Posts Tagged Q Games

GDC 2010: Naughty Dog Wants Your Questions

[tab:News]Over at the Official Blog, Naughty Dog is waiting for you to send in any questions you have. What kind of questions? Since they will be used for GDC next week, it will most likely have to do with the development of their games, but they’re open to anything it seems, whether it’s serious or fun, etc. Also attending that panel? The graphic artist and composer for Q-Games’ PixelJunk Eden (Baiyon). If you have a question in mind for either developer in mind, be sure to get it in by Friday (and let us know what you sent them!).

The Who, What, When and Where of the questions are as follows:

On Thursday, March 11 from 4:30 – 5:30 PM PST, Naughty Dog’s co-lead Game Designer, Richard Lemarchand, will be participating in a session with Baiyon, graphic artist and composer of Q-Games’ PixelJunk Eden, and they want to take your questions to be answered during the panel!

The session will take form as a lively discussion on the inherent similarities of artistic endeavor and will encompass conversations on Richard’s and Baiyon’s games, and the nature of creativity and process in games. We’re hoping to use a number of questions submitted by the community to lead the conversation. If you have a question you’d like to have answered during this panel, please submit it in the comments below and we’ll do our best to get it answered at GDC. We welcome all kinds of questions, serious, fun, etc…we’re looking for variety! Get your questions in before Friday; we’ll close all submissions after that.

Naughty Dog will have a huge showing at GDC, so if you’re going to be attending, be sure to check out their entire event schedule as well in the tab above.

[tab:Naughty Dog GDC Schedule]
Thursday (March 11, 2010) 1:30pm — 2:30pm
Among Friends – An UNCHARTED 2: Among Thieves Post-Mortem
Richard Lemarchand (Game Designer, Naughty Dog)
Room 134, North Hall

Thursday (March 11, 2010) 3:00pm — 4:00pm
Behind the Scenes: UNCHARTED 2’s Unique Cinematic Production Process
Josh Scherr (Cinematics Animation Lead, Naughty Dog), Amy Hennig (Creative Director, Naughty Dog, Inc.)
Room 303, South Hall

Thursday (March 11, 2010) 4:30pm — 5:30pm
Micro or Massive: It’s Fricking Tough to Achieve a Vision
Baiyon Tomohisa Kuramitsu (Graphic Artist/Composer, PixelJunk/Eden), Richard Lemarchand (Game Designer, Naughty Dog)
Room 135, North Hall

Friday (March 12, 2010) 9:00am — 10:00am
GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas!
Richard Lemarchand (Game Designer, Naughty Dog), Ian Bogost (Associate Professor, The Georgia Institute of Technology), Chaim Gingold (levity lab), Gary Penn (Guru, Denki), Sam Roberts (Festival Director,, Margaret Robertson (Consultant and writer, Lookspring), Kellee Santiago (President and Co Founder, thatgamecompany), Suzanne Seggerman (President, Games for Change), Jesse Schell (ETC Carnegie Mellon, Schell Games), Jane Pinckard (Business Development, Foundation 9 Entertainment)
Room 134, North Hall

Friday (March 12, 2010) 1:30pm — 2:30pm
Creating the Active Cinematic Experience of UNCHARTED 2: Among Thieves
Bruce Straley (Game Director, Naughty Dog), Neil Druckmann (Co-Lead Designer, Naughty Dog)
Room 305, South Hall

Friday (March 12, 2010) 4:30pm — 5:30pm
UNCHARTED 2 Art Direction
Erick Pangilinan (Art Director, Naughty Dog), Robh Ruppel (Art Director, Naughty Dog)
Room 306, South Hall

Saturday (March 13, 2010) 10:30am — 11:30am
UNCHARTED 2 Character Pipeline: An In-depth Look at the Creation of U2’s Characters
Richard Diamant (Lead Character Artist, Naughty Dog Inc.), Judd Simantov (Lead Character Technical Director, Naughty Dog Inc)
Room 135, North Hall

Saturday (March 13, 2010) 1:30pm — 2:30pm
Animation and Player Control in UNCHARTED: Drake’s Fortune and UNCHARTED 2: Among Thieves
Travis McIntosh (Lead Programmer, Naughty Dog Inc.)
Room 135, North Hall

Saturday (March 13, 2010) 1:30pm — 2:30pm
Getting Noticed: Why You Need an Online Portfolio and How to Make One
Jacob Minkoff (Game Designer, Naughty Dog Inc)
Room 306, South Hall

Saturday (March 13, 2010) 3:00pm — 4:00pm
John Hable (Programmer, Naughty Dog)
Room 305, South Hall[tab:END]


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No More PixelJunk Games for PSP?

According to, Q Games founder, Dylan Cuthbert, has said, on Twitter, that:

I don’t think we’ll port anything else to the PSP, we have to see how [PixelJunk Monsters Deluxe] does as there’s a lot of piracy.

So right now, due to open chats of piracy of the game and whatnot, development of future Q Games titles showing up on PSP largely depend on how many people actually purchase the game, seeing as piracy, to them anyway, is a serious problem. I know a few of you really look forward to seeing their titles on the handheld, I just hope you get legal copies of the game if you want them to bring others over as well! Hopefully they’ll find something that would be an effective anti piracy technique, though.



PixelJunk Monsters Deluxe Available Thursday

This is an interview conducted with the creators of PixelJunk Monsters at Tokyo Game Show last week. The game is for the PSP and includes a few new features, such as a new island, new trap tower and new enemies. Online play will also be included. It will be hitting the PlayStation Store this Thursday (currently as a download-only title, using about 68MBs) to coincide with the launch of the PSP Go.


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Sales Won’t Cover Cost For Dynamic Themes

According to Q Games president Dylan Cuthbert, sales for the dynamic themes will, most likely, not cover the costs to develop dynamic themes on the PS3. Q Games recently released the PixelJunk Monsters theme and said they would be “lucky” if they sold enough to cover the developmental costs:

Remember that we’ll be lucky to sell even a few thousand themes and so the cost of developing the theme (3-4 weeks of coder/artist time, checking, testing etc) will still far exceed any money we make from it. From the Official Blog

BUT, the company is proud to have worked with Sony to make the theme and get it out there, stating:

We’re proud to say that this is a system we were involved in developing. Sony Computer Entertainment wanted to spice up the background a bit and static pictures just didn’t cut the mustard.

So we collaborated with them to make a system where developers can display what they want and animate and move them around. This definitely adds a little life to the PS3’s background.

Does the $2.99 price tag still warrant a purchase, though? It’s really nice to see companies accept that they may take a hit on these themes when they go on sale, and not get worked up about it. The Afrika theme is still free, so imagine the hit they’re taking! In my personal opinion, if it were a little cheaper, more people would probably buy it, more than making up for the drop in the price (and that’s only if enough people do decide to purchase it). From


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