Dancing Dinosaur Games Licenses Unreal Engine 3 for ‘Collateral’

Dancing Dinosaur Games Licenses Unreal Engine 3 for ‘Collateral’

Open world, dystopian vehicular combat game now powered by Unreal

Press Release 1Melbourne, Australia (February 20, 2014) — Dancing Dinosaur Games announces an agreement to license Epic Games’ award-winning Unreal Engine 3 technology for the development of its new game “Collateral.”

“Collateral” is an open-world vehicular combat game set in a dark, dystopian future that puts players in the driver’s seat of a heavily armed and highly customizable flying taxi as they try to escape the dangerous city of New Bedlam.

“Unreal Engine 3 is awesome. We are stoked to be using it,” said Joshua Woods, managing director at Dancing Dinosaur Games, “We’ve had experience with other engines before, but to make a game like ‘Collateral’ we knew we needed an engine that could easily handle the scale of the environment and the level of detail that we want to produce. We think that Unreal is definitely the right choice.”

“It’s critical for ‘Collateral’ to have lots of vehicles and pedestrians filling the streets so you get the feeling of being in a living, breathing city,” said David Northfield, senior programmer at Dancing Dinosaur Games, “It’s great to be under the hood with the engine and using multi-threading so that we can ramp up the amount of AI we have running in the game.”

Heavily inspired by the 1990’s game “Quarantine” as well as the movies “Fifth Element” and “Blade Runner,” “Collateral” is currently in development for PC. An alpha version is available for purchase via the game’s website and Desura, and a full release is planned for later this year.

For more information on “Collateral” visit http://www.dancingdinosaurgames.com/collateral/

 

About Dancing Dinosaur Games

Dancing Dinosaur Games is a small independent game studio operating out of Melbourne, Australia. The company was founded in 2012 by several members who were studying together at the time. It has since expanded and now consists of 8 enthusiastic gamers with various complimentary skills. Dancing Dinosaur Games strives to make original, exciting, and humourous games that appeal to the team as both developers and gamers.

For more on Dancing Dinosaur Games, visit http://www.dancingdinosaurgames.com and follow @DancinDinoGames.

 

About Unreal Engine

Developed by Epic Games, the award-winning Unreal Engine is known for its cutting-edge graphics technology, world-class toolset and scalability across PC, console and mobile platforms. Unreal Engine 3 (UE3) is designed to accelerate developers’ productivity for creating high-quality games, applications, training simulations, visualizations, digital films and animated entertainment. Powering hundreds of games and integrated with two dozen leading middleware technologies, UE3 holds more than 20 technology awards, including eight Game Developer Front Line Awards and five Develop Industry Excellence Awards. The Unreal Engine also owns a seat in the Front Line Awards Hall of Fame. Unreal Engine 4 (UE4), winner of multiple Best of E3 2012 awards, offers unprecedented graphical capabilities and workflow improvements that provide unparalleled accessibility for developers building the next generation of games and applications. For more information, visit http://www.unrealengine.com/ and follow @UnrealEngine.

 

Epic, Epic Games, Unreal, Unreal Engine, UE3 and UE4 are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. All other trademarks are the property of their respective owners. All rights reserved.

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Kickstarter and Greenlight

Collateral is on Steam Greenlight! If you want to see Collateral available on Steam, please vote for it:

You can also check out our successful Kickstarter campaign here:

Help DDG get to 1,000 Likes

Dancing Dinosaur Games is in need of your help. Simply ‘Like‘ our Facebook page and help us reach 1,000 Likes.

But why, well this year DDG has had an excellent start in the incubator here at AIE and it has been invaluable for our little indie start up. However we need more time to bring COLLATERAL to full fruition, and AIE wants to see us succeed.

This is where the ‘likes’ come in, to ensure a greater chance of success with COLLATERAL, we need to increase our web presence. To that end we have started an initiative on our Twitter account to bring you new daily content and to increase the amount of worthwhile content we submit to our Facebook page.

But we still need your help to get the word out, spread the love and help out the little guys, so tell your family, tell your friends, ‘Like’ our page and ‘Share’.Be a part of something new and big. >>> http://www.facebook.com/DancingDinosaurGames

COLLATERAL

In case you didn’t notice or missed it, all of our updates for COLLATERAL show up on our separate page specifically for the game.

Day 5 of GDC.

Sorry for taking so long with the update everyone, had to leave and catch a plane pretty early on the friday night and the thought kept slipping my mind!

Saw Erik Brudvig talk about the process of games being reviewed, certainly a bit of insight that I hadn’t seen before.

Janus Rau Sorensen talked about methods of detecting player frustration in Kane and Lynch 2, certainly interesting.

After taking a bit of time to talk with a few people on the expo floor, I missed an opportunity to talk to James Portnow, can’t blame anyone for being busy though, hopefully I can get in contact with him and a few others, we surely don’t mind hearing words of wisdom around here.

Last talk of GDC that I attended was Elan Ruskin’s discussion on fuzzy logic pattern matching for dialogue, basically just a run down on some of the ways Valve empowered their writers, sure was a good discussion.

Overall, I’d call the experience to be pretty positive, hopefully we can raise funds to attend next year, but GDC 14 will be a definite attendance.

Day 4 of GDC.

Checked out Scott Lawlor’s talk about the music of Fallout: New Vegas, some pretty interesting stuff regarding music layers, always amazing how much work can go into something that’s so simple on the outside layers.

NVIDIA was presenting talks on APEX Clothing and Destruction using UE3, That’ll be helpful for our current project in the UDK.

NVIDIA also showcased some of their new Tegra platform tablets, running down basic android development.

Day 3 of GDC.

Attended the IGF and Game Developers Choice awards, congratulations to all the award winners.

I also took a look at many of Sony’s presentations, very good to see such a large company having a much more open stance towards development.

Day 2 of GDC.

Attended Luke Muscat from Halfbrick’s session discussing the post-launch support and updates of Fruit Ninja and Jetpack Joyride, some very interesting points regarding users and frequency of updates.

Also checked out Stephane Jacoby (Square One Games) giving a presentation on the technical details on porting “A Bard’s Tale” to the iOS platform.

I was also able to get my hands on a tablet running the Tegra 3 chip by NVIDIA, sure is a powerful little thing, perhaps we’ll have a chance to use it one day.

Day 1 of GDC.

Spent the day learning a ton about DirectX 11, perhaps some of those features could see light someday in our projects?

A ton of notes were taken from the explanations of the DX11 renderer that was used in Deus Ex: Human Revolution

http://dl.dropbox.com/u/35892677/dx11.txt

GDC Starting Tomorrow.

As of right now, we’re in San Francisco, CA, USA, awaiting GDC to start tomorrow so we can start making us all some new friends, we’ll update you guys on how things go, so stay tuned.