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	<title>The Tanooki &#187; Game Developers</title>
	<atom:link href="http://www.thetanooki.com/tag/game-developers/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.thetanooki.com</link>
	<description>Your one-stop source for Video Game news coverage!</description>
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		<item>
		<title>Crackdown 2, video documentary &#8220;Nothing is Sacred&#8221;</title>
		<link>http://www.thetanooki.com/2010/04/19/crackdown-2-video-documentary-nothing-is-sacred/</link>
		<comments>http://www.thetanooki.com/2010/04/19/crackdown-2-video-documentary-nothing-is-sacred/#comments</comments>
		<pubDate>Mon, 19 Apr 2010 15:38:57 +0000</pubDate>
		<dc:creator>Jason Leavey</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Crackdown 2]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Ruffian Games]]></category>
		<category><![CDATA[Trailer]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=30705</guid>
		<description><![CDATA[Crackdown 2 is coming this July. Watch this vidoc to learn more. <a href="http://www.thetanooki.com/2010/04/19/crackdown-2-video-documentary-nothing-is-sacred/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p><object id="viddler_ca5f3490" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="635" height="349" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="src" value="http://www.viddler.com/player/ca5f3490/" /><param name="name" value="viddler_ca5f3490" /><param name="allowfullscreen" value="true" /><embed id="viddler_ca5f3490" type="application/x-shockwave-flash" width="635" height="349" src="http://www.viddler.com/player/ca5f3490/" name="viddler_ca5f3490" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>This July, <em>Crackdown 2</em> is heading to Xbox 360, bringing back the open world third person shooter is a brand new adventure. The game will continue to follow Agent as he roams Pacific City killing and destroying the mass spread of gang activity. <em>Crackdown 2 </em>features a new co-op mode for up to 4 players, and competitive multiplayer for up to 16.</p>
<p>Other new character features include improved customization, upgraded move set, including higher jumps, and the ability to dash.</p>
<p>The game&#8217;s creators made a video documentary explaining some of the improvements of the title, and just why exactly they get such a kick out of it. Take a look above.</p>
<p><a href="http://ruffiangames.com/">RuffianGames</a></p>
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		<item>
		<title>More Super Street Fighter IV character changes revealed</title>
		<link>http://www.thetanooki.com/2010/04/14/more-super-street-fighter-iv-character-changes-revealed/</link>
		<comments>http://www.thetanooki.com/2010/04/14/more-super-street-fighter-iv-character-changes-revealed/#comments</comments>
		<pubDate>Thu, 15 Apr 2010 02:17:59 +0000</pubDate>
		<dc:creator>Jason Leavey</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Street Fighter IV]]></category>
		<category><![CDATA[Super Street Fighter IV]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=30563</guid>
		<description><![CDATA[SSFIV devs talk changes. <a href="http://www.thetanooki.com/2010/04/14/more-super-street-fighter-iv-character-changes-revealed/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-30564" title="SSFIV Guy" src="http://www.thetanooki.com/wp-content/uploads/2010/04/SSFIV-Guy.jpg" alt="" width="640" height="360" /></p>
<p>With the clock ticking &#8217;til the game&#8217;s April 27th release, a few more details about <em>Super Street Fighter IV</em> have come to the surface, thanks to the game&#8217;s developers blog. Luckily for us, the details were translated by website Shoryuken.</p>
<p>Overall, the game&#8217;s bosses are going to be harder when played on a higher difficulty, and easier on the lower difficulty settings, compared to their performance in <em>SFIV</em>. The change will allow novices to get in and fight, while providing a much more challenging experience for the true <em>SF</em> competitors.</p>
<p>Specifically, the devs talked about adjustments made to specific character moves. For instance, Rufus&#8217; Falcon Kick won&#8217;t damage enemies as greatly as before. Alternately, El Fuerte&#8217;s Guacamole Leg Press will  be more damaging compared to <em>SFIV</em>. Seth however, was in large part left the same with some minor revisions to his moves. Unfortunately for some, Seth&#8217;s still going to be quite challenging to defeat.</p>
<p>The devs also noted that the changes made to characters were in large part because of the fans reaction and input to the original <em>Street Fighter IV</em>. Between fan&#8217;s input and preserving the originality of the characters, they set out to make the game perfect as possible. With two weeks left, I can&#8217;t wait to get my hands on it!</p>
<p><a href="http://shoryuken.com/content.php?r=588-4-13-SSF4-Dev-blog-translation-for-your-everyday-life">Shoryuken</a></p>
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		<item>
		<title>Miyamoto &#8220;embarrassed&#8221; by needing help to create games</title>
		<link>http://www.thetanooki.com/2010/03/31/miyamoto-embarrassed-by-needing-help-to-create-games/</link>
		<comments>http://www.thetanooki.com/2010/03/31/miyamoto-embarrassed-by-needing-help-to-create-games/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 15:09:50 +0000</pubDate>
		<dc:creator>Jason Leavey</dc:creator>
				<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Shigeru Miyamoto]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=29234</guid>
		<description><![CDATA[Shigeru Miyamoto talks about creating games. <a href="http://www.thetanooki.com/2010/03/31/miyamoto-embarrassed-by-needing-help-to-create-games/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-29235  aligncenter" title="shigerumiyamoto" src="http://www.thetanooki.com/wp-content/uploads/2010/03/shigeru-miyamoto.jpg" alt="" width="626" height="351" /></p>
