Games - IndieGames https://www.indie-games.eu/en All about Indie Games Tue, 04 Mar 2025 20:34:56 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png Games - IndieGames https://www.indie-games.eu/en 32 32 Igre koje ne smijete propustiti nakon ovogodišnjeg veljačkog izdanja Steam Next Festa https://www.indie-games.eu/en/games-from-steam-next-fest-february-2025/ https://www.indie-games.eu/en/games-from-steam-next-fest-february-2025/#respond Tue, 04 Mar 2025 20:34:05 +0000 https://www.indie-games.eu/?p=21901 We bring you a list of 10 Steam Next Fest games that you definitely shouldn't miss.

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February edition of Steam Next Fest has already finished, however we managed to try some few demos of the participating games (you can check them out in Reviews section). Since it’s impossible to cover every production in a form of written preview, I decided to make a list of games that caught my attention during this event. And who knows, maybe you’ll also find something interesting for yourself among these propositions.

Palm Cracker

The first game allows players to go back in time to the late 1990s and early 2000s. Before smartphones, managing contacts, calendars, and notes was associated with a PalmPilot, a revolutionary personal digital assistant. This relic of the digital age becomes a powerful device in Palm Cracker, a free-to-play detective game where you’re the only one who can catch the notorious Crypt Killer, the smartest serial killer of the century. His confession is hidden somewhere in a mysterious PalmPilot, to find it you’ll need to crack codes, solve cryptic riddles, and learn real-world decryption techniques. Engage with brain-teasing challenges set in a nostagic reality of 2000s tech, complete with classic games, vintage apps, and handwriting recognition. Are you ready to decode the truth?

Koira

If you’re up for a heartwarming and adorable adventure then Koira is definitely for you. In this hand-drawn casual game you and your new puppy traverse a musical forest in search of a way home. During the journey you’ll get a chance to solve ancient puzzles, befriend woodland creatures and immerse yourself in a beautiful scenery. Feel the power of friendship by taking care of your puppy and protecting it from ominous hunters using stealth and bravery. In the end, it might turn out that the real treasure is the friends you made along the way.

Wheel World

Buckle up, the ancient cycling spirits have picked you as the chosen one. In Wheel World we take on the role of Kat, a young cyclist with a big mission: to save the world from a total collapse. In order to do so, you’ll have to explore an open world filled with impressive vistas, hidden secrets, and races that will test your skills. There’s also no limit to how you can ride: customize your bike with an endless array of parts, from sleek speedsters to off-road beasts. Recover your stolen Legendary parts to ultimately perform The Great Shift ritual and fulfill your destiny. Remember: the fate of the universe rests on your handlebars.

Little Problems: A Cozy Detective Game

Here’s another detecitve game on our list, although this time there’s no serial killer. Actually, you won’t even encounter a single crime in Little Problems: A Cozy Detective Game. As the title suggests, this production has more casual approach to the genre, offering players a chance to solve mysteries around minor inconveniences, everyday misunderstandings, and of course, little problems. You can use your deduction skills to connect with friends, resolve small issues of daily life, and simply find joy in your work. To all gamer-detectives who want to stay away from gruesome scenarios and complex villainy – this one is for you.

Am I Nima

Are you familiar with Infinite Craft? It’s an endless word building browser game where you combine words to create new ones. Am I Nima elevates that simple mechanic by integrating it into a psychological-horror genre. You are Nima – or are you not? It doesn’t matter: you must convince your mother that you are. You start with nothing, but as you explore, you uncover words and concepts tied to the objects around you. But knowing isn’t enough, you must actively combine words in your mind, experimenting with different pairings to unlock deeper meanings and access buried memories. Get her to trust you. Act like her. Talk like her.

He is Coming

So you better be ready by then. Deep in the forgotten corners of the world, a dark force stirs – the Demon King rises once more. Without a champion to strike him down, the world will surely fall to his corruption. It’s time for you to be a hero: seek out powerful weapons and artifacts by day, stand against king’s minions by night, and prepare to be hunted by powerful entities from ages past in He is Coming, a roguelite RPG auto battler. Sharpen your wits, brace for combat and stand firm in the face of the apocalypse.

Nerd Simulator

How do you kill that which has no life? You may find out in Nerd Simulator, a mix of RPG and life sim where you step into the shoes of a 40-year-old finally ready to leave the nest. However, the road to adulting is not easy: your goal is to cook a meal that doesn’t cause food poisoning, land a job that requires zero effort, and take on life’s chaos with the finesse (or at least try to.) In this hilarious blend of dark humor, absurd challenges, and unpredictable twists, you need to find a way to turn your life around or else mom will kick you out. You’ll have a chance to prove that with determination (and a bit of chaos), you can start fresh at any age.

Ruffy and the Riverside

We didn’t exclude platformers from our list, as the next game we present is Ruffy and the Riverside. This vibrant 3D adventure invites you to join Ruffy on an exciting quest to stop the mischievous villain Groll from destroying the World Core and throwing Riverside into chaos. Possesing the magical power of SWAP, you can use it to transform the game world: change the sun into the moon or ice into lava while overcoming countless puzzles and effortlessly manipulating objects to your will. Explore, fight, skate on straw bales, and unleash your imagination in this quirky open-world action game in which you literally change the world.

