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12th September 2011

Demons Pit Art Pack For Dungeon Demon Now Available

Rusty Axe GamesRusty Axe Games is proud to announce the release of The Demons Pit, another high quality art pack for use with their 2D RPG and computer adventure game map editing software, Dungeon Demon.

The Demons Pit art pack features 75 pieces of lava and demonic plane genre artwork.  The Demons Pit can be purchased online, and is $3.99 for the personal use version, and the commercial license version (which allows for use in computer games) is $24.99 and comes with source PNG files.

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25th August 2011

XMG Studio and The National Post announce Great Canadian Appathon 2

Great Canadian Appathon 2The National Post and mobile game developer XMG Studio Inc. are teaming up once again to challenge Canadian college and university students to race the clock and develop an addictive game app in just 48 hours. From September 30th to October 2ndstudent developers from coast-to-coast are invited to carry on the legacy of gifted Great Canadian Appathon coders, and take a chance at coding the next hit game for mobile platforms.

At the first GCA in April 2011, approximately 300 students on 100 teams spent the weekend working to develop the next great mobile game and take a share of the $45,000 prize pool. In the end, more than 50 games were completed and submitted including the winning superhero-themed game “Super Punch”. The game developers at XMG Studio are currently working with the three finalists from Edmonton, BC and Montreal, to polish their games “Super Punch”, “Valley Raid” and “Plasmium” and publish them.

“We’re excited to announce GCA² over the weekend of September 30th.” says Ray Sharma, founder and CEO of XMG Studio, the Toronto-based game developer. “We were very impressed with the quality of the submitted games from the initial GCA and can’t wait to get knee-deep in code with that young Canadian developer talent. It’s a great way to socialize, network and play around with the latest APIs.”

The GCA² will start at 5:00 p.m. (local time) on September 30th, 2011 and continue for 48 hours, ending at 5:00 p.m. on October 2nd, 2011. Individuals or teams of up to four people will be able to work around the clock in coding hubs set up at a variety of university and college campuses across the country. During the time of the event, sponsors will be on-site at some campuses to give away prizes and recruit for job openings. Following the event, the winning games will be chosen and winning teams will be honoured at the “Grand Finale” in Toronto.

To stay informed about the event, including supported platforms, team registrations, rules and regulations, campuses already signed-on or information on how to get your campus involved, please visit the Great Canadian Appathon web site.

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25th August 2011

Boston Company Looks At The New Gaming Landscape

Not exactly Canadian, but I felt that I would take advantage of editorial license as the company doesn’t state exactly where the survey respondents were from – if they were all living in the USA or not.

Over the past few years, the popularity of mobile phones and tablets have contributed to an explosion in gaming by offering users the newfound ability to game anytime and anywhere. A study just released by the research consultancy, Latitude, offers a deeper-dive investigation into the new gaming landscape and the profile of tomorrow’s gamer, suggesting opportunities for both game developers and companies across industries. A complete study summary (PDF) is available for download from Latitude.

The study included a Web survey of 290 smartphone owners between the ages of 15-54 who self-identified as “casual gamers,” with nearly half labeling themselves “game enthusiasts.” More than two-thirds said they expect to be gaming even more over the next few years. The multi-phase The Future of Gaming: a Portrait of the New Gamers study was designed by Latitude to investigate the evolution of gaming, to profile tomorrow’s gamers, and to showcase resulting opportunities across industries for the future of gaming.New Gamers Infographic Smartphone ownership was a criterion for survey participation, but engagement with mobile games was not.

The study found that the stereotype of the reclusive gamer is outdated; this emerging demographic is social, heavily engaged with the “offline” world, and extremely goal-oriented – with a strong drive to improve themselves and the world around them. The new gamers are not constrained to any single platform, and have many different motivations for gaming in addition to just having fun [See New Gamers – Infographic- right]. Moreover, they expect that online games will continue to move out of the traditional screen environment, blending seamlessly with the “offline” world in new and engaging ways that go beyond just “checking in” with apps like Foursquare and SCVNGR.

“This study is part of our larger People Connected initiative, a series designed to offer a snapshot of intentionally small groups who are currently redefining what’s possible through the Web,” says Neela Sakaria, Senior Vice President of Latitude. “We go beyond just identifying changes in technology, delving deeply into technology’s potential impact on us as people – how we think, relate to each other, and approach our daily lives. Profiling dynamic user groups like ‘the new gamers’ gives us a window into how companies can not only develop meaningful tech experiences today but, more excitingly, grasp opportunities that are just on the horizon.”

