Horn

by Phosphor Games

Inspired by the endearing character-based console games, Horn takes the richness of intricate worlds to explore, entertaining characters, thought provoking puzzles, the excitement of combat, and memorable extraordinary situations and brings them to mobile devices.

Based loosely on the Old English tales of King Horn, you play as a young blacksmith’s apprentice, Horn, who wakes up to find his village overrun by fantastic, and sometimes humorous, monsters. It is revealed that these creatures are actually the people and animals from your village that have been transformed by a curse, and you alone have the power to free them. On your incredible adventure, you carry the loud-mouthed head of one such creature with you – a somewhat uncooperative, ill-tempered, grudgingly helpful sidekick. Along with the help of this new companion, you must use your sword, crossbow, trusty musical horn, and wits to explore the lands, defeat the enemies, and solve puzzles in your quest to undo the curse that engulfs your homeland.


Polymer

by Whitaker Blackall

Polymer is a strategic shape-creating game that combines the logic of Rubik’s Cube, the sliding mechanism of Chuzzle, and the creativity of Lego.

Organ Trail

by The Men Who Wear Many Hats

Organ Trail was an edutainment game developed in 1971. Schools across America used this game as a teaching tool to prepare children for the impending zombie apocolypse and dysentery.

Re-live your childhood with this faithfully emulated version of Organ Trail for the Apple-II.


Back To Basics Or Bust


This article, by local journalist David Wolinsky, is the first in a series of video game related guest posts by local writers and press.

Somewhere around August 2000, Nintendo solidified its position as the gaming industry’s indisputable pioneer when EarthBound 64 got the axe.

I’ll give you a moment to process this, but it’s true. Look at what came after the N64: tiny little discs, motion controls, and an iPad with handles. None of these are gaming’s future. I won’t speak out of turn or stray too far from the topic at hand, since some of this is due to Nintendo’s highly secretive nature, but last year at E3, I spoke to oodles of developers who were perplexed by Nintendo’s new console thingy. I explained the Wii U to developer after developer in private demos – where they had to be instead of Nintendo’s press conference – and after a translator would state my question in Japanese, in one case, a developer of a triple-A game looked up at me, laughed, and shrugged. In plain English: He couldn’t think of a way to implement it in a game.

There’s a reason why. Well, two reasons. One was that the technology is awful new, but also because we don’t need it. Likely the Wii U’s biggest hit will be Spy Party, and then it will go back to the closet collecting dust next to your Wii. I don’t say this as a Nintendo hater, because I’m not – I’m the 1995 Blockbuster store champion of Donkey Kong Country – but rather because we should’ve all seen this coming in 2000.

The Nintendo 64 was hardly the company’s most popular or even successful system. Sure, Mario 64 blew everyone’s minds — I remember marveling at how you could nudge the joystick slightly to make Mario tip-toe or throttle it to send him huffing and puffing. It was amazing. — But the third dimension doesn’t automatically make all games great: EarthBound 64 is perhaps one of the first glaring examples of this.

The game was canceled, officially, due to bugs and other problems, but also, look at these screenshots of the game. What’s missing? The magic of the SNES version. The whimsy. In all cheesiness but accuracy: its heart. Even if the game came out in its original iteration, who knows how it would have been received. But I think the message here is that the world didn’t need a 3D Earthbound.

The game later came out in 2006 as a Game Boy Advance version that has become a massive hit, and not just because it’s an EarthBound game. That’s surely part of it, but as anyone who downloaded the translated ROM knows, its charm is in its colorful pastel sprites and strong writing. Not bloated 3D graphics.

So what’s my point?

Games don’t need to blindly embrace or buckle themselves into the seat belts of the latest technology’s coattails. Nintendo dipped into the motion-control pool first, and even though both Sony and Microsoft mocked the move, they later quietly skinny-dipped there, too. But I defy you to name five great games for the Move or the Kinect. Can’t do it? How about five essential games for both of them combined? How about five amazing 3DS games?

Now, I realize I’m probably coming across somewhat as an old fuddy-duddy who hates new things. I’ve certainly reviewed enough games in my day harshly enough to support that image, but I think instead it positions me as someone who has played a lot of games and seen a lot of the newest, latest, hottest, buzziest, whatever-iest games and know what’s worth playing and what’s not. And I’ll tell you what I’m playing more of these days: Super Crate Box for the iPhone, notSkyrim.

