Search This Blog

Tuesday, May 20, 2008

City of Heroes - City of Villians developers diary


Senior Art Lead, Ken Morse, Details the Process that took the new Cimerora Area from Concept to Completion

NCsoft’s Senior Art Lead, Ken Morse gives an insight into the process that took the Cimerora area, inspired by Greece and Rome, from concept through to completion for the forthcoming release of Issue 12: Midnight Hour for City of Heroes/City of Villains.

As the Senior Art Lead, it’s my job to figure out how to turn Positron and the rest of the team’s ideas into visual realities. Coming from both a film and environment art background, I am always excited when the opportunity to create new settings for the game presents itself. A Task Force inspired by ancient Greece and Rome, however, was genre-stretching territory we’d never ventured into before, and presented some serious challenges.

Could Heroes and Villains of every imaginable variety fit into an ancient, fantastic setting? Would Cimerora feel as connected to the Hero and Villain experience as Atlas Park or Mercy Island? Would it be exciting to see super powered battles between leather and bronze clad warriors in sandals versus Heroes and Villains in tights? I’d like to give you a glimpse into the process that took Cimerora from concept to completion!

Creating Cimerora: The Process

1 – Genesis of the Idea
Creating Greek and Roman inspired mission content was something that we wanted to do with Issue 11: A Stitch in Time. It was always a goal of ours for that Issue to really make you feel like a time traveler by going back to ancient times and interacting with the locals there. Unfortunately, when all the art tasks for Issue 11 were estimated, it became apparent that we would not be able to complete it for that Issue. We did, however, start work on several assets that we knew we would need once we got the content underway.

2 – Mission/Zone Concept
For Issue 12, Positron (Matt Miller) and Hero 1 (Joe Morrissey) had a time traveling Task Force in mind with several fairly epic missions. It quickly became clear that in order to truly support the Task Force content, Cimerora would need to become a place of its own.

Taking Heroes and Villains to ancient times was a huge challenge conceptually and visually, and we felt that providing a persistent area for players to explore, team up in, and even resurrect if needed, would help make the experience feel more natural.

Another key conceptual goal for Cimerora was to make it feel like a real place, rather than just a play space. To make this a reality, we decided that all mission and zone content should be interconnected, forming a more continuous geographical area for players to explore.

3 – Asset Concept and Creation
While Hero 1 retreated to his cave to design the mission and story content of the zone, I drew up a rough map of the spaces we’d need and the environment artists began gathering reference and prototyping assets for the zone.

For signature architecture and locations we turned to our fantastic concept artist, Carolina Tello Alvarado, who illustrated all of the key architecture and iconography for Castellum Quarter and the Oracle’s Island . These illustrations, along with the advance work we did during Issue 11, helped the environment team work quickly and effectively to create and refine literally thousands of new visual assets encompassing everything from cliffs and terrain to buildings and fortresses.

4 – Environment Layout and Prototyping
Once the library of Cimeroran assets had begun to take shape, Don Pham and Ryan Roth of our environment team worked closely with Hero 1 and War Witch (Melissa Bianco) to create the map layouts you’ll find in Cimerora. Reveals and vistas were carefully planned and “white boxed” in order to ensure that the story was revealed visually as intended. “White boxing” is the process of using an easily changeable, temporary layout to make sure game play, “pathing” and overall flow is working properly.

5 – Revision
White boxed zones often change daily based on play testing, story modifications; or simply because some ideas sound great on paper, but don’t work so well in game. This was the case with the Castellum Quarter mission map for the Time’s Arrow Task Force. The original design of Castellum Quarter called for a high class temple district with beautiful gardens, but when the environments were created in the editor, it became apparent that the mood just wasn’t sinister and epic enough to sell the story content. The white boxed level was torn down, and a new Castellum Quarter was born as a huge fortress atop craggy cliffs , connected by soaring bridges.

6 - Population, Revision and More Revision
As the Art and Design teams reached consensus on the layouts for Cimerora and its associated missions, War Witch began drawing on the fantastic Greek and Roman inspired characters and costumes Jay Doherty created as well as the spectacular new animations and FX that Back Alley Brawler (Chris Bruce) and the animation team supplied to populate each map with dynamic spawns and NPCs.

Shortly after the maps were populated and missions were hooked up, it was time for play testing, and inevitably, more revisions!