The study pinpointed three key insights summarizing what the new gamers are expecting for the future:

1. Games Go Beyond the Screen
Eager to get beyond their smartphone screens, gamers are actively seeking new levels of interactivity, more Chart 5intuitive interfaces (e.g., gestural or telepathic controls), and personalization of the physical world that mirrors what’s possible online. Future games should register and respond to people as they exist in the offline world, which may mean using a player’s location, mood or stress level as metrics in a game, or allowing players to overlay virtual environments or information onto their actual surroundings, as with augmented reality [See ‘New Gamers – Chart 5 – right].

Study participants expressed an overwhelming desire for immersive integration of digital content with traditionally offline spaces and activities:

  •     95 percent would like to see more games that do a better job of combining digital content with the real, physical world.
  •     90 percent agreed that current and future technologies will play a critical role in extending games beyond the traditional screen environment, moving them out into the real world.

“The gamers of tomorrow won’t be limited by platform or location. As technology becomes more seamlessly integrated with our lives, everyone will be a gamer, and the world around us will become the ultimate playing field,” explains Natalie Stehfest, a senior research analyst who led the study and who heads up Latitude’s qualitative research team. “Technology will allow us to measure – and, ultimately, improve – ourselves in the context of our daily activities and surroundings. Many people making small changes can have a large impact in society, and this study suggests that the new gamers are ready to ‘level-up,’ and be challenged in this way.”

2. Life Becomes Play
Not only did participants want games to be well-integrated with the offline world in a technological sense, they requested games that better fit into the context of everyday life activities, and could provide added incentive to do things they want or need to do anyways. Currently, a variety of “life games” exist for personal wellness, learning, and even for completing household chores.

  •     92 percent would like to use more “life games” (e.g., games that fit into the context of things they do anyways in life)
  •     More than two-thirds would like games to help them achieve their personal goals, such as being healthier or more productive.

3. Social Matures into Societal
The social aspect of gaming makes it particularly well suited to tackling larger societal issues, as people can now share meaningful experiences easily in real-time. Obstacles related to engagement, crowdsourcing, and logistics are removed as mobile platforms make it easier to become an engaged community member or to get involved with socially good causes in a way that feels game-like, either overtly or in a broader, “social adventure” sense.

  • New Game Landscape Chart 7    96 percent would like to see more games geared toward creating positive change in society over the next 5-10 years. (Only one-quarter have played games like this before.)
  •     3 in 4 people would be more interested in getting to know their neighbors and the people in their communities if local meet-ups were designed to be more game-like (e.g., involving neighborhood “teams,” scavenger hunts, etc.).

In conjunction with The Future of Gaming survey, Latitude conducted a series of expert interviews with both game makers and game enthusiasts, culminating in the production of a mini-documentary, The Future of Gaming: a Portrait of the New Gamers, produced in collaboration with In the Car Media. This thought-provoking snapshot of the new gaming landscape serves up fresh, insider perspectives on how games have evolved, and who exactly is playing today – or will be tomorrow. The full video, featuring Buster Benson, CEO of Health Month, is available in HD on Vimeo.

“Our interviews are meant to bring to life what we found in the study: that the new gamers are connected – often outgoing – people who live and play in the ‘real world,’ and who have a serious interest in bettering themselves and society as a whole,” says Dan Hemmerly-Brown, the video’s director and an Innovation Engineer at Latitude. “These conversations have even inspired Latitude to consider possibilities for building game elements into our own research techniques and technologies.”

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19th August 2011

GamerCamp Junior Confirmed

gamercampjrFrom the organizers of the very popular GamerCamp comes GamerCamp Jr. Toronto developers Mark and Jaime want to help the next generation of designers become more games literate and support any games-related ventures to express themselves whether it be as an enthusiastic player, a creative developers, or a thoughtful part of the media.

GamerCamp Junior offers a three part program to this venture for creative youngsters:

Game kits—We’re really excited for the game kits, which focus on critically thinking about why a game works or doesn’t work and then attempt to inspire remixing of the game to guide children in making their own games. For example, we took the beloved game Scrabble and created an entirely new game using the same board and pieces—this is one way to demonstrate to children that creating games isn’t bounded by programming experience or access to materials. We wanted to focus on kits that could be accessed from anywhere, so that children from across Canada can check us out. There are three kits right now spanning digital, physical, and board games: each are free to download on our website and come in a handy PDF.