I don’t really have a “take” on the whole “casual-gaming thing,” but I know both from my own opinion and conversations with my fellow critics that I’m not alone. There’s a reason why people got so fired up about Skyrim and then so bored of it, and it’s the same reason: There’s too damn much to do in the game. Skyrim does many, many great things, like making the story you weave in the game uniquely yours (I joined a super-secret cannibal organization that none of my friends even found), but that’s also it’s greatest downfall. It gets tiring. You can sink hours, weeks, and even months into the game, and even though you’ve racked up a bunch of achievements, what have you really accomplished or done? Have you finished the game? I honestly can’t even remember what level my character is at. I will make my way back to the game sooner or later, but I don’t feel strongly inclined to.

Why? The answer is simple, really: simplicity. That’s what makes games great. Not tacked-on multiplayer modes or half-baked game+ modes. Those are nice to have, but not essential. Look at Apple. This is a company that has clawed its way back from bankruptcy because it has stripped away everything inessential to get at the core of what people want.

Consider Fez. Why do you think it was hyped up so much? Because it was bold enough to do one thing really well. Ignore the 8-bit allure. There were no enemies, just one mechanic explored fully. And the game knew when to call it a day. Game+ mode aside, the game knows exactly what it is and makes no attempts to be anything more than that. Games like this and Proteus – an 8-bit free-roaming island, also with no enemies – signal that some players and developers alike are ready to embrace “retro” gaming not just as a visual aesthetic but also as a design principle. Mario 3 was awesome because it thoroughly explored platforming and managed to keep players guessing all along the way. Super Mario Sunshineshowed what happened when you mess with what’s special and try to chase trends.

So, as a developer, ask yourself: Do you want to do everything and please a handful, or do a few things very well and drop the jaws of your devoted new fans?

Or to put it a little more cheesily: Don’t chase trends, follow your heart.

Hugs,

David

David Wolinsky writes for NBC Chicago, Adult Swim, and teaches Comedy Writing at Second City.  He can be found on Tumblr at millionairemansion.tumblr.com and on Twitter as @davidwolinsky.

Chicago Summer of Arcade


Edit (9/14): We are proud to announce that Epic Games will be sponsoring this event! Food and drinks will be provided free of charge.

I’m happy to announce our first paid event, “Chicago Summer of Arcade,” featuring Dave Lang of Iron Galaxy and Josh Tsui of Robomodo.

Information

Dave Lang, CEO of Iron Galaxy.

Josh Tsui, President and co-founder of Robomodo.

Downloadable products are the future of the games industry; from the rise of platforms like Steam to console download services like XBOX Live Arcade (XBLA) and Playstation Network (PSN), the method by which we distribute games has changed dramatically in only a handful of years. Between July 18th and August 15th this summer, five lucky downloadable titles were included in an XBLA promotion called the XBOX Live Summer of Arcade. Those games were Tony Hawk’s Pro Skater HD, Wreckateer, Dust: An Elysian Tale, Deadlight, and Hybrid. Out of those five games, two (Iron Galaxy’s Wreckateer and Robomodo’s Tony Hawk Pro Skater’s HD) were made in Chicago.

The IGDA Chicago is bringing together the heads of those two Chicago studios for a night of thought and discussion. What did they learn from selling their games on XBLA? What was the XBOX Live Summer of Arcade experience like? What’s the future of digital download games? These questions and more will be addressed.

This will be a paid event.

Buy tickets here before 9/17 at $10; all tickets afterward at $15. IGDA members receive an admission discount.

8/1/12 Meeting Minutes

Board of Directors Meeting

1 August, 2012

Meeting called to order at 2:04 CDT and adjourned at 2:36pm CDT.

