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  Interview: GarageGames Relaunches Torque Engine With New Owners, New Focus
by Christian Nutt [Console/PC, Programming]
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January 20, 2011
 
Interview: GarageGames Relaunches Torque Engine With New Owners, New Focus

Today GarageGames announced that it has reformed as a new company under new ownership, buying all assets for the Torque Engine from InstantAction.

The InstantAction gaming portal, owned by Internet media giant IAC, shut down late last year, leaving the fate of the Torque engine technology up in the air.

The Torque 2D and 3D engines can be used to produce games on platforms ranging from iOS to Xbox 360 and Wii as well as PC and Mac.

Today, Torque is relaunching under the original GarageGames banner. The new company was formed when a group of investors known as Graham Software Development purchased the rights to the Torque assets and formed GarageGames LLC.

Eric Preisz, who served as director of Torque game engine operations for InstantAction, has stepped up to be the CEO of GarageGames, alongside COO Dexter Chow.

The company will be dropping the price for its products to $99 for a limited time as it relaunches, it said in an announcement.

Said Preisz, in an interview with Gamasutra, "It's a little bit of an experiment, and we want to see how the community reacts to it."

The move back to GarageGames signals a return to "older values" for the new company, while the low price will help "open the door for indies to get in. One of our strengths is community, and growing that even more is a feature of our product."

In fact, Preisz said that the new company has formed under a renewed ethos of community interaction which he feels is the core of the Torque development experience. As a long-term Torque developer prior to joining InstantAction and now GarageGames, he feels he understands the strengths of the Torque technologies and the needs of the community. "I fed my family with Torque-based work for about three or four years," Preisz said.

"We've actually been operating for about two weeks, and one of the things we did in our first week, we had everyone evaluate our competitors, from a market perspective, and look at what they're doing well for their community and not doing well... After doing that we feel there's a lot of room for us to jump in and meet people's needs better," Preisz said.

Describing the new owners as "strong community members and big fans," he said that they're "really aligned with the message and the original values and goals of GarageGames."

There's "a pent-up kinetic energy within the company" to move forward with Torque. While no changes will immediately come to the packages the company offers beyond pricing, Preisz sees an opportunity to hone Torque into something more focused and useful.

"Going forward it certainly is going to change, and we've had a lot of goals and initiatives to condense our products and create a better singular focus," said Preisz. Admitting that the current version of Torque has been "late" in adapting to the more general shift in engine technology to empower artists and designers without major programming overhead, he sees it as a priority moving forward.

"A big focus for us is -- a little bit more up front, and a lot more later -- is to have much better support for people's first 48 hours," with improved documentation, tutorials, and features that support developers of all disciplines.

"We can build upon on what we've seen other people do and we can improve upon it," said Preisz.
 
   
 
Comments

Geoffrey Rowland
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great news - and love the renewed focus on the indie developer. Going to the $99 price point is exactly what they needed to do.

Robert Farr
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Best of luck to them.

Wyatt Epp
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Interesting, I wonder if this means a revival of the Linux branch? InstantAction killed that, as I recall. Being able to run on various Unix-likes would actually be a strong point in their favour as they build up to take on Adobe (poor tools) and Unity 3D (zero Linux support).

Alexander Krause
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Well, it comes with the source code, meaning you can release it to any platform you like.
Only the tools are for windows (and Mac?) at the moment. But the future is bright ;-)

Joshua Dallman
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Way to go Eric - GarageGames lives! It sounds like a return to supporting indies and building a grassroots development community the way Jeff Tunnell, Tim Gift, Rick Overman, and Mark Frohnmayer envisioned when they originally founded the company over a decade ago. I wish you success in carrying out that substantial and valued mission. You've got a Frontline Award winning engine on your hands, over a hundred universities supporting you, and lots of other feathers in your cap - give the competition a run for its money!

L Foz
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This is fantastic news for game developers both big and small between the new price point, the new focus on community and a return of the company being focused on making game engines and tools. Their previous ownership were a horrible company to run this group and they hurt a lot of developers and studios in the process, so having them out of the picture is another huge positive that will lead them back onto the road to success IMHO.

sean lindskog
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I wish them luck, but I have no idea how they're going to compete with Unity.

Caleb Garner
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yea they have been around a long time and honestly beyond a few casual games like think tanks, i really haven't seen this engine be used to produce much "to market" content.

Unity3D has done such a great job not just making good tools, but tools that apparently developers can really use and get product to market, which to me has always been the real test of how good a technology is.

I could be wrong though, i don't follow them closely but it seems for all the indie developers who are using it, how many of them are really making finished projects and selling them?

I remember when they launched as the v12 engine when it was still pretty much a scraped out and largely undocumented Tribes 2 engine. They have come a long way so surely lots of games are being made and sold. I know the 2d version was part of some black blob game as well which got some press, but that's about it from the perspective of this bystander.

I wonder if my old account on the site is still there...

Mickaël Pointier
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If they want to have a chance, they should take a look at their demo version and objectively ask themselves what they think of it compared to the competition.

I tried it two month ago, and the number of issues I could spot in a demo supposed to showcase the product was not particularly impressive: Inconsistent framerate, static/dynamic shadow issues (some visible, some invisible, weird visual as a result), long loading times (considering the size of levels and the fact I installed the demo on a Velociraptor disk...), dubious collisions (the rockets you shoot go through some objects that you would assume are part of the geometry). Basically I was so disappointed that I uninstalled the whole package without even looking at the code samples.

So, good luck to you, it's probably possible to fix these issues to make the whole more attractive :)


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