Interview: Epic’s Capps On Bringing Hardcore Flavor To iOS

Interview: Epic’s Capps On Bringing Hardcore Flavor To iOS is a post from: Best Iphone Apps Review Website

Epic Games is best known as the hardcore developer behind games like Unreal Tournament and Gears of War, but in formally moving its popular Unreal Engine 3 to Apple’s iOS devices, the studio hopes to bring hardcore flavor to iPhones, iPads and iPods.

The developer on Wednesday was front and center at Apple’s latest media event, showing off a sharp-looking UE3 demo dubbed Epic Citadel (available free) on an iPhone. Also on hand was Epic subsidiary and Shadow Complex developer Chair Entertainment, which revealed Project Sword, an iOS action adventure RPG that uses UE3.

The projects could be the beginning of a significant change at Epic. Here, studio president Mike Capps talks about how porting large games to an Apple iOS device can be done, gives details on licensing plans, and why “It would not be smart for us to try to get in and compete with the Bejeweleds and Angry Birds of the world on the iPhone.”

You put the Citadel Demo out now, and it represents a full game that’s coming down the road for you guys?

Yeah, and this is basically the environment, the castle space and everything which you saw there, it’s basically a “no, this isn’t fake, this really is real, it really does look this good” kind of thing, because the game won’t be out until later this season.

So Chair is developing the game?

Exactly. They’re the primary developers on the game side, and then Epic of course we’re working a lot on the tech with the Unreal Engine team.

Does Unreal Engine 3 now, for external developers, have iOS tools in it?

Well, we’ve got them internally, and we’re just starting to work with a few guys now, but yeah, absolutely, we’ll be putting them out to all of our Unreal Engine developers.

Do you use all of the exact same back-end tools, like Kismet and everything?

Yes. Everything’s supported. The difference of course is that it’s not quite as powerful a graphics processor as on the Xbox 360, so you’ll probably do some custom content work, but you’re using the same tool chain of UnrealEd and Kismet and the same physics tools and everything.

The Citadel demo is for 3GS and up. Is that also the specs for the engine, or is that up to developers?

That’s the current plan, because of the various shaders and things we have support for, that’s what we need a 3GS for.

Is there anything in the tool chain about scaling down products that are developed on console platforms, or is that something that people are going to have to do manually?

I think it’s going to depend on the title. I mean, if you’re really pushing the PS3 to the limits, then you’re going to need to do some rework.

But we’ve got some automated tools to help customize how draw calls are met for iPhone, but I think it’s probably going to be a mix of the two. Some people’s games are going to work just fine, and other games you’re going to need to do some custom work.

Obviously, art, particularly seems like it would be an issue. I mean, the character models for Gears of War, specifically, seem like they’d be very hard to translate.

It actually turns out that we get really high-resolution textures, which is the first thing you’d think about how “we’re going to have to dumb that down.” But you don’t, because you’ve got so much memory on an iPhone.

You’ve got 16 gigs of flash memory, which is way better, faster memory than what most people have generally on a home PC. So that stuff works really well. It’s the big environments that get really complicated on the rendering tools for iPhone. But yeah, we’ve got some tricks for it.

Do you see this as becoming a big area for the use of your engine? Do you see it becoming a big new space?

I do. I mean, with the expansion of the Unreal Development Kit, we’ve got hundreds of thousands of folks who are messing around with the tools doing smaller projects. So we’re not really just about giant triple-A console games anymore. Those are the ones — Mass Effect gets press, but there are lots of small hobby groups or casual gamers using Unreal Engine.

I think it’s perfect for them. It’s what they’ve been missing. It doesn’t take a whole lot of leaps of faith to say, “Right now, I can display from my iPad to my Apple TV on a big screen TV.” How far away are we from “that’s my game console, and it’s displaying wirelessly to my television set? It’s not far away.”

Yeah, I think that’s an obvious question for our space, when I was watching the Apple TV demo [on stage]. Is there going to be any game application? So far not, but like you say, it’s easy to imagine.

I wish I could say we knew, but this one was a surprise to us, too. It’s what we wanted to see happen, so I can’t wait to throw our engineers at it and see if we can get the latency we need to be able to play a game interactively over that wireless link to the Apple TV. I sure hope so.

