Saturday, May 31, 2025
Home Blog Page 95

GamesBeat Summit Explores Bold Ideas of Gaming

GamesBeat has announced a number of speakers and are close to locking up the agenda for the first-ever GamesBeat Summit. Here’s their latest rundown of the themes which features fireside talks, keynotes, networking time, and small roundtable discussions in the beautiful atmosphere of the Cavallo Point Resort in Sausalito, Calif., on May 5 and May 6.

Previously announced speakers include David Haddad, the executive vice president and general manager of Warner Bros. Interactive Entertainment; Peter Levin, the president of interactive media and games at Lionsgate; John Riccitiello, CEO of Unity Technologies; Jeff Lyndon, cofounder and president of iDreamsky Technology; Yoichi Wada, CEO of Shinra Technologies; Jacob Navok, senior vice president of Shinra Technologies; and Misha Lyalin, chief executive of Cut the Rope creator ZeptoLab.

The talks revolve around our main theme: the bold ideas in gaming.

WonderCon 2015 to Feature Many TV Cast Appearances

0

The schedule for WonderCon 2015 has gone live, and this event looks to be a TV cast appearance event. The first cast appearance will be from DC’s “The Flash.” The next TV cast appearance is from Warner Brothers “iZombie” TV series. Will Forte from “The Last Man on Earth,” is scheduled to make an appearance. On April 4th, fans can meet cast members from BBC’s “Orphan Black” before the third season premiere on April 18th. “Batman vs. Robin,” the newest DC Universe animated film, will have its world premiere at WonderCon 2015. WonderCon 2015 begins on April 3th and runs until April 5th. Badges can be found here:

http://www.comic-con.org/wca/badge-sale

Off Main: PAX Expo in Boston Offers a Glimpse of the Future

From Concordmoniter.com: Every March or April for the past five years, I’ve headed down to Boston to glimpse the future of video games.

No crystal ball is involved. Instead, I attend the PAX East expo, a gargantuan gathering that fills the city’s convention center for three days of out-and-out geekery. Video game (and board game) developers and publishers tout their new and upcoming wares. Players compete in tournaments. Game designers talk about their art and craft in panel discussions.

People dress up like their favorite video game characters, too.

Every year while at PAX East, I look for trends. When you have more than 70,000 people crowding a space over the long weekend, along with hundreds upon hundreds of games on display, it’s natural to search for order in the chaos. And we’re living in a game-saturated society. Everyone has little time-wasting puzzles downloaded on their mobile phones or tablets. Many own a video game system – some model of Wii, PlayStation or Xbox.

Read more at Concordmonitor.com.

Titan X GPU Formally Unveiled at GTC 2015

Among the announcements at the first day keynote at NVIDIA’s GTC 2015, NVIDIA CEO Jen-Hsun Huang announced their flagship GTX GPU for the high-end consumer market, the Titan X.

Among the highlighted features of the TITAN X Maxwell-based GPU are its 3,072 CUDA cores, 8 billion transistors, 7 teraflops (single-precision) and 12 GB of DDR5 VRAM. In other words, this card will be a silicon monster. But such power will not come cheap, as the base price has been set at $999. For those specifications, which blur the line between the raw horsepower needed for serious deep learning and simulation applications and the nearly-as-power-hungry top-end games, it may be worth the price tag for some early adopters. One of the rewards of investing in that sort of graphical power should be high-FPS, maxed-out settings for rendering even 4K PC games and emergent VR applications and games.

While it’s easy to describe the features in raw numbers and hyperbole, but a more effective way might be to check out Epic’s Unreal Engine 4 Tech Demo (YouTube), “A Boy and His Kite”, running in 30 FPS and covering 100 square miles of terrain, which was demonstrated in real-time without a hiccup.

Jen-Hsun Huang also briefly referenced the GDC announcement of the new X1-powered SHIELD Android 4K set top box. Later in the keynote, the GPU roadmap was revealed, focusing on the Pascal architecture for 2016, with Volta in the farther horizon for 2018. Pascal will deliver an estimation of 10x the performance of the Titan X, 3D memory and NVLink.