Website—The Gamercamp Jr website will be the hub for all activity. We’ll be working with more game makers to create new kits to add to our library and as we find more information on helping children learn about making games we will post them to the website. We’d love to do a video on how games are made and are currently looking into resources to help accomplish this. The website is also where information about the meet-ups will be posted and you can also learn other ways to get involved with Gamercamp Jr!

Live Meet-ups—We think building a community is pretty amazing stuff—so having children and parents come together to work on games and meet other interested children and parents seems like a no-brainer. We know parents love making games too and trying out cool activities so Gamercamp Jr meet-ups requires both the child and parent/guardian to show up. Geared for kids 9 -13, the first GamerCamp Jr. Live Meet-up happens September 10, 2011 and is completely free. We’ll be working through the activities in the kits and more. Register now to participate.GamerCamp

By the way, the next regular GamerCamp takes place on November 25th through 27th. Tickets go on sale next month.

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11th August 2011

Game On Audio To Create Simultaneous Audio Recording MoCap Studios

Game On AudioGame On Audio has taken the first steps towards launching its newest offering: studios capable
of simultaneously recording the highest quality audio while also capturing the full-body and facial performances of video game actors. Game On Audio has tapped Organic Motion’s new “OpenStage” markerless motion capture mo-cap technology, which is making its debut at Siggraph 2011, purchasing three systems.

Organic Motion’s new markerless, suitless mo-cap system delivers many innovative features including multiple actor tracking, fundamental prop tracking, larger scanning space, increased accuracy, as well as eliminating the need for a backdrop. Construction on these precedent-setting studios begins mid-September 2011 in Game On’s Venice facility and is due to be completed January 15th 2012, while the Montreal facility installation will begin in July 2012 and finalized by October 2012. The performance studios will be exact duplicates of each other to maintain quality control in all aspects of the performance capture. Internationally renowned architectural firm, Boto Design will handle the design and construction for the new studios.

The installation of Organic Motion’s “OpenStage” will enable Game On Audio to provide clients in both the gaming industry, and the entertainment industry as a whole, with the ability to simultaneously capture the performances of actors vocally and physically. Standard motion capture stages aren’t outfitted and equipped to capture high-quality sound, which leads to costly dubbing sessions where actors have to add voices to the physical action. With Game On’s new “Performance Studios,” which are fitted to Game On’s company-wide audio specifications, this has been consolidated into a one-step process.

“We’ve seen how costly it can be for clients forced to capture their actors’ motion imagery and voicework separately,” said Sam Girardin, CEO and Founder of Game On Audio. “Organic Motion’s new system allows for actors to immerse themselves in the scene and not worry about the confinements and restrictions that the traditional motion capture process entails. This is a completely different approach that makes sense on many levels, for us and for our clients. We’re proud to be the first company to design studios specifically for this purpose.”

Game On has already been working with facial motion capture, having provided the service on Assassin’s Creed Brotherhood and many yet to be announced AAA titles. With offices in Montreal and Los Angeles, Game On Audio is a recognized leader in voice recording, casting, direction, facial motion capture, game mixing and audio post-production for the global video game industry. In addition, through a network of partner studios in New York, Paris, Toronto and Vancouver, the company provides clients with access to the most diverse pool of talent in the industry.

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8th August 2011

Where Are You Today

Orby Is At SIGGRAPHFor those of you visiting the site today and wondering where all of the great Canadian news is that I usually share with you, well, we’re at SIGGRAPH 2011 with limited internet access, so posting any news is going to be a challenge. That said, there are lots of awesome Canadian companies (or international companies with a Canadian location) at SIGGRAPH this year, so I hope you stop by to visit. I’ve listed those with booths below.  We are in Booth 1018 – please stop by for a visit and an interview.Canadian Creative

In the meantime, we have soft-launched our new project. Right now you can only look at our announcement, because there just aren’t enough hours in the day for the two of us to work on the new project, work on Village Gamer, get ready for SIGGRAPH and put in appearances at our paying day jobs. So, without further ado, please visit Canadian Creative and sign up for email notifications (we won’t be selling, renting or giving away your addresses) so that you know when the front door is unlocked and the coffee is on.

