Archive for the ‘IGF’ Category

April 3rd, 2012

Back from USA!

Hi everyone!

As some of you may know, many in Mojang and the whole lot of them Oxeye went to GDC/IGF this year. For me (thewreck) it was mostly to visit enchanting San Francisco and meet (hug) other developers, while for others – like notch who had speaking obligations – things were a bit less casual. Even while engorging myself in all the casual fun I managed to fit a bunch of work on Cobalt, alas I managed to catch the flu and was knocked out for the better part of the weekend following gdc.

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February 17th, 2011

Playtesting is fun!

Hello friends!

Development is sometimes painful and hard but most of the time it is pure fun! The past couple of days we’ve been hard at work with getting the demo up to date in time for our GDC appearance.

There’s been some major changes to the core concept of the game and for the first time in a while it feels like we’re making some great progress!

I’ll try to set aside some time for a write up of the current state of the game, but for now you’ll have to make do with a play testing video.

We’re speaking Swedish in the video, but hopefully our reactions are sufficient to understand what’s happening!

/Kinten

January 3rd, 2011

Cobalt Grabs Spot as IGF Excellence in Audio Finalist

Cobalt has been nominated as an Independent Games Festival 2011 finalist in the Excellence in Audio category! So incredibly well-deserved nomination (in my not so humble opinion), thanks to the great work by anosou (music tunes and jingles) and thewreck (sound effect engineering). With help of friends, of course ;) The jury’s motivation:

The soundscape in Oxeye’s Cobalt was also praised for “giving it the amount of life it has”, with “immersive sound effect work that absolutely sells the atmosphere,” and a soundtrack that “stays away from melodic motifs to let the overall ambience take center stage.”

Cobalt also received honorable mentions in Excellence in Technology and Excellence in Visual Art!

Read all about it here: igf.com

// jeb

October 29th, 2010

Cobalt Dev Video no 2

Well hello! It’s time for another dev video!

A lot of people commented that they couldn’t really see what was going on in the teaser, so we thought it might be nice to really introduce Cobalt in this video.
For people who’ve played a lot of platformers before it might be a bit too detailed, but hopefully you can get a feel for the awesome platform flow we’re striving for. :)

Enjoy, and have a great weekend!

October 23rd, 2010

Cobalt Dev Video no 1

In this first of hopefully many dev videos for Cobalt we demonstrate some of the features for the map editor.
Also you get a unique (ones in a lifetime) opportunity to hear my soothing voice (/Kinten).
Check it!

Edit:Should have looked at it before uploading. I promise, it’s not as dark ingame :)

October 19th, 2010

Crunchin’

Crunchin’ is not like surfin’ – not as cool and far less enjoyable. For some.
To us it’s a lifestyle. Crunching (intense working that more often than not leads to bloodshot eyes and veins being popped) is what we love – and crunching to get the IGF demo ready is what we’ve been doing the last couple of weeks.

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March 13th, 2010

Monaco Won! – And Why I Voted for It

IGF 2010

One of the biggest indie events every year is the Independent Games Festival at the game developer conference in San Francisco. It’s a competition that awards cash prizes to a number of outstanding indie games. Many of these games are still work in progress, hoping to gain some attention and maybe distribution deals. Monaco by Pocketwatch Games is one of these games, and it happened to grab both the awards for best game design and the Seumas Grand Prize.

Monaco is a 4-player cooperative stealth game taking place in… uuh… Monaco. You choose one of four characters (eight characters are planned), each with its own special abilities and skills and attempt to steal money and other stuff from various locations. These locations (banks, casinos, yachts, etc) are protected by alarms and armed guards, which makes things a bit tricky. This is Monaco’s IGF trailer:

Now, as I’ve written earlier, I was one of the judges who were evaluating the games for the awards. I was very pleased to see that Monaco won, since I had voted for it in the final round. There are two reasons for this,

First, Monaco feels like what indie is all about, at least for me. It’s the kind of game that can’t be produced with multi-million dollars. It’s too risky. Weirder games, such as Scribblenauts, seem to be exclusive to portable devices and usually don’t have multiplayer. Also big budget games need big budget content, and I can’t imagine what Monaco would play like if it was, for example, in 3D.

