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Devs don’t market games the way they’d like, says GDC Next survey

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From Gamasutra: In order to better understand the contemporary game industry in advance of GDC Next 2014 featuring ADC, Game Developers Conference officials have surveyed over 300 game industry professionals about their opinions on launching and promoting games across markets that grow more crowded every year.

The results of that polling process reveal several fascinating trends in the way that modern game makers balance their marketing and community outreach efforts before, during, and after their game has launched.

GDC Next and ADC, which aim to highlight practical ways for developers to increase the creative and financial success of their projects, are taking place simultaneously on November 3rd-4th, 2014 at the Los Angeles Convention Center.

View the results and commentary on Gamasutra.

Checking the Pulse of GamesBeat

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If you don’t have the hours in a day or moolah to invest in GamesBeat on-site in San Francisco this week, don’t fret.  Twitch and VentureBeat have partnered up for the second year in the row to share many of the talks during the course of the conference via livestreaming video. Mondays talks are posted up and available on the GamesBeat channel on Twitch. Tuesday talks will also be livestreamed (and likely rebroadcast later too), so stay dialed in if that is of interest.

Keep in mind that only certain talks will be streamed, while the GamesBeat University and most breakout sessions will not be broadcast. But still, that’s a lot of bang for the tune-in-to-this-video buck.

To read all about it, check out the original article on VentureBeat here.

GX3 Interview: An upcoming event for all gamers

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GX3 - GaymerX

E4G: Thanks for chatting with Events For Gamers about GX3! First thing we must ask is why the name change from GaymerX?

GX3: We’re still GaymerX, the event name is just GX – this is mostly due to the fact that we had about 40% female gamers, and many of our attendees are not gay or even queer. We’re mostly run by queer folks and the space is a queer space where respect and love are paramount, but we also want to show that this space isn’t exclusionary, its inclusive!

E4G: With the Kickstarter about to conclude, what would you say to those that may still be thinking about pledging?

GX3: You know, I think that if people want to see what we’re doing to succeed and believe in the mission of our organization, any help would be very much appreciated, and we have some really awesome stuff, like our queer gamer documentary and our upcoming game.

I think, since we’re so close to the goal, that I would not want people who aren’t sure yet if they can attend to buy tickets – I just want to make sure we hit our goal so that way we know we have the resources to book a venue, but we’ll also have the same prices for a short time once we announce the final venue and dates so that way no one has to miss out.

GX3 GaymerX

E4G: For those not attending, how does supporting GX3 anyway help promote diversity in equality for everyone who games?

GX3: Our whole philosophy is to create a space where queer thoughts, ideas about inclusion for gay gamers, discussions on stuff like that, can flourish and we believe that by having spaces like this..the more discussions and dialouges that exist around these topics, the better of the industry will be. When people, gamers, devs, feel comfortable and safe talking about these issues and ideas, they can begin having discussions on how to improve them for everyone!

E4G: What can we expect from GX3 that’s different or improved than in past years?

GX3: Right now we’re still picking out the specifics, but we definitely want to focus on showcasing the amazing indie games that feature queer content, more cosplay and social activities, and even more awesome gaming companies to join us, like Blizzard and Devolver Digital, and the true celebs of the gaming world, like the voice of Shepard from Mass Effect, Jennifer Hale!

GX3 GaymerX

E4G: What does GX3 provide for the game development community?

GX3: I think it’s a great opportunity to meet other game devs that are either queer or allies who want to see more diversity of voices in the gaming world – it’s a really awesome networking opportunity. Last year we also had game building workshops, panels around getting into the industry.. What I’m really excited for is if we hit our GXdev stretch goal, I really want to see a queer game jam on a large scale! 🙂

E4G: Do you have a favorite part of these events, either in preparation or upon seeing the results?

GX3: My favorite part is talking to people who have never been to one of our events, and after the event, they talk about how awesome it has been to be around a metric butt ton of other gamers who are just like them, to be in a space where they feel safe to enjoy games with others who are like them, and the realization that there are a lot of other gamers out there who want them in the community. Meeting people who find that transfortative is something that really revs up my engines to want to work even harder on the next one!