Have you guys done a lot of messing around with Game Center so far?

Oh, yes. Absolutely. That was a big part of our demo today.

What do you think about it?

Well it’s enabling tech, right? I don’t have to worry about friends lists, I don’t have to worry about “How do I make achievements work, and how do I share them between titles?” I don’t have to worry about the interface. Which, as a developer, is huge, right? That’s something Xbox Live gave us. You don’t need to skin it. It’s good, it’s there, and it’s done, and you don’t have to do that part of the job.

And for us, that’s what Game Center does. It solves all of those problems. Basically, they got the benefit of seeing what everyone else did with the social networking space on game consoles, and they took all the best ideas and re-implemented them better, so I’m very happy with it.

How closely have you been working with Apple on getting Unreal Engine into the device?

We’ve been working with Apple for years, back-and-forth, on “How can we do something together?” But the hardware just wasn’t there for what we were doing with DirectX9-based graphics, that sort of thing. So, it’s only recently, since the 3GS, that we really started to take it seriously. It kind of surprised us how fast the iPhone tech moved, really, so when we saw what it could do, we’ve been moving ever since.

Obviously [Project Sword] is a very “Epic looking” game. It’s got a characteristic Epic feel.

It’s a role playing game, right?

I don’t know what it is.

It’s a “role playing action adventure,” I think is the phrase we used, so it’s a little different than our normal shooter-chainsaw game.

That’s true, but it’s definitely a high-power, high-3D kind of experience.

Yeah. It’s a game for guys. Or folks who enjoy it.

People who like Xbox.

Yeah, exactly. Yeah, it’s a core gamer game, right?

Do you see that as a new direction of this market?

I hope so. It would not be smart for us to try to get in and compete with the Bejeweleds and Angry Birds of the world on the iPhone. They’re doing a great job. For me it’s about, can we take the gaming experiences — not just Gears, but like Shadow Complex that we’ve done on other platforms, and bring that kind of quality to the mobile devices, and right now I feel like we can.

And you feel like, right now, the mobile devices have caught up with what you need to do that.

Absolutely. We can make a really solid, fun experience. The one thing we’re still working out is that your fingers are in the way of our beautiful game all the time. So if we can figure out a way to do mental interfaces, then we’ll be happy.

Have you guys thought of bringing Unreal Engine to 3DS or other competing platforms?

Well, I guess the right way to say it is that I’m at an Apple press event, so right now, all I’m thinking about is Apple.

Yeah, I know. And I guess the same would go for Android, and stuff like that as well, right?

Yeah, I mean, of course we pay attention to where the other tech is going and we have support for Tegra-based devices, and a lot of Androids are Tegra-based. But I just shook hands with Steve Jobs, so right now, I’m pretty high on Apple! (laughs)

Are you going to soft roll out the iOS tools into Unreal Engine?

That’s the plan. We’ve got a few of our licensees using it now, who’ve been testing it with us. So we’ll roll it out to existing licensees and then start opening up. I think [Epic VP] Mark Rein has a big plan for how they’re going to roll it out and make sure everybody’s using it.

Have you gotten a lot of demand and stuff from people you’ve talked to? Some of the publishers that have worked with it?

Oh, really, really, absolutely, yeah. It kind of surprised us honestly, that we’d be talking to one of the big-tier publishers, I don’t need to say who, and they’re porting games and they’re making tens of millions of dollars making fantastic games on iPhone. We had no idea that business was growing so fast, and they were so excited to be taking existing IPs built on our engine over to the mobile space, so we were like, “Gosh, we really need to get on this right away.” That’s really how we’re looking at it.

This is really a Mark [Rein] question, but I’ll ask you since he’s not here at the moment. For people who are interested in doing something smaller, more phone-oriented games launching at a 99 cent price, are you going to have licensing plans?

I think generally we’re going to be in the same range as the UDK, for folks who are just doing mobile — where, we don’t even want to know about until you start making money, because I don’t need 2,000 business relationships where I make 38 cents. It’s not worth it. But once folks get successful, we take a percentage off of that.

Because the UDK is targeted to a certain audience. I had a feeling this would be like that.

Yeah, free up front. If I could convince the Mortal Kombat guys to give me no money up front and 20 percent on the back-end, I’d do it, right? So that’s an absolutely fine deal. I think it’ll probably be royalty-based, so that it makes it easier for folks to get in and start using the tools and not worry about some big sticker price.


