GDC 2011 - Taking the Purple Pill: Lessons Learned Building a Platform for Social Augmented Reality Games

DAY / TIME / LOCATION: TBD
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Augmented reality blends the virtual world with the real world on your smartphone's display. Social augmented reality games connect players in a shared persistent augmented reality world. Building a platform for client and server applications that supports these games presents new and interesting challenges. This presentation discusses problems encountered with unsuccessful approaches, and solutions that achieve compelling player experiences.
TAKEAWAY: This presentation explores techniques for combining technologies that support entertaining social augmented reality games. The lecture discusses problems encountered with unsuccessful approaches, and solutions that achieve compelling player experiences.
ELIGIBLE PASSES:  All Access PassSummits and Tutorials Pass

Ogmento.com - Reality Reinvented

Well, it was time for me to branch out and do something more independently. So I joined a small company with pioneering research building top quality augmented reality games. Please watch this space for exciting developments.

GDC Canada 2010

I delivered a presentation at GDC Canada 2010 in Vancouver in May on the topic, “A Dynamic Component Architecture for High Performance Gameplay.” See my Publications page for more information.

Ratchet & Clank Future: A Crack in Time is nominated for 4 Interactive Achievement Awards

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Ratchet & Clank Future: A Crack in Time is nominated for Interactive Achievement Awards in 4 categories from the Academy of Interactive Arts and Sciences: Outstanding Achievement in Animation, Visual Engineering, Original Story, Adventure Game of the Year. There are 5 games nominated for each category. This is the Oscars of video games. The awards show will be broadcast on The Independent Film Channel on Thursday, with a condensed highlight special a week later.

13th Annual Interactive Achievement Awards:
IFC AIAS

Ratchet & Clank Future: A Crack in Time hit store shelves October 27th

Concluding the events set into motion by Ratchet & Clank Future: Tools of Destruction, Ratchet & Clank Future: A Crack in Time at long last answers some of the franchise fans' largest questions. After discovering that Clank's disappearance was engineered by Dr. Nefarious, Ratchet races to rescue his best friend. Unfortunately, he discovers that Clank's capture is just the beginning of Nefarious's latest diabolical plot. In this follow-up to the best-selling series, Ratchet & Clank Future: A Crack in Time puts players into the role of both Ratchet and Clank as they attempt to reunite and save the universe. Along the way, both finally uncover the hidden truth behind their origins, and discover their ultimate destinies. As the duo come closer to reuniting, they have to ask themselves the biggest question of all: Do Ratchet and Clank's destinies lie with each other? Or is it finally time for the universe's greatest duo to separate for good?

9.5 Play Magazine
The pinnacle of everything that's made the series great from day one pulled together with sheer mastery and polished to a blinding sheen. Insomniac's finest work to date, and that's saying something. You're gonna love the way it looks, I guarantee it.

A 1UP
I'm a casual fan of the series and I still found myself excited to get home and play the game each night the past week. It may be a lot of more of the same, but more of the same has never been so darn addicting.

Resistance 2 wins E3 awards

Resistance 2 wins Best First-Person Shooter at E3 2008 from GameTrailers.com.
Resistance 2 wins Best Online Game at E3 2008 from
GameTrailers.com.
Resistance 2 wins Best E3 Shooting Game from
1UP.com.

Effects Conduit

Here is a presentation given to the programmers at Insomniac Games on Febrary 28, 2007, about our Effects Conduit. The Conduit is a system for coordinating various types of effects: visual, sound, dialogue, rumble, post, decal. It allows programmers to focus on game-play logic while designers focus on effects. And it provides a convenient mechanism for quickly introducing generic effects early in a project and then specializing them as more assets become available.

Download PDF File

Insomniac Games R&D