I'm Game: Interviews

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.

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.

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.

Electronic Arts Expands Medal of Honor Franchise With Warfighter

Posted In | Blog Categories: Opinion, Interviews | Site Categories: CG, Games, Home Entertainment, Mobile and Wireless, Motion Graphics, Technology

By John Gaudiosi

Electronic Arts used the Game Developers Conference this month to offer an initial look at its first-person shooter sequel, Medal of Honor Warfighter. Danger Close Games, its developer, is expanding the fight against terror by taking its Tier 1 Operators on a contemporary globe-trotting adventure to such exotic locales as the Philippines and the Somali coast. The game also features new vehicles on players’ new missions, like an on-rails boat ride through a monsoon-stricken city.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.

Electronic Arts Incorporates Social Action Into New SimCity Game

Posted In | Blog Categories: Profiles, Interviews | Site Categories: Events, Games

John Gaudiosi
John Gaudiosi

By John Gaudiosi

One of the themes at this year’s Game Developers Conference was games for change. Electronic Arts took this concept to heart with the development of SimCity, a new PC-exclusive, 3D reboot of the franchise from Maxis that’s scheduled to ship in 2013.

The Game Changers event -- presented by EA at the W Hotel -- was hosted by Lucy Bradshaw, senior vice president of Maxis, and featured Davis Guggenheim, the Oscar-winning director of the documentary An Inconvenient Truth. While Guggenheim wasn’t involved in the development of the game, he did lend his environmental star power to GDC 2012 to help showcase the social consciousness behind the new SimCity.

“Video games like SimCity allow gamers, including my own kids, to see the consequences of their actions,” says Guggenheim. “Games can educate people, without making them feel like they’re taking their medicine. SimCity gets under your skin and sticks with you.”

Epic Games Founder Tim Sweeney Talks Tech

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

 

Tim Sweeney
Epic Games founder Tim Sweeney

 

By John Gaudiosi

Twenty years ago, a very smart college kid named Tim Sweeney started releasing Shareware games that he made at his mom’s house. And at the 2012 D.I.C.E. Summit (i.e., Design, Innovate, Communicate, Entertain) in Las Vegas, Sweeney, the founder of Epic Games, was inducted into the Academy of Interactive Arts & Sciences Hall of Fame. Sweeney, who has been at the forefront of pushing technology forward with Unreal Engine 3, talks about how advances in processing power will continue to advance games. 

Critical Mass: The Power of Mass Effect 3

Posted In | Blog Categories: Interviews | Site Categories: CG, Games, Internet and Interactive, Motion Graphics, Technology, Visual Effects

By John Gaudiosi

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. And speaking of Epic, that game studio’s Unreal Engine 3 technology continues to push the visuals and gameplay experience of the franchise thanks to BioWare’s many technical implementations over the years. By John Gaudiosi