<p>As a new recipient of the Academy Fellowship from BAFTA, a list of creators that previously included Alfred Hitchcock and Steven Spielberg, you&#8217;d think Shigeru Miyamoto would be a bit cocky from his stellar lifetime achievements. And although he is credited for creating some of the most memorable video game experiences in the industry, he acknowledges it&#8217;s not just his work that creates the games.</p>
<p>&#8220;Fundamentally I feel a little bit humbled and embarrassed because I  cannot make any videogame alone,&#8221; he said. &#8220;So if I am  going to receive any of this type of personal award I feel embarrassed.&#8221;</p>
<p><span id="more-29234"></span></p>
<p>We all know Miyamoto&#8217;s vision is half of what makes his games so successful, but he&#8217;s still willing to get help from younger talent. &#8220;Often I try to incorportate ideas from young creators,&#8221; said Miyamoto. &#8220;But mostly it&#8217;s the programmers that come up with a complete game idea that I can experiment with. When a young planner approaches me with a game idea, I&#8217;m rather a tough guy! I mostly reject it, and say &#8216;a good idea is something that does not solve just one single problem, but rather can solve multiple problems at once.&#8217;&#8221;</p>
<p>Although he may not take every idea thrown his way, Miyamoto does offer some encouraging words to these creators. &#8220;I say &#8216;keep working on it and you&#8217;ll be able to find new ideas that solve many issues at once.&#8217; that&#8217;s an idea we can use.&#8221;</p>
<p>For the complete interview with Eurogamer, visit the website link below.</p>
<p><a href="http://www.eurogamer.net/articles/shigeru-miyamoto-interview">Eurogamer</a></p>
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		<title>Lead designer of a boy and his blob reflects on title&#8217;s successes and failings</title>
		<link>http://www.thetanooki.com/2010/02/11/lead-designer-of-a-boy-and-his-blob-reflects-on-titles-successes-and-failings/</link>
		<comments>http://www.thetanooki.com/2010/02/11/lead-designer-of-a-boy-and-his-blob-reflects-on-titles-successes-and-failings/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 18:35:56 +0000</pubDate>
		<dc:creator>Brian Hefele</dc:creator>
				<category><![CDATA[Wii]]></category>
		<category><![CDATA[A Boy and His Blob]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Majesco]]></category>
		<category><![CDATA[WayForward]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=26507</guid>
		<description><![CDATA[Sean Valesco, WayForward's lead designer for a boy and his blob, wrote a lengthy post for GamaSutra about what went smoothly during development and what needs to be improved for next time. <a href="http://www.thetanooki.com/2010/02/11/lead-designer-of-a-boy-and-his-blob-reflects-on-titles-successes-and-failings/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.gamasutra.com/view/feature/4271/postmortem_wayforwards_a_boy_and_.php"><img class="aligncenter size-full wp-image-26510" title="boyandblob" src="http://www.thetanooki.com/wp-content/uploads/2010/02/boyandblob.jpg" alt="" width="640" height="330" /></a></p>
<p>Sean Valesco, lead designer of <em>a boy and his blob</em> for the Wii, wrote up a four-page piece for GamaSutra discussing what went right and what went wrong with the project. The title was WayForward&#8217;s first boxed game for the Wii, which itself caused trouble &#8211; their tools and workflows weren&#8217;t set up to handle such a major undertaking, and poor coordination of outsourced teams caused delays. At the same time, trying not to think <em>too </em>big worked to their advantage &#8211; a small team kept bureaucratic nonsense out of the equation and forced individual team members to be strong. A small team also helped ensure a common vision of the end product. Interestingly enough, the decision to release the game as a boxed title rather than WiiWare was the biggest turnoff for me, as a consumer. For me, this changed the game from a release-date-buy to a whenever-I-get-around-to-it title. The whole article is worth a read, full of insight into the process of developing such a game, and seems potentially useful to anyone just getting started in video game development.</p>
<p><a href="http://www.gamasutra.com/view/feature/4271/postmortem_wayforwards_a_boy_and_.php" target="_blank">GamaSutra</a></p>
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		<title>Affordable facial animation from FacePro comes to Unreal Engine</title>
		<link>http://www.thetanooki.com/2010/02/10/affordable-facial-animation-from-facepro-comes-to-unreal-engine/</link>
		<comments>http://www.thetanooki.com/2010/02/10/affordable-facial-animation-from-facepro-comes-to-unreal-engine/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 15:10:58 +0000</pubDate>
		<dc:creator>Brian Hefele</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[PC/Mac]]></category>
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		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=26475</guid>
		<description><![CDATA[Great news for independent developers - affordable facial animation service now fits right into the workflow of free development kit! <a href="http://www.thetanooki.com/2010/02/10/affordable-facial-animation-from-facepro-comes-to-unreal-engine/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.facepro.net"><img class="aligncenter size-full wp-image-26476" title="faceprologo" src="http://www.thetanooki.com/wp-content/uploads/2010/02/faceprologo.jpg" alt="" width="640" height="200" /></a></p>