In the meantime, if you want to be the envy of your gaming brothers and sisters, start saving your spare change now, because the Titan X will go on sale March 18th.

Attendee Registration now open for Boston Festival of Indie Games 2015

Fourth Annual Festival Welcomes Game Fans on September 12, 2015 at MIT

March 11, 2015 – Cambridge, MA – Tickets for attendee registration are on sale NOW for the Fourth Annual Boston Festival of Indie Games, taking place on Saturday, September 12, 2015 on the MIT campus! Fans of digital, tabletop and live action roleplaying games are invited to register starting today for only $10 per ticket here. Tickets include access to the digital and tabletop showcase areas, talks and panels from your favorite developers, and keynote speeches.

A celebration of independent game development in a variety of media and genres, Boston Festival of Indie Games returns for its fourth year as the biggest event showcasing independent tabletop and video games in New England. BostonFIG is an inclusive, welcoming environment filled with family-friendly activities and games you won’t see anywhere else. In 2014, BostonFIG had over 3,500 people in attendance, with over 150 developers showing off, and featured talks from Unity, Epic Games, Facebook, and more!

In addition to video and tabletop games that will be on display in the exhibition space, attendees will have the opportunity to attend talks, panels, and workshops on indie game development and the future of the game industry, as well as attend the annual Figgies Awards Show at the end of the day. Additional details, including this year’s programming and keynote speakers, will be announced in the coming weeks. To stay informed on fest progress, be sure to sign up for updates on www.bostonfig.com.

This year’s new leadership team is committed to creating the most successful festival yet, with Caroline Murphy, an original fest co-founder who also runs Boston Indies and has worked with our favorite local publishers including Firehose Games, returning to take the role of Executive Producer. Yenni Brusco, a producer for Nectar Game Studios, and Eli Kosminsky, chair of the Game Makers Guild, are excited to return as this year’s Co-Producers.

“We’re excited to open up registration for attendeesvolunteers and staff for this year’s festival,” says Caroline Murphy, Executive Producer of BostonFIG. “Our team of staff and volunteers is what makes the show so successful, and we can’t wait to have that abundant energy again this year. The New England game development community deserves an annual celebration of independent talent, and we’re honored to be able to provide that environment for the fourth year running.”

Boston Festival of Indie Games will open showcase registration for developers on April 15. If you’d like to volunteer for the festival, please visit the signup page on our site. Find out more information about the festival, including volunteer and staff opportunities, videos from past festivals, and more at bostonfig.com.

About the Boston Festival of Indie Games (www.bostonfig.com)
The Boston Festival of Indie Games is a celebration of independent game development with emphasis on the New England and neighboring regions. The Boston Festival of Indie Games seeks to support and showcase the efforts of independent game developers by providing an inclusive, safe, family-friendly event that encourages attendees to share and interact with games in various media, from video games to tabletop games and beyond. The Boston Festival of Indie Games is focused on creating an intersection between community, academic and development interests in game play.

Press interested in a media pass for the festival can sign up here. For more festival info, please contact Mark Nolan, Marketing Director for Boston Festival of Indie Games, at mark@bostonfig.com. More info is always available at www.bostonfig.com.

5 Ways to Drive Gaming Growth: Top Executives Talk Success for Indie Devs

Youtube video of panel (unpublished link): https://www.youtube.com/watch?v=-BAMvV-WoZc

Last week at the GDC 2015, I had the pleasure of holding a panel with three gaming executives to discuss what happens beyond the design and development of a game. We know the big players in gaming are not guessing their way to app rank, so I decided to sit down and ask them how can one succeed in the competitive gaming market. My company and I were especially interested on behalf of indies and small teams who have a limited budget for growth.