I’m also super excited about the panels we have – over the last two years we’ve gathered some really interesting voices to talk about queer ideas in gaming, and its so exciting to hear what my heroes have to say 🙂

GX3 GaymerX

E4G: If someone is not Out yet, but is thinking about attending GX3 to meet others that are Out, what advice would encourage them to take that first step?

GX3: I think that GaymerX is a great venue for someone who may not be out to come to – it’s open to everyone and it won’t out you to come to the convention per-say, and I think it’ll be super awesome to be able to meet other queer gamers, gamers in the industry who are making games that are queer, and other allies – I think it’s super valuable to see other people who are out and successful, and to be able to share your stories with one another.

E4G: San Francisco provides plenty of convention space, though some of the venues are extremely pricey. How will GX3’s new venue help attendees in cost and convenience?

GX3: Well, right now we’re looking at a few venues, in SF, San Jose, and around SF Airport – we want to find a space that will allow us to still have as much or more gaming space, but can fit our budget to be sustainable. As much as we want to continue doing events at a 5* hotel in downtown SF, we also need to be realistic.

GX3 GaymerX

E4G: How can attendees participate in the GX3 hype leading up to the event?

GX3: Right now it’s just helping get people to the Kickstarter – the event IS 15 months away so we have time, but just make sure to spread the word. Whether you’re queer, gay, female, allied, trans, disabled, bi…whatever, this event is going to be an awesome game convention first, with some really cool panels and discussions coming from a queer perspective that I think people will really enjoy!

E4G: Is there anything else you would like to say about GX3?

GX3: I’m just so thrilled that we have a chance to keep GaymerX running and provide not just a queer gaming space for everyone, but also that we can do it in our own way…we have a few sponsors, yes, but we aren’t beholden to any corporate interests. We’re making the con we believe is the most fun, weird, inclusive convention we can make. We’re bound to make mistakes, but we have been extremely proud of the product we showed with GX1 and GX2 and we are really excited to be able to continue to take it to the next level.

Thank you so much for all your support everyone! ^_^ – Matt Conn

Click here to pledge! Kickstarter ends on Wednesday. You can also join their Facebook and Twitter pages. #EveryoneGames!

GX3 GaymerX

SETI Institute Game Jam Challenges Developers to Riff on the Search for Life in the Universe

The SETI-Jam will Leverage Latest Science and Data to Inspire Learning.

Mountain View, Calif. – September 11, 2014 – The SETI Institute, the world’s only organization dedicated to researching the origin and nature of life in the universe, has today announced SETI-JAM, the first game development jam to utilize SETI Institute research findings, data, and input from key scientists. SETI-JAM is for game developers of every experience level interested in collaborating to create games on the theme of the Drake Equation, which is used to estimate the number of communicative extraterrestrial civilizations in the Milky Way Galaxy. While this equation is the theme for SETI-JAM, participants will also have access to actual data of over 70 scientists at the SETI Institute, including research on asteroids, the search for extraterrestrial intelligence, extrasolar planet detection, earthquake prediction, climate change, the birth of stars, and much more. This game jam is the first in a new SETI Institute Initiative to use games to engage the public in real science and the search for life in the universe.

“At The SETI Institute we have a passion for discovery and for sharing knowledge with the world. We see gaming as a terrific vehicle to engage with the public on real science and research,” said Karen Randall, Director of Special Projects at The SETI Institute. “By giving game developers direct access to our scientists and research we hope to kick-start a new effort using games to bring real science to the public. We can’t wait to see what the devs can come up with!”

SETI-JAM will take place October 17-19 at the SETI Institute in Mountain View, California. Satellite locations include Gjovik University in Norway and the University of Southern California in Los Angeles, with more to be announced at a later date. Developers are free to make games of any genre, but all must integrate real SETI Institute data. Developers will have live access to the expertise of leading SETI scientists who will be on-site to explain their research data.

