“Digidrive” for Nintendo GBA Micro
Shipped Digidrive, a very original minigame for the GBA Micro. Digidrive was released to the Japanese market in July 2006 as part of the bitGenerations series from Nintendo.
PSP Technology Research and E3 Demo
Q-Games has been developing technology for use with Sony’s up and coming PSP (handheld playstation). During the course of this research we developed demonstrations of Spherical Harmonic Lighting, a recently developed technique for generating realistically lit 3d scenes. More information on these techniques can be found in the following two papers:
Next-Generation Hardware Game Development
Q-Games spent six months developing technology for a game on a next-generation platform. We developed graphics technology using the latest video cards and PCs to try and emulate at least a small fraction of the performance of next-gen machines.
Development of Two Mini Game Prototypes
Q-Games began work on two original game prototypes. One of which was accepted for full-production by a major publisher and begins full production in August.
Mini Game Project
An interesting idea for a small but fun-packed game was thought up by Q-Games’ members. We began development of a prototype to show to publishers.
Authoring Tool Research and Development
PlaystationBB and XboxLive had started, but content for these services was very difficult to develop for a lot of small companies, requiring knowledge of proprietary scripting systems and other such things. Q-Games developed an authoring tool, codenamed BNAT, that allows content developers to create and edit interactive content in a similar style to Macromedia’s Flash/Shockwave. This tool is set for release to US content developers this year. It was also used to layout and stylise the PSX OS.
Next Generation MMORPG Research and Development
Rather than take the standard approach to MMORPGs, we experimented with different ideas that might appeal more to the average consumer rather than the hardcore. In order to do this, we developed a no. of key technologies, including a natural-looking fractal landscape that generates itself on the fly, and also a detailed weather/planet climate simulator, which used changing data such as wind direction/speed, the passage of the sun, ground thermal induction rates, etc. to generate weather patterns for the game world.
If you feel the same way as us, drop us a line.
As you can tell from the above, we have worked on a wide number of varied and interesting projects as we have built the company up solidly with technology as our base for creativity. Going forward we hope to lever that technological know-how to our advantage and make solid fun and original titles that everybody can enjoy.