Canadian Companies on display at SIGGRAPH 2011:

3D3 Solutions – Booth: 879

Autodesk, Inc. – Booth: 429

British Columbia Film Commission – Booth: 889

Campbell River Creative Industries Council – Booth: 580

Capilano University – Booth: 807

Centre for Digital Media – Booth: 938

cebas Visual Technology Inc. – Booth 250

Digital Domain – Booth 343

Emily Carr University of Art + Design – Booth: 947

Eos Systems Inc. – Booth: 273

iDesign Solutions Booth: 609

MPC – Booth: 463

Measurand Inc. – Booth: 252

Ministry of Tourism, Trade and Investment Booth: 890

Muuun Technologies Inc. – Booth: 690

NDI – Booth: 969

Nelvana Studio – Booth: 708

NorPix Inc. – Booth: 1017

PO-MO Inc. – Booth: 808

Peer 1 Hosting Booth: 283

Pixar Animation Studios Booth: 235

Point Grey Research Inc. Booth: 255

Rainmaker Entertainment Booth: 971

Sheridan College
Booth: 813

Side Effects Software Inc. Booth: 712

Simon Fraser University School of Interactive Arts and Technology – Booth: 151

Southpaw Technology Inc. – Booth: 158

Think Tank Training Centre Booth: 944

Toon Boom Animation, Inc. – Booth: 710

Ubisoft World – Booth 955

VanArts – Vancouver Institute of Media Arts Ltd. Booth: 490

Vancouver Animation School Booth: 381

Vancouver Film School – Booth: 739

Vancouver Motion Capture: Animatrik and Alastair Macleod – Booth: 968

Waterloo Region – Canada’s Technology Triangle – Booth: 480

Note:  booth numbers are as of August 1st, hopefully they weren’t moved – let me know if I missed anyone

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6th August 2011

We Are One Day Away From SIGGRAPH 2011

acm siggraphHave you made Vancouver home for the next six days? If so, that must mean you’re planning to be at SIGGRAPH 2011, which opens tomorrow at the Vancouver Convention Centre and runs until Thursday evening. The Conference and Computer Animation Festival goes from August 7 right through until the 11th and the Exhibition floor with (200+ displays) is open from August 9th through 11th. It is still possible to pick up single day passes, and at just $45.00, they are too good of a deal to miss out on. If you prefer, there are passes still available for the entire week. We got a sneak peek at the expo floor last evening, and it looks awesome. Check out your options on the SIGGRAPH 2011 Registration Info page.

This is the first time the flagship conference for the ACM SIGGRAPH organization has been held in Canada, and is an incredible opportunity for the Canadian digital media and film industry sectors. There are, at my count, 37 Canadian companies – or international companies with a Canadian location – with exhibit booths on the conference floor, including ourselves in Booth 1018. This does not include the number of Canadian companies who may have a booth in the Job Fair area of the conference, nor those like Corel who will be working out of LightBox’s booth. Nor does it include the Canadian studios who will be represented in our booth with their trailers and games or those being highlighted through the DFAIT and provincial economic development booths. There is without a doubt going to be lots to see, lots to learn, and many people to meet at SIGGRAPH 2011.

SIGGRAPH 2011 highlights the full spectrum of the $67 billion annual computer graphics industry, showcasing the world’s finest technology exhibits, interactive displays, and the best in animation and visual effects. Numerous cutting-edge research and commercial products are shown to the public for the first time in interactive exhibit areas. Examples include:

  • Displays: Watch attendees interacting with cutting-edge 3D displays that will change their home theaters and video game experiences.
  • Robotics, Wearables, and Haptics: See people engaging with robots and stimulation devices such as a wearable pregnancy jacket that allows the user to feel a fetus’s temperature, movements, and heartbeat.
  • Mobile Devices: Interact with the next wave of advancements in mobile technological devices such as a “watch” that turns your hand into a mini-keyboard.

You can get a look at the expo floor map (PDF) on the SIGGRAPH web site, it is current as of August 1st, and for those who are not aware, the expo hall is on the lower level of the new convention centre.

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2nd August 2011

Toonbox Gets Nutty with TACTIC

tacticSouthpaw Technology, a Toronto-based developer of production asset management (PAM) technology for digital content creation companies, has announced that Toonbox Entertainment, also located in Toronto,  is ToonBoxdeploying 100 seats of TACTIC to manage all of the assets and data for its first feature-length production, The Nut Job. The growing studio just completed the movie’s trailer, and is now rolling out TACTIC for the production of the stereoscopic 3D film, which is one of the largest productions happening in Canada at the moment. Read the rest of this entry »

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31st July 2011

Eastside Games Open For Business

eastside gamesVancouver’s DES Games, Jason Bailey, and a mountain of cash have all gotten together to form the latest greatest games studio, Eastside Games. This exciting new studio aims to be a powerhouse of Social and Mobile games, focusing on Android and the new Google+ platforms as well as their current staples in Facebook, the open web and iOS.