The panelists, chosen for a level of diversity in their approach to app store success, included: Andrew Sheppard, the Chief Operating Officer of GREE, a company which has massive scale of 1.5x the size of Zynga, 3x the revenue of Kabam, and 4.5x the revenue of Glu. We also spoke with Bryan Davis of Big Blue Bubble, the largest independent games developer in Canada, with a suite of children’s games in excess of 100 million users to date. Lastly, we had the pleasure of chatting with Stuart Westphal of Hitcents, the company that brought us the HanxWriter App, in collaboration with Tom Hanks, which held the #1 spot in the app store when launched and is a winner of multiple Webby Awards for various games.

Certainly, these three would have something to add on the topic of driving gaming growth. Here were the top 5 takeaways from our conversation last week:

1. Paid Beta Tests for Indie Devs

Rather than spending money on user acquisition, which all three panelists discouraged for the up and coming developer, focus on paid beta tests instead. This way, the developer will get to know what is working in the game by receiving direct feedback rather than worrying about acquiring users who may not be happy (or addicted) to the game mechanics.

2. Consider partnering with a brand

We’re seeing this trend for the larger publishers and it’s creating a desirable cycle of downloads and press. Westphal strongly encouraged partnering with brands and celebrities, both small and large, however, cautioned developers on the aspect of listening. The brand and/or celebrity is bringing serious value to your game and the developer should be prepared to cater to their needs both pre and post-launch.

3. High Value Users

If you know your high value user, you will never be short on revenue. It’s one of the simplest equations in customer service, and one Big Blue Bubble has perfected, with a steady increase of 1 million new active users per month on a game series launched in 2012. We’ve seen the same equation across other industries, where the top 10% make 90% of the money. This is also true of your users, and getting to know the top 10% which make your company profitable, is more advantageous than knowing the entire 100% of your user base.

4. Multiple Touch Points

The industry is a little user acquisition crazy right now, with everyone seeking the first point of contact, and not focusing enough on multiple touch points throughout game play. The key to going viral, according to Westphal of Hitcents, creator of multiple viral games, is to design a game with touchpoints in order to keep your users engaged and addicted.

5. Reach Global Scale

To reach scale, Sheppard of GREE explained his company has teams situated globally, and these teams update the game for each individual market. Sheppard emphasized the importance of localization as a key component to reach scale. Both Davis and Westphal agreed, also emphasizing the importance of culturalization, stating this would help the game resonate with a local audience.

Smaller teams, it was pointed out, can achieve global scale by focusing on one or two global markets. By first analyzing user data for the top two or three non-native markets where the app is gaining traction, the indie developer can then individualize for this market by localizing in the language and also culturalizing per the customs of the geographic region.

March 2015 Game Industry Conferences and Other Events

To help you plan attendance for this month’s game industry conferences, conventions, and other events, we post a monthly consolidated list of game industry events at the beginning of each month. View the complete event list below for the rest of the year!

March 2015 Game Industry Conferences and Other Events:

Click here for the main calendar view.

1-5: Copenhagen Games
2-5: Game Connection America
2-5: Mobile World Congress
3: 11th International Mobile Gaming Awards
3: Games User Research Summit
4: MORE Summit
5-6: Indie Game Conference
6-8: Louisville Arcade Expo
6-8: LAN ETS
6-8: PAX East
12-14: EGX Rezzed
13-15: SXSW
16-20: CeBIT
17-20: GPU Technology Conference
19-21: EVE Online Fanfest
26-27: F2P Summit
26-27: Mena Games Conference
27: Chicago Video Game Law Summit
28: Montreal Independent Games Festival

This list is obtained from the main calendar. Did we miss an event? Let us know!