<p>FacePro, developers of the REV facial animation interface and providers of a $5/second animation service, have announced today that the service has been expanded to support Unreal Engine 3. This should come as welcome news to independent developers &#8211; remember when <a href="http://www.thetanooki.com/2009/11/05/more-free-dev-tools-unreal-development-kit-launched/" target="_blank">Epic launched the free Unreal Developer Kit</a>, based on UE3? Since UDK uses the same FaceFX facial animation engine as UE3, low-budget developers should be able to include affordable, high-quality facial animation in projects developed with the free package. The FacePro workflow essentially consists of testing whatever rig the developer supplies, and then using the web-based REV interface to create the final character animations. The files are then downloaded and imported into your 3D tool of choice &#8211; which now includes Unreal.</p>
<p><span id="more-26475"></span><a href="http://facepro.net/" target="_blank">FacePro</a></p>
<blockquote><p><strong>PRIEST RIVER, IDAHO – Feb. 10, 2010</strong> – FacePro has announced the expansion of its low-cost facial animation service to game developers using Unreal Engine 3.</p>
<p>“UE3 includes the FaceFX® animation toolset, and since we use FaceFX as part of our streamlined production pipeline, it makes sense for us to offer Unreal developers a dedicated program” said Rod Stafford, President of FacePro.</p>
<p>Included in the new UE3 service is facial rigging, FaceFX setup, and pre-production testing.</p>
<p>“The FacePro UE3 service offering is unique, because it leverages the powerful integration of FaceFX technology in Unreal Engine 3. FacePro is adding world-class service to an industry leading technology platform,” according to Doug Perkowski, CEO of OC3 Entertainment, creators of FaceFX.</p>
<p>Working closely with OC3, FacePro has developed new techniques for creating highly realistic facial animation, and developed the innovative REV animation interface to streamline the process and reduce production costs – to only $5.00 USD Per Second.</p>
<p>For more information, please visit <a href="http://www.facepro.net" target="_new">www.facepro.net</a></p></blockquote>
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		<title>Indie game developers asked what the iPad means to them</title>
		<link>http://www.thetanooki.com/2010/01/29/indie-game-developers-asked-what-the-ipad-means-to-them/</link>
		<comments>http://www.thetanooki.com/2010/01/29/indie-game-developers-asked-what-the-ipad-means-to-them/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 17:07:22 +0000</pubDate>
		<dc:creator>Brian Hefele</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPod Touch]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=26137</guid>
		<description><![CDATA[A handful of cream-of-the-crop indie game developers were interviewed by BoingBoing about the implications of the iPad on their trade. Multitouch is still hot, large screens open new doors, and plenty of other reactions are shared within. <a href="http://www.thetanooki.com/2010/01/29/indie-game-developers-asked-what-the-ipad-means-to-them/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.boingboing.net/2010/01/28/what-do-indie-gaming.html"><img class="aligncenter size-full wp-image-26138" title="ipadcana" src="http://www.thetanooki.com/wp-content/uploads/2010/01/ipadcana.jpg" alt="ipadcana" width="640" height="330" /></a></p>
<p>Over at BoingBoing, Brandon Boyer had a chance to pick the brains of a handful of indie game devs, including Adam Saltsman (<em>Canabalt</em>), Colin Northway (<em>Fantastic Contraption</em>), Kyle Gray (<em>Henry Hatsworth</em>), Steph Thirion (<em>Eliss</em>), Simon Oliver (<em>Rolando</em>), and several others. Their takes on what the iPad means to them as game developers are short but enlightening, and tend to reinforce many initial reactions and observations about the device. For better or for worse, the iPad is essentially just a ginormous iPod Touch, which many devs seem to think is a step in the right direction &#8211; the multitouch capabilities have made for a positive gaming user experience, while the additional screen real estate of the iPad will open up new possibilities and help prevent the awkward situation of larger games being forced down onto a smaller screen. While many have panned the device&#8217;s lack of a camera for video chat, Phil Fish of Polytron echoed my thought precisely &#8211; the lack of a camera washes away any potential for augmented reality overlays in gaming, something that is impressive enough on an iPhone, but would be spectacular on the larger scale iPad. Even if you&#8217;re sick of the buzz surrounding the new device, the article is well worth a read to glean some insight on the potential implications of a new platform.</p>
<p><a href="http://www.boingboing.net/2010/01/28/what-do-indie-gaming.html" target="_blank">BoingBoing</a></p>
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		<title>Only one button allowed at Gamma 4</title>
		<link>http://www.thetanooki.com/2009/12/01/only-one-button-allowed-at-gamma-4/</link>
		<comments>http://www.thetanooki.com/2009/12/01/only-one-button-allowed-at-gamma-4/#comments</comments>
		<pubDate>Tue, 01 Dec 2009 22:05:11 +0000</pubDate>
		<dc:creator>Brian Hefele</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[PC/Mac]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Gamma Game Showcase]]></category>
		<category><![CDATA[Kokoromi]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=24020</guid>
		<description><![CDATA[Attention developers! The theme for next year's installment of the Gamma game showcase has been announced, you now have two months to craft your single-button games… <a href="http://www.thetanooki.com/2009/12/01/only-one-button-allowed-at-gamma-4/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.kokoromi.org/gamma4/"><img class="aligncenter size-full wp-image-24022" title="gamma4" src="http://www.thetanooki.com/wp-content/uploads/2009/12/gamma4.jpg" alt="gamma4" width="640" height="270" /></a></p>