Death and Ladders

Life is a game and now it’s your turn to roll the dice. Death and Ladders shows you what could happen if Death gets bored by doing the same thing for eternity – he gives you a chance to win back your life, if you entertain him by playing his board game. Roll the dice, climb the ladders, avoid scythes, take risky shortcuts, use Tarot Ability Cards to improve your odds or trap your opponent. You can either Gamble your soul in a relaxing atmosphere amongst a Skeleton crew, or if you want more of a challenge, try your luck against others in online or local PvP. Reach the end first to win in this dark strategy game.

Pao Pao

For the last game we saved a wild mix of culinary diving and animal madness, which you’ll experience in Pao Pao. It’s a co-op simulator and sandbox for 1–4 players, where cats, foxes, raccoons, and other animals throw down a true culinary fest. Your job is to manage your own restaurant by fishing for fresh ingredients and hustling to complete orders before your hungry customers scatter. You can go solo or rally your crew to conquer mini-games, explore the vibrant night city after a hard day’s work, and boost your business to a level every dog would envy. Jump in and discover a world where every order turns into an epic adventure.

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Kreativno blendanje režije – Panel na konferenciji Blender: Film & Games https://www.indie-games.eu/en/kreativno-blendanje-rezije-panel-na-konferenciji-blender-film-games/ https://www.indie-games.eu/en/kreativno-blendanje-rezije-panel-na-konferenciji-blender-film-games/#respond Wed, 09 Oct 2024 10:54:31 +0000 https://www.indie-games.eu/?p=16238 The discussion began by highlighting the key differences between film directing and video game directing.

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On the panel titled Game Designer / Game Director and Film Director: Creative Blending of Directing, at the Blender: Film & Games conference, participated Davor Hunski from Croteam, Boris Vuković (film director and game designer), Rea Budić from Tiny Meow studio, Filip Zadro (film director), and Tea Stepanić from BlackMill Games.

Different Approaches to Directing: Interactivity vs. Linear Narrative

The discussion began by highlighting the key differences between film directing and video game directing, where participants recognized interactivity as the most important factor. Hunski pointed out that video games are unique because the player takes on the role of the director, while the film director controls every aspect of the narrative. In games, especially those with open worlds, players choose their path, which often means that many may never see certain scenes or experience key moments that the team has designed.

Vuković emphasized that this is one of the great advantages of video games: “The player shapes their experience, pieces together parts of the story, and creates a picture that is unique to them. That’s the ‘wow’ that drives us forward – that interaction and the possibility for the player to discover the story in their own way.” However, the question arises – what if the player never reaches that key moment?

On the other hand, film is a medium that provides a linear narrative structure in which the director has complete control over what the audience sees and feels. Zadro explained that this aspect of film directing is often more challenging because you have to convey all the emotions, atmosphere, and message without interactivity: “Everything is on you. There is no interaction that creates the experience – you have to deliver exactly what you want the viewer to see and feel.”

Multiplayer Games vs. Single Player Narratives

Stepanić from BlackMill Games, which worked on the game Isonzo, spoke about the specific challenges of multiplayer games. While single player games allow control over the narrative, multiplayer games require a balance between historical authenticity and enjoyable gameplay: “We have to design the scenery, uniforms, and weapons in a historically accurate way, but at the same time ensure that players have fun.” In multiplayer games, there is no guaranteed narrative thread that the player must follow, so it is crucial for the game world to tell its story, regardless of where the player goes.

She also emphasized the importance of balance in games, especially in historical multiplayer titles: “We have 48 players in a game like Isonzo, and elevations and terrain play a key role in the balance between attackers and defenders. Everything must be well planned, even though historical conflicts were often extremely asymmetric in reality.”

Susjede Bubice (directed by Filip Zadro)

The Creative Process and Challenges of Directing

One of the most important aspects, both in film and in video games, is team leadership and conveying a vision. Zadro spoke about the importance of teamwork, emphasizing that the director is not the only creator, but that the whole team contributes to the creative process: “Leading a team is just as important as managing a project – you need to know what you want, but you also have to give each team member the space to contribute their creativity.”

Budić, who is working on the game Bura, added that her approach to design was driven by the emotions she wanted to convey through the game. The story and level design were key elements in defining the feelings she wanted to evoke in players: “Similar to film, in games you have to carefully plan how each element, from the story to the visuals, contributes to the overall player experience.”

Connecting film techniques and games: Interactive films as the future?

One of the more interesting topics was interactive film and the merging of cinematic techniques with the interactivity of video games. Vuković recalled the experiment Black Mirror: Bandersnatch, which attempted to combine interactivity with the film form. Although the project was interesting, it did not spark a wave of similar projects. Boris believed that the reason for this lies in the fact that such projects balance between game and film, but did not achieve top results in either area.

“As soon as you introduce interactivity, you enter the world of video games. Such projects can be interesting, but they need to have a deeper meaning to be successful. Simply adding interactivity does not necessarily mean a better experience,” Boris concluded.

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Zvuk i glazba u filmovima i videoigrama – Panel na konferenciji Blender: Film & Games https://www.indie-games.eu/en/zvuk-i-glazba-u-filmovima-i-videoigrama/ https://www.indie-games.eu/en/zvuk-i-glazba-u-filmovima-i-videoigrama/#respond Tue, 08 Oct 2024 22:04:15 +0000 https://www.indie-games.eu/?p=16232 They talked about the tools they use, the differences in approach between movies and games.