Nvidia will release full details of the Geforce GTX Titan X at GPU Technology Conference

The Nvidia Geforce GTX Titan-X is the next generation of the Nvidia graphic chipset being released to the market. Nvidia says that this chipset will outperform all the current Nvidia graphic chipsets. Even though Nvidia released some details about the chipset at GDC 2015, the company plans to unveil the full details on March 17th at the GPU Technology Conference. The chipset has a black look to it with the word “Titan” visible on it. To see the full range of the chipset’s specifications, visit this link:

http://wccftech.com/nvidia-releasing-details-titanx-mid-march/

Game Developers Conference 2015 Breaks Record With More Than 26,000 Attendees, Returning to San Francisco’s Moscone Center March 14-18, 2016 (PR)

Professional Game Development Community Convenes for More than 650 Sessions, Indie Games Festival Showcase, Expo Floor, Game Developers Choice Awards and More

SAN FRANCISCO – March 9, 2015 – UBM Tech Game Network’s 2015 Game Developers Conference (GDC), the world’s largest and longest-running event serving professionals dedicated to the art and science of making games, has set a record for event attendance, with more than 26,000 game industry professionals at last week’s conference in San Francisco’s Moscone Center. In 2016, the Game Developers Conference will be celebrating a major milestone with the 30th anniversary of the event. The organizers of the event have announced that GDC 2016 will return to the Moscone Convention Center in San Francisco from Monday, March 14 to Friday, March 18, 2016, with a call for submissions to open this summer.

GDC 2015 saw a huge surge of interest and developer engagement with Virtual Reality (VR) devices and platforms, with huge tech and game industry players including Sony, Oculus, Valve and HTC showcasing new technology months, even years before the products hit retail shelves. Following its debut at GDC 2014, Sony again showcased its Project Morpheus VR headset, while Valve and HTC partnered to show off their new co-developed Vive Virtual reality system, which uses new tracking hardware to offer 3D positioning, allowing users to be fully immersed in a 3D virtual world.

GDC 2015 once again reflected the changing shape of the videogame industry, with a dedicated summit track for the rapidly expanding field of eSports with talks from Riot Games, Blizzard Entertainment, MIT Game Lab and many others. Tied to the theme of videogame spectatorship, GDC has also expanded its focus on Community Management, with a dedicated summit that included talks on building, supporting and maintaining an engaged and respectful online community for gamers.

The Classic Games Postmortems shined a light on the development and inspiration for some of gaming’s most groundbreaking classics, including the seminal Star Control, Yars’ Revenge, Adventure and Loom.

The dedicated Advocacy Track of GDC once again shined a light on the need for civil dialogue and engagement, and how developers can deal with issues of harassment in their field. A talk titled “Game Developer Harassment: How to Get Through,” presented by Elizabeth Sampat, Zoe Quinn, Neha Nair and Donna Prior, offered first-hand accounts of online and real-world harassment, invasions of privacy, and described personal experiences coping with hostile threats. The provocative and emotionally cathartic #1Reasontobe session returned to present a powerful panel on what it means to be a woman working in the video game medium and industry, interrupted throughout by thunderous applause.

The Expo Floor in the Moscone South Hall exhibited some of the biggest names in the tech and games industry, including Sony, Google, Qualcomm, Oculus, Valve, Microsoft and nearly 350 other top companies offering product demonstrations, networking and recruitment opportunities. The Moscone North Hall, across from the Expo Floor, housed the GDC Play floor, with additional exhibitors and sponsors showcasing playable games and apps from emerging developers in a low-cost venue. These exhibitors will show off their games to key distributors, potential business partners and investors. GDC Play was inspired by the success of the Independent Games Festival Pavilion, and similarly offers a dedicated space where developers can conduct meaningful business at GDC.

Beyond the business of games, GDC once again offered entertaining spaces for attendees looking to loosen up and have fun. These spaces included the Videogame History Museum, which presented “The History of Atari,” alt.ctrl.GDC explored cool and unusual control methods in games (i.e. foot pedals, briefcases and telephone receivers). The Indie MEGABOOTH Showcase featured a curated selection of the best and brightest indie games of the past year. iam8bit Productions hosted the “Wheel of Whimsy,” a collection of four unique games played by one lucky attendee each hour –PIXLatr, Cheat Code, Videogame Bingo or Name That Chiptune, and GDC hosted “Shut Up & Sit Down: A Lovely Tabletop Lounge,” a dedicated space for participants to try out some of the most fun tabletop games of the year together.