<p>A few months ago, Kokoromi Collective announced that next year&#8217;s installment of the Gamma game showcase would coincide with the Game Developers Conference in March rather than at the Montreal Game Summit. What they did not announce was this year&#8217;s theme. The three previous years&#8217; themes have been audio as input, 256 px² resolution, and 3D. Today, the theme of Gamma 4 was unveiled &#8211; only one button. Games presented at the showcase will only be allowed one button as the sole means of control. While the official controller is still that of an Xbox 360, input can only be taken from the ABXY buttons, and all must be mapped identically. Sounds like a challenge, but given the boom in simpler gaming (pick up and play) and simpler devices (iPhone/iPod Touch), we&#8217;ve already seen some great single-button games in the wild (<a href="http://adamatomic.com/canabalt/" target="_blank">Canabalt</a>, for example). Devs have about two months to get their projects together, with more details at the Gamma 4 website.</p>
<p><a href="http://www.kokoromi.org/gamma4/" target="_blank">Gamma 4</a> via <a href="http://www.gamasutra.com/view/news/26227/Gamma_Announces_One_Button_Theme_For_GDC_2010_Showcase.php" target="_blank">Gamasutra</a></p>
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		<title>Epic&#8217;s free Unreal Development Kit sees great success in first week</title>
		<link>http://www.thetanooki.com/2009/11/12/epics-free-unreal-development-kit-sees-great-success-in-first-week/</link>
		<comments>http://www.thetanooki.com/2009/11/12/epics-free-unreal-development-kit-sees-great-success-in-first-week/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 19:02:06 +0000</pubDate>
		<dc:creator>Brian Hefele</dc:creator>
				<category><![CDATA[General]]></category>
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		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=23267</guid>
		<description><![CDATA[Surprise, surprise! Giving things away for free leads to myriad people acquiring said things with great speed. <a href="http://www.thetanooki.com/2009/11/12/epics-free-unreal-development-kit-sees-great-success-in-first-week/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center; "><a href="http://www.udk.com/"></a><a href="http://www.thetanooki.com/wp-content/uploads/2009/11/udk.jpg"><img class="aligncenter size-full wp-image-23040" title="udk" src="http://www.thetanooki.com/wp-content/uploads/2009/11/udk.jpg" alt="udk" width="640" height="330" /></a></p>
<p>Looks like the strategy of giving away development tools is working &#8211; Epic announced today that Unreal Development Kit broke 50,000 downloads in its first week. No surprise here &#8211; development is hard work, and it&#8217;s hard to plunk down the upfront cost for an environment like Unreal Engine if you have any doubts about whether or not it&#8217;ll work out for you. For professional studios, the licensing costs are likely an easy spend, but for independent developers the cost of entry can be a major barrier. Fortunately, it seems as though users are aware of the change and trying out tools they would not have had at their disposal otherwise. Hopefully at least some of those 50,000 downloads will be put toward realizing visions that otherwise would have been left to grow stale inside the mind.</p>
<p><span id="more-23267"></span><a href="http://www.udk.com/" target="_blank">Unreal Development Kit</a></p>
<blockquote><p><strong>Epic Games&#8217; Unreal Development Kit Eclipses 50,000 Users in One Week</strong></p>
<p><strong>Users in over 100 Countries Embrace Free Unreal Engine 3 Toolset</strong></p>
<p><strong>CARY, N.C. (November 12, 2009) –</strong> Epic Games, Inc. announces the Unreal Development Kit (UDK), a free software release that provides uncompromised access to the award-winning Unreal Engine 3 toolset, has exceeded 50,000 users worldwide since its launch on Nov. 5. This rapid adoption of Unreal Engine 3 technology extends to approximately 130 countries and 4,500 cities across the globe.</p>
<p>Epic plans the imminent release of updates for the UDK beta version. UDK is available for download at <a href="http://www.udk.com" target="_blank">www.udk.com</a>, where product features, licensing terms, frequently asked questions, support resources and more are also available.</p>
<p>UDK is available to anyone interested in using 3D game engine technology, from game developers to students, hobbyists to researchers, and creators of architectural walkthroughs to digital filmmakers. Use of UDK is free for all schools and students, and anyone can release free UDK-powered games.</p>
<p>&#8220;We are very excited to see the uptake of UDK cross over the 50,000 mark in only one week, and we&#8217;re looking forward to seeing amazing games and applications come out of it,&#8221; said Mark Rein, vice president of Epic Games. &#8220;We&#8217;re also thrilled to finally be able to offer UDK free for schools and students so they can work with the same awesome Unreal Engine 3 tools used by many of the top game developers and publishers around the world.&#8221;</p>
<p>Extensive UDK technical documentation is available at the Unreal Developer Network (<a href="http://udn.epicgames.com/Three/DevelopmentKitHome.html" target="_blank">udn.epicgames.com/Three/DevelopmentKitHome.html</a>), and community members can share ideas, show off projects and learn from UDK developers like Psyonix and The Prometheus Team at <a href="http://www.udk.com/forums" target="_blank">www.udk.com/forums</a>.</p>
