Developer

Keita Takahashi

Keita Takahashi

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Keita Takahashi is a game director, visual designer, planner, and costume character actor whose works radiate the positive power of play. Keita was the director of the landmark video games Katamari Damacy (PS2) and Noby Noby Boy (PS3 and iOS) and has worked on planning playgrounds e.g. for the city of Nottingham, UK. He is currently working on the Online game Glitch with Tiny Speck in Vancouver, BC. His imagination and ability to realize something wholly unique and and game-changing stands out in the history of games.

Presentation: http://www.slideshare.net/G4CANZ/gfc-16230372

Preliminary OUYA benchmark and scaling test

Preliminary OUYA benchmark and scaling test

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Quick scaling test for OUYA using Legacy of Barubash. Measures frame to frame latency, jitter and load times as AI sprites are added into the game ever 200ms. This is pre optimization. It should also be noted that any comparison to the HTC One X posted at the end of the vid should take into account that the OUYA is running at 1080p while the One X is 720p.

Also note that there is currently a bug that is delaying buffer swap that manifests on the OUYA and some other Tegra devices I'm currently investigating.

This is our baseline as we work towards increasing performance.

Australian Interactive Games Fund webinar

Australian Interactive Games Fund webinar

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Webinar held 18 December 2012 by Screen Australia as part of its consultation around the development of the Australian Interactive Games Fund. For more information visit the Screen Australia website: www.screenaustralia.gov.au/gamesconsult

With the Benefit of Hindsight 2 - BizDev and Creativity

With the Benefit of Hindsight 2 - BizDev and Creativity

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What I wish I'd known about business in creative industries and what I've learned the hard way:

- bizdev in creative industries has NOTHING TO DO with software development, and if you try to force feed a creative production through manufacturing pipelines you end up with a bunch of "risk averse" sameness.
- before you can get 10,000 customers you need to figure out how to get 1,000. Before THAT you have to have figured out how to get 100. Before 100 you need to get 10 and before 10 you have to have satisfied 1. So start by focusing on making even 1 customer happy, then 10, then 100, then 1000. Your business model evolves out of THIS process. Not some fancy business plan bullshit.

With the Benefit of Hindsight #1 - Welcome to the Creative Industries!

With the Benefit of Hindsight #1 - Welcome to the Creative Industries!

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Firstly, I apologize for the TERRIBLE quality of the video. Secondly, I sincerely apologize for NOT being Felicia Day.

This is the first of a few videos covering what I wish I would have known back when I started my career in the creative industries ten years ago. I give the cliffnotes version of my background in the video, the rest you can find here: http://www.linkedin.com/in/eponaschweer

The 3 Things I wish I'd known:
1 - You have to have a bullet proof sense of humor (and appreciation for comedic timing)
2 - Your creative integrity, style and craft are the only variables you can control
3 - Manage your own political career (don't let anyone else do it for you)

Interactive Fiction - "Thoughts On Interactive Fiction"

Interactive Fiction - "Thoughts On Interactive Fiction"

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I'd like to build an interactive fiction game, also known as a text adventure. I think the genre is very interesting. I loved the King's Quest games growing up, and I felt that when the text parser was shunned for simplified interfaces, something very special was lost. The blinking cursor of the text parser represented a window into infinite interactions. A living story book. This video sees me considering why I think Interactive Fiction is so interesting.

I've been learning "Inform 7", with the goal of writing my own Interactive Fiction piece in the future.

Ball of Woe - It's finished! Have a development video.

Ball of Woe - It's finished! Have a development video.

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Well - Ball of Woe is finished! So here we are with a development video. A post-development video.

What a process!

I'm going to copy the description from our promo video directly here. It seems the done thing.

It's... Ball of Woe - an odd piece of entertainment for iPad.
It's free. Get it now. https://itunes.apple.com/app/ball-of-woe/id550811932?ls=1&mt=8
Or just peruse the site at your leisure: http://www.ballofwoe.com

It doesn't get any easier than that - short of packing it into a capsule, lubricating it and inserting it directly into your entertainment hole.

Developed in Unity (Unity3D if you like keyword-rich descriptions) with the Tidy TileMapper plugin (which was also developed by us).

Follow our trials and tribulations on all of the hip, young social networks. That's what people do, right?

Twitter: http://www.twitter.com/dopplerinteract
Facebook: http://www.facebook.com/dopplerinteractive
Blog: http://blog.dopplerinteractive.com
Tools: http://tools.dopplerinteractive.com

Alex Farrar: Legal Issues In Games For Change Development

Alex Farrar: Legal Issues In Games For Change Development

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Presentation: www.slideshare.net Alex will give a brief oversight into the legal issues relevant to developing and marketing games for change, and some strategies for minimising risk.

Infinity Wars - Advanced Information, especially for Trading Card Gamers.

Infinity Wars - Advanced Information, especially for Trading Card Gamers.

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Visit our Kickstarter for more info and to pledge: www.infinitywarsgame.com
Also kindly vote for us on Greenlight : http://steamcommunity.com/sharedfiles/filedetails/?id=105974257
and Like our Facebook: www.facebook.com/infinitywarsgame
Thankyou. :)

An *Animated* "Classic Gameplay" Digital Trading Card Game; Free to Play, Simultaneous Multiplayer on iPhone, Android, Mac & PC.