For the Love of the Game

Don’t know if any­one out there has heard of Inter­stel­lar Marines, but it is an Indie game being devel­oped by Zero Point Soft­ware. If you have had an idea about cre­at­ing some­thing and wanted some inspi­ra­tion to kick it into high gear, these guys are some­thing to see.

Cou­ple of videos that are worth watching:

For the Love of the Game
The story behind Zero Point and Inter­stel­lar Marines:

Of course, if you haven’t seen their orig­i­nal 2005 trailer (what started it all):

or the new Photo Ses­sion trailer:

then you should prob­a­bly start with them.

Their whole phi­los­o­phy of ‘AAA Indie’ is some­thing that I very much believe in and have been a pro­po­nent of for many years. I’m look­ing for­ward to see­ing how the project works out for them.

So why should you care about AAA Indie?

  • Gamers get a say in what games get to the market
  • Gamers can get behind the scenes of the devel­op­ment of games they fancy. No more closed doors development
  • Games can be priced and dis­trib­uted much more liberally
  • It adds to the diver­sity of games available
  • It breaks down bar­ri­ers of entry, open­ing the games indus­try up to a new and inde­pen­dant gen­er­a­tion of game developers

What is AAA Indie?

  1. AAA Indie is AAA games done inde­pen­dently from publishers
  2. AAA Indie is the gamer and the devel­oper, no one else
  3. AAA Indie is devel­op­ment with open doors, so gamers can track games in development
  4. AAA Indie lets the gamers ‘vote’ for the games they want to play — sim­ply by express­ing their interest
  5. AAA Indie is open for any­one with a dream a the will to deliver on that dream
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gekido

I am a specialist at game & technical design, specifically working as a liaison between management / publishers and the production requirements of both the technical & artistic teams during production. I have directly produced and overseen the implementation of several commercially used game / middleware engines as well as shipped commercial titles and 'serious games' simulations. Currently the CTO at Helios Interactive, previously I was the CEO / Studio Head at Vancouver-based developer Gekido Design Group.

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