Developer

Red Knight Games Dev Diary #1 - Introductions

Red Knight Games Dev Diary #1 - Introductions

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Meet the Red Knight Games team. Red Knight Games is a small indie game development team based in Sydney, Australia that formed in 2012.

We are currently working on our first title - Grapple Knight due for release later this year. Make sure to subscribe to the channel and check back with us regularly for updates and news! :)

The Team:
Stuart Hancock - Programmer and Business
Gonzalo Araya - Project Manager and Artist
Charles Hoang - Artist
Sam Bell - Programmer
Robert Yule - PR

Follow us on:
Facebook - http://www.facebook.com/RedKnightGames
Twitter - @RedKnight_Games
Website - http://www.redknightgames.com

BigWorld-Powered World of Tanks: One Year Anniversary Special

BigWorld-Powered World of Tanks: One Year Anniversary Special

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This afternoon, BigWorld-Powered World of Tanks celebrated its one year anniversary. Here's what Wargaming.net CEO Victor Kislyi had to say about the matter.

"Our growth over the last year has been nothing short of amazing. A year ago, no one in the company could possibly imagine that World of Tanks would have skyrocketed like this."

We've been happy to follow World of Thanks through this success, and only wish them the best in their future. Below are a few statistics of the game since its first year of being live.

24 million registered users
350 million battles
75 billion shots fired
48 billion hits (27 billion misses)
13 billion armored vehicles destroyed

Last January, World of Tanks broke the Guinness World Record for the Most Players Online Simultaneously on One MMO Server, with the number of players totaling 91,311. They've since then broken this record again many times, totaling upwards of 450,000 players concurrently online. Looks like it's time for Guinness to update the books!

Here's a video Wargaming.net sent out commemorating their first year of going live, complete with dubsteb and explosions.

BigWorld GDC 2012: QB9 Argentina Talks Latin American Games Distribution, Mundo Gaturro

BigWorld GDC 2012: QB9 Argentina Talks Latin American Games Distribution, Mundo Gaturro

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Matt's conversation at the BigWorld GDC booth with Hernán and Nicolas from QB9, the Argentinian online game developer behind the browser-based MMO Mundo Gaturro. They share their vision for the future of games distribution, support, and development in Argentina, and Latin America as a whole.

bigworldtech.com
qb9.net

BigWorld GDC 2012: EA Founder Trip Hawkins Interview

BigWorld GDC 2012: EA Founder Trip Hawkins Interview

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Matt's interview with Trip Hawkins, founder of Electronic Arts, 3DO, and Digital Chocolate. Trip shared his opinion on new distribution models, the future of gaming interfaces, and the changes that the publisher/developer relationship has gone through over the past 20 years.

http://www.bigworldtech.com
http://www.aie.edu.au

BigWorld GDC 2012: Ace Team on Growing Indie in Latin America, Zeno Clash, Rock of Ages

gdc_2012_bigworld_interview_ace_team.mp4

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Matt sat down at the BigWorld GDC booth with Andres Bordeu and Carlos Bordeu, co-founders of Ace Team, prominent Chilean developer that came out of the mod community to develop instant classics like Zeno Clash and Rock of Ages. The studio is known for its very unique, out-of-the-box direction in game development, and they took a few minutes to impart upon BigWorld's Indie developer community some of their experience going pro and becoming one of the most respected game development studios in Latin America.

http://www.aceteam.cl/
http://www.bigworldtech.com

See Through Studios: Halfway Mark

AFYiSTi-K7Y

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The team are now 48 hours into the 96 hour development period for their debut game, and tensions are... reasonably low! Meet writer/marketing manager Saul Alexander, voice actor Michael Richardson and programmer Thomas Bowker as they talk shop on what's been happening since the last video.

[One team. Ninety-six hours. One game. One dollar. Follow the creative team at the brand new See Through Studios as they embark on a mission to create, market and monetize a complete game within a three week, ninety-six hour development period. Their current project, Flatland, brings the concept from Edwin A. Abbott's classic two-dimensional novel up to the modern age, forging it into a game of dark and violent geometry wars.]

Keep up with the development blow by blow by following the See Through Studios Twitter feed, Facebook page, and official site.
https://twitter.com/#!/SeeThruStudios
https://www.facebook.com/seethroughstudios
http://seethroughstudios.com/

You can also follow their development diaries in Kotaku.
http://www.kotaku.com.au/tags/seethrough-studios/

Shot & edited by David Molloy.

Music by Angus O'Sullivan for the game "Flatland: Fallen Angle".