (issue 72#, with Gradius on the front cover) and then hop to pages 6 and 7, you'll be treated to a double-page feature on Proper Game's 2nd game! What's more, people really seem to like it, and appreciate the little things we've done to make it more authentic.

On a related note, there's an even more positive preview from the floor of the CES show on Destructoid.

I'm very chuffed to see such a positive buzz already, and in particular things that I remember being a bit contentious here at Proper HQ when I decided to push for them:

"They're so faithful that elements which would have been added to other ports of this nature are left out. A perfect example is the lack of explanation of the power-ups in Magic Sword which must be experimented with to determine their effects."

Brilliant stuff.

Monday, 4 January 2010

Me on the web

I've been mentioned in a few places recently:

I'm one of Develop Magazine's 30 under 30 - young members of the worldwide games industry who are tipped as ones to watch. See the article here in this cool virtual magazine viewer, and see my appearance on p.30/31

I've also been quoted in Gamasutra's Top 12 Games of the Decade, gushing hideously over Mario Galaxy...

Finally, Develop Online has quoted my highlight of 2009. Well done, Batman!

Of course all of these have been added to the various sidebars all over my blog :)

Thursday, 26 November 2009

Final Fight: Double Impact

Woo!

Proper Games
' second game has been announced - Final Fight: Double Impact is our current baby-in-development, and we're so honoured to be working with Capcom on such a classic game.

But wait, there's more!

There's a second game here - that's right, it's a double-pack, with Magic Sword joining in the fun.

Check out screens here, and go buy it when it comes out early next year, on XBLA and PSN!

Wednesday, 11 November 2009

BAFTA!

Yeah it was inevitable I post about this...

I won (well, Flock! won...) a BAFTA for BEST GAME :)

Here is the full ceremony (the game award is at 56:00 ish)

Suffice to say - wahey!

I'm quite chuffed to say the least, maybe there are more on the horizon? Whatever happens, it has given me a big boost.

Friday, 6 November 2009

God Of War III

I'm not sure if I'm turning lame, but this new demo trailer for GOWIII turns me right off.

The amount of gore really is verging on the uncomfortable, and it's not just that - I thoroughly enjoyed ripping my way through Dead Space, for example - it's the way the camera glamourises and fetishises (is that a word?) the extreme violence.

Watch till the end to see my point - it just makes me feel a bit queasy to be honest.

Oh well, GOWII was an inferior game to the original, and this 3rd in the trilogy seems to have gotten even worse (Not to mention the music. Sheesh!).

On a side note, I wonder if this level of violence is rammed down players' throats when they die or fail. It'll be interesting to see. The creators of the game are clearly in love with Kratos, and blatantly revel in the havoc he wreaks on all those legendary creatures and Gods... I wonder if they've the stomach to put the object of their (dubious) affections through the same.

My guess is that they don't, and the worst you'll see is a ragdoll version of Kratos falling to the ground.

Time will tell.

Tuesday, 20 October 2009

Perfect Dark - the drink

And another one - this time based on the very awesome follow up to GoldenEye on the N64.

Here's to you, Rare! Remembering past days of glory...

Tuesday, 8 September 2009

New drink added!

In the Food and Drink section, I've added the first cocktail recipe. Game themed of course, today it is the Shadow Complex, created a few weeks back in celebration of a mate's birthday and another mate's stag do!

Make! Drink! Enjoy?

Monday, 17 August 2009

Designer Questionnaire

Found on Gamasutra this morning:

Turn-based or Real Time?

Real Time

Rounds or Respawn Timers?

Respawn Timers

Cutscenes or Scripted Events?

Scripted Events

Sliding Floor Tiles or Sliding Blocks?

Sliding Blocks

Free To Play or Subscription Based?

Free to Play

Crosshairs or Iron Sights?

Iron Sights

Skill Trees or Dialogue Trees?

Skill Trees

Console or PC?

Console

Coop or Multiplayer?

Coop

Block or Dodge?

Dodge

Open World or On Rails?

On Rails


What is the most beautiful feature or mechanic in games?

Movement


What is the most disappointing game you have ever played?

Oblivion

What is your favorite game judging solely by user-interface?

Wii Sports Resort

What famous designer do you wish you were?

Shigeru Miyamoto... or maybe Tetsuya Mizuguchi

What game's world is most interesting to you?

Halflife series'

What game would you most like to turn into a franchise with 13 sequels?

Rez

Tuesday, 21 July 2009

Food and Drink

So I've added a Food and Drink section to my blog now, and the first recipe is up - a really nice summer salad.

Check it out!

Wednesday, 1 July 2009

I've removed many games from my Now Playing list, due to the dreaded Red Ring of Death. Aye, it has struck.

Tuesday, 30 June 2009

Start Squirting!

I've updated the Games page with Squirt!

I'm kinda extra-chuffed on this one as it is the second game out there entirely my own design (the first was the wonderful Lineboy)!

It's part of Proper Games Labs initiative, where we upload prototypes that we're not moving forward into production with.

Enjoy!

Friday, 19 June 2009

Game Character Names

Spotted this very long article detailing theories for the names of videogame characters.

Well worth a read when you have the time. Seriously, it's looooong.