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COR Entertainment, LLC ● Formed in 1999 ● Released Alteria in 2001 ● Released CodeRED: Battle for Earth in 2002 ● Sequel, the Martian Chronicles in 2003.

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Presentation on theme: "COR Entertainment, LLC ● Formed in 1999 ● Released Alteria in 2001 ● Released CodeRED: Battle for Earth in 2002 ● Sequel, the Martian Chronicles in 2003."— Presentation transcript:

1 COR Entertainment, LLC ● Formed in 1999 ● Released Alteria in 2001 ● Released CodeRED: Battle for Earth in 2002 ● Sequel, the Martian Chronicles in 2003 ● First beta of Alien Arena in 2004 ● Incorporated in 2006 ● Four main developers ● Alien Arena is our current project

2 Alien Arena ● Based on open source code released by Id Software ● Beta released August 2004 ● Ported to Linux in 2005 ● Featured in PC Gamer and many other magazines ● Downloaded over 2 million times to date ● Many rendering, sound, and other advancements ● Active development continues ● Version 7.51 is latest

3 Alien Arena in 2004

4 Alien Arena in 2005

5 Alien Arena in 2006

6 Alien Arena in 2007

7 New Aliens for 2008!

8 Early stages of normalmapping

9 Using GLSL for the first time

10 Current rendering of martian

11 Remember this guy?

12 The influence of id Software ● Released source for Doom and Quake in 1999 ● Quake 2 in 2001, Quake 3 in 2005 ● Spawned many open source engines and game projects ● Many of these games venture outside of the FPS genre ● Id's influence is far reaching and positive on open source gaming

13 The advantage of open source ● Attracts developers, players and community ● Can help you solve immediate and long term issues with your game ● Provides potentially longer longevity and vitality to a project ● The sharing of knowledge can build camaraderie among fellow game devs ● Open source games can advance at a quick rate

14 Keeping up with the Joneses... ● Keeping up with the tech of commercial games is a difficult challenge ● Open source games are closing the gap as gaming tech plateaus ● The sharing of information is a major advantage of open source games ● Quality artwork often requires making tough choices ● The key is finding the right balance and consistency that fits your goals

15 Keys to building a community ● Use open source/free tools to build assets ● Write your own editing tools when necessary ● Release early, release often! ● Don't release broken games if possible ● Keep an organized development structure and cycle ● Address all aspects of your game

16 Conclusion ● Gamers can be quite judgmental ● Have a tough skin, and listen to the critics ● There are ways you can make open source gaming into more than just a hobby ● Major game companies are taking notice of free and open source games ● The gaming industry is massive, and open source can be a big part of it


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