I'm Game

I’M GAME provides AWN readers with new and exciting information, perspective and advice on the latest in computer games, including profiles, reviews and interviews. This blog is for people who are immersed in digital arts and the ever-changing convergence with technology, who want to know even more and interact with other experts in the field. Contributors include Scott Steinberg, John Gaudiosi and Janet Rae-Dupree.

Playing the Long and Short Game with HTML5: Part 1

Posted In | Blog Categories: Profiles | Site Categories: Internet and Interactive, Mobile and Wireless, Technology
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By John Tyrrell

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.

The vision is simple: one single, straightforward web programming language that allows the creation of anything from a basic service app to a complex game that works across any platform without the need for native development. In theory, HTML5 is a developer’s dream, reducing costs, leveling the playing field and, for app and game studios in particular, opening the floodgates to a wealth of new potential development talent. But in practice, as is often the case when disruptive new technologies enter the marketplace, the road ahead for HTML5 has some twists and turns.

One of the hottest HTML5 debates centers around game development. Games are complex beasts that generally require specialized coding and the creation of native versions for each platform they are deployed on. The idea that HTML5 could eliminate these hurdles is exciting to the countless coders around the world who are working to embrace the emerging technology.

Building Real-time Strategy Games for Mobile Devices

Posted In | Blog Categories: Interviews | Site Categories: Games, Mobile and Wireless, Technology
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By John Moore

Real-time strategy (RTS) games have had lasting appeal on PCs, and now the genre is moving to mobile devices. Needless to say, the shift from large displays to much smaller ones creates design challenges for RTS game makers. Kukouri Mobile Entertainment, however, has soldiered on with Tiny Troopers, available in the App Store and headed for other platforms. Kim Soares, chief executive officer of Finland-based Kukouri, recently discussed the company’s approach to miniaturized RTS.

Building Games With Corona SDK

Posted In | Blog Categories: Tips & Tricks, Interviews | Site Categories: Games, Mobile and Wireless, Technology
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By John Moore

Mobile game developers are beating a path to Corona SDK, a development platform built upon such components as OpenGL, OpenAL and the Lua cross-platform programming language. Corona Labs Inc. (formerly Ansca Mobile) lists games including Blast Monkeys, The Lost City, Cannon Cat, Dabble and The Secret of Grisly Manor as recent app store hits created with Corona. I recently talked to Don-Duong Quach, a programmer and co-founder of Cannon Cat developer Loqheart, about his use of Corona SDK.

The Corona website notes that developers can build apps ten times faster using Lua. Has that been your experience?

Don Quach: We were able to rapidly prototype lots of ideas for Cannon Cat with

Corona. Lua is a great programming language that lets you get a lot done with minimal syntax. Compared to Objective-C, the learning curve is a lot lower. The Corona simulator makes it very fast to iterate on your code, and Corona’s API gets you up and running very quickly with just a couple lines of code to add graphics, physics, sound, etcetera.

Developing With Construct 2

Posted In | Blog Categories: Interviews, Opinion | Site Categories: Business, Games, Internet and Interactive, Mobile and Wireless, Technology

By John Moore

Construct 2 is an HTML5 game engine and the product of Scirra, a London-based software firm launched in June 2011. The software provides a boost to beginning game-makers, as the engine does not require programming experience. But the company says Construct 2 has sufficient power to “let experts work even quicker than by coding.” We recently talked to Ashley Gullen, a director at Scirra, who provided a few tips on working with Construct 2.

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

Posted In | Blog Categories: Opinion | Site Categories: 2D, 3D, CG, Games, Home Entertainment, Internet and Interactive, Mobile and Wireless, Technology
John Gaudiosi
John Gaudiosi

By John Gaudiosi

Chair Entertainment -- based in Salt Lake City, Utah -- has catapulted to the top of the mobile game development business thanks to the success of its Infinity Blade franchise. In a little more than a year’s time, they’ve spawned a full sequel, a new iPad prequel (Infinity Blade: Dungeons), a digital book from bestselling author Brandon Sanderson, a hit soundtrack and a stand-up arcade game (Infinity Blade FX). The mobile franchise has also generated more than $30 million for Chair and its parent company, Epic Games. 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.

Figuring Out The Puzzles

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By John Moore

Puzzle-based games and adventure titles that feature puzzles have been a staple of gaming for years. A newer entrant to the puzzle segment is Crytek, best known for first-person shooters such as Far Cry and Crysis. The company recently branched out into mobile games with Fibble, a physics-based puzzle game that focuses on the travails of a crash-landed extraterrestrial.

Fibble, available on the iPhone, iPod and iPad, 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.

Migration to the Cloud: Evolution Without Confusion

Posted In | Blog Categories: Profiles, Opinion | Site Categories: Business, Internet and Interactive, Mobile and Wireless, Technology
Cloud computing concept photo from Shutterstock
Cloud computing concept photo from Shutterstock.

 

By Rich Seidner

The rapid rise of cloud computing has been driven by the benefits it delivers: huge cost savings with low initial investment, ease of adoption, operational efficiency, elasticity and scalability, on-demand resources, and the use of equipment that is largely abstracted from the user and enterprise. There are fundamentally challenging questions that companies will be forced to grapple with as they decide what cloud functionality suits them best. The central issues include security, cost, scalability and integration.

What’s in the Future for Slates, Tablets and iPads?

Posted In | Blog Categories: Profiles, Opinion | Site Categories: Internet and Interactive, Technology
Matt Ployhar
Matt Ployhar

By Matt Ployhar

I’ve been following slates, tablets and similar PC form factors for quite a while now. They’ve actually been around for a very long time when one comes to think of it -- at least a decade from what I can tell. There’s a ton of hype around them all of a sudden, since Apple released the iPad over a year ago. So where will they go next?

Trip Hawkins: There’s an App for That Game

Posted In | Blog Categories: Opinion, Interviews | Site Categories: 2D, 3D, Games, Home Entertainment, Internet and Interactive, Technology

 

Scott Steinberg.
Scott Steinberg.
By Scott Steinberg

 

William M. “Trip” Hawkins III -- founder of Electronic Arts and father of the 3DO console -- needs no introduction to serious gamers. But three decades after writing the blueprint for the PC and video game business, his latest creation -- social games start-up Digital Chocolate  -- is rewriting the rules again. Here, Hawkins explains why he believes social gaming and virtual goods are the future of interactive entertainment.

Epic Games’ Cliff Bleszinski Gets Unreal

Posted In | Blog Categories: Interviews | Site Categories: CG, Games, Technology
John Gaudiosi

By John Gaudiosi

Epic Games put on quite a show at this year’s Game Developers Conference. Every day, designers and publishers checked out the technology behind the new Unreal Engine 4 game development framework. Meanwhile, journalists watched demos of games powered by Unreal Engine 3, including the new Infinity Blade: Dungeons and the pumped-up version of Mortal Kombat. Not to mention that some of the most popular games at GDC 2012 were running on Unreal Engine 3, including Hawken, the free-to-play PC shooter, and TERA, the massively multiplayer online action fantasy game.

Cliff Bleszinski, the company’s design director, is at the heart of Epic’s new game development. I caught up with him before he went on to host the 2012 Game Developers Choice Awards.