Board Members in Attendance

Attended by: Jay, Sheri, Neal, and Heather via Skype

Absent board members: Jared

Agenda

To Keep in Mind

  • Community outreach with local schools, press, investors, other professionals

  • Paid events, event sponsorships, organization sponsorships

  • Bringing in a speaker

Old Business

  1. July Power Dinner review

  2. CityBuild

  3. Volunteers Wanted page

    1. Newsletter

    2. Studios list

    3. Schools page

New Business

  1. August Event

  2. Reimbursements

  3. Updates

    1. Jay

    2. Sheri

    3. Heather

    4. Jared

    5. Neal

Meeting Notes

July Power Dinner

  • It overall went well

  • We will work to increase communication with studios

CityBuild

  • Neal will take point on CityBuild and get the ball rolling

Volunteers Wanted page

  • Continue to reach out for volunteers to help with chapter tasks

August Event

  • Focus on September events

Sponsors

  • Jay is working with Jared on seeking sponsors

Reimbursements for Chapter Expenses

  • Must be within 60 days

Updates

  • Jay

    • “get the most out of your game jam” panel

  • Heather

    • Educator/Studio dinner

  • Sheri

    • Organizing volunteers for GGJ

  • Neal

    • Future Tutorials – could leverage Code Academy classrooms

Motion Summary

Motion to approve the changes to the reimbursement document — unanimously approved.

Next Monthly Meeting

Wednesday, September 5th, 2012 at 2pm CDT via Skype.

Two New Videos Posted

We recently posted two new videos from our events on the IGDA Chicago YouTube Channel.  Go watch “You’ve Graduated, Now What” and our recent “Meet the Press” videos (and many more) right now!


7/11/12 Meeting Minutes

Board of Directors Meeting

11 July, 2012

Meeting called to order at 2:02pm CDT and adjourned at 2:23pm CDT.

Board Members in Attendance

Attended by: Sheri, Jay, Neal, and Heather via Skype

Absent board members: Jared

Agenda

To Keep in Mind

  • Community outreach with local schools, press, investors, other professionals

  • Paid events

  • Paid sponsored “recommended professionals” page

  • Bringing in a speaker

Old Business

  1. Techweek

    1. Post-mortem

  2. Volunteers

    1. Newsletter

    2. Studios list

New Business

  1. July Power Dinner

  2. July Event (Meet The Press)

  3. Chitag?

  4. Apprenticeships

  5. Investors Page?

  6. Updates

    1. Jay

    2. Sheri

    3. Heather

    4. Jared

    5. Neal

Meeting Notes

  • Volunteers: we’re tracking them in a list of people who have volunteered and what for, and another list to track projects they are assigned to.

  • July Power Dinner

    • Start getting involvement with planning events

    • Engaging outside the core game dev community

    • Techweek postmortem

    • Talk about getting active in ChiTAG

  • Jay is going to the Nerdery next week, all welcome to attend, too.

  • Neal is partnering with Citybuild, which organizes benefit concerts, coming to Chicago in August or Sept.

    • Interested in partnering with IGDA

    • High profile performers, events and activities

    • Want the tech community in Chicago more involved, get more awareness of the tech community in Chicago

    • Goal to get your ppl more involved in technology, entrepreneurship, etc.

  • August Event

Next Monthly Meeting

Wednesday, August 1st, 2012 at 2pm CDT via Skype.


Post-mortem: IGDA Chicago + Techweek Gaming Lounge

On April 12 I sent out a message on the IGDA Chicago Facebook group: “Wouldn’t it be neat if we held the 2nd annual IGDA/ICG ‘Chicago Games Showcase’ at Chicago Tech Week? Can anyone help get us in the door?” Three weeks later we were in, and thus began two months of non-stop Techweek work during most of my free waking hours.

This writeup isn’t just a post-mortem of the IGDA Chicago’s Techweek Gaming Lounge, but of everything leading up to it. That includes analysis of our communication with our studios, organization of the event, press we did for the event, execution of the Gaming Lounge, and much more. But before I continue, I want to emphasize two things:

  1. Overall, I consider the IGDA Chicago Gaming Lounge at Techweek a great achievement of the new IGDA Chicago Board. Bringing together 15 studios at a major Chicago tech convention at a minimal cost, and all in two months, is the result of some very hard work executed by incredibly talented people. The press we got, and connections made, have already been showing results for our organization. I expect we’ll see even more positive results in the coming months.