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At the Blender: Film & Games conference, an interesting panel was held on the topic of Sound Design and Music – Similarities and Differences in Shaping Sound and Music for Films and Video Games. The panelists were prominent professionals from the industry – Ivan Zelić (sound designer), Dalibor Grubačević (composer), Davor Manojlović (composer), and Ana Krstajić (composer from Belgrade). They discussed the tools they use, the differences in approach between films and games, and the challenges of creating sound and music in an interactive environment.

Tools and Software: Cubase, Reaper, Pro Tools and more

One of the first questions on the panel related to the software that the panelists use in their work. While some have been using Cubase and Nuendo for decades, others have switched to Reaper due to its flexibility and affordability. Zelić emphasized that he uses Pro Tools for production and sound processing, highlighting its advantage in working with teams around the world, as it allows for easy sharing and compatibility: “When someone sends me a Pro Tools session from South America, I can open it without any issues, which is a significant advantage for international projects.”

Krstajić also uses Cubase but has experimented with other software like Logic and Digital Performer, while Grubačević notes that he still uses Sonar, an old software he sticks to due to years of habituation. Although opinions on software are divided, everyone agreed that the choice of software is often a matter of personal preference and working habits.

Sound Design and Sound Implementation: Key Techniques for Film and Games

A significant part of the discussion is dedicated to sound design and the ways in which sound is implemented in games compared to films. Zelić described the challenges he faces in creating sound for films, where dialogue is often the focus, while other sounds and effects are secondary: “In Croatian films, dialogue is the most important, and everything else must be supportive. It often happens that towards the end of the process, attention shifts to fine details, such as footstep sounds or background noise.”

In games, on the other hand, sound has an additional function – a guide for the player. Manojlović emphasized the importance of balancing sound in video games so that players receive key information through auditory signals: “In games, sounds like footsteps, gunshots, or signals that you have hit another player are extremely important. We must group sounds and set priorities – for example, if a player is injured, we reduce environmental sounds so that they can hear key information.” He also highlighted that techniques like side-chain compression are often used, which automatically reduce one sound when another, more important sound appears.

Reaper – Audio Production

Music in movies and video games: Interactivity vs. linear narrative

One of the key differences between music in films and games is the level of interactivity. While film music is linear, in video games, music must be adaptable and interactive to change based on the player's actions. Krstajić explained that stems and different layers of music are often used to allow seamless transitions within the game: “Music in a game can last five minutes or an hour and must be designed not to repeat and become irritating to the player.”

Manojlović added to this topic, emphasizing the importance of collaboration between composers and programmers to properly implement music in the game: “In games, it is important for composers to know software like WISE, as they need to understand how the music will be implemented in the game. This way, they can better tailor their work to the interactive demands.”

On the other hand, Grubačević described how working in films is more focused on definitively finishing soundtracks and how composers often participate in the final sound mix. He highlighted the importance of a good relationship with directors, as the final decision on how the music will sound depends on the director's vision: “I always participate in the sound mix and go through every detail to achieve a balance between music and dialogue.”

Criticisms and adjustments: Constant improvement of sound and music

One of the topics that sparked interesting reactions among the panelists was criticism and adaptation during the sound and music creation process. Krstajić admitted that over the years she has learned to accept the critiques of the director and other team members, as she is aware that she is in service of the final artistic work: “In the end, I work for the director or for the game, and it is important to understand their vision.”

Although going through numerous revisions can be frustrating at times, the panelists agreed that communication is key. Zelić emphasized that it is important to remain flexible and open to changes, especially when faced with criticism at the end of a lengthy process: “You have to be ready for compromise and adaptations, and sometimes that is a psychological challenge.”

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Animacija u filmovima i videoigrama: Sličnosti i razlike prema iskustvima stručnjaka s panela na konferenciji Blender: Film & Games https://www.indie-games.eu/en/animacija-u-fokusu-razlike-izmedu-filmova-i-videoigara/ https://www.indie-games.eu/en/animacija-u-fokusu-razlike-izmedu-filmova-i-videoigara/#respond Tue, 08 Oct 2024 20:18:31 +0000 https://www.indie-games.eu/?p=16194 One of the main topics of the panel was the difference in approach to animation in movies and video games, especially in the context of technical requirements and creative freedom.

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At the Blender: Film & Games conference, a panel titled Animation – Similarities and Differences in Animation of Movies and Video Games was held, featuring Danijel Dizdarević and Sara Jurić from Gamepires, as well as Mladen Đukić from Aeon Production Ltd. The speakers discussed various approaches and challenges they face when animating for films and video games, and shared their experiences working on large projects such as the game SCUM and various animated films.

Differences between cinematic and gameplay animation

One of the main themes of the panel was the difference in the approach to animation in films and video games, particularly in the context of technical requirements and creative freedom. Jurić, who has experience in both industries, emphasized the key differences between film and gameplay animation. Specifically, film animation allows for much greater freedom in expressing emotions and performances, as the animation is tailored to one camera: “In the film industry, you have greater freedom of performance because you are working for one camera, whereas in video games, the animation must look good from all angles – 360°. Therefore, the technical side of animation in games is extremely important.”