7- Polish and Release
During the final days before release, feedback from internal play tests as well as from closed and open beta testing is examined. Game play is tweaked, geometry holes are plugged, and textures, scene settings, music and audio are all finalized for release. By the time you set foot in Cimerora, its final content will have been contributed to by almost every member of the Art and Design teams.

Final Words
Cimerora is one of my favorite places in the CoH/CoV universe, and is a truly unique zone that has allowed us to push the game’s visuals and level design in new, more focused and immersive directions. I hope Heroes and Villains alike find their travels in Cimerora to be as exciting and memorable as it has been for the team to create this new zone!

Worlds most advanced puzzles


Leading logic puzzle supplier Conceptis announces a new website today dedicated to logic puzzle enthusiasts. Promised to be the most advanced puzzle website ever created, conceptispuzzles.com aims to change everything about how we play logic puzzles on the Internet.

read more | digg story

BMW Racing game come to your mobile - cellphone


Hands-On Mobile, the world's leading developer of connected games and applications, today announces that it has entered into a licensing agreement with BMW AG and Nürburgring GmbH, owner of the Nürburgring Nordschleife track, to bring the game BMW Racing to mobile phones this summer. Developed by independent UK studio FinBlade, BMW Racing features the latest high performance BMW cars and allows players to experience the thrills of racing round the world-famous Nürburgring circuit.

BMW Racing will feature six officially licensed cars, including the M3, M5, M6 and the current season Formula One racer BMW Sauber F1.08, with each car featuring realistic car handling that feels different for each vehicle. Players will race in one of two different modes – 'Challenge' and 'Time Trial' – around the Nürburgring Nordschleife, which at 20.8 kilometres long is considered to be the longest, toughest and most demanding purpose-built race track in the world.

"Brand extensions are a great way for companies to reach new markets and the ubiquity of the mobile phone means mobile brand extensions in particular have the potential to reach huge numbers of consumers," said Greg Robinson, General Manager of Hands-On Mobile EMEA. "In the past we have worked with brands such as Marvel and World Poker Tour and have delivered top selling mobile games and content across the globe and we are looking forward to doing the same for BMW Racing."

BMW Racing will be launching on carriers across Europe, APAC and Latin America this summer.

Metal Gear Solid Konami's first N-GAGE mobile game


KONAMI to develop products for NOKIA's mobile game service N-GAGE

METAL GEAR SOLID MOBILE marks first title for release this summer

KONAMI will begin provisioning of METAL GEAR SOLID MOBILE for NOKIA's mobile game service, N-Gage scheduled to start in late June, 2008. METAL GEAR SOLID MOBILE is original content created exclusively for the mobile platform and based on the METAL GEAR series.

3D graphics and camera work were used to reproduce the "Infiltrate without being seen by the enemy" tension that is characteristic of the "METAL GEAR" series. "METAL GEAR SOLID MOBILE" utilizes the handset's camera to incorporate gameplay that can only be experienced on the mobile platform. The camera function is used to change the color of the character's suit as well as provide an optional control for a portion of the game. The N-Gage release of the game supports five languages: English, French, Italian, Spanish and German.

"METAL GEAR SOLID MOBILE" was developed in conjunction with Ideaworks3D utilizing their Airplay 3.5 SDK.

"METAL GEAR SOLID MOBILE" received top honours at the 2007 International Mobile Gaming Awards (IMGA), taking both the Grand Prix and Operator’s Choice Awards.

NOKIA's "N-Gage" is a mobile game service that began in April 2008 and is supported on "N-Gage" compatible handsets that are available worldwide. Users can compete with players from around the world and also participate in the "N-Gage Arena" game community.

In providing content for the "N-Gage" service, KONAMI will offer a new gaming experience to mobile phone users around the world.

PC Game - Art of Murder coming to America


City Interactive, one of Poland’s largest games developers and international multi-format publishers, announced today the appointments of Gabriel Del Castillo to the position of CEO Americas and Lisa Rivera as Vice President Sales North America as part of the company’s plans to expand into North and Latin American markets. The company will launch its first U.S. titles, the critically acclaimed PC adventure game Art of Murder: FBI Confidential and Code of Honor 2, a first-person shooter for the PC, later this summer.

