Google Reader Is Amazing

April 4th, 2009

If you’re like me, you have a lot of websites that you want information from each and every day. If you’re even more like me, you don’t have nearly enough time to read it all, and it’s a pain in the butt to remember which ones you’ve already visited.

Enter Google Reader. A few months ago, I was a schmuck who manually visited about 10 or 12 gaming/Flash/funny websites daily to see if they had any updated content. A friend introduced me to Google Reader, and it literally changed my online life. Google Reader performs the extremely useful service of aggregating all content from the web sites I frequent into one easy place. It’s especially useful because I don’t have to visit the sites to see if there is new content – Google Reader keeps track of which items I’ve read and marks the others unread just like emails. I already had a Gmail account, so it was a cinch to setup my Reader account by simply clicking the “Reader” link at the top and logging in for the first time.

Any website that has an RSS feed or something similar is easy as pie to add to your Google Reader. Simply press the “Add Subscription” button in the upper left corner and type the main address of the website.

In fact, why don’t you sign up right now and add my blog to your Google Reader? :) Simply press “Add Subscription” and type “www.georgeskleres.com” in the pop up that appears and press “Add”. Then you’ll see Game Dev Overload in your list and be happy knowing that any time this blog is updated, you’ll know immediately. :)

There’s a GDC Canada?

April 2nd, 2009

I opened one of my daily Gamasutra digest emails yesterday while catching up from not having read a week’s worth of them at the GDC, when I was suddenly intrigued by the ad at the top. GDC Canada? I’ve never heard of such a thing, but it piqued my interest so I followed the link: http://www.gdc-canada.com/.

Wow! That’s pretty cool! When I visit websites, I almost always ignore the top and sides because most websites reserve those spaces for ads, and I HATE ads (unless they are making me money in my games). But now I see that there’s a whole bunch of GDC events that happen all around the year. There’s five in all – the main GDC, GDC Austin, GDC Canada, GDC Europe, and even GDC China! I knew about the first two, but the last three are new to me. It looks like they all have volunteer opportunities as well!

As I mentioned in previous posts, I have an absolute blast when I volunteer at the GDC in San Fran every year. I also serve as the volunteer coordinator for SIEGE Con in Atlanta. If these other conferences are even one tenth of the fun of GDC, I would have a blast AND get even more networking opportunities. Plus, I’ve always wanted to go to Europe. Can we say “business trip?” :)

If any of you readers out there have attended or volunteered for any of these additional conferences, please post a comment and tell us about it. These seem like fantastic opportunities, especially for those students in Europe and Asia (and maybe even Canada) who can’t afford a plane ticket to the US for the main GDC event.

IceCream – Open-Source XNA 2D Engine

April 1st, 2009

OFFICIAL SITE: http://icecream.epsicode.net/

Well, now this really excites me. Not only is IceCream a nifty little 2D engine for XNA games, but it comes with a convenient authoring tool called Milkshake! To quote from the site, “This editor allows you to easilly design all the elements of your game, from the texture selection to game object’s components edition.” That’s pretty darn cool if you ask me! Looking at the videos they posted, it reminds me of the in-game editors I’m used to from games such as Warcraft 3 and Unreal Tournament 2004.

This puppy hasn’t launched yet, but I am eagerly awaiting it’s release. Anything that makes XNA development easier, especially by turning it into more of a drag-and-drop or selection-box kind of environment, earns major kudos in my book. Go check it out. I think this one will be well worth the time.

Enjoy!

- George

GDC 2009 – Final Thoughts

March 29th, 2009

The week is finished, and another Game Developers Conference has come and gone. This year was a delight as always, mostly due to the CA program. It never ceases to amaze me how amazing of a networking opportunity this is. In fact, this year during each of our daily morning meetings, we had “celebrity” CAs (both former and current) such as Matthew Wegner (Flashbang Studios) and Kim Swift (Valve Software) speak to us. It’s always inspiring to hear these stories. Who knows, maybe I’ll be up there doing the same thing one day.

On a negative note, the floundering economy seems to have had a noticeable impact on the GDC. The Expo Floor was smaller than last year and had far less awesome swag up for grabs. Also, the Career Pavilion seemed to have the same number of exhibitors as last year but about four times as many applicants. I’m not sure why people are saying that the game industry is recession-proof. It was slightly depressing, but I am one of the fortunate ones who still has a job at this point.