Jurić also mentioned an example from Pixar's film Luca, where animators "tore" 3D models from the other side of the camera to achieve a more beautiful expression, which would be impossible in games since the animation always has to be viewed from multiple perspectives. The only similarity to film animation can be found in cutscenes, where the conditions are similar to the film approach, but gameplay animation requires high technical precision.

On the other hand, Đukić emphasized that despite the technical differences, in both media the key story and emotions conveyed by animation are crucial: “We are storytellers, regardless of the medium. Our task is to convey emotions and connect with the audience, whether it's through a film or a video game.” According to him, there are many technical differences, but the fundamental task of the animator remains the same – to create an emotional connection with viewers or players.

Workflow and technological tools

Dizdarević, who works as a lead character artist on the game SCUM, detailed the workflow process of character creation for video games, including the use of high poly and low poly models, texturing, rigging, and optimization for different devices. Dizdarević explained how game models must be adapted not only to the technical requirements of the game but also to hardware limitations: “In the game SCUM, we use a LOD system (Level of Detail), which reduces the number of polygons and texture resolution depending on the distance of the player from the object, allowing the game to run smoothly even on weaker computers.”

He also emphasized the importance of communication between different teams, including animators, programmers, and testers, to ensure that everything works in the game: “We have meetings every week to track progress, and teamwork and constant communication are key to solving technical problems and bugs that arise during development.”

Crunch time and working conditions

One of the themes that is often present in the gaming industry is crunch time – an intense period of work before the launch of a game or a major update. Dizdarević confirmed that crunch is inevitable in the video game industry, especially before important events like trade shows and the launch of new game versions: “Every time a new update is released, we have a mini crunch, and when we are preparing for larger events, like presentations at the E3 fair, we know we can work for three days straight to have everything ready.”

In the film industry, according to Đukić, crunch time is less present, but there is still pressure to complete the work on time: “In movie animation, the process is layered, but once a certain phase is locked, there is no turning back. Every mistake at the beginning later comes at a high cost, which drives us to precision at every step.”

Technological progress

The panelists also spoke about the tools and software they use in their work processes. Dizdarević mentioned that, despite the advancement of technology, he still uses the same tools as he did nine years ago: “It is not technology that makes models better, but the progress of the artists themselves. Over the years, we gain experience and develop skills, which reflects in the quality of our models.”

Đukić, who works in both the film and gaming industries, highlighted how the emergence of Unreal Engine has transformed the way they work: “Unreal Engine allows us to experiment with light and scenes in real-time, which is a huge advancement compared to older methods where we had to wait several minutes for a scene to render.” He emphasized that the transition to a real-time pipeline has helped speed up production and provided creators with greater flexibility.

AEON Production – Misfits Biscuits

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Pred prepunim dvoranama održana konferencija Blender: Film & Games 2024 https://www.indie-games.eu/en/odrzana-konferencija-blender-film-games-2024/ https://www.indie-games.eu/en/odrzana-konferencija-blender-film-games-2024/#respond Mon, 07 Oct 2024 20:12:43 +0000 https://www.indie-games.eu/?p=16168 Prvo izdanje konferencije Blender: Film & Games otvorilo je brojne aktualne teme kroz panele i prezentacije mnogobrojnih stručnjaka.

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Prošli tjedan, na Sveučilištu Algebra u Zagrebu, održana je prva konferencija koja spaja film i gaming, Blender: Film & Games! Brojni domaći i inozemni stručnjaci, predstavnici obje industrije, podijelili su dobra i loša iskustva, novitete i izazove s kojima se susreću.

Prvo izdanje konferencije Blender: Film & Games otvorilo je brojne aktualne teme kroz panele i prezentacije mnogobrojnih stručnjaka audiovizualne i gaming industrije. Na samom početku konferencija je otvorena protokolarnim govorima organizatora i domaćina Sveučilišta Algebra, Ministarstva kulture i medija, te ravnatelja Hrvatskog audiovizualnog centra. “Nakon pet izdanja konferencije PROFilm Days u šestu godinu ušli smo zajedno s gaming industrijom, što se pokazalo kao logičan slijed i vrlo uspješno i nužno povezivanje dva sektora i to s više od 80 govornika”, rekla je Mia Pećina Drašković, voditeljica Zagrebačkog filmskog ureda koji je ujedno i organizator konferencije.

Benjamin Noah Maričak, voditelj ureda Games Croatia koji je osnovan ove godine pri HAVC-u, a koji je uz filmski ured također organizator, naglasio je kako je ova konferencija bitan kotačić u razvoju audiovizualne industrije i prva takve vrste održana u Hrvatskoj. Christopher P. Marcich, ravnatelj HAVCa, otišao je korak dalje i rekao da je ovo svjetska premijera takve konferencije, jer na primjer Španjolska također pokreće sličnu konferenciju ali tek kroz nekoliko dana pa smo mi ipak prvi. Krešimir Partl, Državni tajnik Ministarstva kulture i medija čestitao je organizatorima na uspješnom povezivanju filmske i naglasio kako HAVC od 2021. godine sufinancira razvoj i proizvodnju videoigara, a posebno je izrazio zadovoljstvo projektom Games Croatia.