The new studio aims to make quirky and original titles with a bit of edge and a lot of humour. Studio Manager Josh Nilson stated that “this is not your Mom’s Farmville, but she will spend the grocery money playing it anyway.”
Eastside Games Founders
•    DES Games developed the popular game ‘Pot Farm‘, a unique and highly successful social game on Facebook. Eastside games retains ownership of Pot Farm and 5 other iOS and Facebook games, with over 1 million Monthly Active Users and over 750,000 fans.

•    Jason Bailey, CEO of Eastside Games, was the co-founder of Super Rewards which pioneered monetization on the facebook platform, paving the way for the virtual goods based games that dominate the platform today. Jason bootstrapped Super Rewards from zero to a 100mm run rate to a healthy eight digit exit all in under 18 months.

•    Josh Nilson remains as Studio Manager.  Josh has been working for the last 2 years as Studio Manager at DES Games and helped turn it into one of the most successful and profitable social gaming studios in Vancouver. He  has become an industry go to for expertise in the area.  Prior to that he worked at Relic Entertainment contributing to the successful and popular RTS games, Dawn of War II and Company of Heroes. He was a Project Manager for an innovative and successful web development startup, Sitemasher.

•    Galan Akin remains as Creative Director. Galan has over 14 years experience in the game industry, as a Lead designer, design consultant, and creative director on a wide variety of projects, from big budget console titles to mobile and social games. At Radical Entertainment he played key roles guiding hit games such as the Simpsons Hit and Run and Scarface: the World is Yours to completion and has extensive experience in IP creation. Galan has been working in the Social games space for 3 years and is developing some exciting new properties for both the Social and Mobile spaces.

•    A pile of cash (1.5 million) has been raised to clean up the cap table, leaving Jason Bailey as majority owner, as well as being earmarked for growing the studio.

•    Eastside Games begins its life as a dynamic and exciting startup leading the creative charge in Vancouver with 2 profitable IPs and more in the works:the pot farm game

  • In Pot Farm players help their Uncle Floyd and their friends grow over 60 different  “crops”, make hemp oil, brownies, “potcorn”, and try to protect their farms from that mean lo’ Ranger Dick. Loads of useful items, quests, and over 300 levels keeps fans coming back for more.
  • In I Like Slots, players compete on a wide variety of fantastic – looking slot machines. Engaging gameplay and 100s of prizes make for a superior slot experience.
  • Launching soon, Zombinis is a collectable battle game featuring adorable and somewhat explosive zombies with detachable body parts and addicting gameplay. Assemble your army of furry (or zombinisscaly, or feathery) minions out of discarded stuffed animal parts and battle your friends to become the undisputed ruler of Zombiniland!

The company is currently on the search for Producers, Project Managers, Engineers and Artists.

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18th July 2011

Developer Selections For Summer Uprising 8 Revealed

IGSUOn Sunday July 27th, the final votes for the 8 developer selections for the Indie Games Summer Uprising were tallied and the organizers are now ready to announce the titles of the games which will headline the promotion:

T.E.C. 3001 Speedrunner HD
Raventhorne Take Arms
Train Frontier Express Cute Things Dying Violently
Doom and Destiny Battle High: San Bruno

The next step in the competition will begin on  Monday, August 1st and run until Sunday August 14th, when fans will have the opportunity to choose two titles that they would like to see as part of the promotion on any of the remaining candidates from the IGSU entries page. Voting will take place on the IGSU Facebook page. Winners will be announced during the #IGSU Twitter Chat.

The #IGSU Twitter Chat will be held on Tuesday Aug 16th – 9PM EST, and the gaming community will have the ability to speak directly with the developers, organizers, and journalists in a roundtable style chat. As mentioned before, the two winners from the fan vote will be announced at this time as well.

Indie Games Uprising Summer Schedule:

August 1st – August 15th: Community voting for 2 additional titles they would most like to play.
Tuesday August 16th – 9PM EST: IGSU Developer Twitter chat, community winners announced
August 22nd – September 2nd: Promotion and release of 8 developer and 2 community voted titles

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