  2. The IGDA Chicago could not have done this event alone. Special thanks need to be given to: Dan Margalus, Brian Kung, Andy Saia, Lindsey from the Merchandise Mart, Meredith Lawson, Chicago Micro (for the internet hookup), Arabella Santiago, Sean Lyons, Josh Tsui, Tap.Me, Toy Studio (BIG THANKS), and all of the studios that participated. The local games press who came out and visited us were much welcome (I’m looking at you Erik Hanson and Scott Nichols), as were the Tastytrade folks, ABC 7, and NBC Chicago who interviewed us or some of our studios. On the IGDA Chicago Board’s side, everyone did an excellent job (as is to be expected). In particular, Jared Steffes was absolutely key in getting the event running, and Heather Decker-Davis should be thanked for donating a lot of her time during the event. I should also thank our panel speakers, including Sheri Rubin (also one of our board members), and the Young Horses guys (Phil Tibitoski, Devon Scott-Tunkin, and Kevin Geisler). And finally, everyone else I’ve forgotten: thank you.

Post-Mortem

What Could’ve Been Done Better

Organizing 15 game companies into a four day show isn’t as easy as it seems, but maybe it’s as hard as it seems. Aside from obvious challenges like time constraints, budget, and logistics, the IGDA Chicago’s biggest challenge with running a smooth Gaming Lounge at Techweek had to do with the nature of our business: digital games. This ranges from obvious things like internet, power, and equipment to other, non-obvious things like physical space issues — especially with Kinect games, furniture, and noise concerns.

I came into this event without thinking about any of these challenges.

Here are some of the problems we ran into as a result:

  • Communicating with studios/event logistics

    • Logistics – Logistics for Techweek were run completely by email, which was a huge mistake. Email is meant for conversations, not as a repository for critical information. I found myself repeating information that I’d already sent out multiple times. This could’ve been solved simply by putting up a website for exhibitors where they could check for information, rather than have to look through a long list of emails to get the answer to.

    • Inexperience – I’ve never had to deal with coordinating move-ins in a place like the Merchandise Mart, which has many regulations and rules for how to handle these sorts of things. A few of our studios also required things like an internet connection, or had extra power requirements that we tried to work with the Techweek folks to accommodate, but could’ve solved a lot better if we’d handled them ourselves (for instance, we should’ve run our own personal WiFi hotspot, thus short-circuiting the inevitable convention internet slowness issues).

  • Procuring equipment/furniture – We didn’t ask for money from studios, and so were running the event on a shoestring budget. As such, wrangling equipment and furniture was a huge time investment instead of being a monetary one (I recall several car trips downtown with Jared Steffes where we had bean bags strapped on top of a car). For an event we weren’t getting paid to run, this was simply too much, and could’ve been solved if we’d had a little cash to pay to have furniture shipped in, or asked studios to bring their own furniture.

  • Press/Promotion – For the sheer amount of talent we brought into Techweek, we didn’t have as much publicity as I would’ve liked to see. The problem is that I was viewing our event as more of a continuation of last year’s “Games Showcase” — which appealed to a captive audience that we were familiar with — than a showcase at a huge convention that appealed to an audience we were altogether unfamiliar with. Press should’ve been distributed more widely, and we could have utilized our network of studios to help distribute it.

  • A Different Audience – The audience at Techweek wasn’t one that we were familiar with, and our objective at Techweek was more focused on building local community awareness and partnerships; I should’ve explained this better to studios. As an organization, IGDA Chicago met its objectives (which I’ll go over in “What Went Right”) at Techweek, but these objectives could’ve been better articulated to our membership.

What Went Right

  • We achieved our main objectives as an organization

    • Objective 1 – Tech companies, investors, and media in Chicago had no idea there was such a growing industry surrounding games. We’ve now put ourselves on track to generate that awareness. We’ve also extended the reach of our mailing list and contacts to include people in the Chicago tech industry who would’ve never known about us before. Unknown future benefits, as well.

    • Objective 2 – This is an obvious achievement, but it’s worth noting: we provided studios with another opportunity to showcase their work to the public. We were looking to bring people to our booths, and we did. Judging by the comments of others who’d been wandering around Techweek, we had one of the biggest draws there. People came out to see us!

  • Provided Experience to Studios – Techweek gave some of our smaller studios excellent convention experience in a comfortable setting that they’ll hopefully be able to carry over to other conventions.

  • Bolstered Chicago’s Game Developer Community – The most interesting thing that I saw happen actually had little to do with the convention setting. I noticed that during lulls at the Lounge, people from the various studios exhibiting would wander around to the other booths and play games by companies that they were only passingly familiar with from online interactions. It was basically the difference between speaking to someone online and then meeting them in the real world for the first time; even our member studios were shocked by the amount of talent and games that were being made in Chicago.