“City Interactive is pleased to have such a great team in place to spearhead our expansion,” said Marek Tyminski, CEO and Founder, City Interactive. “Because Art of Murder is one of the best-selling adventure games in Europe and the best-selling game in the history of our company, it’s a natural product for our North American and Latin American launches.”


City Interactive Americas is headed by Gabriel Del Castillo, who has extensive experience working for IBM, Price Waterhouse, Andersen Consulting and others.

“City Interactive’s culture of adapting to each market segment and capitalizing on the economies of scale that our own globalization allows, gives us the edge to successfully compete in these important markets,” said Del Castillo. “We are starting with PC games, but we will soon establish the company as a multiplatform publisher. With our global know-how and great game content, we’re set to make an impact from the start.”


Lisa Rivera, who has worked for such noted video game companies such as Take Two Interactive, Nintendo of America, Inc. and GT Interactive, brings twenty plus years of video game industry sales and marketing experience to City Interactive’s team of experts.

“City Interactive has a great team of people dedicated to making great games,” said Rivera. “I am so excited to be a part of the team launching the company in the U.S. and Canada. Our flagship title Art of Murder is sure to be a hit with adventure gamers, and this is just the start of the great games the company will offer.”


Based in Warsaw, Poland, City Interactive debuted on the Warsaw Stock Exchange in November 2007 with much success. City Interactive aims to offer affordable games for casual and special interest gamers with a wide range of titles for the PC, Handhelds and Next-Gen consoles.

Penny Arcade Adventures - On the Rain-Slick Precipice of Darkness, Episode One on Xbox LIVE Arcade


Discover the mysteries of New Arcadia with Gabe and Tycho in “Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One,” available on Xbox LIVE Arcade this Wednesday 21st May, 2008 at 09.00.

The first episodic RPG-Adventure game to grace Xbox LIVE Arcade, “Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One” is the result of a collaboration between Hothead Games and Penny Arcade. The first episode sends players to a deranged 1920s comic-book-meets-pulp-horror universe called New Arcadia. Armed with unconventional weaponry, players join forces with Gabe and Tycho of the Startling Developments Detective Agency to make war on bizarre enemies and solve the mysteries hidden deep in the sinister heart of New Arcadia.

“Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One” offers players the ability to design their own customisable character, a dynamic turn-based combat system and the ability to transfer your customised character’s stats and inventories to future episodes, or start fresh with each episode. Fans of Penny Arcade will appreciate the authenticity of the game, which features distinctive artwork and characters designed by Mike “Gabe” Krahulik and a story and dialogue written by Jerry “Tycho” Holkins.

Where can I get this game from?
Developed by Hothead Games, “Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One” will be available for 1600 Microsoft Points.

UK release dates for computer games in May 2008


  • FINAL FANTASY XI: 2008 Edition - PC and Xbox 360 - 21 May
  • Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness - Mac , PC, Xbox 360 (online) - 21 May
  • Rock Band - Xbox 360 - 22 May
  • Battle of the Bands - Wii - 23 May
  • Early Years of Flight - PC - 23 May
  • Haze - PlayStation 3 - 23 May
  • Let's Ride: Silver Buckle Stables - PlayStation 2 - 23 May
  • TrackMania United Forever - PC - 23 May
  • Hannah Montana: Music Jam - Nintendo DS - 29 May
  • Commando: Steel Disaster - Nintendo DS - 30 May
  • Enemy Territory: Quake Wars - PlayStation 3 and Xbox 360 - 30 May
  • LOL - Nintendo DS (online) - 30 May
  • Monster Jam - Nintendo DS, PC, PlayStation 2, Nintendo Wii and Xbox 360 - 30 May
  • Race Driver: GRID - PC, PlayStation 3 and Xbox 360 - 30 May
  • Crazy Machines 2 - PC - 31 May

DEKARON - The most anticipated F2P MMO opens its item shop


Hear the war drums: the open beta stage of the famous MMO DEKARON is now ending on May 19th and goes commercial.

The merciless gamers are now able to enter the Dekaron item shop to equip their character and face epic adventures in the world of Trieste.

In the shop you’ll be able to buy:
- new costumes to customize your character,
- pets and mounts to assist you during your journeys
- items such as potions to increase your power, heal yourself, regenerate your mana, extra inventory slots to store your valuable loots and many more!


Enter in it and have a look to all the inventory!

Surprises are not finished! GameTribe will reserve a special gift to all players that have created a character during the closed beta phase and also a new one between the 1st of April up to May 25th!

