Archive for June, 2012

World of Tanks 7.4 Update Video

Tuesday, June 26th, 2012, posted by Kris

from the Tanks desk

A video for the anticipated 7.4 update to BigWorld-Powered World of Tanks has finally arrived.

Just a few weeks ago we did a two-part blog series discussing the content coming with this patch, looking at the two new game modes (part 1) and tanks and maps (part 2) that will be coming with this update.

Now, we have a video to show us how these updates will look in-game.

@GDC Taiwan: Appy sees major improvements to game adoption after change to #freemium

Tuesday, June 26th, 2012, posted by Matt

Project Negaia, Powered by BigWorld Indie

Monday, June 25th, 2012, posted by Kris

from the indie desk

In an interview (it’s in German) with indie developer Peter Mourlas on replaying.de, they discuss his indie MMO Negaia.

When asked about the engine used to power the MMO, Peter brings up that after a few failed attempts at using other engine technology, they finally turned to BigWorld to  make his game. After such a good initial impression of the BigWorld platform, they were happy to have finally found an engine that could put their dream to life.

“I initially used Realm Crafter. This engine is absolutely not recommended, it is more of a kit than a real engine. BigWorld made ​​at the beginning a really great impression.”

Negaia will have deep social elements embedded into the gameplay, such as intricate housing, trading, and economic systems. When asked how these components will fit into the end-game, this is what Peter had to say.

“There is no endgame, since one end is not available – the focus is not in the military, but a player individually by its possession of property, facilities, money. And you can lose in the PVP world quite quickly. As the war drags on in the world, instead of constantly killing each other, you’ll burn down houses and their inventory.”

Negaia has some unique things going for it, and we’re happy to have it under the BigWorld Indie license.

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BigWorld E3 2012: American McGee Talks Play-Anywhere, Platform/Market-Agnostic, the Future of Gaming

Friday, June 22nd, 2012, posted by Kris

from the E3 desk

Game development legend American McGee took a few minutes to share his vision for play-anywhere, the continuing place that big-budget AAA titles will have in gaming, his studio Spicy Horse in Shanghai, and other luminous topics.

American McGee is an iconographic game developer who worked on the original Doom and Quake Series, Alice, and now runs Spicy Horse in Shanghai.



GDC Taipei 2012

Thursday, June 21st, 2012, posted by Matt

from the conference desk

The conference train rolls onward, now set on Taiwan next week, where UBM will be hosting their GDC Taipei Summit.

BigWorld will be at booth #B01. Come by!

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BigWorld E3 2012: Umbra Talks Increasing Need for Dynamic Content in Next-Gen Games

Wednesday, June 20th, 2012, posted by Kris

from the E3 desk

Thomas Puha of Umbra talks occlusion culling technology and their integration into BigWorld. As developer of middleware that is used by many AAA games, they discuss the increasing need for optimization for dynamic user-created content, which they are seeing more and more prevalently at the forefront of the space where they stand.
Umbra is one of a number of 3rd-party applications currently integrated into BigWorld Technology, allowing developers of games on BigWorld to make bigger, more complex worlds by employing occlusion culling, which prevents any gamespace or asset geometry not in the player’s visual field from needing to be rendered, reducing resource demand on the player’s machine.

Thomas Puha of Umbra talks occlusion culling technology and their integration into BigWorld. As developer of middleware that is used by many AAA games, they discuss the increasing need for optimization for dynamic user-created content, which they are seeing more and more prevalently at the forefront of the space where they stand.

Umbra is one of a number of 3rd-party applications currently integrated into BigWorld Technology, allowing developers of games on BigWorld to make bigger, more complex worlds by employing occlusion culling, which prevents any gamespace or asset geometry not in the player’s visual field from needing to be rendered, reducing resource demand on the player’s machine.

BigWorld Indie E3 2012: Origins of Malu on Using BigWorld for Twitch MMO and Dynamic Content

Tuesday, June 19th, 2012, posted by Kris

from the E3 desk

Jason Mitchell of Burning Dog Media discusses their upcoming sandbox MMO, Origins of Malu. Burning Dog recently took on BigWorld Indie license to power Malu, an MMO that supports dynamic user-created content, custom house building, twitch combat, and other unique features in the space.
Burning Dog Media is one of the newest BigWorld Indie licensees, and is making quick strides toward realizing a very ambitious and compelling project, Origins of Malu.

Jason Mitchell of Burning Dog Media discusses their upcoming sandbox MMO, Origins of Malu. Burning Dog recently took on BigWorld Indie license to power Malu, an MMO that supports dynamic user-created content, custom house building, twitch combat, and other unique features in the space.

Burning Dog Media is one of the newest BigWorld Indie licensees, and is making quick strides toward realizing a very ambitious and compelling project, Origins of Malu.