Game thinking from Adam Clare

Tag: indiePage 4 of 9

Coverage of Some Toronto Game Studios

Toronto has a bunch of small indie studios that are constantly making great games (just look at Capy’s success). Thanks to some keen efforts by the Ontario government bigger studios have been eyeing Toronto too, Ubisoft came to Toronto because of those efforts.

What I find interesting is that these efforts have changed the digital industry in Ontario and these changes have reverberated down to the the street level.

Ubisoft has moved into the Junction neighbourhood of Toronto and has had a positive impact on that section of the city. The area suffered from old manufacturing industries closing down but saw artists moving in to fill the gap. Ubisoft hasn’t pushed out the artists (thankfully) so much as they brought new local food options for them.

Since Ubisoft Toronto opened its doors, the list of notable new restaurants and cafes to set up shop in the neighbourhood include the aforementioned Wallace Espresso, Cafe Neon, and Wallace and Co. The businesses that were open before the studio came, such as the Starving Artist, continue to flourish.

If one extends the list to include nearby Brockton Village, which is reasonable given that the studio is a short walk away from the neighbourhood boundary line of Bloor Street, then the list of new businesses expands to include places such as the Whippoorwill and Brock Sandwich, the latter of which opened as recently as this month. Obviously not all those businesses opened with the express purpose of servicing Ubisoft’s employees, but a workplace that is set to grow to 800 strong before the end of 2019 is going to have an effect on business nonetheless.

The first game to come out of Ubisoft Toronto is Splinter Cell Blacklist and the reviews have been positive. I’m proud to say that a former student has been working on the game’s story. The success of the game is a great sign for a new studio that only opened in 2009.

The CBC recently covered the studio and they quote managing director Jade Raymond:

“Setting up a new studio from scratch, hiring over 300 people in three years and shipping the biggest game ever to come out of Ontario and the biggest game in the franchise to date is quite an accomplishment,” says Raymond.

“The game industry and our team here is full of people who want to outdo ourselves each time, so we’re setting the bar even higher with all of our next projects.”

Back to the independent studios we find that Phantom Compass, They Bleed Pixels, and Little Guy Games are getting praise for their work too (there are too many studios to list!). These smaller studios benefit from support from the province too but mainly rely on contract work to keep them going while they finance their own intellectual property. Organizations like Interactive Ontario help in that process (FYI: I worked for IO a few years back).

One of the ways Interactive Ontario aims to help its members is by connecting them with potential contract opportunities, which often involve creating interactive elements for web and television.

“A lot of companies start out that way,” Henderson says. He’ll also be speaking at today’s conference. “They take some jobs to pay the bills and keep the lights on while they work on their own intellectual property (IP). Eventually they get to the stage where they’ve created their own IP and now they own it.”

Read more about these developers mentioned above and what they are up to in Yonge Street.

Planning to Enter the IGF?

A student project from George Brown is looking to enter the IGF which got me thinking about their chances. Here’s the result of my research into entering the IGF for those who are interested.

What is the IGF?

The Independent Gaming Festival (IGF) has been running for over 15 years in parallel with the Games Developer Conference (GDC). The goal of the IGF is to celebrate and promote games made by independent studios by rewarding the best games. What makes a studio independent isn’t clear but here’s what the regulations say:

Independently Created: The Nominating Committee must be confident that the submitted game was created in the ‘indie spirit’ by an independent game developer, fulfilling the question asked on the entry form. The Nominating Committee reserves the right to refuse any game at its sole discretion.

Timeframe

  • Submissions are open towards the end of summer.
  • Deliver game builds in October.
  • Festival and awards handed out in March.
FTL was a winner

FTL was a winner

Awards and Game Categories

  • Seumas McNally Grand Prize
  • Excellence In Visual Art
  • Excellence In Audio
  • Excellence in Design
  • Excellence in Narrative
  • Nuovo Award
  • Audience Award
  • Best Student Game

Winning

There is no guaranteed way to win the IGF (if there was the whole thing would be pointless) so the best thing to do is try your hardest to make your game stand out. Obviously you’ll want to focus on one of the categories above like best art or something.

THere is a ton of competition every year with the quality and number of submitted games increasing. Here’s a complete list of games submitted for 2012’s competition.

The team over at Cipher Prime studios did a rather intense analysis of who wins the IGF competition and it’s a long but informative read.

We found that IGF winners were characterized, with very few outliers, by:

  • Some type of prior “notoriety”, which might come from the developer’s previous games, a pre-existing version of the game itself, a large or growing fan base, or other factors discussed below.
  • Development times averaging out at over two years.
  • Having at least two people involved in the development process.
  • Being more than just “feature complete” (one of the requirements for an IGF submission). By the time IGF winners are announced in March, the majority of them are highly polished, and are often already commercially releasable games.
  • A widely varying amount of information available in developer blogs. Winning developers differed greatly in their posting frequency and blog content, although most of the winners made sure to at least announce, “I’m making this thing!”
  • Awesome trailers.
  • Diverse geographic location, if “diverse” includes only Europe and former British colonies.
  • Many different game engines, some commercial and some custom-built.
  • Varying amounts of press, ranging from zero to boatloads.

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