Get In The Game is now in its second iteration from August 2009 - April 2010. Follow the blog here to find out how to apply for up to £10K of prototype funding if your company is based in the Northwest, Yorkshire or Humber regions of England, and find out which companies will go forward to eventually develop prototypes and pitch them to SCEE's XDev Studio Europe.

Grant Midwinter

A belated greetings from Grant Midwinter


Hello everyone. First and foremost, apologies for the distinct lack of updates from the Grant Midwinter camp since we got the good news. While I’d like to say that we’ve been on a 2 month celebratory bender, the reality has been far less glamorous.

We approached the pitch with some fairly grand ideas for Rough Diamond, and putting together a gameplay mechanism that will do justice to our vision has been our main consideration since getting the green light from the powers-that-be.

This is our first stab at a game of this scale, and I’m glad we didn’t make any assumptions about how straightforward building a game from the ground-up actually would be!

Perhaps an analogy will help to explain what making a basic game engine entails: Imagine yourself at home with friends, when someone has the grand idea of playing a board game. Great! Except that, after searching high and low, you can’t find one anywhere. ‘Nevermind,’ you think, ‘We’ll just make one up’.

As a group, you cast your minds back to every positive gameplay experience you’ve ever had, lifting out the best mechanisms from each individual title; part X from Monopoly, component Y from Connect 4 etc. You cobble together your hybrid and begin playing, stopping frequently to change certain rules and reaffirm others. Finally, after many false starts, you complete an entire game.

It probably won’t be of much surprise to you to learn that this first playthrough will NOT be fun. On top of that, the considerations that you make while playing will potentially be completely different to those that you originally set out to achieve. In short – this is not the game you set out to create.

So you sit back and consider what you can hone, tweak or cut loose before giving it another go. Maybe you’ll be lucky and strike gold with this version. We didn’t.

During the development process, which is still far from over, we have toyed with, and eventually abandoned, around six very different gameplay mechanics – before finally, hopefully, cracking it with our seventh. At some point or other, each one one of the previous six incarnations had felt like ‘the one’ – and it can be heartbreaking when you realise that the idea you pinned such great hopes on crumbles at the seams when given ruthless testing.

If this design process has taught me anything, it’s to not be precious. Gameplay is absolutely paramount, and we have a huge graveyard of discarded Post-it notes, home made currency and hand-drawn boards on the office floor that prove that we’ve paid our dues in this respect!

As gutting as discarding one of your ‘babies’ is, being willing to hack off any dead limbs has been a vital part of Rough Diamond’s development thus far, and every step has brought us closer to the game we always set out to make – with gameplay at its absolute heart.

Much love

Jim

savvyproductions

Pitch Perfect


Day 2 of Training and it is pitch day.  Having been pitching and won many commissions with the BBC,  this is an easy day for me and I wonder what I’ll get out of it.  I also sadistically love public speaking so no sweat there too, but Marcus – the head of all things technological at Savvy is sweating gently at my side.  So the camera comes out and there’s a big screen view of our attempts – and even I feel nervous, but it is excellent training from a journalistic  bent and we all learn loads and improve hugely.

The great surprise to us at Savvy – was that,  I, having always pitched solo and always taken on that public facing role, Marcus and I did really well when asked to pitch as a team – adopting different roles (we are very different) and personas to illustrate the pitch “Sell me a favourite game” (Monopoly)  and we realise that this might be a way forward…… for the company.  If we don’t get through the next stage – then this made 3 days away from the offices absolutely worth it!! When else would we get this kind of an opportunity.  Surprising place to learn something that will change our working practices as a company way beyond any future work with Sony Playstation….  And for once, the alien company in this exciting mix of gaming world inhabitants starts to feel very much at home… Bring it on

savvyproductions

Agile training


Bringing together Savvy’s team of technologists programmers and coders with directors, producers and development producers – required a huge amount of terminology unravelling and working practice changes, so when we did the Agile training it was interesting that half the team considered themselves to be working this way anyway and the other half found a strategic look at project working practice a real gem…. Great. Still feel like the Kola Cube in a packet of Smarties, but interesting none the less

savvyproductions

The Alien world of Gaming….


