Plan for Jay Moore
by Jay Moore · 10/12/2004 (1:34 am) · 13 comments
The GG team rocked the house at IGC- I honestly couldn't have asked for more. While Benjamin Bradley and I were hard at work with all that it takes to pull this event off, the whole GG Dev. team put in the extra hours to get our 'puppy & miniture horse' demo together and it truely did amaze me (all I did was introduce Jeff).
There is so much happening that it really is hard to keep up on it all. We quietly launched our new GG logo with new GG shirts, biz cards and hats. We less quietly got to show off Melv May's Torque 2D - I think I spent more time talking about this than anything else at IGC (Pat and Alex got a game in 9 hours (Gi9)done on the eve of the show). We saw Timothy Aste's Content Packs and Ben's inspired and Wes & Chris's work with Josh on the RTS Starter Kit. TSE milestone 1 preview (Brian, Alex, Timothy, Ben and the whole team really blew my socks off, but the new terrain demo is breath taking after 6+ months of being called over to see weird very non-terrain looking stuff on Ben's screen that frequently only lasted a moment, it was awesome to see near real-time data in extreme detail and what seems to me to be about 100x size of current terrain render with such perfection it put chills up the spine). One note we are running the videos mostly on a 64bit machine with a pci-express nVIDIA FX 6800 but still.
Josh Williams launching GG Press with Ed Maurina's EGTGE, Ken Finney's Maxium Torque: Advanced Scripting Reference Guide and our very own docs coming soon was very exciting. Talking for the first time about Torque Creator and how exciting having a binary version of TGE with a full editor framework is going to be. Having sessions on Torque 2D, the compentent system, AI Pack, TSE, Lightwave Dave's Looking Glass show tool, Danny doing sessions on the Mac and showing Troy McFarland's MoCap libraries running on the Girl Pack, showing TSE working on Xbox Live Arcade titles as well as Marble Blast Gold FX version it couldn't be be any more clear that the entire GG team and our 3rd Party Developers have been firing on all cylinders.
With all that going on it was still the games in the ShowOFF center running on 25 PCs and 12 dual G5's with 23" Cinema displays that stole the show. We played our hearts out and still couldn't get enough of what was shown. 21-6 came with 7 new builds from single player Bugg Out and Mark My Words, to GravRally and Orbz 3 and Orbz 2 running on TLC Arcade cabinet (GG gets to have at our offices), Tapwave and Xbox. BraveTree which if you'd asked me 2 weeks ago if they'd have anything to show I would have had to say 'no comment' (marketing speak for I can't say what I'm thinking because it isn't necessarily good) also really rocked the house with BoomBall, D Racer (with editor, multiplayer and an OS X build all playing sweet), Girl Pack and ThinkTanks on the Xbox. Kevin Ryan from Top Meadow with MiniGolf. Max Gaming showed up with Dark Horizons: Lore Gold preview. Zap! from our very own Mark Frohnmayer. Tube Twist with ODE looking very sweet from Pinole, Extreme Dodge Ball from Digital Yum Yum as well as Bit Shifter returned from Plastic Games and about 25 other titles, many you'll hear more about soon, all filled our days and nights.
For a marketing guy it almost caused brain seisure to look at all the amazing tech and game products we'll be bringing to market and know there are still so many things coming that we can't talk about yet!!
3rd Party Dev tools annoncement
So many Games just getting nominated this year was a huge reward
I want to give special thanks to Rick Overman for all his help on the IGC website; Tim Gift and all the GG community for getting the ShowOFF center setup; Shannon Overman for pulling off registration and all the behind the scenes coordination; Wild Duck Catering team for great food, facilities and beer; Jeff Tunnell for all his support and when I'd promised him no speaking this year coming through with two awesome presentations; Joe Maruschak, Logan Foster and Danny Ngan for all your help on the art track; Thank you Garr Godfrey, Michael Robertson, Gav State, Ryan Gordon, Alexander & Hecktor Fernandez, Thomas Buscaglia, Kelly Heckman, and all the speakers for their time, travel and effort in preparing presentations; all our sponsors Apple, TLC, Infinium Labs, LinSpire - it was fantastic to have you all. Last but most importantly Benjamin Bradley for all his amazing help in two short months he's already indispensable on so many levels. Thank you to everyone for making IGC possible.