Someone once told me that the best time to network for a future job is while you still have one. I learned the meaning of that this year, as this was the first GDC I attended while employed in a stable, full-time, games industry position (ironic what with the economy, eh?). I didn’t have any stress of job-searching, and I wasn’t trying to meet people who might help me join a studio. As a result, I made more new friends than ever before. That’s not to say that all the friends I made in previous years were solely for the purpose of my ulterior motives, but the lion’s share of them at some point or another received some kind of inquiry about jobs. This can frequently be a turn off to people, as they are there to make friends and network as well but don’t necessarily want to be obligated to answer questions about employment. Also, if you think that you can force a friendship with someone just so that you can get an “in” to their studio, think again. People can smell insincerity a mile away. Instead, focus your best efforts on just being yourself and make friends with whomever you come across. You never know if that student you met last year will be a big name industry professional next year (*cough cough* Kim Swift), so it’s best just to have fun and establish true friendships with people you like and get along with.

On a more personal note, I am slightly bummed that I did not get to meet Alex Rigopulos & Eran Egozy (co-founders of Harmonix). I got the chance to be one of the 15 VIP ushers for the Developer’s Choice Awards, and I was in line waiting as Alex came up to the registration table. Unfortunately, a couple of other people happened to finish before him, and so I had to escort them instead. Sooooo close!!! I wanted to thank him on the walk to the table for his dedication to bringing music to everyone. Rock Band is one of my absolute all-time favorite game series. I have a fairly rigorous music background – my major in school was Music Composition for several years before I switched to Game Design. Music comes fairly naturally to me, but not to all my friends. Rock Band gives me the perfect opportunity to include my less musically-talented friends in a fantastic experience where we can all rock out and enjoy the game. I might be on Expert and they are on Easy, but it still feels like we are living the awesome dream of being a real-life rock band!

In conclusion, it was another awesome year at the GDC in San Francisco. I’m already looking forward to volunteering again next year! For those of you who aren’t familiar with the volunteer CA program, please see my previous post at the beginning of the week. It’s an experience you will never forget!

GDC 2009 – CA Program

March 17th, 2009

The GDC is upon us once more, and once again this year I was accepted into the GDC CA volunteer program. The GDC has thousands upon thousands of game developers and game industry professionals attend each year, making it THE premier event of our industry. For those of you who are trying to get your foot in the door, the CA program probably the best way to network you could possibly hope for. This is my 4th or 5th year volunteering and I plan to do it every year that I possibly can. You will meet so many amazing people and form friendships that can last a lifetime. An added benefit is that you never know if one of those people will one day turn into an in for a job opportunity. After all, the game industry (just as most things in life) is all about who you know.

In brief, when you sign up as a GDC CA volunteer, you are asked to do up to 20 hours of work over the course of the entire week and you are expected to be in attendance from the Sunday before the conference starts through the last Friday sessions. The exact work you’ll do is described on the volunteer page (http://www.gdconf.com/volunteers/index.html) so I won’t go into it here, but it’s pretty much basic stuff anyone with a friendly attitude can do. In return, you are given a free “All Access” pass (a $2200 value – nothing to scoff at), reduced hotel costs (about $100-$200 savings a night over regular hotel costs), and most importantly the networking opportunity of a lifetime. This is absolutely the best thing you can do for your career if you are a student or a newbie trying to break in. If you are lucky you may even have a chance to meet your favorite celebrity game developer while working at his/her session. Also, the CA leaders, Tim Brengle and Ian MacKenzie, are two of the most amazing leaders I’ve ever had the pleasure of working with. They make the CA program feel like a big happy family and tirelessly work to make your job easy and fun. I can’t say enough good things about them!

Obviously, with the GDC already upon us, all the volunteer slots are already filled for this year’s conference. However, the volunteer applications open up between September and October of year for the next year’s conference, so in 6 to 7 months time you should keep your eyes peeled to the GDC site for this announcement. The CA program is one of the most fulfilling and amazing times I have every year. I always reserve one of my 2 precious weeks of vacation from work for it, and I’ve never been disappointed. What could be better than spending a fabulous week in San Francisco surrounded by fellow nerds and game makers, and more importantly my big CA family? Nothing! Trust me, once you try it you’ll never want to go another year without volunteering.

Global Game Jam – Coming Up Jan 30

January 23rd, 2009

For those of you who may be interested, the Global Game Jam is coming up on January 30 to Feb 1. Basically a bunch of developers get together and form teams to make a game over the weekend. I’ve never been to one of these, but I have participated in the Game Design Workshop for the past several years at the GDC and it’s a lot of fun every time. I will be attending this event and I strongly encourage any aspiring game developers out there to also attend. You’d be amazed at how much you learn, but more importantly you’d be amazed at how many contacts you’ll make. And we all know getting a job in the game industry is all about who you know.