Conclusion

The IGDA Chicago + Techweek Gaming Lounge was an excellent learning experience for our chapter and our membership. We were able to execute on a very large event that I believe provided a lot of value to everyone involved, while keeping the risk of running an event with an unknown outcome to a minimum. Most importantly, we were able to fulfill our duties as an organization that helps connect the game developer community not only with each other, but with the world outside our bubble.

With some tweaks, and the added experience that our entire organization has received from this year’s IGDA Chicago + Techweek Gaming Lounge, I believe we will be able to run better, more efficient (and effective) events in the future.

6/6/12 Meeting Minutes

Board of Directors Meeting

6 June, 2012

Meeting called to order at 2:02pm CDT and adjourned at 2:41pm CDT.

Board Members in Attendance

Attended by: Jared, Sheri, Jay, and Heather via Skype

Absent board members: Neal

Agenda

To Keep In Mind

  • Community outreach with local schools, press, investors, other professionals

  • Paid events

  • Paid sponsored “recommended professionals” page

  • Bringing in a speaker

Old Business

  1. Techweek

    1. Banner

    2. Panels

    3. Equipment/Furniture

    4. Room setup

  2. Getting More Help

    1. Volunteers for Techweek

    2. Volunteers for securing space

New Business

  1. Game Jam in October?

  2. Money procedures

  3. Updates

    1. Sheri

    2. Heather

    3. Jared

    4. Neal

Meeting Notes

  • Techweek

    • IGDA Chicago banner is printed, will be delivered to Jared

    • Neal is taking care of securing furniture and sponsorship

    • Heather will make a Google Doc for volunteer info.

    • Potential mixer at the The Emporium (Jared is working on it.)

  • Finance policy

    • Forms for board approval.

    • Use of funds: event expenses, any other expenses must be approved by the board.

    • Google spreadsheet for expense-tracking.

    • Create a yearly budget in the fall for the upcoming year.

    • Jay will be giving everyone full access to the info at igdachicago email account.

  • October Game Jam

    • We should do this again.

    • Collaborate with Indie City Games or Toy Studio.

  • Separate Meeting for Executive List Survey

    • Schedule a separate meeting to discuss the results of the survey. (Next week, June 13th.)

  • Summit Pass

    • Unclaimed pass to IGDA Summit, open to Jared or Neal.

  • In-Person Meeting

    • During Techweek (June 25th) after 5:30pm expo closing: a dinner meeting.

Motion Summary

Heather made a motion to approve the financial policy documents, unanimously approved.

Next Monthly Meeting

Wednesday, July 11th, 2012 at 2pm CDT via Skype.

IGDA Chicago Gaming Lounge Profiler – Day 1, “Reign of Thunder”

Following up their recent release of F.3.A.R., Day 1 is going back to its MechAssault roots with its newest game Reign of Thunder, a free-to-play mech shooter. We haven’t seen a mech title around in a while so the promise in bringing the game style back, plus running it as an F2P venture, are an exciting mixture that I can’t wait to see.

Day 1 has also been a constant contributor to the Chicago games community, from co-hosting Chicago Industry Nights to offering their advice and resources to the IGDA Chicago.

Come see Day 1 and Reign of Thunder at the IGDA Chicago & Techweek Gaming Lounge from June 22-25. More information here.


Press Release:

Day 1 Studios is a leading independent developer dedicated to the craft of creating revolutionary, interactive entertainment.

Day 1 Studios was founded in 2001. Led by FASA Interactive alumni Denny Thorley and former Microsoft Game Studio pioneer, TJ Wagner. Day 1 quickly staked their claim as the company that would set the bar for Microsoft’s new Xbox Live™ technology. The result, MechAssault™, helped launch the vaunted on-line service in November of 2002 and instantly demonstrated to the world that Xbox Live™ and console online interactivity was the wave of the future.

MechAssault™ and soon after MechAssault 2: Lone Wolf™ based their success on Day 1′s core philosophy: Make it Accessible, Make it Empowering and Make it Immersive. These three simple truths are the mainstay of Day 1′s “process-oriented” culture that celebrates long-term thinking and engineered solutions to problems. Great engineering or beautiful art do not make a game on their own. The core of success revolves around not only believing in great ideas, but bringing them to life. Day 1 Studios’ technology and artistry working in tandem turns great ideas into great gameplay.

