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Microsoft reveals the first batch of ID@Xbox developers
Microsoft reveals the first batch of ID@Xbox developers
December 4, 2013 | By Mike Rose

December 4, 2013 | By Mike Rose
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    18 comments
More: Console/PC, Indie, Business/Marketing



Although the Xbox One didn't exactly appear very friendly for indie developers earlier this year, Microsoft has most definitely now changed its tune, and today revealed a raft of developers who are developing games for the new console.

Since the company revealed its ID@Xbox program in August, a self-publishing platform that aims to make it easier for devs to make games for Xbox One, it says it has been inundated with requests from devs.

In a post on Xbox Wire today, ID@Xbox's Chris Charla revealed numerous developers who have signed up to the cause, including Vlambeer, Slightly Mad Studios, Double Fine, Team 17, Drinkbox, Zen Studios, Ninja Bee, Nicalis, and The Men Who Wear Many Hats.

The post also mentions Crytek as a company that is utilizing the ID@Xbox program, which shows that it isn't just small indie developers who are looking to make use of the program.

All-in-all, Charla says that dev kits have been shipped out to more than 50 game studios all around the world, including the UK, Finland and Japan.

And Charla adds that this first list is just a selection of the developers who are currently working on Xbox One games via ID@Xbox, with the first games due to be released through the platform from early next year.

"We've been blown away by the interest in the ID@Xbox program," he noted, "and we can’t wait until the games start shipping so players can experience the amazing titles that the independent developers mentioned above (and many, many more!) will be bringing to Xbox One."


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Comments


Cordero W
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I'll apply and see what happens. Never hurts if there's no cost other my time to develop. I did release one indie game on XBLIG. It may or may not be credible, but it's another platform. Now if only Sony will give me something.

Steve Cawood
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I've applied. Still waiting for them to process my application, they said they're working through them all and will get back to me. :)

James Coote
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I'm on a facebook page with a whole bunch of other indie devs making games for Xbox One but who don't have devkits. It's been quite useful chatting to them and seeing what other people are doing who aren't necessarily "on the inside".

The general consensus is that for most, it'll be a case of waiting for the day when MS flip the switch and you can use your retail Xbox One as a devkit. However, the info we've got from ID@Xbox is that games made in c++/Windows8/DirectX11 and also in Unity will be supported. So basically, most devs can get on with making their games and get all the non-hardware dependent bits ready for that day. For some, that might be 90% of the work anyway. So in essence, aside from these 30 devs announced today, and presumably a handful of others as well who are keeping quiet, the starting gun has already fired for being on the first wave of indie games/devs to hit the platform some time next year

Steve Cawood
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What facebook page James? Sounds interesting...

Shahed Chowdhuri
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Steve, I'm the admin/founder of the Facebook page James mentioned. Hope to see you there! :-)

Dominique Louis
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Microsoft WILL be adding .NET at some point, they have just not outlined a timeframe for its inclusion. When they do XNA/MonoGame games will work on there. You can bet the MonoGame team will try to get a port on there pretty smartish.

James Coote
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@Steve : https://www.facebook.com/groups/XboxOneIndieDevs

Having said that, seems a lot of ppl on facebook are a touch frustrated now. I got lucky and booked myself a spot on the ID@Xbox event in London next week, so should find out more then (but not be able to talk about it due to NDA! Doh!). Can imagine it'd be even more annoying if you couldn't make it to one of those days

As for adding .Net, my personal theory is that MS don't want a whole heap of XBLIG games getting ported over, hence why they've not made any noise about MonoGame. Or could be it is just still in the works. This illustrates the point nicely, since I'm currently working on a game in MonoGame that I hope to put on Xbox One. The current plan is to finish up the beta version at the end of the year, then re-write in Unity since we know 100% that'll be supported. But it'll be super annoying if come Feb or March, ID@Xbox go and announce MonoGame support!

Troy Walker
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well, if Unity has been partnered then there must be some kind of .NET version supported... which is the question.

Steve Cawood
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Thanks just joined

Christian Nutt
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I'm also very interested to hear who's been rejected.

Alex Covic
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... the professional journalist mind at work.

(This is going to be the juicer - even more interesting - Gama news story, in the future.)

Katy Smith
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How does Crytek qualify for an indie developer program?

Alan Barton
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I was thinking the exact same thing. This is really stretching the definition of Indie.

For example, a quick bit of research shows...
Team 17 are said to have 75 Employees.
Double Fine are said to have 65 Employees.
Zen Studios are said to have 50-100 Employees.
Ninja Bee are said to have 45 Employees.
and Crytek are said to have 796 Employees!

I wouldn't call any of these companies true indies. Sure they are independent of publishers, but indie gaming, no way. All of these devs on my list here are big budget Triple-A devs.

Since the title "Indie" became popular, everyone wants to be seen as Indie. :)

I was also surprised it was only 32 developers. I would expect thousands of indie developers trying to get on a new console. I guess most of the thousands left off the list don't qualify in Microsoft's PR department as big names to promote. :( ... this doesn't show me Microsoft is taking indie development seriously yet. They really need to do more to help real indie developers.

Ryan Christensen
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Hopefully when the XBones can be used as devkit themselves (the settings are there) then they open this up. So far it is only beneficial to established indies which still misses the boat on an open market, the one that made mobile a force to be reckoned with and found many gem game companies along the way. Batches of 30 companies is not open and is barely self-publishing, more like selective-publishing from the department of ivory tower. Don't mess this up Microsoft.

Alan Barton
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I totally agree. Its very interesting to contrast Microsoft's old school outdated attitude to developers, with Sony's new attitude to indie development. e.g.
http://www.develop-online.net/news/lgc-2013-why-playstation-belie
ves-the-indie-revolution-is-over/0185947

That link shows Sony accept working with developers of all sizes has be an integral part of their day to day business from now on. Microsoft is showing its still thinking and acting like an old publisher by only caring about and focusing on the biggest developers.

Kristian Carazo
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I signed up with both Sony and Microsoft. To this day, I've yet to hear back from Microsoft. Sony was rather prompt in getting my all set up and ready to develop. Although to be fair I had to purchase my own hardware from Sony to be 100% up running.

Seems that we will have to wait till the flip the switch and let us dev on retail boxes.

Alex Covic
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Anyone knows, if the devkit comes with a different/updated Kinect SDK, or can devs still use the free "Kinect for Windows SDK"?

Shahed Chowdhuri
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Alex, there is a new Kinect program for Kinect v2 for Windows. This is separate from the original Kinect program, and also different from the new ID@Xbox program. For a fee, a limited number of applicants (including me) have received a pre-release Kinect v2 dev kit for use with Windows 8. In 2014, the final version of Kinect v2 will be provided for no additional charge.


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