So, those GITG decision makers seemed to think that we might just be an interesting fit for the project. From the off, we have been labelled “The Wild Card” – not because of our crazy reputation for partying, but because the rest of the party belong to a different universe!!!
1st day of the 3 day training event at FACT in Liverpool and I walk straight into a conversation about RENDER FARMING !!!!! What the???? – So the twilight zone is alive and well in Liverpool and the language is alien. After 3 days of terminology like gaming mechanics and metagaming and a whole pile of acronym’s like npc’s and mmorpg, I am starting to believe that the gap is one of differing terminology rather than a whole new industry and there’s a little bit of me starts to believe that the holy grail of finding the missing link between passive broadcast entertainment and interactive gaming could be there for the taking if only we can unravel the Enigma code…. An Enigmatic and compelling challenge… I start to thank Enda and David and the team for believing that we might fit, somewhere in the picture. After all what is development about if not pushing the boundaries.

savvyproductions

Brave new world


So it’s late summer 2009 and there’s an advert on the NWVM site which Savvy decide to pitch to develop a Sony Playstation project… And yet we are a company that developed from broadcast narrative through creation of a digital toolkit towards cross platform narratives – online on mobile, radio, TV. So why does gaming appeal? Well, Savvy’s main aim is to put its audiences at the heart of the drama – with interactive experiences that engage and entertain… and, well, the gaming industry has been getting this right for rather a long time. They also have an audience who expect and are willing to pay for content and who are creating key online communities, and as 6% of the bbc iplayer traffic comes through the PS3, the boundaries are definitely blurring and we like blurry. What’s not to like? I think there’s a lot to compliment our current work and interactive dramas and narrative games are closer than the terminology would seem to suggest. So we applied…..

Amalie Roberts

and the winners are…


Five teams have now been selected to receive £10K in development money from Northwest Vision and Media and Screen Yorkshire. These companies will spend the next few months pulling out all of the stops to get their game concept to the next level, ready to pitch again to Sony in March 2010…

Of 12 companies that got through to the intial pitching stage, 4 North West companies and one company from Leeds were selected. These are (in no particular order) Milky Tea (Liverpool); Savvy Productions (Manchester); Connect2Media (Manchester) Pixinworks (Liverpool) and Grantmidwinter (Leeds).

Sony, Northwest Vision and Media, Pixel-Lab and Screen Yorkshire were all blown away by the quality of these ideas, and can’t wait to see them grow.

All companies involved will be encouraged to blog on the site, so watch this space!

David Hayward

Narrative in games: 28th October


Northwest Vision and Media will be holding a session on narrative in videogames on the 28th of October in Manchester. Here are the details:

As we move into true episodic games and digital distribution this session will explore the importance of narrative in videogames. Matt Costello, whose best-selling and award-winning work across all media has meshed game play, technology and story, will lead an engaging and thought provoking discussion around how and why narrative can be used to sell games in a digital age. For more information about the event please click here: http://www.visionandmedia.co.uk/page/the-importance-of-narrative-in-games

Following this Visionary Session Northwest Vision and Media are also going to be hosting a workshop on structuring scriptwriting for videogames, run by scriptwriting agency International Hobo. For more information about this course, which will take place on 12th November, please contact Amalie Roberts (amalier [at] visionandmedia [dot] co [dot] uk).

Amalie Roberts

officially launched…


This is the second Get In The Game scheme I’ve been involved in…but my first Get In The Game launch event. FACT, Liverpool was a great venue, I thought, and what with the enormous cinema-sized screen and the presentations being run off a PS3 it allowed time for some super-sized game playing silliness before the event kicked off…

After Enda’s introduction we heard from Clemens Wangerin, SCEE, who gave an entertaining and informed presentation on what Sony are looking for out of this project, especially interesting were the hints dropped about where Sony are aiming to take the PS3 through new platforms and its new PSP Mini store…

I hope that the event got people’s creative juices flowing. We’ve already seen the applications start to come in. Sony have already seen and been blown away by the quality of the ideas generated last time around, so here’s hoping we can do that again. Remember to adapt your idea to what Sony are looking for, and you could be making the game for real! The deadline for submitting your ideas is 2pm Friday 25th September… get applying!

David Hayward

Slides From The Launch


Enda Carey opened the night, speaking on how the programme will run:

Here are Clemens slides, detailing a lot more about what Sony are looking for:

David Hayward

Launch!


GITG Launch

We launched Get In The Game 2 at FACT in Liverpool on Tuesday night, with about 40 people from Northwest companies in attendance. A few photos are up on Flickr.

Enda Carey from Northwest Vision and Media, and Clemens Wangerin from SCEE took people through the project, talking about the process for GITG and what Sony are really looking for to go on PSN. Clemens also showed videos of some games currently in development for PSN, which we’ll be posting along with the slides soon.

The presentations all ran relatively smoothly from a PS3; we’re actually quite impressed that one can be used for showing slides and video, as it gives the proceedings quite an informal and friendly feel. Kind of like showing your friends cool stuff online, instead of being the speaker with powerpoint.

If you want to apply for GITG, you can do so directly via Eventbrite here, or if you’re more comfortable with a word document, you can download this one and either email it to amalier [at] visionandmedia [dot] co [dot] uk, or print and post to Amalie Roberts, Northwest Vision and Media,BBC Building, Room LG45, Oxford Road, Manchester M60 1SJ.

The deadline for applications is 14:00 on Friday, September 25th.