<p>3D Buzz (<a href="http://www.3dbuzz.com" target="_blank">www.3dbuzz.com</a>), the leading provider of Unreal Engine 3 training, will soon release dozens of free video tutorials specific to UDK to complement the company’s existing Unreal Engine 3 video training modules. Over 100 Unreal Technology videos are viewable at the 3D Buzz web site free of charge.</p>
<p>“Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3” and “Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3” are the recommended textbooks for learning Unreal Engine 3 tools and technology. 3D Buzz authored both reference texts, published by Sams, and each come bundled with a free, downloadable copy of “Unreal Tournament 3” for PC.</p>
<p>Individuals and companies wishing to develop software for commercial purposes should refer to licensing terms at <a href="http://www.udk.com/licensing" target="_blank">www.udk.com/licensing</a>. Commercial terms have been structured to make it easy for independent developers, start-up firms and seasoned professionals to use UDK with minimal financial barrier from concept to deployment.</p></blockquote>
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		<title>UK game devs (only somewhat) concerned about piracy</title>
		<link>http://www.thetanooki.com/2009/11/10/uk-game-devs-only-somewhat-concerned-about-piracy/</link>
		<comments>http://www.thetanooki.com/2009/11/10/uk-game-devs-only-somewhat-concerned-about-piracy/#comments</comments>
		<pubDate>Tue, 10 Nov 2009 15:07:43 +0000</pubDate>
		<dc:creator>Brian Hefele</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[piracy]]></category>
		<category><![CDATA[TIGA]]></category>
		<category><![CDATA[UK]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=23183</guid>
		<description><![CDATA[Survey results published by TIGA in the UK suggest that devs are somewhat concerned about piracy, but realize that shifting models can help stop the problem. <a href="http://www.thetanooki.com/2009/11/10/uk-game-devs-only-somewhat-concerned-about-piracy/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center; "><a href="http://www.tiga.org/"><img class="aligncenter size-full wp-image-23186" title="tiga" src="http://www.thetanooki.com/wp-content/uploads/2009/11/tiga.jpg" alt="tiga" width="640" height="120" /></a></p>
<p>Results of a survey released by UK trade association The Independent Game Developers Association (TIGA) reveal some interesting attitudes toward video game piracy by UK developers. First and foremost, the majority of the developers surveyed do indeed think that piracy is both a problem for their business and a problem that is increasing as time goes on &#8211; kind of a no-brainer. More interesting was the level of concern voiced &#8211; 60% find the threat of piracy to their survival as a company to be low. Finally, there was a 50/50 split between developers who think the government should step in to stop piracy (by restricting or cutting broadband access to suspected pirates &#8211; a long-running series of debates throughout the world) and those who feel they can curb it on their own through expanded distribution channels and new revenue models. These are paradigm shifts we&#8217;ve already been seeing as digital distribution has become mainstream, along with an increase in ad-supported models.</p>
<p><span id="more-23183"></span><a href="http://www.tiga.org" target="_blank">TIGA</a></p>
<blockquote><p><strong>Full Results summary:<br />
</strong><br />
<strong>Q1: Is piracy of videogames a problem for your business?</strong><br />
Response: 60% responded Yes, 30% responded No, 10% responded Dont know</p>
<p><strong>Q2: Do you agree or disagree that people who persist in illegally swapping copyrighted files of music, films and games on the internet should have their internet connection slowed down and ultimately severed if they ignore the warning letters to stop?</strong><br />
Response: 50% responded Yes, 50% responded No</p>
<p><strong>Q3. In relation to your business, is the problem of piracy increasing, decreasing or constant?</strong><br />
Response: 10% responded Increasing, 10% responded decreasing, 80% responded constant</p>
<p><strong>Q4. On a scale of 1 to 10, where 1 is scarcely noticeable and 10 is imminent threat to business survival, where would you put peer-to-peer (P2P) file sharing?</strong><br />
Response: 60% responded 2 or 3, 20% responded 4 or 5, 10% responded 8 and 10% didnt respond</p>
<p><strong>Q5. Is P2P something you expect to be a threat in 5 years time?</strong><br />
Response: 50% responded Yes, 50% responded No</p>
<p><strong>Q6. What practical steps can you as a business take to ameliorate any impact of (P2P)?</strong><br />
Response: 40% didnt respond, 50% (or 83% of those who did respond) indicated they would Change their business model, predominantly citing Digital distribution, Direct customer relations and Good value and service as the key steps. 10% responded greater piracy control through Government schemes.</p>
<p><strong>Q7. Are you considering different ways of doing business as a consequence?<br />
</strong>Response: 50% responded Yes, 30% responded No and 20% responded Dont know</p>
<p><strong>Q8. If yes to question 7 please specify.</strong><br />
Response: Of those that responded 75% stated Digital Distribution, subscription based services and/or ad supported free games, 25% indicated they would work with publishers to address this.</p>
<p><strong>Q9. Is Digital Rights Management an irrelevance, a solution or a problem?<br />
</strong>Responses: 50% responded An Irrelevance, 30% responded The Solution, and 20% responded The problem</p></blockquote>
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		<title>More free dev tools &#8211; Unreal Development Kit launched</title>
		<link>http://www.thetanooki.com/2009/11/05/more-free-dev-tools-unreal-development-kit-launched/</link>
		<comments>http://www.thetanooki.com/2009/11/05/more-free-dev-tools-unreal-development-kit-launched/#comments</comments>
