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Super Soul will be Jamming on the Train Jam

 

trainjam

Super Soul will be attending the third annual Train Jam!

For those not in the know, Train Jam is an annual event where developers from around the world take the California Zephyr from Chicago to San Francisco, arriving just in time for GDC. This year, the train tickets managed to sell out in just 35 seconds (seriously) but somehow every member of Super Soul has managed to find their way onto the train!  We’ve also really excited to hear that 11 OHINKY (Ohio/Indiana/Kentucky) developers are going to be on the train with us.

This year, John will be attending for the first time along with one of our contractors Jeff Wright and Amanda Wallace, who will be attending for her second year. The Train Jam is an excellent opportunity that we’re excited to be afforded, and we hope to meet and network with interesting developers and designers!

See you at GDC 2016!

GDC or Bust : Part 6 – Postmortem

Below is the sixth and final in a series of posts documenting the final development of Deluxe Turbo Racing 360 for GDC. Due to a crazy schedule we did not roll out posts during GDC, but over the next few weeks we will post up blogs from the trip.

Part 6: Postmortem

With five posts already written and a month since GDC,  I reckon it is time to finally get to GDC itself with a good ol’ fashioned post mortem.

 

Instead of focusing on Deluxe Turbo Racing 360–our game at Alt.Ctrl.GDC–I will focus on GDC as an event and an opportunity. Read more

GDC or Bust : Part 5

Below is the fifth in a series of posts documenting the final development of Deluxe Turbo Racing 360 for GDC. Due to a crazy schedule we did not roll out posts during GDC, but over the next few weeks we will post up blogs from the trip.

Part 5: Move over duct tape, glue sticks in the house

This week on Super Soul at GDC…

 

drama in the hotel room!!!

 

drcaligary

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GDC or Bust : Part 4

Below is the forth in a series of posts documenting the final development of Deluxe Turbo Racing 360 for GDC. Due to a crazy schedule we did not roll out posts during GDC, but over the next few weeks we will post up blogs from the trip.

Part 4: Blog at 30,000 feet

Somewhere over the Midwest, 30,000 feet in the air. Looks like it will be GDC, not bust 😉

 

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GDC or Bust : Part 3

Below is the third in a series of posts documenting the final development of Deluxe Turbo Racing 360 for GDC. I hope to continue the posts up through GDC and after.

Part 3: Fabricating the Play Surface

Over the weekend we worked to finish the playing surface for DTR 360. Our design called for a 40″ x 40″ play surface, very flat, with foam core on top to reduce noise.
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GDC or Bust : Part 2

Below is the second in a series of posts documenting the final development of Deluxe Turbo Racing 360 for GDC. I hope to continue the posts up through GDC and after.

Part 2: Painting Controllers

This will be a pretty quick post because this happened.

 

 

CarSnowTwo

 

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GDC or Bust : Part 1

Below is the first in a series of posts documenting the final development of Deluxe Turbo Racing 360 for GDC. I hope to continue the posts up through GDC and after.

Part 1: Building Controllers

One of the major design decisions for DTR360 has been to really focus on the quality and design of the physical components. A high quality fabrication for our controller boxes not only enhances the experience, but also allows us to explore some new territory and perhaps stumble upon some interesting ideas.

 

prototype_Controller

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Game Dev Video of the Week: Unity’s UNET

 

Unite 2014 – New Unity Networking in 5.x

In this video Sean Riley talks about the new networking framework that is coming in Unity 5.x called UNET. Unity’s current networking framework is easy to get started with but there is a lot to be desired. It appears Unity is trying to address many of these problems in the new version. Also the video does a good job of giving an overview of what is involved in making a game networked. More details about UNET can be found in these Unity blog posts:

Announcement Post

Variable Syncing

Transport Layer

Have you tried networking one of your games? Have you tried Photon networking?

How to catch your Arduino board on fire

Disclaimer: Don’t set your Arduino board on fire. In fact, it is generally a wise decision to not set things on fire.

 

The last few weeks we have been prepping for a Gallery Hop showing in Lexington with other artists and game designers from Lexington. There have been some really cool works and experiments going on, which has motivated us to start playing around with hardware again and just hacking/creating for the sake of curiousity.

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Game Dev Video of the Week

 

Clash of Clones: The Importance of Standing Out

Clash of Clones: The Importance of Standing Out

http://www.gdcvault.com/play/1020872/Clash-of-Clones-The-Importance

 

In this video, Fredrik Wester of Paradox Interactive does a great job of outlining all the things you should consider when creating a commercial project and what’s involved in trying to stand out from the crowd. There’s so much stuff in here that I almost feel like I need to turn it into a big checklist of what to think about before starting a game. There is also some team management tips thrown in there as well. I really enjoyed the section on the consumer promise. What’s your favorite item from Fredrik’s talk?