End Of Summer Sale
by Eric Preisz · 09/22/2010 (6:31 pm) · 32 comments


It’s been quite some time since I wrote a blog –shame on me. I’d tell you that I’ve been very busy, but that’s par for the course and there’s no reason to reiterate that (see how I did that?).
The days are getting cooler. In Vegas, “getting cooler” means that we actually have days that dip below 37.7 degrees centigrade ( 100 degrees for us old fashioned types ). I guess that means its fall? For me, that means I’ll get some time outside of work to go hiking and scrambling in Red Rock, a national park near our offices. That place is beautiful.
It’s been a great summer for Torque. And while some people this summer head to the beach, we’ve been sitting in the dark to make sure that the sun doesn’t ruin our programmer cred. A while ago, I stated that we would spend a lot less time TALKING about what we are going to do. Instead, I stated that we were going to spend more time SHOWING you what we have done. In keeping that promise… here’s a quick overview of what we’ve done this summer:
- Added the Studio License Model and studio admin panel
- Rewrote our EULA and removed the price cap for high-earning game companies
- Updated over 581 changes, fixes, and performance increases in Torque 3D beta 2 and 3 releases
- Released iTorque 2D 1.4 Final
- Updated Torque 3D API documentation to unrivaled levels
- Released significant updates to TorqueX and merged them into one SKU ( aka one purchase for both engines )
- Announced a call for chapters for educational curriculum resources
- Worked ( and currently working ) on a new product for Windows Phone 7
- Other super secret things that will help us meet long term convergence goals
- Presented at Game Education Summit, E3, and Casual Connect ( where we showed a windows phone 7 game in the emulator )
Over the past thirty or forty days I’ve been working with Lou and others on our plans for 2011. There was a lot to talk about. We’ve mentioned it before, but it’s worth repeating that Torque is one division in a company of three. The other two divisions focus on game distribution ( marketing, user analytics, monetization ) and game development ( a traditional studio ).
The platform and the studio have been working on a web-based game called InstantJam. If you haven‘t checked it out, you should. It’s a rhythm/beat matching game that matches note tracks to music that you already have on your machine. We already have thousands of songs and a bunch of users. There are some really cool updates coming soon as well.
Back to the 2011 planning. The results of the meeting was a mandate for each division in 2011 to find ways to work more closely together and we realigned the structure of the entire company to meet those goals. I’m returning now from a trip to Portland where the Platform team works. ( Update…I’m stuck trying to return from my trip to Portland..it’s going to be a long night at the San Fran Airport ).
We get a lot of requests regarding our Platform and integration with Torque. InstantJam is an example of such integration. My answer has always been that we’d be silly not to use this tech, but that I couldn’t say much more than that. And while I still can’t say much more, I can tell you that some of the new structures we put in place will help make the process of merging tech easier.
Both the company realignment and some 2010 planning resulted in new faces for us. My job is changing a bit as well and some of these new resources will help me be more focused in my day to day activities.
Allow me to introduce our new people and positions:
Simon Golding – Our new Sr. Technical Director. Simon has 23 years experience with companies such as Sega, Virgin Entertainment, Westwood and EA. He’s worked on many titles including ‘The Lord of the Rings’ and ‘Command & Conquer’. Dexter Chow - Dexter is our new Program Manager. Under that title, he will manage and direct all of the projects that Torque works on. He has over 15 year of experience working in companies such as Ubisoft, Mattel, and Broderbund. He is a passionate project manager who has AAA experience as an executive producer. Joseph Thomas - Aside from being one of my most memorable ex-students, Joseph is also a tools developer who joins us from Sony where he worked on Uncharted 2, God of War 3, and MLB: The Show Series. I know him as Joe, but he tells me that his proper name is Joseph Anthony Thomas the IV. Ian Tornay – Ian is a life-long gamer and industry follower. He is a talented community manager having tamed the fiercest of communities. He’s a huge indie fan. Ian will be spending time getting to know you all better over the next couple of weeks. | ![]() Simon Golding - Sr. Technical Director |

Ian - being pulled on or off a dance floor.
In addition to these talents, we are also getting more assistance with marketing and QA management. It’s great news for us all.