		<pubDate>Thu, 05 Nov 2009 18:01:56 +0000</pubDate>
		<dc:creator>Brian Hefele</dc:creator>
				<category><![CDATA[PC/Mac]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[PC]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=23030</guid>
		<description><![CDATA[The free game development tools trend continues with Epic's release of Unreal Development Kit. <a href="http://www.thetanooki.com/2009/11/05/more-free-dev-tools-unreal-development-kit-launched/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.udk.com/"><img class="aligncenter size-full wp-image-23040" title="udk" src="http://www.thetanooki.com/wp-content/uploads/2009/11/udk.jpg" alt="udk" width="640" height="330" /></a></p>
<p>Hot on the heels of <a href="http://www.thetanooki.com/2009/10/29/indie-developers-rejoice-unity-is-free/" target="_blank">Unity being released freely to the world</a>, Epic has announced the launch of Unreal Development Kit (UDK), powered by Unreal Engine 3. Alongside the free release of UDK, Epic is pushing two games that demonstrate its abilities &#8211; <em>Whizzle</em>, the first game built from the ground up with UDK; and <em>The Ball</em>, a port of an Unreal Tournament 3 mod. In case anyone didn&#8217;t already know that Unreal Engine is an amazingly powerful environment, the screenshots from the aforementioned two games look pretty incredible.</p>
<p>UDK itself includes all the things one would expect it to, including a full editing environment, and the necessary engines to control rendering, shading, lighting, physics, artificial intelligence, and more. Contrary to Unity&#8217;s approach, UDK does bring with it some paid licensing requirements &#8211; use is free for educational purposes and for software that generates less than $5000. Once you hit the $5000 point, however, you need to start paying out 25% royalties to Epic. This approach seems pretty solid &#8211; get your foot in the door for free, and if your project becomes successful, pay your dues. UDK is available for download now.</p>
<p><span id="more-23030"></span><a href="http://www.udk.com/index.html" target="_blank">Unreal Development Kit</a></p>
<blockquote><p><strong>Epic Games Announces Unreal Development Kit, Powered by Unreal Engine 3</strong></p>
<p><strong>Industry Leading 3D Game Engine Toolset Now Available for Free</strong></p>
<p><strong>CARY, N.C. (November 5, 2009) – </strong>Epic Games, Inc. announces the launch of the Unreal Development Kit (UDK), a free edition of Unreal Engine 3 that provides community access to the award-winning toolset like never before. This software release is available to anyone interested in using 3D game engine technology, including game developers, students, hobbyists, researchers, creators of 3D visualizations and simulations, and digital filmmakers. Anyone can start working with the industry-leading Unreal Engine 3 toolset by downloading UDK at www.udk.com, where detailed product features, technical documentation, commercial licensing terms, support resources and more are also available.</p>
<p>An unprecedented milestone in game development, the release of UDK awards free access to the same world-class tools and technology used by many of the world’s best video game developers and publishers. Unreal Engine 3 is a constantly evolving game engine, and UDK contains all the most recently added features and technological enhancements, including many that have yet to be seen in an Unreal Engine game. Furthermore, Epic Games will release ongoing, upgraded builds of UDK for free.</p>
<p>There is no charge for noncommercial or educational use of UDK. Over 100 academic campuses currently use Unreal Technology as part of teaching game development-related courses, and colleges with plans to incorporate UDK into their curricula include the University of Pennsylvania, North Carolina State University, The Art Institute system of schools, Drexel University, Westwood College, DeVry University and Atlantic College, with many others to be announced.</p>
<p>Individuals and companies wishing to develop software for commercial purposes should refer to licensing terms at www.udk.com/licensing. Commercial terms have been structured to make it easy for independent developers, start-up firms and seasoned professionals to use UDK with minimal financial barrier from concept to deployment. UDK is currently for PC use only, although console support is under consideration. Developers approved to make games for Xbox 360® and PLAYSTATION®3 may inquire for more information by emailing udklicensing@epicgames.com.</p>
<p>Benefits of UDK include the following:</p>
<p>• Immediate access to Unreal Engine 3, the critically acclaimed 3D game engine technology for cross-platform game development.<br />
• Easy content creation with the Unreal Editor, a fully integrated suite of top-tier development tools, which comes complete with:<br />
o Unreal Content Browser, a revolutionary tool for browsing, searching and organizing game assets with collaborative metadata tagging system.<br />
o UnrealScript object-oriented programming language and Unreal Kismet, a visual scripting system that enables rapid prototyping on the fly.<br />
o Unreal Matinee, a powerful tool with movie director-class controls for building in-game cinematics and gorgeous cut scenes.<br />
o Unreal Cascade, an advanced particle physics and environmental effects editor that aids the creation of fire, fog, explosions and other visuals.<br />
o NVIDIA® PhysX®-powered physics system with Unreal PhAT visual modeling tool for creating character and object physics rigs.<br />
o Unreal Lightmass, a global illumination system that dramatically lights and shadows with minimal effort required by artists and designers.<br />
