IGC Conference for Game Devs 2014

This last week was GDC for a lot of the games community. Not being able to go this year we joined the rest who were eager to talk games and listen to the announcements. Not only that but we noticed the Indie Games Collective in London were hosting a Conference for Games Developers so we instantly signed ourselves up for two free tickets. It was well worth it.

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We travelled up to London on Thursday night so we wouldn’t have to travel early on the first day plus we heard rumours of a small get-together at the Loading Bar, a game themed bar in Soho (sadly moved to another location now). With a good few drinks and a game of Cards Against Humanity we closed the night off having a great time.

The venue at London South Bank University was pretty accessible and the first day of talks were enjoyable. We especially liked the chunk that involved Louise James from Generic Evil Business (Holy crap, how good is Twitter?), Andy Esser from Zero Dependency (Carving Your Own Path – Making Tools, Not Games) and James Parker from Opposable Games (Dual-screen vs Second-screen).

Danny Goodayle from Just a Pixel gave his first first talk about Light then tweeted about setting up a weekly indie Google Hangout. We signed up to take part in that so we’ll see if anything evolves out from there.

The evening event was a good chance to talk in a more casual environment (more drinks!) and we both had fun chatting the night away. Sadly, we had to leave after lunch on the second day but all the talks were great too.

The conference was recorded and the videos should be uploaded over the coming week or two. Even though there was nothing ground breaking we had a lot of fun and we’ll definitely try to attend any more events that are organised in the future by the great people that make up the IGC. Special thanks to Byron Atkinson-Jones and Natalie Griffith for getting the event rolling.

Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@SolitudeGame: Status update: Fuel reserves low. Asteroid mining facility detected on sensors. No response to our communications. On approach station appears to be abandoned and running on emergency power only. Away mission approved. Mission objective: Search and salvage - fuel is a priority.

23/03/2022 @ 11:00am UTC

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! https://t.co/B5N01jrA70 #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC