All posts by Andrew Armstrong
Colours
I think we were lucky when the Gizmondo went poof (via. Mersey Remakes)
NMOC D-Block
A quick thing from the NMOC – I visited D-block with Adam and investigated the slightly damp, and sometimes dry collection of computers and bits and pieces there. A lot of the material would need to be moved into the archive once it is upgraded in space, and other bits I presume haven’t got the priority to be repaired or used yet or are duplicates of existing machines. Some interesting stuff there though, well worth visiting despite the state of the building (which has structural problems with the floor and had and vandals get in, and a fire previously).
The worst customers in the worst bar
…in the worst part of the worst town on the planet. Customers from hell!
Women in Games Day 3
I’ve written up/added all my notes for the Women in Games, Day 3. That completes the set – Friday was a half-day, and I finally got home to upload my photos. Hooray for blurryness! (I didn’t want to use the flash much – it wasn’t much use when I did anyway). Look at them at lower resolutions and it’s okay 🙂 gives you an idea of who was speaking anyway.
Included in the photos are the visit to Warwick Castle and the banquet, and to download also are 3 videos from the night – Are e do are e do (singing), the rules and some comedy, and finally the Lord Oliver the Vegetarian tasting the meat, since he’s a supposed poisoner.
The conference was fun, and very interesting – a mix of academic, industry and plenty of other things. Incredibly talented people presenting, and various important topics raised. I’ll try and make next years, I think!
Day 3 – September 12th
- KEYNOTE : Karen Clark – Project Manager, BioWare
- “How can a design Wiki serve a game dev team?” – Emmeline Dobson, Game Designer, NiK NaK, Kuju
- “Women working in games: developing a model of influences” – Julie Prescott, PhD student, University of Liverpool
- “Passion, women and the games industry : influences on women’s participation in the Australian Digital Content Industry” – Ruth Christie, Associate Professor, Course Coordinator – Bachelor of Games and Interactive Entertainment, Queensland University of Technology, Australia
- “From Italy to the video game industry in the UK” – Simona Tassinari, Software Engineer, Rare Ltd
- PANEL – “What are the challenges facing women coming into the industry from outside?” – Chair : Mary Matthews, Strategy and Business Development Director, TruSim (Blitz). Panelists : Kim Blake, Education Liaison Manager, Blitz Games Studios; Simona Tassinari, Software Engineer, Rare Ltd; Helen Grimbly, Software Engineer, Attractive Games
- OPEN Meeting – Futures – Open to all – to discuss future direction(s) of Women In Games conference. Chair : Steering committee
Women in Games Day 2
I’ve written up/added all my notes for the Women in Games, Day 2, again no pictures sorry 🙂 Some really good stuff today, look out for the panel discussion too at the end of the day, a lot of good points brought up.
Day 2 – September 11th
- KEYNOTE – “Technology in Schools: Why do girls get turned off?” – Eileen Brown, Evangelism Manager, Microsoft
- “Girls and Gadgets: The Future” – Alison Brown, Senior Lecturer, School of Computing, University of Teesside
- “Girls get EX.I.T.Ed by IT” – Helena Pugsley, Software Group IT Service Manager, IBM Hursley Software Development Laboratories
- “Motivating Young Women in Game Development Via the Pixels, Programming, Play and Pedagogy Project” – Scott Leutenegger, Professor and Game Development Program Director, Computer Science Department, University of Denver
- “Turning girls on to Technology: the Role of Professional Societies” – Cornelia Boldyreff, Professor of Software Engineering, Department of Computing and InformaticsUniversity of Lincoln (and member of BCSWomen committee )
- DISCUSSION – “A Vision for Science and Society : influencing the government’s new consultation paper” – Ruth Wilson, Resources and Partnerships Coordinator Services for Women Team, UK Resource Centre for Women in Science, Engineering and Technology
- KEYNOTE – “Sowing the Seeds for a More Creative Society” – Karen Brennan – Graduate student and research assistant at MIT Media Lab in the Lifelong Kindergarten group
- “IBM’s INNOV8 and PowerUp” – Kevin Farrar, Programme Manager, IBM Academic Initiative, NE Europe, IBM Hursley Software Development Laboratories
- “Play to learn: Designing games with kids for kids” – Hilary Hall, Executive Producer, Illumina Digital Ltd
- “Soft Skills Please! The importance of management training” – John Nash, Art Manager, Blitz Games Studios
- “What skills are needed to work in the games industry?” – Bev Bush, Senior Lecturer in Games Design, University of Central Lancashire
- PANEL – “From boys’ toys to girls’ games: attracting more women into games” – Chair : Natasha Angelopoulou, Senior Lecturer in Computer Science, University of Westminster. Panelists : Nick Burton, Senior Software Engineer, Rare Ltd; Cornelia Boldyreff, Professor of Software Engineering, Department of Computing and Informatics, University of Lincoln (and member of BCSWomen committee ); Dr Alexandra Psarrou, Head of AI and Multimedia Department, School of Computer Science, University of Westminster; Aurore Dimopoulos, Student (BSc Computer Games), School of Computer Science, University of Westminster, and QA Tester (TT Games Publishing)
- Warwick Castle – Conference Dinner. Included in the photos are the visit to Warwick Castle and the banquet, and to download also are 3 videos from the night – Are e do are e do (singing), the rules and some comedy, and finally the Lord Oliver the Vegetarian tasting the meat, since he’s a supposed poisoner.
Women in Games Day 1
I’ve written up/added all my notes for the Women in Games, Day 1, which are usually brief – would be better with slides (or at least some of my pictures of slides), which might be available later, but in any case I’ll upload my pictures to the articles when I’m back home. Day 2 and 3 will come as I write them up and my laptop battery lasts!
Day 1 – September 10th
- KEYNOTE – Sara de Freitas – Director of Research at the Serious Games Institute at the University of Coventry
- “Hunting for Fun – The Serious Games Challenge” Mary Matthews, Strategy and Business Development Director, TruSim (Blitz)
- “Diagetic Media’ – Beyond First-Person Shooters” Ana Kronschnabl, CEO, FluffyLogic
- PANEL – “Getting down with the kids!” Chair : Divinia Knowles, Head Of Operations and Financial Controller, Mind Candy Ltd. Panelists : Toby Barnes, Managing Director, Pixel Lab; Louise Ridgeway, Animation Supervisor, Rare Ltd; Rachel Bardill, Interactive Executive, CBBC
- WORKSHOP – “The Pink Wink Workshop” – Fiona French, Course Leader BSc Computer Games, Associate Director; and Barbara Zambrini, Producer : Gamelab London, London Metropolitan University
- “Women in Games: an Iranian Perspective” Ms Faranak Fotouhi-Ghazvini, PhD student, Department of Electronic Imaging and Media Communications, School of Informatics, University of Bradford
- “Playing with Constrained Agency: Video Games and the Question of “Choice”” – Juliette M. Ludeker, PhD Student, Rhetoric and Composition, English Dept, Purdue University and Wendy K.Z. Anderson Doctoral Candidate, Rhetorical and New Media Studies, Humanities Dept, Michigan Technological University
- “Play in between: Women player identifies and the practice of skin making” Hanna Wirman, PhD Student, University of the West of England
- “Mama Ludens: Interviews with women who play” – Jessica Enevold, Visiting Assistant Professor, IT University of Copenhagen; Charlotte Hagström, Assistant Professor, Lund University and Espen Aarseth, Associate Professor, IT university of Copenhagen
- KEYNOTE – “Development and Play – Do Women do it differently?” Paulina Bozek, Executive Producer, SingStar, Sony
Visiting the Women in Games Conference
I decided to go to the 2008 Women in Games conference, on this week, a while back. Apart from being game related, the organisation was recommended by my GDC mentor Neil Kirby, which I missed a meeting of at GDC due to the clash with the GDC Awards (which of course I’ve never attended). At least once I’d like to visit the majority of the conferences around the world, since there’s a great breadth of knowledge I’d love to take in at them (at the moment, I also have the time to do this! in the future, probably less so).
Anyway, it was relatively cheap and has a great aim. There was, in my year in Computer Science at Loughborough exactly zero girls – an anomaly we were told, but there we go, the percent is rarely double figures. After meeting so many great Develop volunteer and GDC Scholarship girls, it seems a real shame to not see more making games, or doing the technical roles in industry – if in the future I’m in a position to change it, It’d be nice to know now. “Male, Computer Science Graduate” might be not who this is aimed at, but I think it’ll be more interesting then some other conferences I’ve been to.
I’ll post up anything interesting, and see about pictures. At the very least it’ll be something more relaxing then learning C++ right now 🙂
Deus Ex Vintage Game Club Playthrough
Training and onwards!
I’m currently playing through Deus Ex, in the Vintage Game Club. I’ve pretty much put what happened and the goings on in three posts for the first three areas, which link to my gallery of pictures I take which have even more detail. So much detail in fact I can’t really add a lot by making a new post here 🙂 so if you’re interested in my method playing this rather open RPG, or on how the game plays, you can read my posts and see the gallery. There’s around 3 area’s a week, to space the game out some more, so I’ll stick to that kind of schedule and post a weekly update – maybe a bit more in depth in future.
Oh, but if you do want to play this game, I recommend the beta HDTP for a bit more improved graphics (and updated OpenGL renderer, so choose that for your rendering). You should also remap a lot of the keys, it’s not an FPS so I found stealth melee my preference (hit stuff a lot with a baton, they fall down unconscious. Or a electric prod. Hit them in the back well and they go down in one!). Also you can never sell anything, ever, or really store anything anywhere, and stores are also rubbish, so keep that in mind 🙂
Well worth playing so far, I’d recommend it to anyone – I played the sequel, and it’s much better (more open, better RPG stuff, and just plain better for not being an outright FPS).
Red Alert: Gameplay and Singleplayer AI
Red Alert!
EA recently released the original Command & Conquer: Red Alert as a download, both discs meaning the full game, as ISO’s. It is a promotion for Red Alert 3, but since I loved the game and after going back to it, still do for all it’s flaws, it was a good excuse to replay one of the campaigns.
I decided, why not write about the gameplay and AI in this classic? Well, why not indeed! This might also tempt you into trying it, if so, it does work on XP, with a note it can also crash for no reason, which I found out rather tediously. If you decide to play this on NT-based systems, prepare for saving a lot, since there are no autosaves. WINE is meant to work well with it too, which is nice. Continue reading Red Alert: Gameplay and Singleplayer AI