There is so much happening that it really is hard to keep up on it all. We quietly launched our new GG logo with new GG shirts, biz cards and hats. We less quietly got to show off Melv May's Torque 2D - I think I spent more time talking about this than anything else at IGC (Pat and Alex got a game in 9 hours (Gi9)done on the eve of the show). We saw Timothy Aste's Content Packs and Ben's inspired and Wes & Chris's work with Josh on the RTS Starter Kit. TSE milestone 1 preview (Brian, Alex, Timothy, Ben and the whole team really blew my socks off, but the new terrain demo is breath taking after 6+ months of being called over to see weird very non-terrain looking stuff on Ben's screen that frequently only lasted a moment, it was awesome to see near real-time data in extreme detail and what seems to me to be about 100x size of current terrain render with such perfection it put chills up the spine). One note we are running the videos mostly on a 64bit machine with a pci-express nVIDIA FX 6800 but still.
Josh Williams launching GG Press with Ed Maurina's EGTGE, Ken Finney's Maxium Torque: Advanced Scripting Reference Guide and our very own docs coming soon was very exciting. Talking for the first time about Torque Creator and how exciting having a binary version of TGE with a full editor framework is going to be. Having sessions on Torque 2D, the compentent system, AI Pack, TSE, Lightwave Dave's Looking Glass show tool, Danny doing sessions on the Mac and showing Troy McFarland's MoCap libraries running on the Girl Pack, showing TSE working on Xbox Live Arcade titles as well as Marble Blast Gold FX version it couldn't be be any more clear that the entire GG team and our 3rd Party Developers have been firing on all cylinders.
With all that going on it was still the games in the ShowOFF center running on 25 PCs and 12 dual G5's with 23" Cinema displays that stole the show. We played our hearts out and still couldn't get enough of what was shown. 21-6 came with 7 new builds from single player Bugg Out and Mark My Words, to GravRally and Orbz 3 and Orbz 2 running on TLC Arcade cabinet (GG gets to have at our offices), Tapwave and Xbox. BraveTree which if you'd asked me 2 weeks ago if they'd have anything to show I would have had to say 'no comment' (marketing speak for I can't say what I'm thinking because it isn't necessarily good) also really rocked the house with BoomBall, D Racer (with editor, multiplayer and an OS X build all playing sweet), Girl Pack and ThinkTanks on the Xbox. Kevin Ryan from Top Meadow with MiniGolf. Max Gaming showed up with Dark Horizons: Lore Gold preview. Zap! from our very own Mark Frohnmayer. Tube Twist with ODE looking very sweet from Pinole, Extreme Dodge Ball from Digital Yum Yum as well as Bit Shifter returned from Plastic Games and about 25 other titles, many you'll hear more about soon, all filled our days and nights.
For a marketing guy it almost caused brain seisure to look at all the amazing tech and game products we'll be bringing to market and know there are still so many things coming that we can't talk about yet!!
3rd Party Dev tools annoncement
So many Games just getting nominated this year was a huge reward
I want to give special thanks to Rick Overman for all his help on the IGC website; Tim Gift and all the GG community for getting the ShowOFF center setup; Shannon Overman for pulling off registration and all the behind the scenes coordination; Wild Duck Catering team for great food, facilities and beer; Jeff Tunnell for all his support and when I'd promised him no speaking this year coming through with two awesome presentations; Joe Maruschak, Logan Foster and Danny Ngan for all your help on the art track; Thank you Garr Godfrey, Michael Robertson, Gav State, Ryan Gordon, Alexander & Hecktor Fernandez, Thomas Buscaglia, Kelly Heckman, and all the speakers for their time, travel and effort in preparing presentations; all our sponsors Apple, TLC, Infinium Labs, LinSpire - it was fantastic to have you all. Last but most importantly Benjamin Bradley for all his amazing help in two short months he's already indispensable on so many levels. Thank you to everyone for making IGC possible.
About the author
Serial / parallel entrepreneur, insight merchant, sailor and red wine enthusiast. Co-founder of BitRaider, out to change the game. An original partner in GarageGames and hosted Indie Game Con `02-`05.
#2
10/12/2004 (2:52 am)
Its very nice to see as GG getting more and more succes in the industry....
#3
10/12/2004 (4:30 am)
Why don't any Press Releases get put on the GG Press Release section anymore?
#4
at GamesIndustryBiz and not here?
I'm still amazed with what I see on this TSE demo video...
10/12/2004 (5:43 am)
It's all good... but i agree with Thomas here... Why should we read about all thisat GamesIndustryBiz and not here?
I'm still amazed with what I see on this TSE demo video...
#5
10/12/2004 (7:46 am)
To be honest we should have just posted the whole release on GG press, but we'd planned to get bigger write-ups on each posted as separate announcements. Sometimes we bite off too much...
#6
It also helped to have the ability to pimp and promote Dark Horizons Lore at the show so that people can see how great things are and what it will be becoming in the near future.
10/12/2004 (9:53 am)
Jay IGC was too much fun this year, it has now been 2 days since the show ended and I still haven't recovered at all. I had a lot of fun and just want to thank you guys again for putting on such a great show.It also helped to have the ability to pimp and promote Dark Horizons Lore at the show so that people can see how great things are and what it will be becoming in the near future.
