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WarChest and Splash Damage Raise Over £4,000 for Special Effect

This weekend, a combined force of Splash Damage and WarChest team members took to the British 10K London event to raise money for Special Effect, a charity dedicated to making games accessible to young people with disabilities.

We're absolutely delighted to announce that our runners managed to raise a total of £2,016 - all via generous donations from family, friends, and, of course, you, our fans. Better yet, all donations are being matched by WarChest and Splash Damage, so we've now ended up with a fantastic grand total of £4,032! All of that will go to the good folks at Special Effect, so they can keep doing what they're doing.

We'd like to extend a huge thanks to everyone who donated and, of course, to all of our runners for putting in the effort! You rock, all of you!

Paul Wedgwood to Discuss Metacritic at Develop Panel Tuesday

If you're attending Develop Evolve in Brighton on Tuesday (that's tomorrow!), keep an eye out for Splash Damage CEO Paul Wedgwood, who'll be discussing Metacritic's impact on gaming and gamers at a special panel there. Titled 'Metacritic Killed the Video Game Score', the session also features journalists Simon Parkin, James Binns (Network-N), and Jon Jordan (PocketGamer), and the chairman of UKIE, Andy Payne. Here's a clip from the session description:

Metacritic scores are now cited in publishing contracts – yet ironically the declining punch of any one magazine or website's opinion is weakening the case for creating quality reviews. At the same time, social media and user-review sites are gaining ground. Where does it leave publishers, developers, retailers – and consumers – who will always want to know if a game is any good?

The 45 minute panel is set to kick off at 14:50 tomorrow, 10 July 2012. You'll need to buy a pass to attend, which'll also give you access to all of other other sessions at Evolve. For more information, visit Develop Evolve's website.

We're Hiring: Mobile Gameplay Programmer Wanted

We're currently growing our mobile development team and are looking for a Mobile Gameplay Programmer to strengthen our ranks. You'll be working closely with our design team to help them realise their goals, and will be able to make significant contributions to our titles. If mobile and social platforms are your specialty, check out the full Mobile Gameplay Programmer job description and get in touch!

Sponsor us at the British 10K London to support Special Effect

This Sunday, we'll be sending a kilometre-hungry contingent of amateur runners to the British 10K London event in order to raise money for Special Effect, the splendid geniuses working tirelessly to make games accessible to people with physical disabilities. The important of their work cannot be overstated, and the difference they make in people's lives is fantastic.

So, we’ll do the Running, with our legs, but it would be utterly awesome if you could do some giving with your fantastic pointing, clicking cursors. To do that, head on over to our Just Giving page, pick your favorite/most attractive person from the list, and leave a donation. Any amount, no matter how small, is a huge help to Special Effect and will ensure that they can keep helping disabled people experience the fun of playing video games.

An Update on our Release Plans for RAD Soldiers

The response to RAD Soldiers has exceeded all our expectations. We’ve had fantastic feedback from around the web on the RAD Soldiers reveal trailer, and the select few that have been able to try the game in person had an absolutely splendid time with it too. We are now rapidly closing in on the light at the end of the development tunnel, and we’d like to give you a quick update on where things are at and what our current plans are for release.

The Sound Design of RAD Soldiers

RAD Soldiers is very different from Splash Damage's previous games, bringing our core values like multiplayer, classes, and deep gameplay to a new platform (smartphones and tablets) and format (turn-based). Going hand-in-hand with all this new-ness also comes a new approach to sound design that's geared towards quick gaming stints on the go. Just what exactly that entails and how it compares to traditional AAA development is being explained over on Designing Sound, with the help of Splash Damage's Sound Designer Andrew Quinn. The piece even includes some sample sounds so your ears can get a small taste of RAD Soldiers. Check it out!

Community Question: Preferred Period of History

Community, over the years we've created multiplayer worlds set in all manner of time periods. We've visited World War II (Wolfenstein: Enemy Territory), near-future scenarios of several sorts (Brink, Enemy Territory: QUAKE Wars), and even flung ourselves into super-futuristic settings (DOOM 3). With so much variety, what we'd like to know from you this week is this:

What period of history is your favourite backdrop for multiplayer shooters?

Do you crave modern combat? Are pew pew laser more your thing? Do you want just a tiny sprinkling of The Future? Cast your vote in this week's poll and do let us know in the comments why your chosen setting ticks all the right boxes for you.

Paul Wedgwood to Deliver Keynote Speech at Rezzed 2012

Paul Wedgwood will be giving the keynote speech at Rezzed, a brand-new event for PC and indie games presented by Eurogamer and Rock, Paper, Shotgun. Titled "Independent, or Bust!", Paul's keynote will shine an intensely bright spotlight of knowledge on Splash Damage's past, present, and future. Among other things, we'll learn how Splash has succeeded for over a decade without running into trouble, and what you can expect from our upcoming projects including the recently announced RAD Soldiers.

Rezzed takes place Friday 6th - Saturday 7th July at the Brighton Centre in Brighton, England. Paul's keynote is scheduled for Saturday and there's plenty of tickets still available at the time of writing. For more information about Rezzed, to buy tickets, and to see what else you can expect from the show, visit the Rezzed website.

The Wolfenfiles: Researching Enemy Territory's Maps, Weapons, and Vehicles

A big part of creating our games is the research that goes into them to ensure everything is consistent, plausible, and authentic. Much of this falls to our Lead Writer Ed 'BongoBoy' Stern, who first joined the company during development of Wolfenstein: Enemy Territory to handle writing and research duties. In light of Wolf ET's 9th anniversary, we thought it'd be fun to share some Wolfentrivia with you, including the events (many of them real!) that inspired the missions in the game, the weapon research, and a few other, previously unknown development nuggets. Take it away, Ed!

Win a Super-Rare Signed Copy of Wolfenstein Platinum Edition

We've got a winner!

Congratulations to lakersforce for winning the Return to Castle Wolfenstein: Platinum Edition signed by the original members of the Wolfenstein: Enemy Territory development team.

Thanks to everyone who entered and shared their favourite Wolfenstein: Enemy Territory moments with us! Stay tuned for more giveaways in the future.

Original Post: Wolfenstein: Enemy Territory was released a staggering nine years ago and we thought we'd celebrate in style by giving away a signed copy of the Return to Castle Wolfenstein Platinum Edition. What makes this copy of the game extra special (and extremely rare!) is that it was autographed by the original members of the Wolfenstein: Enemy Territory team here at Splash Damage, shortly after the game's original release.

So, how can you win it? Just post your favourite moment from a Wolfenstein: Enemy Territory multiplayer match in the comments of this blog post before 23:59 British time on Tuesday (5 June). We'll randomly pick the winner from all of the qualifying entries on Wednesday and put together a special blog containing the best submissions, as well.

If you've never played the game, it's never too early to start - the Wolfenstein: Enemy Territory is a free download and available for Windows, OSX, and Linux.

Good luck!