Location manageri, Naomi Liston i Klaus Grosse Darrelmann, koji su odabirali lokacija za filmove kao što su The Grand Budapest Hotel, Game of Thrones, Red Sparrow i The Northman, na svom panelu pričali su o izazovima s kojima se susreću na lokacijama koje nemaju nikakvu infrastrukturu, ali su savršena podloga za stvaranje budućeg filmskog hita. Oni će ostati u Hrvatskoj punih deset dana te će obići Hrvatsku, od Slavonije do Dalmacije, jer su u potrazi za lokacijama za njihove nove projekte. Naomi je naglasila da priprema sezonu 2 projekta kojeg je nedavno završila i da sada traži krajolike bez civilizacije i  povijesnu arhitekturu kao što su drvene kuće, dvorci i sl. te joj je Hrvatska vrlo zanimljiva lokacija.

Prvi hrvatski igrani film o legendi sporta – Dražen, panel je koji je najavio premijeru filma o Draženu Petroviću koja će se dogoditi 22.10.2024., na Draženov 60. rođendan. Producenti Ivor Šiber i Ljubo Zdjelarević naglasili su da ne rade film o košarkašu Draženu Petroviću već o njemu kao čovjeku, te da će upravo zato većina filma biti o njegovom životu, a manji dio samo igranje košarke.

Na konferenciji je prikazan prvi kratki hrvatski film koji je osvojio Zlatnu Palmu u Cannesu, Čovjek koji nije mogao šutjeti, te je ostavio sve gledatelje bez riječi. Ovo remek-djelo hrvatske kinematografije posljednjih je mjeseci u fokusu svih medija, a na konferenciji je redatelj filma Nebojša Slijepčević objasnio da mu je želja bila da priča komunicira s današnjim vremenom te objasnio da je dokumentaristički pristupio projektu i kombinirao stvarne događaje i fikciju. Na kraju panela je najavio da radi na novom, ovoga puta, dugometražnom filmu koji će biti adaptacija jednog poznatog suvremenog romana.

Roblox, platformu za online igre i sustav za stvaranje igara i kako promovirati svoj film na toj značajnoj platformi objasnio nam je scenarist Branko Ružić, koji je u sklopu konferencije održao i radionicu scenarija u trajanju gotovo četiri sata. Sve tri radionice koje su se održale u sklopu konferencije bile su popunjene do zadnjeg mjesta.

Mladen Đukić (BIH), vlasnik Aeon Production i animator te jedan od govornika nije krio oduševljenje konferencijom: ‘Velike pohvale za organizaciju, kvaliteta tema i panelista me je ostavila prikovanog za stolicu svo vrijeme konferencije. Panel o animaciji kao vezi između filma i video igara na kojem sam sudjelovao je pokazao koliko su bliske ove dvije industrije, ali i da developeri i animatori moraju više i ranije komunicirati’.

Panel pod nazivom Svjetski uspjesi hrvatskih video igara izazvao je poseban interes svih posjetitelja, a Mario Mihoković, CEO LGM & Overseer Games objasnio je važnost konferencije: ‘Na današnjem događaju na Sveučilištu Algebra sjajno je bilo vidjeti interes polaznika i publike za game development općenito. Taj se interes samo povećava što mi je posebno drago za vidjeti. Svi su imali prilike čuti iz prve ruke kako industrija funkcionira iznutra, a dodatnu vrijednost su dodale konkretne igre prezentirane u sklopu eventa. Gosti su na jednom mjestu mogli čuti iskustva veteranskih developera iz Hrvatske, a također i vidjeti igre koje ovdje nastaju te se osvjedočiti u korisnost potpora koje ovakvim projektima stižu iz HAVC-a, Algebre i ostalih institucija. Da su ovakvi događaji i potpora postojali kada smo mi počinjali, bilo bi to od neprocjenjive vrijednosti.’

Posljednji panel, od ukupno 19 s više od 80 predavača, najavio je premijeru hrvatske teen serije pod nazivom SRAM, a koja je adaptacija norveškog svjetskog hita SKAM. Hrvatska inačica ove popularne serije prije desetak dana je završila sa snimanjem, te će se prva sekvenca prve epizode (svaka epizoda ima pet sekvenci) 22.10. objaviti na You Tube kanalu, društvenim mrežama i službenoj web stranici serije. Seriju proizvodi CGM Films za HRT, a na konferenciji su Ivan Lovreček producent CGM Films, Maja Fišter urednica projekta, HTV i prof. Mirnada Novak s Edukacijsko – rehabilitacijskog fakulteta objasnili važnost serije za mentalno zdravlje mladih kroz teme koje su njima bitne, a do kojih su došli intenzivnim razgovorima i pripremama upravo s teenagerima tijekom više od dvije godine. Naglasili su da već sada imaju golem interes mladih za seriju te da su svjesni da HTV godinama nije nudio sadržaj za tu dobnu skupinu. SKAM je svoju adaptaciju do danas imao u 10 zemalja, dok se u Francuskoj snima već 13. sezona.

Prvi dan karijera u audiovizualnoj industriji prošao je više nego odlično i uz brojne posjetitelje, učenike, srednjoškolce i studente, koji su se interesirali za svoje buduće zanimanje kako u filmu tako i u gamingu i to na devet info pultova raznih tvrtki i obrazovnih institucija (ADU, Algebra, Vern i PISMO).