The Drake Equation, written in 1961 by the “Father of SETI”, Frank Drake, is a model to estimate the number of active extraterrestrial civilizations in the Milky Way Galaxy. The equation illustrates the breadth of scientific expertise needed to answer the question “Are We Alone?” and to explore all possibilities for life in the universe. Scientists representing each term of the equation will be at SETI-JAM.

Registration for the game jam opens on September 29th on setijam.seti.org.

A number of game industry leaders are supporting the SETI-Institute by serving as advisors to SETI-JAM:

  • Ryan Williams, Director of Engineering, SpryFox Games
  • Rob Jagnow, Founder & CEO, Lazy 8 Studios
  • Brendan Mauro, Lead Artist, Lazy 8 Studios
  • Brandon Sheffield, Director, Necrosoft Games
  • Pete Angstadt, Co-Founder, Turtle Sandbox
  •  Keith Nemitz, Principal Developer, Mousechief Co.
The SETI Institute’s mission is to  explore, understand, and explain the origin and nature of life in the universe, and to apply the knowledge gained to inspire and guide present and future generations.. A private, nonprofit organization dedicated to scientific research, education, and public outreach, the SETI Institute is made up of three centers: the Center for SETI Research, the Carl Sagan Center for the Study of Life in the Universe, and the Center for Education and Public Outreach.

‘What value do you see in game jams? What have you learned?’

From Gamasutra: Game jams have taken over the world — or that’s the way it seems. Hell, even the White House recently held one. They’re increasingly popular and seemingly going on all the time. What value do they hold for game developers?

They’re a way to flex your creative muscles, meet collaborators, force yourself to both start and finish something, and they teach you important lessons about making games. That’s what our readers said, anyway, when we asked them.

Today’s Twitter question on Gamasutra was this: ‘What value do you see in game jams? What have you learned?’ The responses were many — so many we couldn’t include them all this, week.

Go visit Gamasutra to participate!

How Spry Fox used (human) guinea pigs to evolve Free-Range Dragons overnight

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From joystiq.com: If you played Spry Fox’s Free-Range Dragons at PAX Prime earlier this month, you may have a vastly different impression of the game than players who returned to the team’s booth during the show’s final hours.

This isn’t just a matter of taste, either. Spry Fox actively updated its PAX Prime demo of Free-Range Dragons throughout the expo weekend, making sweeping changes in response to player behavior and feedback. The experiment was a valuable learning experience for Spry Fox, and produced results that will likely inform the project’s future direction.

Spry Fox takes player feedback very seriously. Days before PAX Prime, the studio released a major update for its roguelike Road Not Taken, introducing a new difficulty mode in response to players who felt that the initial release was too challenging.

Spry Fox’s unique studio setup facilitated quick updates at PAX. During the show, Spry Fox developers demoed the current prototype version of Free-Range Dragons and responded to player questions. Afterward, team members relayed feedback to UK-based programmer Andrew Fray, who then produced a new build of the game for the next expo day while his compatriots in Seattle slept.

“PAX is an awesome place to get real-time, high-value feedback on a game,” Spry Fox CEO David Edery said. “We use services like usertesting.com to playtest our games but the people who use those services tend to behave ‘abnormally.’ (For example, the average tester at usertesting.com carefully and deliberately reads all the text that appears in a game — most people do the exact opposite and don’t read anything, or pay little attention to the few things they do read.)”

Read more at joystiq.com

Indiecade Announces Official Nominees for Awards at Indiecade Festival 2014 (PR)

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Annual Festival Celebrates the Diversity of 2014’s Independent Games with Awards Program, Games Showcase, Expert Panels, and More October 9-12 in Culver City, CA

 
LOS ANGELES—SEPT 12, 2014—IndieCade, the premier international festival of independent games, has revealed a diverse lineup of more than 35 games that are official nominees for awards at IndieCade Festival 2014 to be held in Culver City, CA October 9-12, 2014. The festival celebrates nearly 150 of the most creative and exciting independent games of the year while also establishing a leading voice in the promotion, cultivation, and community of independent games development.
 