Just to prove that point, John Sharp is running my local Atlanta Game Jam. He and I were co-speakers on a panel about kid’s games at 2008 Siege Con (which is basically the GDC of the southeast). It amazes me how small the game industry is. I still consider myself a fledgling and I’ve already recognized quite a few of my friends’ names in the list. It’s very important to remember that your reputation will follow you everywhere in the form of people, so make sure you don’t ever burn bridges.

XNA Tutorial – Star Defense

January 15th, 2009

I’ve just stumbled on a mother load of information over at http://xnaresources.com/. They have a tutorial that serves perfectly as the next logical step from the previous XNA tutorial (Simple 2D Shooter) I posted about earlier. It’s another complete shooter but this time with a title screen, animated sprites, power ups, sounds, and best of all… explosions! Woohoo!!

Here is a direct link to the tutorials: http://www.xnaresources.com/pages.asp?pageid=8

Enjoy! I will be finishing it, as well, over the weekend and posting my results.

Indie Review – Gravity Bone

January 12th, 2009

Gravity Bone is an action game played from a first-person perspective where you take the role of a super spy on a few top secret missions. I say “a few” because the entirety of the game can be played in under half an hour, but it’s one of the best 30 minutes I’ve spent with a game in a long time! Kudos to the creator, Brendon Chung, for making this gem of indie gaming. It just goes to show how much one person can do with the tools that are out there.

Gravity Bone Screen Shot

Gravity Bone Screen Shot


Look & Feel

From the moment you start, Gravity Bone offers an amazing ambiance full of life. The blocky nature of the character models and animations is quickly forgotten due to the amazing textures on their faces and bodies. In fact, I almost prefer it to the “realistic” models found in a lot of other games. I spent a good amount of time just wandering around the initial area looking at the other characters from various angles. This just proves, yet again, that a game doesn’t have to have the highest-end graphics or realistic characters to be great. As a player, I am delighted to suspend my disbelief and accept the square-faced people around me as real, normal individuals in the game world. The audio and sound effects complimented the atmosphere beautifully and reminded me of a James Bond movie. The entire game has a dry sense of humor, lightly mocking itself and its genre while maintaining a surreal but serious visage to the player.

Level Design

Gravity Bone guides you through its story and goals without making you feel babied, a tribute to Brendon’s skill as a level designer. New controls, goals, and concepts are introduced smoothly and you never feel overwhelmed as you add to your repertoire of possible actions. The missions seem completely random from an objective point of view, yet somehow they integrate seamlessly inside of this brightly colored world of espionage. The story unravels at a good pace, keeping my attention at all times and even throwing a surprise twist. Maybe I should have seen it coming?… Regardless, all of you aspiring level designers should take a long time going through this game, studying the techniques Brendon uses to steer the player to specific sections without making them feel like they don’t have a choice. Even the instructions are built into the levels, appearing on signs the player encounters along the way and strategically placed to help out just when the player needs to know how to do a specific action.

Gravity Bone - Instructions signs in level.

Gravity Bone - Instructions signs in level.


Gravity Bone - More Instructions

Gravity Bone - More Instructions


Conclusion

If I have a complaint about Gravity Bone, it is only that the game is painfully short (I was serious when I said it would take you no more than 30 minutes, and that’s only if you stop and admire things like I did). But it is a bittersweet pain – every minute was packed full of action, suspense, and a nagging feeling that made me keep going. Despite the linear storyline and knowing what was going to happen, I played through the game two times just to get a broader appreciation for the environment. I sincerely hope that he’ll make a sequel. Having had this as a teaser, I’d gladly shell out some cash to experience this again in a longer format.

Get the Game

The game can be downloaded from Brendon’s website, Blendo Games, and it does not need installation or any additional files. I strongly recommend that you play it right now – you’ve got 30 min, right? Dinner can wait. You’ll be glad that you did.

Blendo Games: http://www.blendogames.com/

New to XNA? Start here!

January 9th, 2009

So unless you’re living in a cave devoid of any game development news, you’ve heard about XNA even if only as a buzz word. When I first heard about it, the only thing I knew was that I could use it to make games for my Xbox 360. I didn’t know what programming language it used, what software I’d need to install, or even where to start. All I had was a good knowledge of general programming concepts and experience with Actionscript 3.0 programming.

After doing some research online, I discovered the XNA Creators Club Online. That handy site was EXACTLY what I needed to get jump started. Their Newbie FAQ was extremely useful, as it answered every question I had about XNA but was too embarrassed to ask. I mean, come on, how can I be taken seriously as a developer when I have a stupid question like, “What exactly is XNA?” Shouldn’t I have already known this? Apparently not, since the FAQ answers that simple question and more, and the Creators Club site is very developer-oriented. In fact, the community is very helpful and inclusive to people of all skill levels (similar to the Flash community), so you don’t ever have to be worried that someone will look down on you for your lack of experience.