Secondly, Monaco is a really fun game, at least when you play it with a friend or two (as it was intended). The cooperative element works very well. Shutting down an alarm or opening a door will help everybody, and players are able to revive those that have fallen. It’s especially exciting when only one player is left alive, trying to dodge guards and revive the others. I like this sense of giving everybody in the team the chance to be a hero. And even if you should fail you get a sense of progress because the map will remain revealed when you start over. It’s like, “alright that didn’t go so well, but now I know how we should do it!”

These things put together: originality, good design, and pure entertainment, made it easy for me to pick Monaco for the IGF grand prize. Of course, there were like 160 judges voting, so I’m not alone.

/jeb

December 17th, 2009

My IGF Picks

IGF 2010

I have had the privelege to take part of the Independent Games Festival as a judge this year, and when I saw (the legendary) Tim W of the IndieGames blog post his ten picks for IGF, I thought that I should do the same! And, like Tim pointed out, this wont affect the results since the first round of judging has already been completed, so no worries!

A small disclaimer, though… I did not try ALL of the 300+ games, so I may have missed some really nice ones in there. For example I wasn’t able to test Limbo (as Tim picked for his list), becase I don’t have a 360 controller.

1. Don’t Look BackIGF Page

DontLookBack

I think this game has put a spell on me, but I keep coming back to it and it still brings me a lot of pleasure. It’s very simple and uses only four colors, but still manages to portray an epic story with great precision. I’m looking forward to meet Terry Cavanagh in January (who also happens to be a The Strategist fan)!

You can play Don’t Look Back for free at his site.

2. The Blackwell ConvergenceIGF Page

Blackwell

There were surprisingly many adventure games this year, and like Tim said, most of them were really good. This game caught me a little by surprise, because I hadn’t played any of the games in the series (this is the third one). The dialogue was nice and the characters felt refreshing.

3.  Super Meat BoyIGF Page

SMB

I didn’t enjoy the flash version that much, but this is slick. And bloody.

Extra props to Danny B for the music!

4. VVVVVVIGF Page

VVVVVV

Terry Cavanagh’s second appearance on my list! I loved this game, but I found it a little bit too punishing at times. Terry told me he had tried different control settings, and I respect his decision, but god damn you, “The Villi People!”

5. Vessel - IGF Page

Vessel

I’m not sure if I should love or hate this game, but it has at least made a mark in my memory. A physics puzzle platformer with some nice effects. I think this game could have great potential if they just worked a little more on the artwork and made some of the puzzles less tedious.

6. Broken BrothersIGF Page

BrokenBrothers

An RTS by Michael Todd. I found this game “by mistake” in the long IGF list and realized that I enjoyed very much (yeah, I’m an RTS sucker). The game is in an early prototype stage so far, though.

8. TuningIGF Page

tuning

Jonatan Söderströms entry in this year’s IGF. I had the opportunity to have this game presented by Jonatan himself, and I really liked it. He’s a master at adding style with simple elements, and each new level felt fresh and interesting!

/jeb

March 30th, 2009

GDC Video Blog

Hey

During my trip to San Francisco and Game Developer’s Conference, I recorded a bunch of clips and put them on YouTube as a video blog. You can see them all here:

  • Day 1 – Travelling to SF
  • Day 2 – Visiting Mission and Castro with Erik, Kian, Nils and Bernhard
  • Day 3 – First day of Independent Games Summit
  • Day 4 – Second day of IGS
  • Day 5 – Independent Games Festival pavilion and award ceremony
  • Day 6+7 – More from IGF and various parties

/ jeb

November 27th, 2008

Looking for Agatha?

Agatha RagataThe entries list of participants in this year’s Independent Games Festival is now available on their website. They have also posted the list of student showcase entries. We are participating with both Harvest: Massive Encounter and our new project, Agatha Ragata. The competition is tough as always, but one must always be hopeful!

If you are looking for information about Agatha Ragatha, you can look further down this page, or click these links:

/jeb


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