Well, my plane just arrived for my trip to San Francisco where I will likely be spending the night next to other unfortunate souls stuck in travel purgatory. But there’s no need for us all to suffer. To commemorate the beginning of Autumn, we are offering 25% off of Torque 3D and Torque 2D. Get it while you can, we won’t run this promotion forever! ( update: My flight was delayed in San Fran and I made it home! )
Now, if you read through this whole blog, you might be wondering about the summer sale. Use the coupon, END_OF_SUMMER_2010 for 30% off of all on-line, retail priced, sales of iTorque and Torque 3D. Enjoy!
About the author
Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.
#2
09/22/2010 (7:37 pm)
Wow, this summer was such a blur that you really forget just how much was accomplished until you see it all in a single list.
#3
09/22/2010 (8:14 pm)
It was a blur for me as well. I can't believe the team went through 581 fixes to Torque 3d in almost 2 months. Not to mention all the other stuff that we can't mention.
#4
Oh yes let me just saunter up to my solid gold house, remove a brick and cash it in, so I can afford Big Worlds licensing fee, which is "Into the Several Hundred Thousands of Dollars". There is a reason we use Torque and not ... sorry, love you guys but... real game middleware.
we're indies. Indie for Life! :p
09/22/2010 (8:25 pm)
Quote:BigWorldTech is better as far as MMO tech and has a great licensing model. BigWorldTech meets the best of both pricing and licensing worlds.
Oh yes let me just saunter up to my solid gold house, remove a brick and cash it in, so I can afford Big Worlds licensing fee, which is "Into the Several Hundred Thousands of Dollars". There is a reason we use Torque and not ... sorry, love you guys but... real game middleware.
we're indies. Indie for Life! :p
#5
On the T3D side the biggest grief I have, and it's one that gives me serious pause when considering which engine to use for various projects, there is no tool to utilize customized shaders in an artist friendly way. I strongly suggest that the next focus be on materials and the editing thereof. Break ground here, and expect an explosion in the show-off thread. I know if I could mimic 3Point Shader in T3D I'd be in freaking artist heaven.
09/22/2010 (8:32 pm)
Great writeup! I've been following (and buying) Torque tools for quite sometime, and it's been fascinating watching her grow.On the T3D side the biggest grief I have, and it's one that gives me serious pause when considering which engine to use for various projects, there is no tool to utilize customized shaders in an artist friendly way. I strongly suggest that the next focus be on materials and the editing thereof. Break ground here, and expect an explosion in the show-off thread. I know if I could mimic 3Point Shader in T3D I'd be in freaking artist heaven.
#6
Indie Licensing, $299 annually, Maximum 10,000 subscribers/accounts, 10% gross royalty on any commercial revenue from the game.
indie.bigworldtech.com/index/index.php
09/22/2010 (8:53 pm)
Quote:
Quote:BigWorldTech is better as far as MMO tech and has a great licensing model. BigWorldTech meets the best of both pricing and licensing worlds.
Oh yes let me just saunter up to my solid gold house, remove a brick and cash it in, so I can afford Big Worlds licensing fee, which is "Into the Several Hundred Thousands of Dollars". There is a reason we use Torque and not ... sorry, love you guys but... real game middleware.
Indie Licensing, $299 annually, Maximum 10,000 subscribers/accounts, 10% gross royalty on any commercial revenue from the game.
indie.bigworldtech.com/index/index.php
#7
09/22/2010 (9:14 pm)
@trenton - Unfortunately those licenses provide script-only access to the server. A Man cannot live on script alone!
#8
09/22/2010 (10:56 pm)
Nice write up, and good to see what you guys are up to. Coupon doesn't work for me on iTorque, no discount applied as it already gives me a discount based on the fact that I have TGB/Pro
#9
I also tried the coupon to buy T3D but didn't work. Maybe because I already have the TGEA discount applied.
@Trenton
The advantage of having the source code gives Torque an edge over any engine. The level of control you can get is everything.
To me, the only engine which can rival T3D for an indie is Unity3D just because it can deploy to more platforms than Torque, but not having the source code is a big no for me. I wish T3D was as flexible to export as Unity.
Luck!
09/23/2010 (4:32 am)
@JulianI also tried the coupon to buy T3D but didn't work. Maybe because I already have the TGEA discount applied.
@Trenton
The advantage of having the source code gives Torque an edge over any engine. The level of control you can get is everything.
To me, the only engine which can rival T3D for an indie is Unity3D just because it can deploy to more platforms than Torque, but not having the source code is a big no for me. I wish T3D was as flexible to export as Unity.