o AnimSet Viewer and AnimTree Editor, which give animators precise control over every muscle and bone movement.<br />
• Time saved thanks to technology integrations with leading game development middleware tools including SpeedTree®, Bink Video®, and FaceFX®.<br />
• Output of standalone applications: Games created with UDK run entirely on their own with no additional software required. This means anyone can make UDK content and distribute it for free.</p>
<p>“I’m excited about the possibilities the Unreal Development Kit opens to those who are looking to get into the game business but don’t otherwise have the means to acquire world-class technology and tools like ours,” said Mark Rein, vice president of Epic Games. “UDK is Unreal Engine 3, which has been used to create games in a wide range of genres, as well as military simulations, 3D architectural walkthroughs, animated movies and more. Users are only limited by their imaginations. Go ahead make something Unreal!”</p>
<p>Psyonix Studios (www.psyonix.com), a game studio based in San Diego, Calif., created the first proof-of-concept game using UDK in less than two months using a two-man team of one artist and one programmer. “Whizzle” is a downloadable vertical scroller in which players swim through underwater levels as an adorable sea creature that collects items and frees allies from captivity. To read more about “Whizzle,” view the developer diary video, or download technical documentation, visit www.udk.com/showcase-whizzle.html.</p>
<p>Until now, noncommercial access to the Unreal Engine 3 toolset has been available only through the PC versions of games such as Epic’s “Unreal Tournament 3” and “Gears of War” games. Users made new game experiences, called modifications or “mods,” by changing existing game assets or creating original content through the Unreal Editor tools that ship with every game copy. Many of these mods have been showcased through the $1 Million Intel Make Something Unreal Contest (www.makesomethingunreal.com), which awards over $1 million in cash and prizes to aspiring game developers. While mods require running the original game for interaction with user-created content, UDK provides a standalone experience every time, meaning a smaller digital footprint and no additional software requirements.</p>
<p>“The Ball,” an award-winning “Unreal Tournament 3” mod by Toltec Studios (www.toltecstudios.com), is available now as a free UDK-powered download at www.udk.com/showcase-the-ball.html. Anyone authoring mods for Epic’s PC games can port their original content over to UDK.</p>
<p>Support for UDK includes over 200 pages of newly unlocked documentation at the Unreal Developer Network (udn.epicgames.com), dedicated forums (www.udk.com/forums), as well as other resources available through the UDK web site, www.udk.com. 3D Buzz also hosts hundreds of free video tutorials for using Unreal Engine 3 technology at www.3dbuzz.com.</p>
<p>Furthermore, Sams Publishing and 3D Buzz recently published two definitive guides for learning the Unreal Engine toolset, “Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3” and “Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3.” Both books are bundled with a free, downloadable copy of “Unreal Tournament 3” for PC.</p></blockquote>
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		<title>Indie developers rejoice, Unity is free!</title>
		<link>http://www.thetanooki.com/2009/10/29/indie-developers-rejoice-unity-is-free/</link>
		<comments>http://www.thetanooki.com/2009/10/29/indie-developers-rejoice-unity-is-free/#comments</comments>
		<pubDate>Thu, 29 Oct 2009 16:52:55 +0000</pubDate>
		<dc:creator>Brian Hefele</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[PC/Mac]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=22634</guid>
		<description><![CDATA[Unity Technologies drops the 'Indie' label from 'Unity Indie,' also drops the $200 price tag (entirely). <a href="http://www.thetanooki.com/2009/10/29/indie-developers-rejoice-unity-is-free/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://unity3d.com/unity/whats-new/unity-2.6"><img class="aligncenter size-full wp-image-22639" title="unity-screenshot" src="http://www.thetanooki.com/wp-content/uploads/2009/10/unity-screenshot.jpg" alt="unity-screenshot" width="640" height="330" /></a></p>
<p>Coinciding with their Unite Conference, Unity Technologies released version 2.6 of their multi-platform game engine, also named Unity. The new release brings with it a slew of new features, the biggest being a major pricing change &#8211; the formerly $200 package known as Unity Indie is now free and simply called Unity. This breaks down a major hurdle facing some developers &#8211; especially those who get into the development game at a very young age. Gamasutra interviewed Unity&#8217;s CEO David Helgason at Unite, revealing that compared to Unity Pro (which was and still is a $1500 package), Unity Indie never significantly impacted revenue. That, combined with a desire to &#8216;democratize&#8217; their software, led to dropping the $200 cost of entry. Unity also announced that they&#8217;re bringing their engine over to Xbox 360. All things considered, we may be seeing a fresh influx of indie games on a variety of platforms in the foreseeable future.</p>
<p><span id="more-22634"></span><span style="background-color: #ffffff;"><a href="http://www.gamasutra.com/php-bin/news_index.php?story=25840" target="_blank">Gamasutra Interview</a>, <a href="http://unity3d.com/unity/whats-new/unity-2.6">Unity 2.6</a></span></p>
<blockquote><p><strong>Unity Technologies Launches Version 2.6 of Its Platform and Makes Unity Freely Available</strong></p>
<p><strong>SAN FRANCISCO, CA &#8211; October 28, 2009</strong></p>
