Archive for the ‘ Indie Games ’ Category

So, I’m actually working on the official Press Release, but since it’s been a long and tiring week, I’m going to have to finish it up tomorrow. Nevertheless, I promised myself (yeah that’s right, me) an announcement on UBS of some sort tonight, so here we go.

Ugly Baby Studios (that’s us) is pleased to announce the development of Exhumed: Kickin’ Ass & Takin’ Brains, a brand new Zombie game for Xbox 360’s Community Games Service, built on the XNA framework with a custom 2.5(ish)D game engine. Unlike the traditional Zombie fair in which hordes of the Undead stagger and/or leap after your human protagonist as he desperately struggles to survive, Exhumed will have players taking on the role of a Zombie protagonist with a damn simple goal: Kick butt, tear stuff up, and eat some juicy human brains.


There will be no attempts to save the world from aliens. There are no desires to turn other humans into zombie friends who’ll come over on Fridays for poker night (not even pai gow). There will be no saving of anyone, unless it’s for a midnight snack.

And that, my friends, is all you get until the full press release has been…released.

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Blogging the Process

by Jason | March 28, 2009 | In Gaming, Indie Games Comments Off

So as you might be able to tell from the relative lack of activity on the site of late, we’re pretty busy with something? What is it, you ask? Well, we’re not quite ready to spill the full set of beans yet, but it’s a game. Yes, a video game. For a console. Ah, but which console, you ask? The answer should be fairly obvious, of course, since only one console offers official support for Indie games: Xbox 360, specifically the Community Games service. More details to come later.

Beyond that, however, I have to tell you that the process to date has been incredibly educational. While we’re making excellent progress to date we’ve had a few hurdles, not the least of which was simply finding enough time in everyone’s busy schedule (all of us have lives and jobs that don’t include this process, an unfortunate by-product of the need to eat). Among some other challenges, though, are things you wouldn’t necessarily realize are as difficult as they are. For starters, defining an appropriate art style was incredibly difficult, and our very talented art crew has worked really hard to come up with a look that is both unique and interesting while still being very professional. We’ve looked to some great classic titles for reference, but we’ve also been very inspired by a lot of the hand painted “retro” stylings of upcoming titles like the A Boy and His Blob remake for the Nintendo Wii.

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A narrowing of focus

by Jason | February 19, 2009 | In Indie Games, Site Maintenance, UBS Comments Off

Over the past few years we’ve covered a fairly broad range of topics on this site, blogging about anything even tangentially related to the Games Industry. At the same time we’ve provided period reviews of titles both big and small on all platforms. Heck, we’ve even covered Industry Events such as E3, E for All and others, with our team of…well, admittedly lazy but quite zealous geeks marauding about assorted booths taking pictures of scantily clad babes, playing stuff that hasn’t been released and generally having a good time.

But the raison d’etre of the Ugly Baby Studios team has always been the development of fun ideas, especially those relating to games and animated shorts. We’ve participated in (and actually did pretty well at!) film festivals with ridiculously short deadlines, we’ve worked on Mod projects, and generally had a good time doing all of it. Now it’s getting a little more serious, and so we’re honing in the focus of both our team and our site. As we move forward from now, we’re zooming in on Independent Games, with a special focus on XNA and Xbox Live Community Games (XBLC), which may just be the most significant turn to ever hit a games console or the Indie Developer scene. We’ll have some announcements coming a little further down the pike with regards to this topic.

As always, UBS will remain a blog, and as such we’ll do periodic reviews, though we’ll focus these on Indie Games (or their demos if we’re too cheap to buy the full game). We’ll blog about tools and techniques that you can use in your own Indie Games, and we’ll interview and have conversations with other Independent Development teams who’re working on their breakaway masterpieces as we speak. Any way you slice it, though, this narrowing of focus and reinvigoration of purpose will enable us to deliver a superior experience as we move forward, and we hope you’ll join us.

If there’s something specific you’d like to see covered, by all means let us know! We’re always open to hearing from you and believe me, we read every email we get from those who feel the need to drop us a line. If we can make your experience on the web a better one, don’t hesitate to tell us how.

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Indie Developer Interview: Binary Tweed

by Jason | February 13, 2009 | In Gaming, Indie Games Comments Off

Watercolor Painted game Clover, from Binary Tweed Recently I had the opportunity to talk a little with Binary Tweed Managing Director Daniel Jones about the studio’s upcoming game release, Clover. If you haven’t heard, Clover will be the studio’s first foray onto the Xbox 360’s new Community Games service, which for the first time allows Independent Developers legal and authorized access not only to put their games onto a legitimate games console, but to sell them for a profit. For countless small teams without the resources to get on the radar of the big publishers, this is a veritable dream come true. For the Games Industry as a whole, this is an opportunity for hitherto undiscovered talent, both in skill and in gameplay concepts, to create a name for themselves.

In pursuit of that we’re pleased to speak with Mr. Jones and thank him for his time. Without further ado, Binary Tweed!

UBS: What factors drew your team to create a game for the new Xbox Live Community (XBLC) games service?

DJ: XBLC has dramatically lowered the barriers of entry to large-audience games development. The biggest draw of the service has to be the extremely large user base combined with a piracy-proof delivery mechanism.

UBS: Working with XNA, have you found the technology to be limiting in any way or has it allowed you to express the vision you wanted to? What would you say is the biggest strength of using XNA to create a game for XBLC? It’s biggest weakness?

DJ: So far XNA hasn’t limited us in any way, and there are some very impressive titles being developed using the technology. Being a C# library, it’s mostly object-oriented which brings with it the strengths and weaknesses of C# itself. I come from a Java background and by comparison C#’s documentation and APIs just aren’t as well thought-out and presented, but moving to an OO language helps move games development away from the ‘hacking’ mentality that C++ can lend itself to.

The biggest strength of XBLC development is probably not XNA itself (although being based on a high-level OO language enables this) but the community that Microsoft have been nurturing. For the most part there are some really friendly and helpful people on the Creator’s Club forums.

Coming from an enterprise Java background looking in on the games industry, it’s always seemed that games development has suffered from the closed nature of the business. There’s a great deal of information sharing present in the J2EE development community, and a lot of great open-source projects. Hopefully the Creator’s Club will start going some way to emulate this more collaborative approach.

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