Posts tagged Game Development
Damnation studio dismantled – Report
Jul 2nd
Entire Blue Omega team laid off, according to programmer’s Twitter feed; lawsuits show troubled development process for Codemasters-published action game.

Blue Omega Entertainment’s Damnation launched in May for the Xbox 360, PlayStation 3, and PC to critical disdain. Now the alternate-history shooter may wind up as Blue Omega’s suitably named epitaph.
According to a Twitter post from Blue Omega programmer Geoff Rowland, “the entire Blue Omega team was laid off,” effective last Friday. It was not certain if Rowland was referring to the entire film-and-game production company or simply those employees with a focus on game development. Multiple inquiries to Blue Omega and its representatives went unreturned as of press time.
A pair of lawsuits spotted by Shacknews and confirmed by GameSpot depict a significantly troubled development for Damnation. In January, the company filed a lawsuit against Point of View, a company it subcontracted for work on the game. The complaint states that Point of View violated its contract by seeking payment directly from Damnation publisher Codemasters.
According to the suit, Codemasters “consistently was delinquent in making the payments it owed to Blue Omega,” and the direct payments would have enabled development on the game to continue despite the publisher’s refusal to pay its debt to Blue Omega. The suit alleges that Codemasters missed almost every payment deadline and that the publisher’s liaison to Blue Omega said the tardy financing was happening on a number of its projects.
Point of View wasn’t the only subcontractor to run afoul of Blue Omega. The production company also filed suit against Velvetelvis Studios the following month, saying the subcontractor failed to meet milestone deadlines and failed to work “using sound, professional practices and in a competent and professional manner.” The suit against Point of View has since been dismissed, while the Velvetelvis dispute has been stagnant since March.
Damnation isn’t the only game project on Blue Omega’s slate. The company’s Web site lists an unannounced “high-octane shooter” for the Xbox 360, PS3, and PC, as well as Attack of the Dust Bunnies, an Apple iPhone game set for release this month.
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Electronic Arts Discuss Harry Potter and the Half-Blood Prince’s Authenticity (Harry Potter and the Half-Blood Prince)
Jun 22nd

For the first time in a Harry Potter videogame, it’s possible to read the emotion in characters’ faces as they talk, thanks to the advanced facial animation system that was used during development. Many of the film’s actors provided their voices for the game, and the development team at EA had access to photos and body scans of all the characters, so every raised eyebrow and fluttering cloak is accurately portrayed in the game.
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EA confirms ’small team’ working on Mirror’s Edge 2 (Mirror’s Edge)
Jun 12th

A ’small team’ is working on Mirror’s Edge 2, EA has confirmed.
Speaking to VideoGamer.com at E3, the outspoken Patrick Soderlund, who as senior vice president at EA Games Europe oversees all European game development, said he was "excited" by what developer DICE, where he is based, will do with the game.
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Verbinski rethinking BioShock film – Report
Jun 1st
E3 2009: Pirates of the Caribbean director likely bidding bon voyage to Rapture, but will be getting his feet wet in game development.

It’s been anything but smooth sailing lately for the big-screen adaptation of 2K Games’ BioShock. The project reportedly ran into budgetary problems in April, and now Pirates of the Caribbean director Gore Verbinski is having second thoughts about whether he’ll helm the project after all.
“The bottom line is it has to shoot out of the States for budget reasons and my schedule may be prohibitive,” Verbinski told The Los Angeles Times. “There’s a great script and a really interesting cast. It really comes down to the financial model now. Big movies are just not being shot in the States. I’m weighing whether I can physically go the UK or Australia or one of those other places with a tax rebate for a year and a half.”
Even if he doesn’t direct the BioShock adaptation, this likely isn’t the last gamers will hear of Verbinski. The Times also reports that Verbinski’s production house, Blind Wink, is currently working on five different gaming projects. To help develop the games–one of which has reached the prototype stage–Verbinski enlisted former Pandemic Studios designer Will Stahl.
“They’re wildly diverse,” Verbinski said of the projects. “Some of the stuff we’re doing is taking a conventional [first-person shooter] experience and tweaking it in a way that hasn’t been thought of before. We looked at it from a different angle and changed the experience.”
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iRacing — The Next Step for NASCAR Gaming?
May 20th