While I learned the answer to most of my questions, like the fact that XNA programs are usually written in C#, it did NOT tell me what programs or applications I would need to write C# code. I had worked with Visual Studio when I was in school and I remember C# being one of the options, but back then I had not even gotten into Actionscript so the entire program was an extremely daunting task. Plus it used to cost a pretty penny, and I am averse to spending ANY money when learning and testing out a new technology. Fortunately for me, Microsoft has released new lighter versions of Visual Studio for free, including a version that lets you write C# source code.

For those of you that may need help with that step, Microsoft has already done a fantastic job of making an introductory video for people who start with literally ZERO experience. You can find that video on this page (just click the link “Video: Introduction to Visual C# 2008 Express Edition” at the bottom to have the video open in Windows Media Player). The whole download and installation process may take a while, up to an hour or two with a poor internet connection. Once that is complete, do a Microsoft Update. SURPRISE! Bet you didn’t see that one coming.

When the update is complete and you (have been forced to) restart your computer, you are (finally) ready to install XNA Game Studio 3.0, which is a toolset that integrates into Visual C# 2008 Express. It serves as a sort of “template” with pre-built code and code libraries that come right out of the box to make your game-development much easier.

Once it is installed, I recommend restarting your computer once more. The program should now be loaded in your start menu.

  • STEP #4: Run Visual C# 2008 Express (START -> PROGRAMS -> MICROSOFT XNA GAME STUDIO 3.0 -> Microsoft Visual C# 2008 Express Edition)

If you have done everything correctly, you should see something like this on your screen at this point:

Visual C# 2008 Express - Startup Screen

Visual C# 2008 Express - Startup Screen


So now that we have our work environment set up and ready to go, it’s time to dive into the meat of the topic — coding your first XNA game. The Creators Club website has a marvelous little 2D tutorial that spans a little over 20 bite-size videos divided into 9 chapters. Admittedly it’s just a very basic 2D shooter game, but hey it’s your first time with XNA, right? For those of you who, like me, are already familiar with Actionscript (or another similar coding language), this will be a piece of cake. If you are learning how to program for the first time, it’s going to be very difficult, but give it a shot anyway.

That about sums it up! Once you are finished, you will have a basic functioning 2D shooter that you created in XNA! If you feel brave, you can even tackle the “Extra Credit – Community Tutorials” section. I checked out all of them and they are all great. A few final comments:

  • The tutorials were finished using XNA Game Studio 2.0, but 3.0 should work just fine. Your startup and project selection screens may be different but everything should still work.
  • I believe there are a couple of places where the code is just a tiny bit different than what the video states, but theses should be obvious if you have any experience coding. I’ll try to find those places and update this post once I have them.

That’s everything! Have fun making your first XNA game! :)

Flash Tracer not working? Do a Flash Player Version Test!

January 7th, 2009

For those of you who don’t know what Flash Tracer is, it’s a Firefox plug-in created by Alessandro Crugnola that lets you see the output of any trace() statements hidden in the Flash code. Very useful! You can get the plug-in by visiting the following link:

https://addons.mozilla.org/en-US/firefox/addon/3469

I recently ran into some trouble with Flash Tracer, namely that it wasn’t working at all. I consulted the online help and went through the checklist:

  • Flash Debug Player? – Check! I’ve had that for a while.
  • Output file pointing to the right text file on my system? – Check! I reset it manually just in case. (And FYI, the path on a windows machine should be “C:\Documents and Settings\{User}\Application Data\Macromedia\Flash Player\Logs\flashlog.txt” – obviously replace {User} with your username)
  • Make sure Flash Tracer is not paused? – Check!

Why wasn’t it working? It drove me absolutely batty, until my friend Scottae pointed me to this web page to verify I had the right version of Flash Debug Player installed:

http://kb.adobe.com/selfservice/viewContent.do?externalId=tn_15507

Looks like I was a little too hasty with my first check mark. The website revealed to me that I did NOT have Flash Debug Player installed for Firefox. Apparently, way back when I first installed it, I accidentally installed the IE ActiveX control, not the Netscape enabled one. Most Flash developers of any accomplishment will probably snicker at my mistake… However, for you newbies out there who aren’t able to get Flash Tracer to work, do yourself a favor and use that handy little link to make sure you actually do have Flash Debug Player for Firefox installed. Lesson learned!

Oh, and Alessandro has explicit instructions to get your plug-in to work here: http://www.sephiroth.it/firefox/flashtracer/

- George