Private Area Indulges Your Inner Spy

Private Area Indulges Your Inner Spy is a post from: Best Iphone Apps Review Website

Have you ever put a piece of information onto your iPhone and thought about how nice it would be if you could lock out said data from prying eyes?  While I have nothing to hide, it would sure be nice to have a protected area on my phone where I could store information and keep it just to myself.  In the past I have even worked with certain government contractors that couldn’t use an iPhone as their personal communication device of choice just because of that very reason.  Quite bluntly, if you need to keep things confidential, the iPhone has not been a valid option until a couple of days ago.

Created by a gentleman by the name of Alessio Vinerbi, Private Area is an app that you have been longing for if you are someone who is always looking over your shoulder.  Imagine being able to keep all of your information encrypted safely behind the lock and key of a second set of passwords.  Here is what the new application has to offer:

  • Create, edit and delete notes
  • Import photos from film
  • Taking pictures with the new camera
  • Saving contacts with name, number and email with possibility of sending SMS and Mail without quitting application
  • Saving and navigation of websites through the browser integrated without compromising the history of Safari.

I have never been one to try to watch my back when it comes to little things like my browser history, but I certainly know a fair amount of folks that could have used something like that in the past.  There is something re-assuring about being able to surf the web in style, without leaving an incriminating footprint in the process.

The one problem with have an app like this is that it just screams, “I HAVE SOMETHING TO HIDE!”  This is not always something that is good if you are in a long term relationship.  I realize that what users do from the comfort of their own phone is their business, but the fact that Private Area can be used as your own personal Little Black Book might not sit well with everyone.

At only ninety-nine cents, the software is certainly cheap enough to take for a test spin because if nothing else, it will give you the thrill of being sneaky enough to have encrypted data on your phone.  Watch out 007, we are gunning for you next!

$0.99

iPhone App – Designed for the iPhone, compatible with the iPad
Released: 2010-08-24 :: Category: Utilities

[ Private Area Indulges Your Inner Spy is a post from 148Apps ]


Legs book

Legs book is a post from: Best Iphone Apps Review Website

AWARD-WINNING CHILDREN’S AUTHOR, MIKE ARTELL, LAUNCHES INTERACTIVE CHILDREN’S BOOK APP FOR iPHONE/iPAD

NEW ORLEANS, LA, September 1 2010 ? Award-winning author/illustrator, Mike Artell, introduces his first iPhone/iPad app based on his lift-the-flap book titled LEGS. This delightful application features 11 pages of captivating content where the child can choose a reader, see text as it is being said, and watch small animations.
A narrator (Mike himself is one of three voices) guides the child through two lines of rhyming verse. The last word of the rhyming verse is withheld until the child touches an animated prompt which reveals a hidden animal and the missing word. The app is self-guided so parents can sit back and relax as the child learns to read. Artell notes, “This app engages all different types of learners – The kids who learn by seeing, those who learn by hearing and those who learn by doing. Plus, it’s great fun.”
The app also includes a link to a page on Artell’s web site with fun facts about each animal in the app and coloring sheets. There’s also video of Artell reading the hardcover version of the book to children. The app can be found by searching LEGS BOOK on the iTunes app store. The app costs $1.99.
Mike Artell has written/illustrated more than 40 books and hosted his own television cartooning show. He has won numerous awards for his work. Most recently, his book PETITE ROUGE – A CAJUN RED RIDING HOOD- was named 2009 Read Aloud Book of the Year by the National Association of Elementary School Principals. The book has been made into a play and has been performed around the world. Each year the author visits with more than 13,000 children at 50 schools across the U.S. abroad where he shares his techniques for thinking, writing and drawing more creatively. Information at www.mikeartell.com
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If you would like more information about this topic, or to schedule an interview with Mike Artell, please call Stephanie Marshall at 512/803-7231 or email Mike at mike@mikeartell.com


Choice of the Vampire Review

Choice of the Vampire Review is a post from: Best Iphone Apps Review Website

Developer: Choice of Games
Price: $1.99
Version Reviewed: 1.0

Graphics / Sound Rating: 3 out of 5 stars
Game Controls Rating: 4 out of 5 stars
Gameplay Rating: 4.5 out of 5 stars