Luck!
#10
09/23/2010 (4:37 am)
@Everyone -The checkout system will give you the better discount beteween any current discounts and 30% off.
#12
09/23/2010 (6:36 am)
@Eric - does this mean that all discounts are being removed after the summer sale even though I get a discount anyway with owning a TGB/Pro licence? Otherwise I'll grab a copy of iTorque2D now rather than use Torque's counter-part for now (TGB).
#13
About Edu Chapters;
..can we get Michael Blenden to post that list of approved chapters so that those of us who 'waited to find the holes to fill' could possibly join in by possibly filling said holes ? - thx!
09/23/2010 (7:17 am)
You guys are definitely doing things in a dramatically improved style!!About Edu Chapters;
..can we get Michael Blenden to post that list of approved chapters so that those of us who 'waited to find the holes to fill' could possibly join in by possibly filling said holes ? - thx!
#14
09/23/2010 (7:42 am)
Love the way the company has gone this last year, stick with it guys.
#15
@Eb - We are still recieving chapters so we don't have the final list. Keep em coming.
09/23/2010 (4:08 pm)
@Julian - No discounts will be removed.@Eb - We are still recieving chapters so we don't have the final list. Keep em coming.
#16
09/23/2010 (5:32 pm)
@Eric - great thanks.
#17
Nice blog Eric. I also want to say that the additions to the Torque work force are mind blowing. The stack of experience and talent is going to be a huge help to driving our products. Learning from Simon is personally going to help me step up in my role. Dexter has already started organizing our projects to be more efficient and less expedite "proper" development. Joe is new, but he is picking up Torque faster than I ever did. Btw, he volunteered to help write some T3D docs and is doing an amazing job.
As for Ian, aka crash7800, he is far from being a rookie. He helped build the InstantAction community from the ground up. If you are all about the spirit of our community, you are going to love Ian.
09/23/2010 (6:25 pm)
Can't believe the year is flying by so quickly. It's surreal, really. Last year I said 2010 would be a huge push for improvement. Not just for the engines, but for our internal standards and processes. I love what we have accomplished, and 2010 isn't over yet =)Nice blog Eric. I also want to say that the additions to the Torque work force are mind blowing. The stack of experience and talent is going to be a huge help to driving our products. Learning from Simon is personally going to help me step up in my role. Dexter has already started organizing our projects to be more efficient and less expedite "proper" development. Joe is new, but he is picking up Torque faster than I ever did. Btw, he volunteered to help write some T3D docs and is doing an amazing job.
As for Ian, aka crash7800, he is far from being a rookie. He helped build the InstantAction community from the ground up. If you are all about the spirit of our community, you are going to love Ian.
#18
09/24/2010 (2:09 am)
Aw I was hoping for Unearthly Challenge Torque winner results, it has been 10 months since the contest ended, it'd be a great way to end the summer to know who won finally :)
#19
I love it!
This have so far been one of the most exciting and productive times ever for Torque and its fans.
09/24/2010 (2:36 am)
Quote:Other super secret things...
I love it!
This have so far been one of the most exciting and productive times ever for Torque and its fans.
#20
09/24/2010 (3:56 am)
Btw...this is pretty cool... http://www.gamepolitics.com/2010/09/20/australian-researchers-use-torque-3d-robo... 

Torque Owner Trenton Shaffer
I know you guys are working hard, at least I would like to think that you are, but the updates of we are hiring more guys, spending more money, buying a bigger office, doing "transparent" stuff, isn't really keeping this old school indie coming back. Let's work on getting Torque 3D out of the beta stage with some massive updates.
UDK is still much better IMHO as a binary only model, plus it's free. If you are going commercial, UDK isn't a good way to go, and I think T3D has it beat when it comes to commercial licensing. If you are making some INDIE stuff, I think UDK is a great way to go.
BigWorldTech is better as far as MMO tech and has a great licensing model. BigWorldTech meets the best of both pricing and licensing worlds.
I've spent a lot of money over the years here. But for now I would rather invest my hard earned money in a company that I know is going to follow through in a timely fashion and have an engine that is worth the investment for the long run. I don't have that feeling with Torque Powered and T3D yet.
Good luck guys! You have a lot of potential and talent. I hope to see something great in the next year or two.