Mislav Balković, rektor Sveučilišta Algebra po završetku konferencije ponovio je važnost edukacije u gameing industriji: „Podcijenili smo moć hrvatske IT industrije u privlačenju mladih ljudi i otvaranju novih radnih mjesta. Iskustvo nam je pokazalo da preko 87% studenata Algebre već za vrijeme studija pronalazi posao, zato je važno da kroz prijediplomski studij namijenjen razvoju računalnih igara damo dodatan doprinos game development industriji. Naš program odlično se nadopunjuje na srednjoškolski strukovni program koji već postoji u Sisku. Želimo Hrvatsku pozicionirati kao zemlju predvodnicu razvoja game developmenta u ovom dijelu svijeta, a pokretanje stručnog studija prvi je korak u tom smjeru.“

Za kraj, konferenciju je nabolje opisao Jan Juračić, narativni dizajner: ‘Konferencija je bila uspješna sinergija dvije discipline. Tko nije otišao inspiriran, nije obraćao pažnju!’

Ovim putem još jednom zahvaljujemo Gradskom uredu za kulturu i civilno društvo, HAVCu i TZGZ na financijskoj podršci konferencije, te svim sponzorima i medijskim pokroviteljima. Sva predavanja uskoro će biti dostupna na službenoj web stranici konferencije www.blenderzagreb.eu, a sve dodatne informacije o snimanjima u Zagrebu pratite na društvenim mrežama Zagrebačkog filmskog ureda.

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Hrvatski developeri na svjetskoj sceni: Inspirativne priče iz gaming industrije https://www.indie-games.eu/en/hrvatski-developeri-na-svjetskoj-sceni-inspirativne-price-iz-gaming-industrije/ https://www.indie-games.eu/en/hrvatski-developeri-na-svjetskoj-sceni-inspirativne-price-iz-gaming-industrije/#respond Sun, 06 Oct 2024 10:48:35 +0000 https://www.indie-games.eu/?p=16109 Na konferenciji Blender: Film & Games, održan je panel pod nazivom Svjetski uspjesi hrvatskih videoigara.

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At the Blender: Film & Games conference, a panel titled "Global Successes of Croatian Video Games" was held, featuring some of the most prominent representatives of the Croatian video game industry. Speakers Ivan Murat (Nanobit), Davor Hunski (Croteam), Boris Barbir (Pine Studio), Mario Mihoković (LGM & Overseer Games), and Tomislav Uzelac (2X2 Games) shared their experiences, challenges, and successes in the world of video game development. The discussion covered topics such as the challenges faced by local developers, the importance of passion in game development, financial models, and balancing creativity with the business aspect.

Source: HAVC

Passion as a Driving Force

One of the key topics of the panel was the passion for video game development, which often transcends all challenges in the industry. Murat from Nanobit emphasized that the video game industry requires a lot of work and effort, especially in the early stages of a career: “If you want to do something that makes people happy, something that will bring a smile to their face, then work in gaming. But don’t expect an easy start – it takes a lot of hard work and passion.” Murat added that success often comes from teams putting in more than expected and not giving up on the challenges that come with game development.

Hunski from Croteam agreed, highlighting that the key to success is working out of love: “Our team operates like a hippie commune – we do what we love, and when you see that people enjoy your games, it gives you extra passion and motivation. We don’t use work control mechanisms; our team works because they want to, because they love their job.” According to Hunski, the creative process is crucial, but it requires hard work and constant adaptation to the market, while simultaneously allowing for the development of unique ideas.

Challenges of Financing and Maintaining a Business Model

The panelists also discussed the challenges of financing projects and making tough business decisions. Mihoković from LGM & Overseer Games shared his experiences regarding financial difficulties and balancing creativity with commercial success. He emphasized that although financing projects can be challenging, their team succeeds because they are focused on simple, clear goals: “We are like aunts at the market – we have a good product, if the price is right, people will buy it.”

On the other hand, Murat spoke about the importance of recognizing the moment to stop game development. He considers this aspect one of the hardest for any developer: “One of the hardest things is knowing when to stop a project and not continue investing time and money into something that may not succeed.” He highlighted how crucial it is for developers to be able to make tough decisions in a timely manner to avoid greater losses.

Game development in line with the market and audience

Uzelac from 2X2 Games emphasized how important it is to know your niche and audience. According to him, simply making a good game is not enough: "There are plenty of phenomenal games that have absolutely failed because they couldn't reach the right audience. It's not enough to make a game, release it into the world, and hope for the best. You have to listen to players and adapt to their feedback." Uzelac highlighted the importance of market research before starting a project, which allows developers to identify their users and their expectations.

Barbir from Pine Studio added to this, mentioning his own experience where their projects went through various stages of development and adaptation: "We started with mini-games that we sold without our name anywhere on them. Our goal was to learn and improve until we were ready for bigger projects." This approach allowed them to gradually rise in the industry, and later they managed to have their games among the most popular on platforms like the App Store and Google Play.