<p>Today at the Unite Conference, Unity Technologies, the leading provider of the multi-platform game development platform for Web, PC, Mac, Wii and iPhone, announced that version 2.6 of its Unity Platform is available and that the feature-packed Unity (formerly known as Unity Indie and priced at $199) is now available at no cost at <a href="http://unity3d.com/unity/download" target="_blank">http://unity3d.com/unity/download</a> to make it possible for all developers to get access to the best development platform available. Unity Pro will continue to be priced at $1,499 per license.</p>
<p>Since 2005, Unity Technologies has provided the most powerful and easiest to use multi-platform game development suite of products used by more than 10,000 developers worldwide. The Unity platform is currently used in world class games such as Tiger Woods PGA Tour Online by Electronic Arts, the Quest for R2D2 by LEGO® and FusionFall by Cartoon Networks. Earlier this year, Unity for iPhone was released and to date, more than 325 games are using the Unity engine to power their iPhone games, including Zombieville USA, one of the top 10 iPhone games measured by units sold.</p>
<p>“Unity Technologies has always believed that the best technology and products should be made available to all developers. We want to accelerate the availability of high quality interactive content,“ said David Helgason, CEO of Unity Technologies. “With the explosive growth in new platforms and performance improvement in our Unity suite of products, we believe that there are no technical hurdles remaining for high quality interactive content everywhere. Now we are removing financial hurdles as well. Unity is mature enough and easy enough to use that it can be the entry point for those developers taking their first steps with the technology.”</p>
<p>With the newest release of the Unity Platform, Unity has taken further steps towards fitting into large-scale production environments. Unity now has full support for external versioning tools such as Subversion, Perforce or any other VCS out there. Full integration with Visual Studio has also been added — Unity can automatically sync a VS project to source code so that all of the scripts are in the solution and IntelliSense is configured.</p>
<p>In order to cement Unity Pro’s position as a high-end development environment, Unity Technologies has also added a number of upgrades to the graphics system; offscreen effects supports full anti aliasing and has added a built-in screen space ambient occlusion effect.</p>
<p>A key focus of Unity Technologies is to enable its customers to make better online games, so the company has added a number of performance optimizations as well as fully threaded background streaming of assets. This allows Unity games to launch faster and run smoother – something that is used to full potential in Tiger Woods PGA Tour Online. This latest game from Electronic Arts is available at http://tigerwoodsonline.ea.com/</p>
<p>Visit unity3d.com to see the entire list of new features and improvements!</p>
<p>To find out more about Unity visit the website or come to the Unite conference where the new 2.6 version is being demonstrated.</p></blockquote>
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		<title>Gemaga interviews big-name game developers</title>
		<link>http://www.thetanooki.com/2008/12/29/gemaga-interviews-big-name-game-developers/</link>
		<comments>http://www.thetanooki.com/2008/12/29/gemaga-interviews-big-name-game-developers/#comments</comments>
		<pubDate>Tue, 30 Dec 2008 02:32:23 +0000</pubDate>
		<dc:creator>Rhody Tobin</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Brain Age]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Keiji Inafune]]></category>
		<category><![CDATA[Super Smash Bros. Brawl]]></category>

		<guid isPermaLink="false">http://www.thetanooki.com/?p=17221</guid>
		<description><![CDATA[Japanese gaming magazine Gemaga interviewed some of the industry&#8217;s biggest developers recently regarding all &#8230; <a href="http://www.thetanooki.com/2008/12/29/gemaga-interviews-big-name-game-developers/">Continue reading <span class="meta-nav">&#8594;</span></a><h3>Related Posts</h3>
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			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-17222" title="inafunetraining_resize" src="http://www.thetanooki.com/wp-content/uploads/2008/12/inafunetraining_resize.jpg" alt="inafunetraining_resize" width="485" height="323" /></p>
<p>Japanese gaming magazine Gemaga interviewed some of the industry&#8217;s biggest developers recently regarding all kinds of subjects.</p>
<p>Capcom&#8217;s Keiji Inafune, for example, remarked that he would never make a casual game like <em>Brain Age</em>. He also says he was correct in predicting that the Wii would come out on top this console generation, but wasn&#8217;t (at the time) convinced of the selling power of the DS. Namco&#8217;s Akira Yoshizumi mentioned that the battle system innovations in the upcomimg Wii<em> Tales of</em> game will &#8220;greatly impress people.&#8221; Level 5&#8242;s Akihiro Hino states that <em>Dragon Quest IX</em> is in the final stages, and the multiplayer mode will be different from every other online RPG to date. He also says that<em> The Another World</em>, a DS RPG collaboration between Level 5 and anime studio Studio Ghibli is still planned for 2009. Yoshiki Sugiyama of KOEI stated that he was impressed with <em>Super Smash Bros. Brawl </em>and he hopes that Wii owners will like <em>Samurai Warriors 3</em>. Finally, <em>Super Robot Wars</em> producer Terada hints that his team may &#8220;reposition development&#8221; in the second half of 2009.</p>
<p>Try not to die of an information overload, ok?</p>
<p><a href="http://www.neogaf.com/forum/showpost.php?p=14156906&amp;postcount=107">NeoGAF</a><br />
via <a href="http://gonintendo.com/?p=67676">GoNintendo</a></p>
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