On Wednesday evening, GDC 2015 hosted the 17th annual Independent Games Festival (IGF) Awards and the 15th annual Game Developers Choice Awards (GDCAs) on Wednesday night, March 4. Outer Wilds from Team Outer Wilds won the Seumas McNally Grand Prize award of $30,000, as well as the award for Excellence in Design.  The Game Developers Choice Awards immediately followed the IGF Awards, and Warner Bros. Interactive Entertainment’s epic open-world action title, Middle-earth: Shadow of Mordor, took home the prize for Game of the Year, alongside the night’s other big winners, Monument Valley (winner for Innovation Award, Best Visual Art and Best Handheld/Mobile Game Awards),Destiny (winner of Best Technology) and HearthStone (winner of Best Design).

The UBM Tech Game Network’s GDC Vault website (www.gdcvault.com) will offer access to select GDC 2014 material within the next few weeks, including speaker slides, synchronized video and presentations for select sponsor lectures and sponsor-supported videos, as well as a broad range of conference videos. GDC All Access Pass holders and individual Vault subscribers will get access to hundreds of video sessions from this and previous GDC shows. Images from the event have been cultivated and collected from UBM’s photographers can be viewed at the event’s official flickr account (https://www.flickr.com/photos/officialgdc/).

“As with every year, GDC offered a glimpse into the future of gaming, but still honored the history of the industry. This year’s success is a testament to the hard work of the staff, volunteers, speakers, indies and students who maintained a fun and safe environment for everyone at the show. As the conference enters its 30th year, we reflect on the tremendous growth in the medium of video games, and we’re thankful for the friendly faces, engrossing debates and friendly discussions we’ve had along the way, said Meggan Scavio, general manager of the Game Developers Conference. “After all the software and hardware demos, networking over drinks, and lively sessions, it’s good to meet with the people who bring life to the most popular form of entertainment in the 21st century, and to discuss how to make these amazing games even better in the years to come.”

More information on Game Developers Conference 2015, as well as the other GDC events throughout 2015 – including GDC Europe and GDC China – will be available at www.gdconf.com.

Citytech Software shows off new software at CeBIT 2015

Citytech Software, a Microsoft Gold Application Development Partner company, will have some new products at CeBIT 2015. CeBIT 2015 focuses on digital transformation, big data and cloud, mobile, security, and social business. By seeing Citytech Software’s next generation of software products and mobile apps people will know more about Citytech Software competency areas and see how their new-age technology solutions can increase their business. Senior delegates from Citytech Software will be at Stand #G46 in Hall #005.

Visit Citytech Software for more information about the company:

http://www.citytechcorp.com/

Visit the following link to contact a press member from Citytech Software:

http://www.pressreleasepoint.com/citytech-software-participating-cebit-2015-exhibition-hannover-march-16-20

 

Outer Wilds Takes Seumas McNally Grand Prize For Best Indie Game at the 17th Annual Independent Games Festival (PR)

Additional Winners Include Vectorpark’s Metamorphabet, Nathalie Lawhead’s Tetrageddon Games, SuperChop Games’ Ephemerid: A Musical Adventure, inkle’s 80 Days, Goodbye World Games’ Close Your and 11 bit studios’ This War of Mine

SAN FRANCISCO – March 4, 2015 – The celestial exploration game Outer Wilds, from developer Team Outer Wilds, received top honors this evening at the 17th Annual Independent Games Festival (IGF), hosted by the Game Developers Conference (GDC) 2015 at the Moscone Convention Center in San Francisco. Taking home the Seumas McNally Grand Prize for Best Independent Game and its associated $30,000 cash prize, Outer Wilds, an innovative intergalactic adventure in which players probe the depths of space and unravel the mysteries of the cosmos, was also honored with the Excellence in Design award.

