Home > Development, Games > 2009 Year in Review

2009 Year in Review

Let’s take a brief look at what got done this last year:

Much progress was made in developing the Scorch Marks engine. I participated in some Ludum Dare competitions. I got to interview a few different people. Volume 6 of the TAWS series, which is also a Towlr game, was released. TAWS v7, which is not a Towlr game, was released. The big v1.2 update of Orb-7 was finished and unveiled to the internet public. RainSaver was released (and recently updated to fix a bug, by the way). I played and reviewed many games, wrote many articles, and through all of this, learned quite a bit. As always, programming new things is good practice and I usually come across new information along the way. However, in addition to the technical learning, I grew in understanding of game design, by way of both developing and witnessing it in other games. I hope to carry these into the new year and make good use of them. I already have some exciting plans for the future, some of which are already on their way, so stay tuned for that.

How about the game industry in general? 2009 was an interesting year for gaming. We got some new and promising sequels, like Halo 3: ODST, Guitar Hero 5 and Call of Duty: Modern Warfare 2. We also got to see some new original games, such as Borderlands and Batman: Arkham Asylum. Independent game developers continued to turn out new and innovative titles, like Crayon Physics Deluxe and Hammerfight. There have definitely been some high points during the 2009 year, and a few disappointments too. Overall, though, I have witnessed an auspicious trend toward uniqueness and originality in games in general, and this makes the future exciting. Bold entries, from major developers, like Mirror’s Edge have made their way into the marketplace, and creative independent games are receiving increasing exposure, which is a good thing. I like where things are going.

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