Development Process
The
development process took place in hanging
meeting rooms around the central atrium. Most of the groups focused
on a very quick concept development and started working right away.
Some of the concepts resulted in some very unusual tasks.
A good
example would be the audio designers of Dark
Room XX. The game takes
place in a dark room in a sex club and doesn't have any graphics. The
player has to use sound (in lieu of tactile sensation) to navigate
the room and find a partner, with which he/she has to use the audio
to find the right rhythm in their interaction.
The audio was a rather
important part of the concept, so the audio designers ended up using
more than 20 hours surfing erotic movies to find the right sound
bites. They looked pretty haggard in the end.
Going
gold(-ish)
The
teams were expected to hand in their game demos on Sunday at 15:00
sharp. Deadlines being what they are, and developers being what they
are, the deadline was extended a bit.
Still, a surprisingly large
number of the groups were ready at 15:00... although not without
issues. For instance, the Social
in an Elevator group had
a functional prototype with all the relevant features up 'n running
until -- two hours before the deadline--– they merged their code
and lost approximately half their features. Unable to reverse to an
earlier version, they spent the last two hours trimming their
remaining features to minimize the loss and handed in a polished, but
feature-reduced version of their game.
After
the hand-in, the participants had 2 hours
before presentations to rest, recover and peruse games from the other
groups. At the same time the jury was lead from group to group to
have the games presented to them. All of the participants gathered in
the auditorium and took turns in presenting their games.
The
presentations were interrupted with quick dinner; after the final
presentations, the jury withdrew to deliberate. Meanwhile the
participants voted for the Participants Award.
Nineteen
games had been made and this meant that each group only had around 15
minutes to present their game. Some of the presentations made a
impression, especially the aforementioned Dark
Room XX, where six people stood
shoulder-to-shoulder at the same keyboard trying to match each
other's rhythms according to the moaning and without any graphics to
support it. It was quite... evocative.
|
Nintendo Wii Fit
this is very huge achivement by the game conference to break this huge record.Guitar Hero World Tour
http://spudmobile.co.uk/guitar-hero-world-tour.aspx
http://www.spudmobile.co.uk/Nintendo-Wii-Fit.aspx
http://www.blueunplugged.com/p.aspx?p=122588