Achievements in other categories include Excellence in Visual Art winner Metamorphabet from Patrick Smith of Vectorpark, which presents a fresh take on the alphabet, presenting each letter in dazzling and interesting transformations. Ephemerid: A Musical Adventure paints a rock fairy tale about a paper mayfly’s journey and was awardedExcellence in Audio. The original soundtrack from SuperChop Games blends rock guitar with a classical flair to render an intuitive gameplay experience driven by music. The recipient for Excellence in Narrative was awarded to 80 Days, an extraordinary, strategic exploration game from inkle that challenges players to traverse the globe in a race against the clock and other opponents. With new content to discover, and hundreds of possibilities and choices, the gameplay evolves into a deep interactive story that is truly unparalleled.

This year’s Nuovo Award, which celebrates abstract and unconventional games, went to Nathalie Lawhead’s Tetrageddon Games, an open source parody of digital life. The game encourages players to engage in bizarre creations and build on its own distinctive narrative using downloadable source files, assets and modifications.

The Best Student Game was awarded to Close Your from developer Goodbye World Games at the University of Southern California. Close Your is a powerful, interactive narrative that depicts the brevity of life and utilizes the player’s blinking to experience the perspective of someone who has suffered brain trauma. Finally, the Audience Award was given toThis War of Mine from 11 bit studios for its fresh take on the survival game genre. The game provides an immersive war experience framed from the perspective of a group of civilians trying to survive in a besieged city; struggling with lack of food, medicine, and constant danger from snipers and hostile scavengers.

All finalists and winners for this year’s competition are playable at the Game Developers Conference at the IGF Pavilion on the GDC Expo Floor in San Francisco’s Moscone Center through Friday, March 6.

The IGF awarded the following games as winners of its 17th Annual Awards:

Excellence in Visual Art ($3,000)
Metamorphabet (Patrick Smith of Vectorpark)

Nuovo Award ($5,000)
Tetrageddon Games (Nathalie Lawhead)

Excellence in Audio ($3,000)
Ephemerid: A Musical Adventure (SuperChop Games)

Excellence in Narrative ($3,000)
80 Days (inkle)

Best Student Game ($3,000)
Close Your (Goodbye World Games – University of Southern California)

Audience Award ($3,000)
This War of Mine (11 bit studios)

Excellence in Design ($3,000)
Outer Wilds (Team Outer Wilds)

Seumas McNally Grand Prize ($30,000)
Outer Wilds (Team Outer Wilds)

The Independent Games Festival – which also consists of a two-day Independent Games Summit on Monday, March 2nd and Tuesday, March 3rd as part of GDC – was established in 1998 by the UBM Tech Game Network to encourage innovation in game development and to recognize the best independent game developers, similar to how the Sundance Film Festival has honored the independent film community.

Organizers would like to thank this year’s kind supporters of the IGF, including ID@Xbox (Platinum Sponsor), Valve (Platform Sponsor), and DigiPen Institute of Technology (Student Showcase Platinum Sponsor).

The IGF offers finalists both global exposure and more than $50,000 in cash prizes to each year’s winners.

For more information about the IGF, and its finalists and winners, please visit http://www.igf.com.

Game Connection America 2015’s Development Awards – Winners Revealed (PR)

Microsoft Studios, Bandai Namco Games, SCEE & Michael Meyers PR have awarded the prestigious Game Connection Development Awards.

San Francisco, USA – March, 4th 2015 – Studios Active Gaming Media, Hololabs, Brainseed Factory, MADFINGER Game, A Crowd of Monsters, Bigpoint, Square Enix Montréal, Sarepta Studio, and LyteShot win at this year’s Development Awards in San Francisco.

San Francisco, CA, USA – March 4, 2015 – Game Connection unveiled the winners of the 2015 Game Connection Development Awards today. Formerly known as “Selected Projects”, the award honors yet unsigned or highly original game projects and is open to console, mobile, social, casual, and online games at any stage of development with no restriction to genre, platform, or distribution method. Out of over 170 applicants, the jury picked twenty-four different game projects from 15 countries before narrowing down the winners in each of the ten categories. Vlad Micu from VGVisionary hosted the ceremony.