Long-term planning and goals

The speakers agreed that one of the biggest challenges for game dev studios is to maintain a <strongstrong long-term vision and not lose focus</strong. Murat emphasized that the key to long-term success is not only developing games but also investing in people and creating a sustainable work atmosphere: “Game development is not a sprint, but a marathon. It is necessary to build teams that can endure long-term projects, and this is achieved through a stable work culture and constant investment in employee development.”

Uzelac also added that it is crucial to set realistic goals for each project: “You need to know what you want to achieve, but also when it’s time to finish the project,” he said. Sometimes the biggest challenge is recognizing when it's necessary to abandon an idea that isn’t yielding results, which is a skill that, according to Uzelac, is difficult to acquire but essential for long-term success.

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Gloomy Eyes i Paws of Fury predstavljaju izvanredne primjere kako pretvoriti filmove u videoigre https://www.indie-games.eu/en/filmovi-gloomy-eyes-i-paws-of-fury-postaju-videoigre/ https://www.indie-games.eu/en/filmovi-gloomy-eyes-i-paws-of-fury-postaju-videoigre/#respond Sat, 05 Oct 2024 14:57:55 +0000 https://www.indie-games.eu/?p=16095 Hrvoje Mitić shared his experiences with two large projects he worked on.

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At the Blender: Film & Games conference, during the panel Crossmedia and Transmedia: from film to video games and from video games to film, Hrvoje Mitić, director and co-founder of GamesCo. London, an independent consulting company supporting game developers, spoke about the challenges and successes in developing projects that cross the boundaries between different media – films and video games. During the panel, Mitić shared his experiences with two major projects he worked on: Gloomy Eyes and Paws of Fury, which are excellent examples of crossmedia adaptation.

Gloomy Eyes – from VR film to game

One of the projects Mitić worked on was Gloomy Eyes, an experimental VR film from 2019 originally produced by the French studio Arte. This film, narrated by Colin Farrell, offers a unique experience in virtual reality, and Mitić's team got involved in the project with the aim of adapting it into a video game.

Gloomy Eyes managed to convey the specific atmosphere of the film, reminiscent of Tim Burton's style, into the world of video games. "We worked on the project with a small, focused team of 10 to 12 people, and within 15 months we completed a game that contains five hours of gameplay," says Mitić. Although the game's style is somewhat comparable to the indie hit Limbo, Gloomy Eyes retains its unique tone and atmosphere.

Gloomy Eyes: The Game tells the story of Gloomy, a mysterious zombie boy, and Nena, a young girl. Using the unique abilities of Gloomy and Nena, players must solve puzzles and help the heroes in their quest for the return of the sun. They will discover a unique story about loneliness, diversity, and love while solving various puzzles in this dark and poetic narrative game. This title is set to be released in 2025 for PC via Steam.

Paws of Fury – big challenges with a larger project

The second project, Paws of Fury, was much more ambitious, with a larger budget and a more complex production. This film, which according to Mitić started as a series of storyboards back in 2018, featured big stars like Samuel L. Jackson, Ricky Gervais, and Mel Brooks. The film was originally titled Blazing Samurai, inspired by Brooks' 1979 classic, Blazing Saddles and follows the story of a dog who wants to become a samurai in a world of cats, alluding to social issues like racism.

 “A fantastic film. I call it triple indie because it’s not quite on the level of Disney animations. The film wasn’t even fully finished, and we had already started working on the game,” recalls Mitić. This project, with a budget of 40 million dollars, found itself in a gray area between major studio productions and independent films, which created additional problems in distribution and production.

Unfortunately, there is still not much information about the game, but Mitić revealed that they are in the final stages of production and that we could soon learn more details about it.

Ključne odluke u razvoju igre

When adapting these films into video games, teams had to make important decisions regarding game mechanics and design, taking into account budget and time constraints. Mitić explained that when taking on the Gloomy Eyes project, there was a clear vision of how to adapt the film into a game, and they had to simplify certain design elements to deliver a quality product within the limitations. "Although we had restrictions, sometimes they are a good thing because they guide us and prevent us from wandering in too many creative directions," Mitić explains.

For the Paws of Fury project, the freedom they had in game development brought many opportunities on one hand, but on the other, also certain difficulties. "Perhaps we rushed in some parts of the project, which later created problems," admits Mitić. Despite this, the team is satisfied with the final result and believes that the game will find its audience.

Each adaptation carries technical, creative, and production challenges, but also an opportunity for innovation and creativity. In the case of Gloomy Eyes and Paws of Fury, Mitić's team managed to retain the key elements of the atmosphere of the original films while adapting those stories to the interactive world of video games. Crossmedia and transmedia projects like these demonstrate that the boundaries between different media are becoming increasingly flexible.

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Bili smo na Blender: Film & Games konferenciji u Zagrebu https://www.indie-games.eu/en/bili-smo-na-blender-film-games-konferenciji-u-zagrebu/ https://www.indie-games.eu/en/bili-smo-na-blender-film-games-konferenciji-u-zagrebu/#respond Fri, 04 Oct 2024 18:59:20 +0000 https://www.indie-games.eu/?p=16056 U petak je uspješno privedena kraju prva Blender: Film & Games konferencija.

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The Blender: Film & Games conference, which brought together over 80 speakers and around a hundred participants in several halls of the Algebra complex in Zagreb, successfully concluded this Friday.