Bolstered by the success of the MechAssault series and the rock solid combination of staff and methodology, Day 1 was more than ready to make the leap into Next-Gen. Focusing all efforts on the newest next-generation entertainment platforms offers opportunities of challenge; to test new creative, technical, and management paradigms like no other. With each challenge tackled, there are new opportunities to rethink, reevaluate, and annihilate the status quo.

Day 1 Studios has two offices located in Chicago and Hunt Valley MD. Cross-studio development continues Day 1 Studios tradition of excellence and the passion to build high-quality games. In addition to industry knowledge and business experience, Day 1 Studios’ craft and collaboration makes it a top tier studio.

We are independent, innovative, and second to none. The challenges never end and we hope they never do
Games Listing:

  • Reign of Thunder

  • F.3.A.R.

  • Fracture

  • F.E.A.R Files

  • F.E.A.R (360/PS3 Port)

  • MechAssault 2: Lone Wolf

  • MechAssault

IGDA Chicago Gaming Lounge Profiler – Iron Galaxy, “Wreckateer”

Iron Galaxy, a Chicago studio with a lot of hefty title development work under its belt (Street Fighter III: Third Strike Online Edition, co-developed Kinect Space Pop, co-developed YDJK for Xbox360, PS3, Wii, and more), are releasing their first original IP this summer named Wreckateer.

I’ve played Wreckateer, and I really enjoyed the game (the again, who doesn’t enjoy destroying castles?). I’ve seen people compare it to Angry Birds, and while the comparison may be apt in the way of core mechanics (that have existed well before Angry Birds was a game), I actually had much more fun playing Wreckateer.

Wreckateer is also in Microsoft’s “Summer of Arcade” with another Chicago game showing at Techweek, Tony Hawk Pro Skater HD.

Come see Iron Galaxy and Wreckateer at the IGDA Chicago & Techweek Gaming Lounge from June 22-25. More information here.

For more information on Iron Galaxy, Wreckateer, and other works of theirs, check out this Press Release.

IGDA Chicago Gaming Lounge Profiler – Toy Studio, “Word Off!”

Toy Studio and their new game “Word Off!” do some pretty inspiring things with new HTML5 standards.  From a technical standpoint, I’ve been incredibly impressed with what they’ve done.  From a game’s standpoint, “Word Off!” is an extremely fun new take on word game mechanics.

You may also know Toy Studio from their hosting of the first annual “Chicago Game Jam.” Overall, these guys run a really exciting new company doing a lot of cool things in Chicago.

Come see Toy Studio and “Word Off!” at the IGDA Chicago & Techweek Gaming Lounge from June 22-25.  More information here.

Press Release:

Word Off! is a competitive word game with strategy elements by Toy Studio. You’ll need to plan a strategy carefully within 15 turns. Spell incredible words to gain the most points and territory on the board or strategically expand your reach to capture your opponent’s home base for a quick and decisive win.

Features:

Original, competitive word game with strategy elements
Truly cross-platform gameplay
Play with friends in turn-based matches
In-game boosts
Profile stat tracking
Free-to-play

“Word Off! is a true cross-platform experience,” said Evan Gilbert, Lead Programmer of Word Off!. “No matter where you login from, you are playing the same game with your friends no matter what device they use.”

Word Off! is created using the latest HTML5 technologies available. HTML5 allows seamless transitioning between devices and opens the door for friends to play together without having to worry about having the same kind of phone, tablet or computer. Never before has a turn-based game been so easy to play with so few barriers to let the words fly between you and friends.

With the turn-based, cross-platform gameplay, finally some age-old feuds can be put to rest. Android versus iOS, Kindle versus NOOK, Chrome versus Internet Explorer and others can finally be decided with a good choice of words.

As players submit words and plot a strategy, they can use in-game boosts that can aid them in that cause.

Word Off! is a free-to-play and available on iOS, Android and HTML5 compatible web browsers.

Visit http://www.wordoff.com to start playing Word Off!