Japanese Active Gaming Media took home two of the ten trophies for Astebreed, making them the biggest winners of the day. The Shoot-Em-Up PC game was named both “Best Hardcore” and “Best Console/PC Hardcore Game.” Two German studios had a reason to celebrate, as industry veteran Bigpoint was awarded “Best Desktop/Downloadable” for the browser-based MOBA Shards of War. While indie-studio Brainseed Factory won “Best Casual” for their word-based puzzleTypoman (multi-platform). “We are highly honored to receive one of the most relevant industry awards,” said Bilal Chbib, Founder and CEO of Brainseed Factory. “Three years after the initial idea for Typoman was born, it has made huge leaps on its journey and increases our motivation to create a game players will hopefully fall in love with.”

The Canadian games industry can also boast two winning studios, as Hitman GO from Square Enix Montréal was named “Best Mobile/Tablet”, and “Best Social” went to Hololabs for their mobile scrap-gaming title Papercade. “We are very excited about the reception of Hitman GO,” said Genevieve St-Onge, Brand Manager at Square Enix Montréal. “We think it shows that taking risks in game design can definitely pay off. We cannot wait to show you what’s coming next.”

“We are thrilled to win the award for Best Social Game and to be included among so many talented developers for the award,” said Mike Wozniewski, President and CTO of Hololabs Studio Inc. “For all others interested in making games, we hope that Papercade can be the first step in expressing your ideas and creativity through games. Come join our scrapgaming community!”

US-based LyteShot managed to trump the competition in the main category “Most Original & Creative Project” for their self-titled mobile/live-action platform. Further winners include Czech studio Madfinger Games for mobile model-kit simulator Monzo (“Excellence in Art”), Norwegian Sarepta Studio for PC puzzle-adventure Shadow Puppeteer (“Most promising IP”), and Spanish indie A Crowd of Monsters for their multi-platform episodic noir story Blues & Bullets (“Excellence in Story & Storytelling”). “Being nominated and winning at the Game Development Awards has been a really good platform to get more visibility and interest from the big publishers,” Rafael González, President and CEO of A Crowd of Monsters.

The 2015 Game Connection Development Awards were given out in partnership with Microsoft Studios, Bandai Namco Games, Sony Computer Entertainment Europe, and Michael Meyers Public Relations.

Categories

The 24 nominated projects for 2015 and final winners are:

Best Console / PC Hardcore (Microsoft Studios)

 

  • Hand of Fate, by Defiant Development (Australia)
  • Typoman, by Brainseed Factory (Germany)
  • Hue, by Mudvark (United Kingdom)
  • Shadow Puppeteer, by Sarepta Studio AS (Norway)
  • Astebreed, by Active Gaming Media, Inc. (Japan)

 

Best Mobile / Tablets

  • Hitman GO, by Square Enix Montréal (Canada)
  • Epic of Kings, by Dead Mage (United States)
  • Papercade, by Hololabs (Canada)
  • Piano City, by Room 8 Studio (Ukraine)
  • Raids of Glory, by Nitro Games Ltd. (Finland)

Best Desktop / Downloadable

  • Agatha Christie: The ABC Murders, by MICROIDS (France)
  • My Night Job, by Webcore Games (Brazil)
  • The Dead Flowers Case, by Mando Productions (France)
  • Shards of War, by Bigpoint (Germany)
  • DUR ; by ZHdK (Switzerland)

Best Casual Game

  • Hitman GO, by Square Enix Montréal (Canada)
  • Piano City, by Room 8 Studio (Ukraine)
  • Puny Stupid Humans, by GORANGE LLC (United States) & SteelMonkeys (Belarus)
  • Sequenced, by Apelab (Switzerland)
  • Typoman, by Brainseed Factory (Germany)