The 2014 IndieCade Award Finalists include games on all major video game platforms, including PlayStation®4, PlayStation®Vita, Xbox One, Nintendo’s Wii U™ system, PC, Mac, Linux, and virtual reality, such as Oculus Rift, as well as additional categories such as table top games, sports, performance art, live action role playing, and even an interactive art installation.
 
More than 70 additional games have been selected as IndieCade “Selects” in five categories: Digital, eSports, Big Games, Table Top, and Night Games. These games are eligible for three awards – Media Choice, Audience Choice, and Developer Choice – and can be found listed on the IndieCade web site at http://www.indiecade.com/2014/games.
 
Tickets for the festival are now available on the IndieCade website athttp://www.indiecade.com/2014/registration/. The All Access pass grants admission to the Awards, the GameSlam, the Beer Garden Party, the Keynote Discussion, and much more.
 
IndieCade Festival 2014 features the most diversified and exciting lineup that we’ve ever had and we’re thrilled to have had the opportunity to curate some of this year’s best independent projects into a powerful showcase of creativity and innovation,” said Stephanie Barish, chief executive officer, IndieCade. “With more than 1,000 submissions this year, the selection process was more competitive than ever, but this means that IndieCade Festival 2014 will be the best place to meet and network with the world’s most innovative creators, share experiences to learn from leaders in the industry, and see games you can’t see anywhere else.”
 
The IndieCade Festival has proven itself as the spotlight location for the best, the brightest, and the most inspired independent games in the world, and annually welcomes some of the most innovative and artistic developers in the industry.  Past festivals have included games that have gone on to change the industry, includingBraid, Flower, Johann Sebastian JoustSkulls of the Shogun, and Towerfall among others.  
 
The nominees for awards at IndieCade Festival 2014 include:
 
AFFORDABLE SPACE ADVENTURES [Wii U] by KnapNok Games & Nifflas Games: a 2.5D side scrolling stealth puzzle game about controlling a lonely spaceship on a hostile planet. The players will divide attention between the action on the TV screen and the systems on the Wii U GamePad.
 
ANTIMATTER MATTERS: A QUANTUM PHYSICS BOARD GAME (REALLY!)[Board Game] by Elbowfish: Antimatter Matters balances strategic choices, surprising interactions with other players and the unpredictable nature of the universe. Explore the strange and wonderful world of quantum physics, where a handful of tiny particles interact to form the atoms that make up ourselves and everything we experience in the world around us. For 2-6 players.
 
BLOOM – The Game [Big Game/Installation] by Bloom Games: Bloom is a large scale building game that encourages crowds to design and explore organic formations.
 
CHOICE CHAMBER [PC, Mac] by Studio Bean: a game that allows an audience of any size to play along with someone through an endless series of dangerous chambers. Players constantly give feedback that changes how the game evolves in real time, from power ups and enemies to obstacles and rule changes.
 
CLOSE CASTLES [PC, Mac] by Sirvo: a local multiplayer real-time strategy game. The matches are quick, the controls are simple, and the castles are close. Too close.
 
CLOSE YOUR EYES [PC] by DigiPen Team Indoor Sunglasses: a 2D puzzle platformer game, in which the players could obscure their own vision in order to pass through obstacles and enemies. You play as a female waking up in a mysterious nightmare, faced with horrible enemies, while the only weapon she has is to close her eyes and run away from her fear.
 
COFFEE: A MISUNDERSTANDING [Performance] by Deirdra “Squinky” Kiai: A queer and socially awkward interactive play about the weirdness of online friendships that aren’t really friendships, set in the midst of a fan convention called AwesomeCon. Performed by audience volunteers with mobile devices.
 
CUPPA QUEST [iOS] by Team Aet:  a cooperative local multiplayer adventure game for 2-3 players who must combine their perceptive senses (sight, hearing and touch) and quest to brew the Elixir of Life itself – a cup of tea. The game uses two iPads or iPhones — one screen for viewing the game board, one screen for controlling/interacting with objects and characters – as well as headphones for listening for invisible perils or characters.
 