About Toy Studio

Toy Studio is founded on the idea of connecting people through games that encourage meaningful social interaction with friends. Toy Studio designs games on three core principles: quality, innovation and community. Just as impressive as the care put into design, is the tech behind the scenes. Toy Studio is pioneering HTML5 development with its open sourced Cake.js and proprietary Icing cross-platform system, destroying barriers between platforms and opening the door for player freedom in the process. All from a comfy studio in the heart of Chicago.

Toy Studio’s games have been well received by players and media alike. Their apps have been featured by Amazon as “Free Apps of the Day,” Barnes & Noble on the NOOK family of devices, the Google Chrome Web Store and Word Off! garnering the honor of “Gaming App of the Day” by Kotaku among other notable recognitions.

Toy Studio also works with fellow developers to help publish their mobile games. It takes a lot of work to create an app, but it also takes an equal amount of work to bring it to app stores without it getting lost in the tidal wave of apps that release each and every day. Toy Studio approaches each game as if it were created in-house and treats developers as equals while doing the heavy lifting with submitting and promoting apps. Chicago developers interested in creating apps with their Cake.js HTML5 platform should contact Toy Studio for sponsorship opportunities.

For more information about Toy Studio, visit http://www.toystudio.com

Social Media
Twitter: @ToyStudioGames
Facebook: Facebook.com/ToyStudioGames
YouTube: YouTube.com/ToyStudioGames


IGDA Chicago & Techweek Gaming Lounge Announcement

Get a .doc version of this press release

Over fifty video game companies are located in and around Chicago making hits like Mortal Kombat, Tony Hawk, and (believe it) Big Buck Hunter, as well as acclaimed indie games like Delve Deeper, Octodad, and Organ Trail.  On top of that, the social/mobile games market is exploding in our city with hits like Word Off! and Polymer breaking into the top of the charts.  This summer alone, Chicago will see the release of Tony Hawk Pro Skater HD, Wreckateer, Reign of Thunder, Organ Trail, Delve Deeper 2 , and many more games.

Yet few in Chicago know about its growing games industry — even those in the broader tech industry.

Last year, IGDA Chicago (with Indie City Games) hosted the first annual “Chicago Games Showcase,” attracting over 100 attendees and 15 studios for a day of gaming open to the public.  This year, we’re introducing the rest of the Chicago tech community to the game companies that are making waves in the industry.  We’re taking the show on the road to Chicago Techweek for five days.

Play games by the following studios at the IGDA Chicago / Techweek Gaming Lounge:

  • Cardboard Computer – Kentucky Route Zero

  • D20Studios, LLC – Hero Mages

  • Day 1 Studios – Reign of Thunder

  • Gimbal Lock Studios – Go Gimbal Go

  • Iron Galaxy – Wreckateer

  • Jellyvision Games – You Don’t Know Jack!

  • Lunar Giant – Delve Deeper 2, Mega Ran

  • Ragtag Studio – Puppy Panic, Unstoppable Fist

  • Raw Thrills – Big Buck Hunter, Terminator Salvation

  • Robomodo – Tony Hawk Pro Skater HD

  • Sinister Design – Telepath Tactics

  • The Men Who Wear Many Hats – Organ Trail

  • Toy Studio – WordOff!, BlastOff

  • Young Horses – Octodad

  • DePaul – Proppa

Time/Place

June 22-26
Merchandise Mart

For more information, visit http://www.igdachicago.com/games-lounge/ or http://techweek.com/

You’ve Graduated: Now What?

You’ve Graduated: Now What? is a how-to session on launching a career in the game development industry. A selection of three local industry experts will be sharing their own personal tips and advice, followed by an open audience Q&A.

Speakers include Clayton Kisko (Senior Level Designer at Robomodo,) Sheri Rubin (Founder and CEO of Design Direct Deliver,) and Craig Stern (founder of Sinister Design.) Their full bios are listed below.

Clayton Kisko

Clayton is a Senior Level Designer at Robomodo working on Tony Hawk HD. After graduating from Savannah College of Art and Design, Clayton received his first gig in the game industry working with Robomodo as a Junior Level Designer on Tony Hawk: Ride. Since then Clay has worked as a Level Designer, Game Designer, and Game consultant on peripheral games, Kinect games, console games, mobile games, and XBLA/PSN games.

