PC Gaming - Midyear Report
July 15, 2008 by Raj
Filed under Corporate, Development, Miscellaneous, Newsbits, Press Releases
Press Release:
Resonance-Gaming today released its midyear report on PC video games within the next 6 months. The report combines data from several external sources to provide a simplified data analysis.
Contained within the data are the four main topics which will affect gamers in the next 6 months. This includes Game Genre Distribution, which is the generalized chart using 10 games in each month leading up the end of the year. The chart shows which genres are currently being developed the most, and as a result, which are being developed the least. Read more
Ignition Entertainment Licenses Unreal Engine 3.0
July 7, 2008 by Raj
Filed under Action, Adventure, Corporate, Development, First Person Shooter, Genre, Miscellaneous, Newsbits, Press Releases

Ignition Entertainment is the latest studio to acquire an Unreal Engine 3.0 license to use in their upcoming multi-platform “groundbreaking” FPS.
Press Release:
Ignition Entertainment, Ltd. (www.ignitionent.com), a UTV enterprise, today announced that the company entered into an agreement with Epic Games to license Unreal Engine 3 for its upcoming, groundbreaking FPS, currently under development at its Florida studio.
“Epic’s Unreal Engine 3 is an extremely versatile engine,” said Jeremy Stieglitz, Game Director and Lead Designer, Ignition Florida. “So when deciding on technology for Ignition Florida’s first next-generation video game, there was no questioning that Unreal Engine 3 is the way to go.” Read more
Dreamlords - The Reawakening Coming June 18th
June 12, 2008 by Raj
Filed under Action, Adventure, Corporate, Development, Downloads, Full Client, Genre, MMORPG, Miscellaneous, Newsbits, Press Releases, RPG
Swedish Developer, Lockpick Entertainment’s MMORTS will be hitting interweb on June 18th.
Press Release:
The waiting is coming to an end and after the physical move of the servers earlier this week the team is ready to release their love child together with the community.
“We’re really happy to release The Reawakening now and I know that it is highly anticipated from the Dreamlords community. Drawing on experience from the development of our previous game Dreamlords but also through feedback and suggestions from our much devoted community, I’m convinced we’ve created the game we initially set out to produce last fall”, said David Rosén CEO and Executive Producer. “The Reawakening is in every perspective a game by gamers – for gamers and now I can only hope the players will have as much fun playing it as we’ve had developing it.” Read more
Dreamlords - The Reawakening - Public BETA
Just when the week seemed to cool down and relax a bit, The Reawakening opens up the beta test for everyone and suddenly a stroll in the park seems pretty far away.
After an extensive closed beta testing, endless hours without sleep and fighting bugs, The Reawakening is now ready to move on to the public beta stage. Amazing feedback, constructive criticism and love letters from the truly devoted testers of the closed beta, has been invaluable and helped the team whip the game into shape.
Valve’s Doug Lombardi talks Portal 2, Left 4 Dead and future plans
May 2, 2008 by Raj
Filed under Action, Adventure, Corporate, Development, Digital Distribution, First Person Shooter, Genre, Horror, Interview, Miscellaneous, Newsbits, Steam
At the recent EA games showcase in london, CVG sat down with Valve’s Dough Lombardi to discuss Valve’s upcoming game Left 4 Dead. Lombardi also talked about Portal 2, Source engine and Valve’s expansion into new genres. Here’s a snip:
How much has the Source engine been updated for L4D since Half-Life 2?
Lombardi: I would say that almost half the code has been developed since Half-Life 2 was released. We introduced new lighting effects, we did a lot of character animation work for HL2: Episode 2, added support for multi-core PCs, we worked on the physics for Portal and new AI added for L4D.
We look at Source as a set of tools, not necessarily as an engine that we’ve built that we’ll use until it expires and throw away. We see it as this organic thing that we’re constantly tweaking and building. It’s more of a toolkit than a set engine.



