Birth of a Game

The trials and tribulations of starting a new game company

AmmoMule Keep your ammo cool…and your bacon hot!

March 7th, 2010




Uber releaed a new video for Monday Night Combat, a third person class based shooter for Xbox Live Arcade that will be out later this year.

The AmmoMule video showcases a battle between Gunner and Support and one of thirty fictitious sponsored upgrades that players can buy for each of the six character classes in Monday Night Combat XBLA.

The AmmoMule upgrade increases clip size for any weapon and character class.

AmmoMule,  “Keep your Ammo cold… and your bacon hot”  Official Cooler of Monday Night Combat

Ammo Hi-Fiving Bacon

Ammo and Bacon, friends for life.

Video Details:

The video was produced in house with a small team at Uber and rendered in real-time through the game engine using game assets with 2d overlays done in post.  The music was produced by Chris Velasco and Robert Navarro of Monarch Audio who composed music for God of War 1, 2, 3, Darksiders and Borderlands.  Banjo and steel stringed guitar played by Bill Knopf, a former banjo player for the original Dukes of Hazzard TV Show.  Did we mention that we love bacon.

Comments


*UPDATED* Uber ships off animator to CliffyB and Epic

February 3rd, 2010

Earlier this week Uber released a video featuring AZO our resident animator on Monday Night Combat for XBLA and Part Time Wall Running Ninja.

After the video went out to the masses CliffyB from Epic had this to say:

http://bit.ly/9voOg1 – Hey, awesome animator guy will you please come work at Epic?


Being big fans of CliffyB and his fast cars and cookies, we had no choice but to oblige his request.  How could you not, its CliffyB!! <3   So we’re all saying goodbye to AZO as we pack him up with enough food for the three week boat ride to lovely Cary, North Carolina.  Wish you well AZO and we can’t wait to see what you do with Gears of War 6.

Uber ships animator off to Epic and CliffyB

**UPDATE**

Apparently we forgot to put enough $0.41 cent stamps on AZO’s shipping box.  So after several weeks traveling across the US and almost to Cary, North Carolina, he was shipped back to us.  AZO told us it was a fun trip but he enjoys working at Uber.  He’s decided to stay as long as we keep paying him in cardboard boxes.

We started getting pictures back from his trip from various people across the US, so if you spotted him please post your pics on our forum here:

http://www.uberent.com/forums/viewtopic.php?f=13&t=457&start=0

sent to us by Bambi outside of Vegas

Ray in Colorado sent this pic in


UBER REVEALS MONDAY NIGHT COMBAT

January 15th, 2010

Kirkland, WA, January 15th, 2010 – Uber Entertainment, Inc. today announced Monday Night Combat, their forthcoming game for Xbox Live Arcade. Monday Night Combat is a class-based, third-person shooter… and the most popular lethal sport of the future! It blends intense combat, finishing moves, and gameshow-like challenges and rewards to produce an action experience unlike any other. Why fight for “honor” or “duty” when you can fight for the real American dream: cash, fame and endorsements?!

Big Money! Big Prizes!
Players who drive the fans wild and catch the eye of corporate sponsors will win cash and prizes that can be used to upgrade their weapons and their defenses.

Blitz

Blitz allow players to defend their Money Ball against armies of robots by themselves or with up to three of their closest friends over XBOX Live

Crossfire

Crossfire pits teams of players against each other over Xbox Live. Each team is supported by an endless stream of robots fighting on their behalf; overwhelming your opponent’s stream will be the key to your success!

Six Unique Character Classes
Each Pro caters to their unique style of play and comes with their own set of upgradeable skills.  Customize those skills and abilities even further with a variety of unlockable products and “My Pro” create-a-class feature.

Career
Extensive career meta-game gives players lots of room to enhance their Pro and show off their gaming prowess.

Contact
media@uberent.com

Uber Entertainment, Inc. is a privately held video game development company headquartered in beautiful downtown Kirkland, WA. Founded in March of 2008 by veteran developers, Uber Entertainment is working on an amazing blend of awesome technology and innovative gameplay. Team members have worked on many platforms including PC, PS1, PS2, GCN, Xbox, 360, PSP, Wii, and iPhone. Additional information about Uber can be obtained through the Uber Entertainment Web site at www.uberent.com.

Debut Trailer
http://www.youtube.com/watch?v=Nfw3aml0Sss


AZO’s 2009 Reel is here!

December 20th, 2009


Thanksgiving

November 26th, 2009

In the spirit of Thanksgiving I'd like to share some things
I'm thankful for. I give thanks to my wife for believing in me and supporting
my decision nearly two years ago to leave my job to start Uber despite having
just given birth to our second child. I’m thankful for the support of friends
and family during the startup process. I give thanks I now live in this
beautiful part of the country and how easy my wife and I have found it to make
great friends and to feel we have family locally, even though our actual
families are thousands of miles away. I'm thankful Uber has me surrounded by
incredibly talented and passionate people, and I'm thankful we live in a
country that provides the opportunity to transform that talent and passion into
success through honest and hard work. I give thanks for our men and women in
uniform, without whom we would have no such opportunity. I’m thankful for our
firefighters, police officers, volunteers, and all servicemen and women who keep us safe.
Uber Entertainment wishes you all a very Happy Thanksgiving.


We are hiring!