DREI [PC, Mac, Mobile] by Etter Studio: Drei is a social experiment. Three unknown builders have to work and communicate together in order to build a tower.
 
ELBOW ROOM [PC, Mac (Installation), Tablet] by Deep Dark Hole: Elbow Room is a party game where the number of participants is only limited by how many people can fit around a keyboard. Each player claims a single key, and puts that key to use in an easy to pick up game that everyone can play!
 
ETHER ONE [PC] by White Paper Games: a first person adventure that deals with dementia. There are two paths in the world you can choose from. At its core is a story exploration path free from puzzles where you can unfold the story at your own pace. There is also a deeper, more adventurous path in which you can complete complex puzzles to restore life changing events of the patient’s history in order to help the validation of their life.
 
FRACT OSC [PC, Mac] by Phosfiend Systems: a musical exploration game where the player explores a vast landscape of an abandoned world that was once built on sound. As you start to make sense of this strange new environment, you work to rebuild its machinery by solving puzzles and bring the world back to life by shaping sound and creating music within the game.
 
FRAMED [iOS, PC, Mac] by Loveshack: an award-winning, narrative-based puzzle game where you re-arrange panels of a comic book to change the order of events and change the outcome of the story.
 
GEMINI [TBD] by Team Gemini: Gemini is a poetic adventure of two stars flying to the heavens and lighting up the sky.
 
GROW: THE ORGANIC BUILDING GAME [Table] by CricKeT Games: a 3D strategy game where players, taking the role of different colored flowers, cooperatively build an abstract tree while competitively battling to claim the most points. By adding Leaves to the tree players gain resources such as Buds and Beetles, using those resources to stake claims on the nutrient rich Leaves while waging war with their Beetles.
 
HACK ‘N’ SLASH [PC, Mac, Linux] by Double Fine Productions: A puzzle action game about hacking where players reprogram object properties, hijack global variables, hack creature behavior, and even rewrite the game’s code. With advanced hacking mastery, players can dive directly into the game’s assembly in the form of procedurally generated dungeons and modify the live-running code.
 
HEIFER HEIST [Board Game] by cow&duck studios: a family friendly board game where aliens “borrow” cows while dodging the angry farmer. Players race to be the first to gather ten cows and return to space.
 
HENKA TWIST CAPER [PC, Mac, Big Game/Physical] by OriGaminc: players must twist and turn their controller until they find the correct orientation, while preventing their opponents from doing the same.
 
HOW DO YOU DO IT? [Flash (PC, Mac, Linux)] by Freeman, Butler, Coss, Kittaka: puts players in the role of an 11-year-old girl whose mother has just stepped out for an errand. The girl immediately grabs her dolls and furtively attempts to figure out how sex works using these plastic surrogates. The game is a portrait of how Nina, one of the developers, actually explored her sexuality as a child who had never been given “The Talk.”
 
ICE-BOUND [iPad and printed book] by Down to the Wire: combines cutting-edge combinatorial narrative with a nested, recursive story inspired by writers like Nabokov and books like “House of Leaves.” The player uses a printed book filled with story fragments and distorted images to shape a novel of polar explorers, and collaborate with a long-dead writer’s digital ghost.
 
iO [OUYA, PC, Mac, Mobile] by Gamious: an abstract puzzle platformer about speed, size and momentum. Toy with the laws of physics, reach the exit as fast as possible and grab that gold medal as your reward.
 
KEEP TALKING AND NOBODY EXPLODES [PC, Oculus Rift] by Keep Talking Team: Strap on a virtual reality headset and find yourself trapped alone in a room with a ticking time bomb. Your friends in the real world have the manual to defuse it, but they can’t see the bomb so you’re going to have to talk it out – fast!
 
LYNE [iOS, Android, Windows, Mac, Linux] by Thomas Bowker: Deceptively simple. Infinitely complex. LYNE is a minimalist puzzle game that will knot your brain as it calms your soul.
Connect the shapes. Fill the board. Lose yourself in the interflowing paths of LYNE.
 
