04/06/2016

Game Dev Meet Lisbon Live! #2

On the 27th of May (friday), once again the monthly meet between Portuguese Game Developers was held, this time at the café/event area inside FNAC, Centro Comercial Colombo.

There was much anticipation for this meet as to see how it would hold at a public location, specially considering it was a store. However, it would be fair to point out that, even though it is technically a point of commerce, FNAC also acts as a cultural point of sorts for all kinds of people, regarding all type of culture: literature, music, cinema, comics, photography, technology and, of course, video games. As such, there was some curiosity as to how the experiment would go. Would the general public be interested? Would they interact with us? Would we feel comfortable and casual as usual?


As per usual, around 7pm people started gathering and a few developers started laying down their laptops to showcase the projects they've been working on. In this last edition of the Game Dev Meet at Lisbon, we had the opportunity to try out three portuguese games currently in development.

Typical Game Studios once again brought their working title Battle Salloon (code name), with a few changes to the underlying code, but with no major visible changes to the art or gameplay (as informed by the developers). 

You can check out our previous post - Game Dev Meet Lisbon Live #1 - for more information and screenshots/photos of Battle Salloon.



On the other hand, Ricardo Toureiro showcased Project Buds (code name), an early prototype of an experimental game "exploring group dynamics and the relationship between the player and a virtual world".

So far, taking into consideration the early status of the project, the experience shows promise. Besides the appealing low poly visuals (enhanced through an interesting use of shaders to control light and color), the highlight appears to be how the developer is building the NPCs AI, so to promote the aforementioned relationship between the player and his world/inhabitants.

You can read more about the version brought to the meeting, by reading up Ricardo's own blog post about his experience at the meet: DevLog 3 - First Playtest

To know more information and/or contact the developer, you may visit:

Ricardo Toureiro



Spellcaster Studios, a Portuguese studio with over 10 years of existence, brought us Gateway: Chronicles of Steve - a twin-shooter action game that follows the story of Caption Steve, the commander of the space ship 'Skydancer', in an adventure through a distant sector of the galaxy in search of easy profit, in order to pay old standing debts.

Gateway: Chronicles of Steve visually is characterized by a mixture between voxels, 3D low-poly models and sprites. As described by the developers: "Planets are procedurally generated, missions are randomly generated and the player objectives are varied." 

Currently being developed on an in-house proprietary game engine by Diogo Andrade (programming, writing, design, and some art and sound) and Diogo Gomes (art), with Luís Fazendeiro working on the soundtrack, the project was initially born out of the Indie Speed Run competition of 2013. The developers hope to get the game on Steam's Greenlight program by the end of the year, with target platforms being Windows, Mac and Linux.

To know more information and/or contact the developers, you may visit:

Spellcaster Studios

This time around, during the usual one hour event dedicated to a special guest, we had the opportunity to video-conference with Rodoslaw Gwarek - known for his work on This War of Mine, as the AI Designer. Considering the technical nature of his work, the event organizers decided (for the first time) to create a survey beforehand on the Facebook event page, to gather questions anyone had for the developer. This eased the conversation, without sacrificing space for impromptu questions to happen, and allowed there to be a wide variety of topics to be discussed, ranging from the most basic - "What it means to be an AI Designer"- to more technical questions - "Is it a practice to offload some AI processing into the GPU?".


Again, we would like to thank our guest, Rodoslaw Gwarek, for taking the time to speak with us, his patience with answering all the questions and for his good disposition.

Being another edition of a Game Dev Meet Lisbon Live, the event was broadcast. So anyone that was not able to show up physically, got to watch a live-stream and chat with fellow developers. For a full view of the event and the conversation with our special guest, we invite you to watch the recording at: https://youtu.be/dYUOW3rFCAs?t=1489

Once again, I leave you with photos of the event. See you at the next meeting!