Sheri Rubin

Sheri Rubin is the founder and CEO of Design Direct Deliver (DDD), a small business consultancy that focuses on project management and improving customer experiences. Prior to DDD, she was Producer and Corporate Communications Director for High Voltage Software, Inc. Sheri got her start in the game industry over 15 years ago and has more than 30 game credits under her belt. She is an avid philanthropist and fierce advocate for the betterment of the video game industry, dedicating much of her free time to volunteer organizations including Women in Games International (WIGI), the Red Cross, and the International Game Developers Association (IGDA). Sheri received her B.A. summa cum laude in Business Administration from DeVry University and serves on the boards for IGDA, IGDA Chicago, and Jenkat Media, Inc.

Craig Stern

Craig Stern is an independent game developer and founder of Sinister Design, an game studio based out of Chicago. He just released Telepath RPG: Servants of God, a Middle-Eastern steampunk strategy RPG, in February.

In addition to developing games, Craig sits on the board of Indie City Games, an organization of indie game developers from around the city. Craig also founded and runs the website IndieRPGs.com, a site dedicated exclusively to RPGs created by the indie game development community.

Join us at 7pm at the International Academy of Design & Technology for what is sure to be a highly educational event for anyone who is currently seeking employment in the industry.

Full event details available on the Meetup page: You’ve Graduated: Now What?

To stay in the loop on this and future events, be sure to join the IGDA Chicago Meetup group.

Indie Game: The Movie Event Summary

Last month, Chicago enjoyed a special screening of Indie Game: The Movie at the Music Box Theatre. The film’s creators, Lisanne Pajot and James Swirsky, were delighted at the fantastic turnout our community showed them, which happened to be the largest single screening of the movie to date! Thank you so much to everyone who attended! Additionally, a special thanks is in order for our friend Philip Tibitoski, a local developer who made this screening possible by reaching out to Lisanne and James.

After the movie, attendees gathered at Guthrie’s Tavern, with an opportunity to converse more with Lisanne and James, who were pleased with all of the wonderful feedback everyone had. Similar to the screening, the afterparty boasted an impressive turnout. Literally all areas of the venue were packed with developers! We’re very appreciative of Guthrie’s for all of the hospitality shown to our very sizable group.

We hope you enjoyed these events in April and we’re looking forward to bringing you more in the coming months. Stay tuned for details on our student-centric event in May and updates on the IGDA Chicago presence at Techweek in June.



IGDA Chicago Board Change

I’d first like to start this off by wishing our old Business Development Board Member, Christian Arca, all of the best in NYC.  Christian was key in getting the IGDA Chicago newsletter off the ground and starting off the “Power Lunch” meetings that we’ve been holding downtown on a monthly basis.  We’re going to miss him.

And now I’d like to welcome Jared Steffes to the board!  You can read more about Jared here.

Jared has been helping out at the IGDA Chicago since our reboot, from sitting as a panelist at our events, to the advice he’s offered us throughout our startup process.  We look forward to the ideas, experience, and relationships that Jared will bring to the table.  I’m sure you’ll be hearing from him soon!


5/2/12 Meeting Minutes

Board of Directors Meeting

2 May, 2012

Meeting called to order at 2:16pm CST and adjourned at 2:57pm CST.

Board Members in Attendance

Attended by Jay, Sheri, Neal, and Heather via Skype

Agenda

  • Christian’s Resignation

  • Vacant Board Seat

  • Chapter Direction Progress

  • Techweek

  • May Panel

  • Next Physical Meeting

  • Upcoming Tasks

Motion Summary

Motion to declare Christian’s board seat as vacant — Unanimously Approved.

Motion to approach a new board member for Biz Dev — Unanimously Approved.

Next Monthly Meeting

Wednesday, June 6th, 2o12 at 2pm via Skype.

Indie Game: The Movie Happenings

While we’ll normally hold an evening event every third Wednesday of the month, this month we’re getting together a day early for a special treat!

IGDA Chicago is looking forward to co-hosting a showing of Indie Game: The Movie(with directors in attendance) at 7pm on April 17th at the Music Box Theatre. Use the promotional code IGDACHICAGO for a $3 discount off admission.

Following the movie, be sure to drop by our Indie Game: The Movie Afterparty, starting at 9pm  at Guthrie’s Tavern and enjoy the company of both your fellow Chicago game developers and the creators of the film.

We’ll be looking forward to seeing you there! 

As always, be sure to check the Chicago Events calendar for more exciting game development events happening this month!