METRICO [PlayStation Vita] by Digital Dreams: a new living world filled with infographics. You have to navigate through Metrico, while all the bar charts, line diagrams and pie charts directly react to your movement, actions and input.
 
MINI METRO™ [PC, Mac, Linux, Mobile] by Dinosaur Polo Club: a strategy simulation game about designing a subway map for a growing city. Draw lines between stations to start your trains running, then redraw them as new stations open. How long can you keep the city moving?
 
N++ [PlayStation 4] by Metanet Software Inc.: N++ is a platformer which combines old-school challenge with modern flair and a unique sense of style. Players control an acrobatic ninja who must evade a slew of inadvertently homicidal enemy robots and collect gold in a minimalist, sci-fi world.
 
NEVER ALONE (KISIMA INGITCHUNA) [PC, PlayStation 4, Xbox One] by Upper One Games / E-Line Media: an atmospheric puzzle platform game for one or two players built in partnership with the Alaska Native community.  It delves deeply into the traditional lore of the Iñupiat people of the Arctic to present a game experience like no other.
 
NOVA-111 [PC, Mac] by Funktronic Labs: a sci-fi themed turn-based adventure game with a twist of real-time action! Fighting aliens in space for SCIENCE!
 
PRIVATE EYE [PC, Oculus Rift] by Slacker Games: puts the player in the role of a 1950s New York detective, faced with the task of piecing back together his memory after an accident has left him with severe amnesia.  Confined to his apartment but armed with a pair of binoculars, he must use his unique vantage point to unmask the killer. However, with his memory no longer intact, everybody he once knew is now a suspect.
 
REDSHIRT [PC, Mac, iPad] by The Tiniest Shark: Redshirt is a comedy sci-fi social networking simulation game about being a brand new nobody aboard space station Megalodon-9. It’s up to you to get ahead using the station’s proprietary social network, “Spacebook.”
 
RISK OF RAIN [PC, PlayStation Vita, Xbox One] by Hopoo Games, LLC: an action platformer with roguelike elements. With permanent death as a primary feature, players will have to play their best to get as far as possible. Fight on a mysterious planet with randomly spawning enemies and bosses, either alone or with 3 friends in online co-op.
 
SERVICE [Live Action Role Playing Game (LARP)] by Shoshana Kessock / Phoenix Outlaw Productions: SERVICE is a live action roleplaying game about patriotism, personal freedom, responsibility and sacrifice. The United States is in the throes of World War 3 and you’ve received your draft notice, so say your goodbyes and report for duty in this short freeform LARP experience.
 
SLAP .45 [Table] by Gnarwhal Studios: takes three of life’s most fundamental elements (slapping, westerns and making rash decisions) and turns them into a card game. When a card is drawn, every player acts simultaneously to shoot each other or jump to cover. The winners will need to have quick wits and even quicker hands to be proclaimed the fastest slap in the west.
 
SOULFILL [iOS] by Little Wins LLC: a mobile-assisted live action role-playing game that challenges players to make eye contact with strangers while riding public transportation. Built exclusively on iOS using accessibility features, the game has no graphics — only audio and touch gestures.
 
TUMBALL [Big Game/Sport] by Tender Claws: Tumball is a wacky, high-impact sport where the artful marriage of tumbleweed and leaf blower is revealed through strategic, fast-paced competition. Two players must harness the raw power of air to maneuver their tumbleweeds, monitor their environment and make quick offensive or defensive plays.
 
USE OF FORCE [Virtual Reality Installation] by Emblematic Group:  a virtual reality documentary project that recreates the moments of the real event in which Anastasio Hernandez Rojas was beaten and tasered to death by border patrol. Audiences are immersed in the traumatic events as if they are eye-witnesses along the US-Mexican border, through the use of wireless virtual reality goggles and a high speed, no latency, full body motion tracking system.
 
ABOUT INDIECADE
Applauded as the “Sundance of the videogame industry,” IndieCade supports independent game development globally through a series of international events highlighting the rich, diverse, artistic and culturally significant contributions of indie game developers. IndieCade’s programs are designed to bring visibility to and facilitate the production of new works within the emerging independent game community. Annual events include IndieCade East, IndieCade’s Showcase @ E3, and IndieCade Festival, the largest gathering of independent game creators in the nation. For more information, visit indiecade.com.
 