#7
10/12/2004 (10:53 am)
Congrats!
#8
Thanks to everyone who helped us put on the show, and to everyone who took the time out of their busy schedules to come out for a weekend and hangout with us.
As Jay says, we're firing away on all cylinders here at GG, but what's even more exciting (to me) is to see that the community is firing away just as hard. It was a real treat to see so many games and so many third-party products being presented this year. You guys are all doing an incredible job.
Let's keep it up! This is gonna be the best year yet, again!
10/12/2004 (11:09 am)
Jay did an awesome job putting together this year's IGC, and Benjamin too. I'm totally amazed. The show was a smash, I have to say.Thanks to everyone who helped us put on the show, and to everyone who took the time out of their busy schedules to come out for a weekend and hangout with us.
As Jay says, we're firing away on all cylinders here at GG, but what's even more exciting (to me) is to see that the community is firing away just as hard. It was a real treat to see so many games and so many third-party products being presented this year. You guys are all doing an incredible job.
Let's keep it up! This is gonna be the best year yet, again!
#9
Even though it's been about 2 days since IGC
The night after IGC wound down saw me trying to sleep, even though it was pointless really, regardless of how tired I was. I opted to stay up all night on Sunday, watching Adult Swim in the hotel, listening to my roommate, Jason making a valiant effort at attempting to sleep. My head was spinning over what we had in mind for Bit Shifter and all the great things that happened at IGC this year. It was all so much and so exciting that it pushed all notions of sleep out of the realm of possibility.
Finally, at 3 a.m. Monday morning, I was to a point that I thought I might doze off and the alarm clock started screaming "It's time to get up!" Our flight out of Eugene left at 5 a.m. (luckily with us on it.) An hour or so later we were in Portland hauling our tired carcasses to another gate, another plane and by 10 a.m., our time, we were walking out of Denver International, and I was thinking...
It's over....
But rather than emitting the expected sigh of relief. I was really quite sad that it was over. It went by so fast this year. And now it will probably be another year before I we get to see everyone again. It just seems like too long to wait.
Thank you Jay and the rest of the Garage Games crew for a great IGC 2004. Thank you Joe, Jeff and everyone for your words of wisdom and encouragement. There are simply too many names to list and to thank, plus my mind feels like a soggy piece of bread.
I already miss seeing everyone in my particular little team (Paul Dana, and Anthony Rosenbaum,) and I am glad that IGC exists for us (as it does for many teams that are spread across the globe) as a chance and a reason to get together and interact in person, rather than on an internect connection thousands of miles away from one another.
I'm already excited for 2005.
Make it so....
10/12/2004 (4:42 pm)
I was just chatting with Jason Sharp about how exhausted I am.Even though it's been about 2 days since IGC
The night after IGC wound down saw me trying to sleep, even though it was pointless really, regardless of how tired I was. I opted to stay up all night on Sunday, watching Adult Swim in the hotel, listening to my roommate, Jason making a valiant effort at attempting to sleep. My head was spinning over what we had in mind for Bit Shifter and all the great things that happened at IGC this year. It was all so much and so exciting that it pushed all notions of sleep out of the realm of possibility.
Finally, at 3 a.m. Monday morning, I was to a point that I thought I might doze off and the alarm clock started screaming "It's time to get up!" Our flight out of Eugene left at 5 a.m. (luckily with us on it.) An hour or so later we were in Portland hauling our tired carcasses to another gate, another plane and by 10 a.m., our time, we were walking out of Denver International, and I was thinking...
It's over....
But rather than emitting the expected sigh of relief. I was really quite sad that it was over. It went by so fast this year. And now it will probably be another year before I we get to see everyone again. It just seems like too long to wait.
Thank you Jay and the rest of the Garage Games crew for a great IGC 2004. Thank you Joe, Jeff and everyone for your words of wisdom and encouragement. There are simply too many names to list and to thank, plus my mind feels like a soggy piece of bread.
I already miss seeing everyone in my particular little team (Paul Dana, and Anthony Rosenbaum,) and I am glad that IGC exists for us (as it does for many teams that are spread across the globe) as a chance and a reason to get together and interact in person, rather than on an internect connection thousands of miles away from one another.
I'm already excited for 2005.
Make it so....
#10
10/12/2004 (8:09 pm)
Can you host it in Australia next time :)
#11
10/12/2004 (11:49 pm)
It's amazing to me that IGC is organized to break even and not make any money considering the tremendous amount of work put into it. Thank you for the awesome gift.
#13
10/27/2004 (2:45 pm)
I wish I went to the IGC :( might have helped me with my game... ah well, theres always next year.
Associate Ben Garney