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Blog: Game development as an awareness and healing tool

Game designer Thais Weiller on why you should use your own personal experiences to create games and have unexpected results. …


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Swery 65 Returns To Game Development, Opens New Studio

Last October SWERY 65, most famous for leading the development of cult classic games like Deadly Premonition and D4: Dark Dreams Don't Die, revealed that he was retiring from his studio Access Games after a prolonged bout of illness.

Today, the developer revealed that he was returning to game development by opening a studio called White Owls Inc in Osaka, Japan.

He tweeted out the news:

The developer has not revealed any details about whether or not White Owls Inc is currently working on a project.

If you want to see Deadly Premonition in action, you can check out our Chronicles of the game here.

 

Our Take
Love or hate his weird games, you can't deny that the world of video games is more interesting with SWERY 65 doing his thing. 

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Blog: 20 things I’ve learned about game development

Thinking about what it means to be over fifty in game development prompted me to make a list of what I consider the twenty most important things I’ve learned over the years. Here they are! …


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Mega Bloks Halo Game Was In Development

If you've strolled down a toy aisle over the past few years, you may have noticed some of the Mega Bloks sets based on popular game franchises like Halo and Call of Duty. Lego has successfully made the leap from physical toys to video games, thanks to TT Games' adaptations of the family friendly toys, so putting Mega Bloks' sets through the same process isn't a completely insane idea. As it turns out, a Halo game was in development at one time that sought to do just that.

PtoPOnline has tracked down a prototype of a Mega Bloks Halo game that was being worked on by N-Space. It's not a complete game, but as you can see in the video below, it was fairly far along in development before the game – never officially announced – was canceled.

(Please visit the site to view this media)

The game featured familiar weapons, vehicles, and characters from the Halo universe, as seen through the Mega Bloks filter. The most notable shift is the change in perspective from the series' first-person action to a third-person camera. If nothing else, it provides a better look at your Spartan hero.

 

[Source: PtoPOnline via Polygon]

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Blog: An African game development story

Thirteen years of game design against everything. I explain how my team and I turned an amateur game into a professional action-RPG. …


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Video Examines The Last Guardian’s Nine-Year Development

Though the final result has many beautiful moments, The Last Guardian had a long and occasionally troubled development period. Originally announced in 2007, the title took nine years to come to pass, and missed one generation of consoles (the title was originally planned for the PlayStation 3 but ultimately came out on PlayStation 4).

As such, the game evolved over those nine long years, especially when it comes to visuals. Digital Foundry (which is known for its detailed breakdowns of PC game performance and side-by-side comparisons of titles running on different consoles) chronicled the history of the title, using many of the earlier trailers, target renders, and concept art that eventually became the work that finally released this week. You can watch the 14-minute video below. You can also read our interviews with The Last Guardian's creator and its composer.

(Please visit the site to view this media)

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Vicarious Visions Joins Bungie In The Destiny Development Team

Vicarious Visions is a New York based development studio that got its start working on Game Boy Color and Game Boy Advanced ports. Recently, the studio has been assisting with the Skylanders series and just finished up work on the Crash Bandicoot N. Sane Trilogy for PS4. Now, the studio is moving over to help with the production of another big franchise that Activision publishes: Destiny.

Last year, Transformers: War for Cybertron developer High Moon Studios jumped aboard the Destiny train, so it's interesting to learn that Vicarious Visions will be lending its support as well. With at least three studios helping shape the universe of Destiny, fans should be able to look forward to some big things for the future of the series.

 

Our Take
Destiny has grown into a massive beast, so as Bungie works towards the release of Destiny 2 we're not surprised that the studio needs some extra manpower to build an entire solar system.

www.GameInformer.com – The Feed

Vicarious Visions Joins Bungie In The Destiny Development Team

Vicarious Visions is a New York based development studio that got its start working on Game Boy Color and Game Boy Advanced ports. Recently, the studio has been assisting with the Skylanders series and just finished up work on the Crash Bandicoot N. Sane Trilogy for PS4. Now, the studio is moving over to help with the production of another big franchise that Activision publishes: Destiny.

Last year, Transformers: War for Cybertron developer High Moon Studios jumped aboard the Destiny train, so it's interesting to learn that Vicarious Visions will be lending its support as well. With at least three studios helping shape the universe of Destiny, fans should be able to look forward to some big things for the future of the series.

 

Our Take
Destiny has grown into a massive beast, so as Bungie works towards the release of Destiny 2 we're not surprised that the studio needs some extra manpower to build an entire solar system.

www.GameInformer.com – The Feed

Surviving the nine-year development of Owlboy

We talked to the team at D-Pad Studio to learn about how they grappled with the emotional and technical challenges of finishing Owlboy. …


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Blog: Time well spent? Six months of indie development

A detailed breakdown of how Ryan Darcey used his time during his first six months as an independent game developer. …


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