The program started at 9 AM and ended with a late-night gathering at the Old School bar. In addition to various panels on interesting topics, three workshops were held, as well as the AV Career Day – a special program aimed at anyone wanting to learn more about finding jobs in the film and video game industries. With rich content and the presence of many well-known faces from these industries, the Croatian film and gaming scene perfectly connected, creating a new platform for discussion on current topics.

The interesting panels that attracted attention were Crossmedia and Transmedia: from film to video games and from video games to film, with speakers Aleksandar Gavrilović (Gamechuck / CGDA), Hrvoje Mitić (Games Scout), Ivan Murat (Nanobit), Peđa Čačić (Protopixel), and Dr. Ilija Barišić. Additionally, the panel Global Successes of Croatian Video Games gathered Boris Barbira (Pine Studio), Davor Hunski (Croteam), Tomislav Uzelac (2X2 Games), Murat (Nanobit), and Marijo Mihoković (LGM & Overseer Games).

In addition to the mentioned panels, the following games were also presented: The Dunkers (Pet Rusa), Dark Queen (Downtown Game studio), Bura: The Way the Wind Blows (Tiny Meow studio), and Professor Baltazar (Gamechuck).

The Blender conference was organized by the Zagreb Film Office and Games Croatia (HAVC), with the aim of developing the Croatian video game industry at all levels. The conference was held with the support of partners such as Algebra University, the City Office for Culture, the Zagreb Tourist Board, and numerous film and gaming associations, including HDFK, HDFD, CGDA, and the Croatian Esports Federation.

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Veselin Krstovski približit će Motion Capture tehnologiju na Blender: Film & Games konferenciji https://www.indie-games.eu/en/veselin-krstovski-dolazi-na-blender-film-games/ https://www.indie-games.eu/en/veselin-krstovski-dolazi-na-blender-film-games/#respond Wed, 02 Oct 2024 21:29:54 +0000 https://www.indie-games.eu/?p=16008 Veselin Krstovski is a Croatian expert in Motion Capture (MoCap) and Performance Capture.

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Veselin Krstovski is a Croatian expert in Motion Capture (MoCap) and Performance Capture, as well as an actor specializing in roles in video games and film production. He will participate in a group panel titled Actor for All: voice acting, motion capture, and performance capture at the Blender: Film & Games conference.

His experience in this technique includes the use of special sensor suits that record the movements of actors, and this data is then used to animate characters in digital projects. He works as a MoCap producer at the Digital Kinetics studio in Zagreb, one of the most advanced motion capture studios in the region. The studio is equipped with top-notch technology, including Vicon Valkyrie cameras, allowing for high precision and quality of recorded movements.

Krstovski is also known for his work on numerous projects in the video game industry, as well as for film and advertising campaigns, and he actively participates in educational workshops and presentations on MoCap technology.

After five successful editions of the PROFilm Days conference, the Croatian film and video game industries are merging to create a new platform for discussing current topics – Blender: Film & Games. The conference will be held on October 4, 2024, at Algebra University, and the panels and workshops are free for all interested participants, with prior registration open until October 3 at 6:00 PM via this link. The program will take place across two stages and in workshop rooms, while the lobby of Algebra University will host the AV Career Day, providing interested participants with information on career opportunities in the audiovisual industry.

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Hrvatski filmski redatelj Nebojša Slijepčević dolazi na Blender: Film & Games https://www.indie-games.eu/en/nebojsa-slijepcevic-dolazi-na-blender-film-games/ https://www.indie-games.eu/en/nebojsa-slijepcevic-dolazi-na-blender-film-games/#respond Tue, 01 Oct 2024 21:37:10 +0000 https://www.indie-games.eu/?p=15967 He will take part in the panel entitled The Man Who Couldn't Be Silent - the first Croatian film to win the Palme d'Or in Cannes!

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Nebojša Slijepčević is a Croatian film director and screenwriter, known for his work on documentaries and films that often address socially sensitive topics. He will participate in a panel titled The Man Who Could Not Be Silent – Croatia's Candidate for the 97th Academy Award and the first Croatian film to win the Palme d'Or at Cannes! at the Blender: Film & Games conference.

He graduated in film directing from the Academy of Dramatic Art in Zagreb. He has made a name for himself as the author of documentary films such as Gangster te voli (2013) and Srbenka (2018), which have been screened at numerous international film festivals. For Srbenka, which deals with themes of war trauma and national identity, he has won many awards, including the annual state award Vladimir Nazor for the best film achievement in 2018.

His work is characterized by an exploration of complex interpersonal relationships and social issues, often reflecting on events from Croatia's wartime past and the region. Slijepčević's latest film, The Man Who Could Not Be Silent, won the prestigious Palme d'Or at the Cannes Film Festival in 2024, making him the first Croatian director to achieve this.

After five successful editions of the PROFilm Days conference, the Croatian film and video game industries are merging to create a new platform for discussing current topics – Blender: Film & Games. The conference will be held on October 4, 2024, at Algebra University, and the panels and workshops are free for all interested participants, with prior registration open until October 3 at 6:00 PM via this link. The program will take place across two stages and in workshop rooms, while the lobby of Algebra University will host the AV Career Day, providing interested participants with information on career opportunities in the audiovisual industry.

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