Something for the weekend #027

Something for the weekend #027 – A collection of my favourite video game and pop culture related news, videos and content from around the web this week.

Back again, albeit super late on a Sunday night. Here’s Something for the weekend.

This week I’ve been marathoning videos by Casey Neistat on YouTube, after my friend Andy Draper (@ZombieBears) recommended him. He’s a Vlogger based in NYC, and his daily videos are really well produced and edited, and always really interesting as a result. Watching him on location makes me want to travel even more!

I also watched Fritz Lang’s Metropolis. I caught a special showing with my buddy Liam Gannon (@TheLordMoogle) in the Edinburgh Filmhouse, which included a live piano accompaniment! It was a really incredible seeing it this way for the first time. The pianist was fantastic, and he played through the entirety of the 2+ hour film.

Screen from Fritz Lang's 1927 film, Metropolis.
“Do you think the loss of a hand is too high a price for recreating Hel?”

Enough about my week, let’s take a look at the good stuff.

Gaming news

Kojima Productions: New mascot images, third-party game engines and Kojima’s thoughts about his fanbase

Plenty of news this week from Kojima himself, as he unveiled the company’s iconic character, LUDENS, in in its entirety via Twitter[1]@HIDEO_KOJIMA: LUDENS, the icon of Kojima Productions.

Kojima Productions presents LUDENS in his (her?) entirety.
Kojima presents LUDENS in its entirety.

LUDENS is the developed form of Kojima Productions‘ illustrated logo. It’s a pretty cool render, and the detail is really nice, but I feel the character in general is a little blocky – though perhaps as a result of the angle.

In other news, it would appear that for KojiPro’s first title at least, the studio will be using a third-party game engine[2]IGN: Hideo Kojima’s world tour has been to find an engine for his new game. Despite having worked extensively on the Fox Engine whilst at Konami; with whom the propriety software will most likely remain, Kojima doesn’t want to delay his first title with other distractions.

As for my first title, because I want to release it to the people who are waiting for it, for that title we are going to use a third-party engine – the reason I am traveling around the world is looking for such technology to use.

Kojima announced at the Nordic Game 2016 festival, that this was the reason he was travelling the world with Mark Cerny visiting other game development studios looking for high-end technology[3]GameSpot: Kojima and PS4 Architect Embark on World Tour Looking for “High-End” Tech.

In the past, Kojima has been responsible for some amazing games, and all eyes are on him to produce something incredible this time around too[4]GamesIndustry.biz: Kojima: People expect big games from me.

Mobile gaming industry trends – 2016 Q1

For anyone working on games for mobile platforms, Unity have published some helpful statistics from the first quarter of the year.

The infographic looks at device types and operating systems by country relating to their install base.

Whenever dealing with analytical data, it should be taken with a pinch of salt. Because they show a higher install base, and therefore higher potential audience than the next 4 countries combined, it might seem like a no-brainer to publish your game in China. However, Gamasutra also published an article this week, suggesting that the Chinese market is much harder to break into[5]Gamasutra: China doesn’t want your games, even for western blockbusters such as Crush Saga, Clash of Clans.

Read the article on the Unity Blog

From around the web…

Hurray! Keita Takahashi has made a wonderful new plaything

Keita Takahashi (@keitatakahashi), creator of Katamari Damacy and Noby Noby Boy has announced work on a new title, Woorld. Caty McCarthy (@yumecaty) takes a look at his work in her Kill Screen article.

Colourful illustrations from the game Woorld
The playful art of Woorld by Keita Takahashi

Woorld is an AR title, which utilises Google’s Project Tango to mix the art of Takahashi with the real world.

As with his previous titles, Woorld looks like a lot of fun, and experiments with new ideas. You can follow development progress on the Funomena website.

Read the article at Kill Screen

Celebrate International Month of Creative Coding by taking online courses

Another brief article by Caty McCarthy, as she examines the month which has been dubbed the International Month of Creative Coding.

Coding is incredibly relevant in almost every modern discipline, and Caty addresses this and offers a few ways you too can get involved.

Read more at Kill Screen

Creating the unique interactive soundtrack of Remember Me

A 2014 talk from composer Olivier Deriviere (@oderiviere) and sound engineer/mixer John Kurlander, providing insight into the creative process behind the soundtrack of Remember Me.

They discuss the challenges of taking on such an experimental soundtrack and the work behind synchronising the score to the game’s core theme of memory manipulation.

Read the article at Gamasutra

Ratchet & Clank (2016) postmortem

Shaun McCabe (@shaun_mccabe), the game director for Ratchet & Clank and the production director at Insomniac Games’ studio in Durham, North Carolina offers a postmortem on the company’s latest title.

As well as a detailed analysis of the production process, the lengthy article also includes plenty of concept artwork. He describes the trials of synchronising the development of the new game with the tie-in movie and appealing to a wide audience.

Read the full postmortem at Gamasutra

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