Dekaron is a fusion-fantasy 3D MMORPG set in a Middle Ages based scenery. Its realistic environment and explosive adventure make this extraordinary game much like watching a fast-paced action movie. You must journey into this magical world with hundreds of other adventurers and explore perilous dungeons and fantastical cities in the world of Trieste.

Are you ready to join the war lasting for millennia?

Run to register to GameTribe! The battle is waiting for you!

PopCap Launches Mystery P.I. – The Vegas Heist Game


New Hidden Object Mystery from SpinTop Studio Jets Players to Las Vegas

SpinTop Games, a division of leading casual game developer and publisher PopCap Games, today announced the immediate availability of Mystery P.I. – The Vegas Heist, a new “hidden object” puzzle game with a Las Vegas storyline. A sequel to the popular Mystery P.I. – The Lottery Ticket launched last year, Mystery P.I. – The Vegas Heist challenges players to solve the crime of the century by exploring dozens of “crime scenes” and other locations for hidden “clues.” Mystery P.I. – The Vegas Heist carries a retail price of US$19.95, and a free trial of the deluxe version is available now for download at www.popcap.com and www.spintop-games.com. The game will also be available on other leading game portals, including RealArcade.com, MSN Gaming Zone and Yahoo! Games, later this quarter.
“There’s no better place than Las Vegas to solve a multibillion-dollar theft via hidden object puzzles – from deep inside a casino’s vault, to the Vegas Strip, hotels, limousines and exclusive country clubs, the locations were all created to transport players to this amazing city,” stated Duncan Magee, co-director and co-founder of SpinTop. “Our entire team rallied behind bringing the visual excitement of Vegas to a casual game. In addition to creating more than two dozen intriguing locations, we focused our efforts on making Mystery PI Vegas a game for all those arm chair detectives out there – players must spot clues and solve riddles to find the money!”

In Mystery P.I. – The Vegas Heist, the theft of the century has just happened! Over $4 billion in cash has been stolen from the state’s newest casino the day before its grand opening, and the casino has hired you to find the money – fast. Your fee will be $50 million if you succeed. Investigate 25 intriguing Vegas locations to find over 2,300 cleverly hidden objects. As your investigation skills improve, your P.I. rank increases. Strive for a Perfect Investigation every time to earn bonus points. The game offers two addictive ways to play: in Vegas Heist mode, you must find clues and piece the clues together to discover the location of the money and return it before the casino’s grand opening. In the unlockable Unlimited Seek & Find mode, you can search for every hidden object in every scene with no time limits.

Key features of Mystery P.I. – The Vegas Heist include:
• Find over 2,300 cleverly hidden objects.
• Investigate 25 lushly rendered Vegas locations to locate and return the stolen money.
• Play 5 unique mini-games: Word Search, Tile Rotation, Tile Swap, Jigsaw and a unique crime-solving puzzle.
• Locate the secret keys and poker chips to unlock Unlimited Seek & Find game mode.
• Go for a Perfect Investigation and speed bonuses to become a Master P.I.

Mabinogi Treks Into Next Generation and Emain Macha


Nexon America extends the fantasy life with latest update

Nexon America Inc. delivers the latest episode to the epic storyline of Mabinogi with Generation 2: Paladin. The evolution of Mabinogi continues with this massive update, which features the new town of Emain Macha, as well as the opportunity to further discover the game’s mysterious world and history through new quests, dungeons and monsters. These fresh additions only augment Mabinogi’s current immense offering of game play choices.

Players will learn new skills, such as the fire ball spell, and acquire new weapons, including the mace and leather long bow, to use in the new dungeons. The update also extends the game’s overarching storyline, enabling players to obtain new Paladin abilities. This Paladin skill gives players enhanced power and come to fruition in the mainstream storyline, which requires players to emerge as Paladin, the Knight of Light, to battle an invading evil force.

With an engrossing narrative, myriad of game play options and unique art style, it’s no wonder players are charmed by Nexon’s latest game. Mabinogi’s distinct combination of learning magic, cooking, shearing sheep and composing music has struck a chord with players. And it’s strategic, real-time combat system continues to provide a breath of fresh air for those who wish to leave the daily grind behind.

As with all of Nexon’s offerings, Mabinogi is free to play. To sign up or learn more, go to http://mabinogi.nexon.net.