Wednesday, 30 September 2015
I recently asked the guys at Zaubug games to write about there experience at EGX as I think they would give an interesting insight into the process as well as to the value of the event for a small studio
Anna Lapinsh CEO at Zaubug Games
"its always useful to get your game out there and have the abilty to talk to the public in that sort of space. We got a lot of great responses from players that tried out MindFork
Our goal for the show was to get press actually playing the game and we really achieved that. Our game does not screenshot too well, seeing it in motion is really critical. We managed to get a lot of people filming it which was ace.
The one thing no one really mentions is that that exhibiting your game at shows like this really makes your whole team motivated and lifts everyone spirits. When you have been sitting at a computer for 6 months straight you lose a lot of your passion for the product- just getting it out there and seeing people respond to it is really helpful to keep development going.
All in all, i would go back to EGX again"
Zhan Gurskis Lead programmer Zaubug Games
"EGX is a huge convention, there are endless amounts of games here and there, and so it can be very difficult to stand out
Perhaps interesting emerging behaviour is that most developers try to make their stand look more attractive as the show goes on. Our plan B was bananas, we have decided to do something different and added bananas to control our game.That really increased the flow of people wanting to play the game, suddenly we had people taking pictures, videos and tweeting about the game.In that way, it was an interesting experiment.
Going to a show of this magnitude needs a lot of preparation, and i am not talking about the way the game will be presented and promotional material like stickers and flyers, i am talking about physical and mental energy. You need to be able to present your game from 10 am to 6 pm for 4 days not mentioning parties that finish at 3 am, we hardly had any sleep, but the amount of great people we met make it more than worth it.
Over all it is a great experience, for me personally game development can get very daunting after you have added all the main mechanics and all you have to do is endless amount of polish, and a show like this is a validation of my time and efforts, it always leaves me inspired to make more games"
Anna Lapinsh - CEO, Founder
Jerry Boucher - Concept, Design
Daniel Jackson - Code, Design
Andrew Lemon - Sound, Music Design
Zhan Gurskis - Lead Programmer, Art, Design
Nicola Zamboni - Code, art, Design
Tuesday, 29 September 2015
So what if your game isn't a spectacle? What if you have created a slow, methodical game with weird controls? Is EGX still for you? This is a question we have been asking ourselves. Vanishing Point is in many ways a slow, methodical, thinking man's game. There is very little spectacle and it needs a 10 minute tutorial to familiarize yourself with the systems and controls. This is not ideal in a crowded hall when you're surrounded by 20 other dev's all wanting attention. Another aspect of EGX that a small team must take into consideration is the cost. EGX isn't cheap. You're looking at about £1200 just for the booth and a computer and then there's the rest of the stuff you will need (cake! Always a good way to get people in). There isn't a definitive answer to this question. I think it all depends on your momentum and if you have been doing other trade shows. I would definitely say it shouldn't be the first place you show your game. There are smaller shows where you will have the time you need to explain your strange (but wonderful) systems to the people who pass by, but if you're close to launch and you want the mass exposure there is no better place than EGX.
Monday, 28 September 2015
Vanishing Point (then called TOMB) started life as a 2D prototype for the Oculus Rift. We were working on it with a group of students form the Sheffield college. We never did manage to get the game in the Rift but we all agreed that the Prototype had potential. After a little bit of tweaking we uploaded the prototype to Newgrounds. We started to get a load of positive feed back on the game but a lot of people wanted to see a more finished product. We have spent the last year adding features and making the game look really smart while not compromising on the original idea of a semi realistic space adventure. We will be debuting our newest build during Game City 2015.
Play the TOMB prototype here
Game City in Nottingham. We haven't been given a date yet but I am assured it will be coming soon. We will update when we have the info. We intend to showcase two games while we are there, first of all there is Vanishing Point; a space exploration game that tries to take a more realistic approach to Sci-Fi. and then a multi-player shooter Called Chroma Trigger.