You heard it here first. Miguel Sternberg has set up this Comics vs. Games exhibition in Toronto, teaming up comics artists with game developers to make comics-influenced-games or gamey-comics.
So I'm working with Steven Manale, creator of Superslackers, to make a game - working title We're No Angels! - about dead rock stars trying to escape from Heaven.
Still wanting to put this up on the web with Native Client when I'm done, I started out using my old tech, then decided to switch to using Ogre - and that, for me, was a very unhappiness-inducing experience.
Meanwhile, I've been showing Unity to my students at Digipen as a way to introduce them to a variety of game-technology concepts, and I'm crushing on Unity more and more. I've been leery of using it because I worried about whether it would be able to handle the sort of n^2 flocking algorithms I'm likely to have in a top-down shooterish game. So I put it through its paces - and I'm sold; that's 150 enemies all iterating over each other. (Gamepad required.)
And that is also a very very very very rough draft of We're No Angels! there. I'm having trouble finding time to work on it - I've started thinking of it as being a 48-hour game jam, just spread over a couple months ...
The one thing I've discovered that Unity Free is missing is postprocessing on the frame buffer. Apparently that's only in Unity Pro. Oh well.