I'm Game

Blogs Playing the Long and Short Game with HTML5: Part 1

By Dan Sarto | Thursday, January 17, 2013 at 1:50pm

Emotions have been running high in the HTML5 application development space in recent months. With the current worldwide explosion of mobile and web app use currently underway, many feel HMTL5 is the bright future of cross-platform development.

Blogs Chair Entertainment’s Donald Mustard Discusses the Future of Multiscreen Gaming

By Dan Sarto | Tuesday, May 15, 2012 at 11:35am

Donald Mustard, creative director and co-founder of Chair Entertainment, talks about the multiscreen future of gaming and how mobile, PC and console experiences will interconnect in this exclusive interview.

Blogs Figuring Out The Puzzles

By Dan Sarto | Friday, May 4, 2012 at 12:14pm

Crytek recently branched out into puzzle-based mobile games with Fibble, available on the iPhone, iPod and iPad. It marks Crytek’s first mobile offering as well as its first puzzler. We recently talked to Kristoffer Waardahl, studio manager of Crytek Budapest, about the company’s new development direction.

Blogs Electronic Arts Expands Medal of Honor Franchise With Warfighter

By Dan Sarto | Wednesday, March 28, 2012 at 11:47am

Here, Rich Farley, creative director at Danger Close Games, talks about what’s in store for PC gamers and gives his take on the move to modern warfare in this exclusive interview from GDC 2012.

Blogs Tackling the Big Issues: PC Gaming Alliance

By Dan Sarto | Tuesday, March 13, 2012 at 12:11pm

One of the things we like to do is talk to some of the top innovators in the industry to see what makes them tick. We’ve spoken to Matt Ployhar -- president of the PC Gaming Alliance (PCGA) -- before, but he’s been up to a lot lately, so we followed up to get a closer look.

Blogs Critical Mass: The Power of Mass Effect 3

By Dan Sarto | Friday, March 2, 2012 at 11:56am

Electronic Arts’ BioWare studio has come a long way since first launching Mass Effect on the PC. What began as an epic single-player experience has expanded into a new cooperative gameplay mode with Mass Effect 3. Up to four players can engage in exclusive co-op firefights on top of the epic conclusion of the single player campaign.

Blogs Crystal Ball: What’s the Future of Mobile?

By Dan Sarto | Wednesday, February 8, 2012 at 12:43pm

For a technology company to be successful, it must be able to not only deliver cutting-edge products, but also tailor those products for a marketplace and consumer demand that doesn’t yet necessarily exist. It’s enough to make you want to break out the crystal ball.

Blogs The New Mobile Landscape

By Dan Sarto | Thursday, January 26, 2012 at 11:44am

The word “convergence” won’t mean quite the same thing to the next generation as it does to us. That’s because kids today will come of age in a time when phones were used to play video games, computers could double as a private movie house, and televisions were flipped on to browse the Web. Unlike us, they’ll be living in a world where “ubiquity” is the word -- surrounded by devices.

Blogs Why Consoles as We Know Them Will Die Out

By Dan Sarto | Friday, January 6, 2012 at 2:42pm

Imagine that you needed a special TV to watch HBO’s Game of Thrones, then another television to watch Showtime’s The Tudors, then, to watch the Super Bowl, you needed yet another TV. This is exactly what we’re dealing with in the games industry with consoles. It’s pretty ridiculous when you stop and think about it

Blogs Inside the Entertainment Technology Center at Carnegie Mellon University

By Dan Sarto | Tuesday, December 27, 2011 at 4:31pm

Carnegie Mellon University’s Entertainment Technology Center was founded in 1999 by drama and arts management professor Don Marinelli and the late Randy Pausch, professor of computer science, human-computer interaction and design.

Blogs The Devil in the Details: Technical Artist Julian Love on Diablo III Part 1

By Dan Sarto | Thursday, December 22, 2011 at 4:23pm

Lead technical artist Julian Love is a nine-year Blizzard veteran. He’s been working on Diablo III almost as long as fans have been waiting for the game. We spoke to Love about the long-gestating project, Blizzard’s approach to making games and the role of the technical artist in development.

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