Best Social Game

  • Shadow Puppeteer, by Sarepta Studio AS (Norway)
  • Papercade, by Hololabs (Canada)
  • Raids of Glory, by Nitro Games Ltd. (Finland)
  • Monzo, by MADFINGER Games (Czech republic)
  • LyteShot, by LyteShot, Inc. (United States)

Best Hardcore Game

  • Astebreed, by Active Gaming Media, Inc. (Japan)
  • Epic of Kings, by Dead Mage (United States)
  • First Strike, by Blindflug Studios (Switzerland)
  • Hue, by Mudvark (United Kingdom)
  • Medusa’s Labyrinth, by Guru Games (Sweden)

Excellence in Art

  • Monzo, by MADFINGER Games (Czech Republic)
  • Epic of Kings, by Dead Mage (United States)
  • Hitman GO, by Square Enix Montréal (Canada)
  • Astebreed, by Active Gaming Media, Inc. (Japan)
  • Raids of Glory, by Nitro Games Ltd. (Finland)

Excellence in Story & StoryTelling

  • The Perils of Man, by IF Games (Switzerland)
  • Blues & Bullets, by A Crowd of Monsters (Spain)
  • Hitman GO, by Square Enix Montréal (Canada)
  • Epic of Kings, by Dead Mage (United States)
  • Shadow Puppeteer, by Sarepta Studio AS (Norway)

Most Promising IP (SCEE)

  • Hitman GO, by Square Enix Montréal (Canada)
  • Typoman, by Brainseed Factory (Germany)
  • Mutant Football League , by Digital Dreams Entertainment LLC (United States)
  • Shadow Puppeteer, by Sarepta Studio AS (Norway)
  • Astebreed, by Active Gaming Media, Inc. (Japan)

Most Creative & Original Project (Bandai Namco)

  • Papercade, by Hololabs (Canada)
  • Sequenced, by Apelab (Switzerland)
  • LyteShot, by LyteShot, Inc. (United States)
  • Puny Stupid Humans, by GORANGE LLC (United States) & SteelMonkeys (Belarus)
  • First Strike, by Blindflug Studios (Switzerland)

For more details on all of the nominated projects, visit the nominees’ page here.

Jury

The Development Awards is made possible thanks to the outstanding efforts of its Jury, a board of well-known and trusted publishers. For each competition, being part of the Jury includes the commitment to review each and every project submitted. Game Connection extends a very special thanks to:

  • Levi Buchanan, ‎Director of Sales, Chillingo
  • Vincent Dondaine, Co-Founder, Bulkypix
  • Sarita Churchill-Viramontez, Business Development Manager, Microsoft Studios
  • Katie Morgan, Executive Vice President, Reverb Publishing
  • Jack Chun, LINE GAME Global Business Development Manager, LINE Corporation
  • Jere Makiniemi, Head of Developer Relations, Rovio Entertainment
  • Samuel Gatté, Publishing & Product Support Director, NAMCO BANDAI Games
  • Jennie Sue, Developer Relations Manager, :DeNA
  • Kyu Lee, President, GAMEVIL USA, Inc.
  • Stephen Lee, Executive Director and Head of Publishing, 6waves
  • Bob Loya, Sr. Director, External Development, Activision
  • Casey Lee, ‎Head of Com2us USA, Inc, Com2Us
  • Tatiana Timoshenko, Director of Licensing, G5 Entertainment
  • Katie Morgan, VP of Business Development, Reverb
  • Déborah Papiernik, ‎EMEA Business Development Director, Ubisoft Entertainment
  • James Batchelor, Editor, Develop-Online
  • Jim Ying, VP, Games Publishing, Tango
  • Guy Richards, Third Party Relations, Production Manager, Sony Computer Entertainment, Europe
  • Neil Haldar, VP, Business Development, GREE International
  • Careen Yapp, VP of Business Development and Account Management, GAIKAI

News Topics