November 18th, 2009

Uber is looking to hire a gameplay programmer.  

Requirements:

  • Experience shipping at least one game title or a solid game mod.
  • Exceptional programming and debugging skills across a range of languages including C++ and Unrealscript.
  • Exceptional sense of game design and the ability to implement and contribute gameplay ideas.
  • Strong teamwork skills.

We offer a very strong benefits package including fully paid health
insurance, 401k, a generous bonus plan and a fun team environment.

If you are a superstar and want to find out more please email jobs@uberent.com.


HUD Design

November 12th, 2009

We had a good HUD design meeting today. We've decided to use this as our inspiration:

Wolf_new_hud_revision_06a

As you can see it conveys all information the player could possibly need without any overlap. Really impressive!


To Tweet

November 5th, 2009

Several of us have set up work twitter accounts for game and company related info as we gear up for some exciting stuff coming down the pipe. You can find:

  • Bob "o" Berry @ooo27
  • Eka (he's like Sting) @ekanaut
  • John "Scathis" Comes @johncomes
  • Jon "Neutrino" Mavor @jmavor
  • Caryn "Hellchick" Law @UberClaw
  • Tim Cox @helmettester
  • Logan @XShadowStormX
  • Raf @huskypants
  • Brett @Brett_Holton
  • Azo @AzoUber (also check out his YouTube channel azoazotube)

Major news broadcasts will also come from @uberent .


GMail the Bug Tracker?

September 8th, 2009

Some recent discussions here along with
our current ramp up has had me thinking about our own bug / issue
tracking, which so far has simply been a shared Google Spreadsheet.
This has worked perfectly fine for our small team in prototyping /
prepro, but is not expected to scale. I've been wondering if there's a
way we could make GMail work as a bug database. It seems like it's
nearly the perfect tool:

    * Web based

    * Labels, which are far superior to categories / folders

    * Excellent search

    * Discussion history on bugs

    * Quick / easy / familiar interface

    * Supports attachments for screenshots etc

The main trick would be getting the workflow right in a multi-user
environment. So here's my brainstorm on the main activities associated
with bug management and how they might (or not) map to GMail.

Describe a bug

Presumably we have an email account (a real gmail user). Submitting
a bug is simply writing an email from your work account to the bug
tracker user. Subject is the short description, Body is the long
description / repro steps / attached screenshots etc.

Store the bug info

Since all emails go to the bugtracker user, that's the database.

Categorize a bug

Categorization is done via GMail labels. This is a bit tricky since
labels wouldn't synchronize correctly if the tracker was forwarding things to you, or if you were pulling stuff via pop/imap. I do
think that it's possible to actually synchronize changes among the team
by writing a google gadget or something, but I'm exploring how we might
be able to do this with nearly 0 implementation effort. So in order to
label stuff, do queries on labels, and perform most other management
people would need to be logged into the bugtracker@OurCompany.com
account. This is problematic for us since we use Google Apps for domain
to host all our work email and you can't be logged into both your work
account and the bug account simultaneously. Not an issue if you don't
use gmail for work, but we'd need to create another Google Apps account
with a different domain like OurCompanyBugs.com. We'd probably want to
do one tracker per project, so projectX@OurCompanyBugs.com. Fortunately this is trivial.

Assign a bug

This is actually just a specialized form of categorization. Each
team member is a label name. Assignment occurs by labeling the bug with
one more user labels.

Get a list of bugs assigned to me

Click on your name label. Done.


Get a list of bugs assigned to all programmers that are less
than 6 months old but only if they were assigned on a Friday (or some
other complicated search)


Write the query once and save it off with the Quick Links gmail
labs add-in. There's other label features that could be useful like
SuperStars for indicating severity icons etc.

Comment on a bug

Reply to the email. Also has the nice side effect of bubbling the conversation to the top of the inbox.

Close a bug

Again, just a label. Archiving the email thread removes it from the
Inbox (which is just another label). So open/closed status is simply
whether or not it has the Inbox label.

Any comments, suggestions, and more importantly reasons why this might not work at all are appreciated. :)


Listen To Your Partners

August 31st, 2009

The partners we work with are very large corporations that have a wealth of experience, knowledge, and insight into aspects of our industry that we sometimes do not. It's therefore important we listen to them when they offer to share such knowledge. I've seen other businesses treat their business partners as the enemy and I wonder how any business gets done at all under such adversarial tension. Typically these relationships are one-off and disintegrate at the conclusion of the project. Our philosophy from the start has been quite the opposite. Our strategy is to be the best partner we can possibly be in all relationships so that repeat business is not just possible, but desirable from both ends.

We showed our game recently to one of our partners and got some feedback that, if acted upon, would probably set us back a month or two in production, add risk/scope to the project, and possibly just not work at all. The changes did not mesh exactly with the vision, but we saw that with some effort it could be made to work. We had a choice; we could dig in our heels and preach the vision in hopes to convert, or we could put on the Captain hat, listen to our partner, and course correct the vision. Their feedback was coming from a source of experience and data that we did not have access to. Our intuition told us their numbers were off, but by how much was an unknown. We decided to trust our partner, take the calculated risk, and course correct. In the end, I believe we have a better game because of it. It would have been easy for us to dig in and possibly even get offended by the suggestion to alter the vision, but I'm proud of our flexibility and our willingness to do what it takes to take a game from good to great.