Visit our Website: IndieCade.com
Follow us on Twitter: @IndieCade
Like us on Facebook: https://www.facebook.com/IndieCade
Information on IndieCade Foundation:  http://www.indiecade.org

Microsoft to buy Mojang – report

From GamesIndustry.biz: Many within the games industry and the games press have reacted with surprise at the possibility of Microsoft acquiring Mojang, not least because Persson has been openly critical of the company in the past. However, Bloomberg’s sources have claimed that Persson actually proposed the deal in the first place, largely due to a “positive working relationship” and a “close relationship” with Xbox boss Phil Spencer.

According to Bloomberg, Persson will remain at Mojang to see the deal and subsequent merger through to completion, but will likely depart once that has happened.

Original Story: Unconfirmed reports suggest that Microsoft could be about to secure a massive deal with the purchase of Minecraft studio Mojang.

Neither Mojang or Microsoft have made any public announcement regarding the story but the Wall Street Journal cites “a person with knowledge of the matter” who claims the sale is worth $2 billion and could be signed and sealed this week.

The news is unexpected, Mojang has always seemed to be a company that prided itself on its independence with Minecraft creator Markus “Notch” Persson as its outspoken leader.

In March it was revealed that Mojang made $129 million in profit in 2013, so it’s not hard to see why Microsoft might be interested.

Summits at 2015 Game Developers Conference Now Accepting Submissions Through October 3 (Press Release)

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eSports Summit and Community Management Summit Join Six Returning Summits Focused on Emerging and Evolving Sectors of the Game Industry

SAN FRANCISCO – Sept. 8, 2014 – The call for submissions to present lectures and panels for the specialized Summits at the 2015 Game Developers Conference® (GDC) is now open through Friday, October 3 at 11:59pm PT. The GDC Summits take place on the first two days of GDC, signaling the start of the five-day conference.

Covering a variety of topics from business models and platforms to industry trends and specific design elements within game development, the summits aspire to foster community building, expand the scope of games to incorporate new players, define market innovations and provide valuable insight into the future of gaming. Organized by the UBM Tech Game Network, GDC 2015 takes place March 2-6 at the Moscone Convention Center in San Francisco, California.

New to the GDC Summit lineup this year are the eSports and Community Management Summits. Taking place on Monday, the Community Management Summit will cover every corner of this quickly evolving, crucial facet of video games. Summit content will focus on how to inspire, build, and maintain player loyalty and enthusiasm through the ups and downs of community opinion and adoption. It will discuss how to manage your community’s needs and interests to align with your company’s goals. The goal of the summit is to arm attendees with best practices and learnings from industry experts who will share case studies and postmortems on cutting edge community management strategies.

Taking place on Tuesday, the eSports Summit will be a one day summit focused on all things eSports. The Summit will strive to bring together the most influential people in eSports to share their knowledge and expertise; from players to game developers, event organizers, casters, journalists, and streamers. Session content will share best practices for how to design, grow, develop, sustain and communicate within the competitive games industry.

The Summits also welcome several new members to their advisory boards:  In the eSports Summit, advisors include Rod Breslau (LiveOnThree), Frank Lantz (Area/Code, NYU), Lil Chen (TED/The New Meta), and Patrick Miller (Riot Games). New Community Management Summit advisors include Saralyn Smith (Blizzard Entertainment), Donna Prior (Independent), and Troy Hewitt (Motiga). In addition, advisors added to pre-existing GDC Summits include Akira Thompson of RainBros, joining the Independent Games Summit board, and Katherine Isbister of NYU Game Center’s Game Innovation Lab, joining the GDC Education Summit.

The 2015 GDC Summits are:

  • AI Summit
  • Community Management Summit
  • eSports Summit
  • Free to Play Summit
  • Game Narrative Summit
  • GDC Education Summit
  • Independent Games Summit
  • Smartphones & Tablet Games Summit

For more information regarding the submission process and guidelines for the GDC summits, please visitwww.gdconf.com/conference/c4p/summits.html.