For a while there, the future of NASCAR gaming looked grim. Earlier this year, EA Sports made the announcement that they would not be releasing a traditional console NASCAR game in 2009. EA Sports' president Peter Moore even went so far as to openly speculate about the future of organized racing games coming out of the company. And while it can be argued that EA's NASCAR games have lounged in varying degrees of mediocrity for years, the thought of a major American sport without an accompanying annual game release felt like a sign not just of a waning economy but the beginnings of NASCAR's slide in popularity as the country's most popular form of motorsport.
Enter iRacing, the subscription-based PC racing simulation co-founded by Dave Kaemmer who just happens to be responsible for one of my all-time favorite PC racing games, Grand Prix Legends. iRacing has been around for nearly a year now in public release and, yesterday, the company announced a partnership with NASCAR to create an online racing series set to begin in early 2010. While that still means that NASCAR fans will be bereft of console oval racing for 2009, the promise of driving on iRacing's meticulously laser-scanned recreations of real-life should keep racing fans–at least those with a powerful PC–looking ahead to next year when the series launches.
While the formal partnership between NASCAR and iRacing began in earnest last summer, according to Kaemmer, the two groups have had a connection for many years. “On a personal level, the acquaintance with the folks at NASCAR goes back to the Papyrus days.” Papyrus, of course, is the game development studio responsible for the critically acclaimed NASCAR Racing series as well as the legendary Grand Prix Legends. In fact, the NASCAR Racing series was one of the early pioneers of online PC racing games; a seed of sorts from which iRacing's online feature set has grown.
“NASCAR has been interested in sanctioned on-line competition as a form of motorsport for a long time, as have we,” said Kaemmer. “The technology in most peoples' homes is now to the point where it is possible, and NASCAR was impressed with what we had produced at iRacing.”
While stock cars and oval tracks have been in iRacing for a while, the NASCAR online series will let stock car fans to race wheel-to-wheel against one another in officially sanctioned online events on nearly every track found on the Spring Cup schedule. Since its opening in August 2008, iRacing has seen more than 12,000 people sign up for the service and the company counts a handful of real NASCAR drivers such as Dale Earnhardt Jr., A.J. Ambrose, and Marcos Ambrose as members. According to Kaemmer, you might even run into a pro or two during your next race session. “They aren't 'guest stars'–they are your competition,” he said. “And because everyone races under his or her real name, if it says you are racing against Dale Earnhardt Jr., you are racing against him in real time.”

Among its current roster of road and kart courses, iRacing currently includes 25 oval racing circuits, including superspeedways like Talladega and short tracks like Bristol. The developers are currently working on rounding out the Sprint Cup Series track list, said Kaemmer. “We currently have built or are in the process of building all of the International Speedway Corp (ISC) and Speedway Motorsports, Inc. (SMI) tracks. Pocono, Indy and Dover are the only three independent tracks on the NASCAR Sprint Cup Series circuit. We're in the process of building Pocono and we're in discussions with the other two.”
Creating those courses involves a painstaking process of laser scanning that Kaemmer says requires the developers to only process only about a half-mile of track per day. As a result, it can take months to build a completed track. The result, Kaemmer says, are “millimeter-accurate virtual tracks”, and it's that feature–along with realistic car handling and physics–that the game hangs its racing helmet on.
Ironically, it seems that iRacing's challenging realism might pose a problem for casual NASCAR fans looking to take a spin. With no new NASCAR videogame on the horizon in 2009, fans' only near-term option (beyond dipping in the back catalog) will be iRacing, a game whose reputation of demanding accuracy might turn off the casual drivers. How do Kaemmer & company plan on addressing the needs of the laid-back racers as well as the hardcore crowd? In a word: licenses.
“We assume that everyone who joins iRacing is a novice racer, at least in the virtual world, so the game is designed to be welcoming to new players while remaining committed to serious racing,” said Kaemmer. “Our realism means that if you're in it for big crashes and fooling around, this probably isn't the game for you. And that's OK.
“While any member can drive any car in the iRacing garage, including the cars for NASCAR's top three divisions–NASCAR Sprint Cup, NASCAR Nationwide Series and NASCAR Camping World Series–on any track in our inventory, you can only compete in officially-sanctioned multi-car events if you hold the appropriate license. All of our members begin on the oval-racing side of the service as rookies in a Legends Car and then, as their skills improve, they move up through the Late Model, etc. As they become more proficient in races and demonstrate their ability to drive safely with others, they will gain higher grade licenses, enabling them to race in faster and more demanding cars.”
When asked if EA's decision not to release a NASCAR game this year affected (or accelerated) the relationship between NASCAR and iRacing, Kaemmer is adamant: “Not at all. We've always been oriented to the PC, and addressing an audience that is looking for fun–but serious fun. We're looking for members who find it fun to learn new skills and who are willing to make a longer-term commitment to the activity. It's more like taking up skiing or tennis, rather than going through the traditional console game lifecycle of a few weeks.”

Of course, just like that skiing or tennis hobby, playing iRacing will cost you. Unlike most racing games, iRacing is based on a subscription model, which grants the user basic access to the game and a handful of cars and tracks. Members pay extra for access to additional cars and the lion's share of the extra tracks in the game but, as Kaemmer explains, access to the NASCAR online series won't cost anything extra: “We won't raise prices. There will be no additional fees to participate in any of the NASCAR-sanctioned series on iRacing beyond the regular membership charges. It's just another level of competition available to our members.”
And unlike tennis or skiing, you can't injure yourself playing iRacing.
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What do you think of iRacing's partnership with NASCAR? Do you think NASCAR games have a future on consoles? Let me know what you think in the comments below…
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