Re-use / Replay Value Rating: 5 out of 5 stars

Overall Rating: 4.13 out of 5 stars

Text-based, multiple-choice RPGs might seem like relics of the past—but that hasn’t stopped Choice of Games from trying to single-handedly revive the genre. (See: Choice of the Dragon and Choice of Broadsides.) While it might look simple on the surface, a deeper look reveals Choice of the Vampire to be a historically grounded, complex “game” that blends RPG elements with excellent storytelling. You won’t find Twilight-esque vampires here: this is New Orleans, circa 1814, and you character is exactly what you make of him…or her.

Like all Choice of Games titles, Choice of the Vampire (hereafter referred to as “CoV”) features a plain white background, black text, and a plethora of choices on each screen. The story starts with you, a newly made vampire, just as the Battle of New Orleans is about to commence. The story revolves around your choices, and introduces you to colorful characters, from Clotho the voodoo priestess to Jackson himself. Murder, romance, political intrigue…it’s all here in spades, as you interact with vampiric Society and ignorant humans alike. Do you chose to cultivate followers? Support the Southern cause in the Civil War? Influence your fellow vampires? It’s up to you.

How you experience CoV’s world is entirely dependent upon your character. First and foremost, who you are—former slave or rich woman of society—determines how other characters react. (This is, after all, 1814.) Secondly, your own character traits, which range from religiosity and compassion to knowledge of other languages, determine what actions you can take. When an option that disagrees with your character appears, it’s grayed out. Different choices can lead to completely different plot lines, and much of the fun comes from exploring the possibilities.

There are some drawbacks apparent in CoV. While the history provides a rich background, sometimes it grows tedious. There’s only one “save file.” There are still some bugs scattered around—perhaps attributable to the sprawling plot options. And, perhaps most annoyingly of all, this is just the first piece in an installment; the ending feels abrupt and unsatisfying.

For the most part, however, CoV takes the reader/player on a sweeping journey in a slightly-fictionalized South, and the blend of narrative and RPG is as great as always. Choice of Games has really outdone themselves with this one…now I’m going to start yet another playthrough to see what changes again!

[ Choice of the Vampire Review is a post from 148Apps ]


Apple Details Fourth-Generation iPod Touch

Apple Details Fourth-Generation iPod Touch is a post from: Best Iphone Apps Review Website

Apple has announced the release of an improved generation of its gaming-focused iPod Touch hardware, now available for pre-order and shipping next week in the United States.

The fourth-generation iPod Touch hardware includes many features previously introduced with this year’s iPhone 4. New iPod Touch devices will include a pixel density-boosting Retina Display, an A4 processor that improves performance for graphics-intensive games, and a rotation-sensing three-axis gyroscope supported by titles like Gameloft’s N.O.V.A. and ngmoco’s Eliminate GunRange.

Other hardware additions include a built-in-microphone, a front-facing camera for Apple’s FaceTime phone application, and a rear camera capable of capturing high-definition 720p video.

Revamped iPod Nano and iPod Shuffle hardware will launch alongside the new iPod Touch next week. New iPod Nano devices will feature a multi-touch screen, while iPod Shuffle hardware now includes navigation buttons and support for playlists and VoiceOver.


Unreal Engine 3 Tech Demo ‘Epic Citadel’ Available for Free

Unreal Engine 3 Tech Demo ‘Epic Citadel’ Available for Free is a post from: Best Iphone Apps Review Website

As part of today's keynote, Epic Games showed a brief tech demo of the Unreal Engine 3 running on an iPhone. In a surprise twist of events, this very same tech demo just appeared on the App Store mere moments ago as a free universal app. If you've got an iPhone 4, iPhone 3GS, 3rd Generation iPod touch, or iPad, feast your eyes on Epic Citadel [Free].

The 82.2MB tech demo includes a medieval town to explore, complete with a bizarre and a "mysterious cathedral". If you've been waiting to see just what the latest-generation iOS lineup of devices is capable of, you really need to check this out. Epic Citadel is a fantastic display of the potential of future gaming on the platform, as it has been developed using the exact same tools and technology that developers are using now to create high-end console games.

App Store Link: Epic Citadel, Free (Universal)