“The GDC Summits play an integral role for the Games Developers Conference, they set the stage for the types of indispensable knowledge developers and the video game community expect.” said Meggan Scavio, General Manager of all Game Developers Conference events. “We strive to bring compelling content each year. It’s deeply rewarding to help ignite these engaging and thought-provoking discussions within the community that broaden our understanding of the space and open up the industry to more audiences.”

For more information about the Summits at GDC 2015 and advisory board members, please visit www.gdconf.com.

 

PAX Prime: an orange post-mortem

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From Gamasutra: At PAX Prime we upped the stakes from PAX East. The Boston show was hard enough with a small team managing a large floor space, and nobody having any experience in exhibiting at shows. We managed East pretty well, mostly thanks to an “improv everything” approach and us renting equipment vs buying it.

PAX Prime in Seattle was a different story. We wanted to do something special. Something orange. Our main HQ is in Seattle (which consists of Luke’s house), so we decided to fly everyone into Seattle to show their games, buy all the equipment we’d need for coming years, and make everything orange.

tinyBuild is an indie game dev/publishing company, we partner up with other indie devs, and make our own games in-house. We do our business things from Seattle, and development in Amsterdam. I am the happy “commuter” between the two locations.
Day 0. Shopping. Weeks leading up to Prime.

Amazon makes it extremely convenient to buy anything, as long as you’re in the US. We bought the following things:

4 large TVs (3 for SpeedRunners, 1 for Lovely Planet)
4 stands for the TVs, including shelves to host the PCs
3 large backwalls for SpeedRunners, Lovely Planet, and BOID
Lots of folding tables and chairs
Lots of monitors
Several micro PCs, alongside with Gigabyte powered BRIX boxes
A ton of orange tiles we’d use for flooring
10 orange bar chairs. So comfy
Speakers, cables, power cords, hundreds of T-Shirts, a bar stand, banners, a cut-out of Unic, etc
2 oversized beanbags. Bean bag chairs hold a special place in our hearts, as they were an incredible success during PAX East. Also they’re orange. Branding!

Read more by Alex Nichiporchik at Gamasutra.

Update Events announces DrinkUp for Northwest Game Developers

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Update Events will hold DrinkUp, a plug and play social mixer for over 200 game industry professionals and business service providers on Thursday 9th October from 7pm onwards. The event, which will be held at Shooters Sports Bar in The Printworks, is an opportunity for North West game developers to meet and share their games in a relaxed environment, while also making valuable new business connections.

“The response to our debut event in MediaCityUK has been incredible” “hosting 400 attendees, 24 games and talks from industry names such as Microsoft and Unity was only possible due to the pro-active community” said managing director Andrew Bennison.

DrinkUp is the next major event in the North West to bring local game developers and service providers together, help forge valuable new connections and raise awareness for a rapidly growing creative scene. Throughout the night attendees will enjoy exclusive access to a private bar, free pool tables, a large projector and 12 TV’s which they can use at any time to showcase their projects. An open bar will be generously provided by sponsors and additional space can be made for over 350 people.

“After the resounding success of our debut event, the community has responded excitedly at the news of bigger and better opportunities.” said Update Events organiser Warren Burke.

Links

Eventbrite: http://tinyurl.com/DrinkUp1

Press Pack Media: https://dl.dropboxusercontent.com/u/23243867/DrinkUp%20Oct%209th%20Press%20Release%20Images.rar

Facebook page: https://www.facebook.com/updateshow

Youtube: https://www.youtube.com/user/updateshowonline

Twitter: https://twitter.com/UpdateShow

Update Events is a Manchester startup dedicated to providing events for the game and tech industry in the UK North. Founded in January 2014 by Manchester based game developer Andrew Bennison.

Best PAX Prime 2014 Cosplay

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Machinima selects their best cosplay finds at PAX Prime 2014! Our personal pick, red beach ball furry without a doubt. Which one is your favorite?:

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