Posts Tagged ‘garagegames’

Brett Seyler Interview on Gamasutra

Posted in Game Development on February 19th, 2010 by Administrator – Be the first to comment

There is an interview with Brett Seyler at Gamasutra. He discusses why he left GarageGames to go to Unity3d, and what he would have done if the opportunity to work with them wouldn’t have been available. An interesting read.

Brett still posts on the GarageGames forums (or TorquePowered, depending whether the new name catches on). Keeping tabs on the competition I guess :-)

Unity Technologies hires former Torque Exec Brett Seyler

Posted in Game Development, Technology, Work on January 7th, 2010 by David – Be the first to comment

Unity Technologies has hired Brett Seyler, who oversaw Torque engine development for InstantAction and GarageGames, to serve as its VP of strategy. After Brett Seyler announced that he was leaving TorquePowered (former GarageGames), nobody thought he was leaving for a direct competitor.

In the torrent of comments following his blog, Brett indicated indirectly that he already had a next challenge in mind, but he didn’t specify. It was assumed throughout the Torque community that he would follow in the footsteps of his former GarageGames colleagues now at Pushbutton Labs. That company was founded by the former GarageGames owners, after the sale to Interactive corp. In fact, it was at that time that Brett took over daily operations at GarageGames.

The move to Unity3d is both a surprise and a read more »

First Alpha release of Torque3D 1.1 released

Posted in Game Development, Torque Game Engine on November 24th, 2009 by Administrator – Be the first to comment
Torque Powered

Torque Powered

Alpha Release – quicker than expected

Garagegames has just posted the first Alpha of Torque3D on the website for the current licensees of Torque3D Professional. This was a surprise for many, as the current communications coming out of Garagegames were all around the ongoing development of Torque2D, the successor to the Torque Game Builder.

Not much was known in advance about what was going to be in the Torque3D 1.1 release, and some rumours were that it would be a paid upgrade. I was happy to see that it wasn’t the case.

New Features

While Torque3D 1.0 was quite stable, quite some features scheduled to be added later.Some features, like the road editor, felt a bit light on features at the beginning. That has been remedied, and much quicker than any of us could have hoped. Let me give you some highlights of what’s coming: read more »

GarageGames stops selling legacy engines on 1 November

Posted in Game Development, Torque Game Engine on October 8th, 2009 by David – Be the first to comment

Along with the official announcement about the release of Torque3D 1.0, the Garagegames website also mentions casually that as of November 1st, they will no longer be selling their ‘older’ engines such as TGE or TGEA.

It makes sense business-wise to try to force your customers towards your new product. Microsoft is doing it quite vigorously with each new release of Windows or Office, so GarageGames isn’t doing something unheard of. The problem which has lead to the outcry of the community is that new licensees are looking at a price hike of 7 times the original price for the original Torque Game Engine (TGE) (150 USD to 1000 USD). read more »

Torque Game Builder 1.7.4

Posted in Torque Game Builder on August 20th, 2008 by David – Be the first to comment
Torque Powered

Torque Powered

As I tried to download the newest version of the Torque Game Builder (TGB) yesterday evening, I was greeted by a new version (1.7.4). There hasn’t been an official announcement of this release, but I’ll try it out ASAP.

Torque Game Builder (TGB) 1.7 released

Posted in Games, Torque Game Builder on January 31st, 2008 by Administrator – Be the first to comment

GarageGames logoGaragegames seems to be very active at the moment, as only a few months after the 1.6 release, we are spoiled with the 1.7 release.
Looking at the changelog below, I notice the Collision Polygon and the Linkpoint editors, which are the only reasons this is a new release. If it had been only bugfixes, I would have expected a 1.6.1 version.
read more »