I'm Game: Interviews

Leveling Up: NYU Game Center Offers Master’s Program

Posted In | Blog Categories: Interviews | Site Categories: Education and Training, Games, People

By Stu Horvath

Last year, we investigated the game development program at the NYU Game Center. Founded in 2008, the center specializes in games-focused study for undergrads and grad students, but so far has only offered an undergraduate minor. Late last year, the center announced it will launch a master’s program starting in fall 2012. We spoke with director Frank Lantz about the now even-more-promising future of gaming at NYU.

Crystal Ball: What’s the Future of Mobile?

Posted In | Blog Categories: Opinion, Interviews | Site Categories: Games, Internet and Interactive, Mobile and Wireless, Technology
We are computing in the past. Every chipset and microprocessor we use today is the product of five to 10 years of development and design. 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. By Stu Horvath

Thought Leaders: Michael Mateas

Posted In | Blog Categories: Interviews | Site Categories: CG, Games, Internet and Interactive, Places, Technology
Stu Horvath
Stu Horvath

By Stu Horvath

Innovation takes many forms within the gaming space, often beginning with insight and inspiration from a single person, be they a game developer, an engineer, a sociologist or anything else within the industry. That’s why we’re tracking down thought leaders: to give you a sneak peek of the digital arts future through their eyes.

In this installment, we talk to Michael Mateas, associate professor of computer science at University of California, Santa Cruz, about the intersection of artificial intelligence, art and design -- and its impact on the future of technology.

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

Posted In | Blog Categories: Interviews | Site Categories: Art, CG, Games, People
Screencap from Diablo III
Screencap from Diablo III.

By Gus Mastrapa

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.

Getting Acquainted With the 3D Game Generation

Posted In | Blog Categories: Profiles, Interviews | Site Categories: 3D, CG, Games, Technology

Whether 3D moves beyond a stylistic evolution and becomes a revolution, though, has yet to be seen. As some developers and players note, the unique visual effect of 3D -- with the initial disorientation of viewing a scene with an illusion of depth and then continuing to direct the action -- can take some getting used to. However, the PC games that have made the jump to 3D run the gamut, including StarCraft II, Call of Duty: Black Ops, World of Warcraft and Duke Nukem Forever.

PC developers need to spend much less time tweaking the rendering effects in their games, as opposed to more than several months to rewrite a console game engine from the ground up to support 3D. And Mick Hocking, a vice president at Sony Computer Entertainment Europe and the head of the company’s 3D initiative, says that while some of the technology used to produce high-quality 3D displays has existed for a long time, it’s only recently become available at a consumer price point.

With these things in mind, what do developers who are interested in 3D need to know?

Todd Howard Talks Skyrim

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

 

Image

 

By John Gaudiosi

Bethesda Softworks showcased the much-anticipated Elder Scrolls V: Skyrim at Gamescom 2011 this summer in Cologne, Germany, allowing fans to check out the successor to the award-winning blockbuster hit Oblivion. Bethesda Game Studios has been hard at work on this new role-playing game (RPG), developing a brand-new game engine -- the Creation Engine -- for the open-world experience.

Thought Leaders: Kyle Orland

Posted In | Blog Categories: Interviews | Site Categories: Business, Games

By Stu Horvath

Innovation takes many forms within the gaming space, often beginning with insight and inspiration from a single person, be they a game developer, an engineer, a sociologist or anything else within the industry. That’s why we’re tracking down these thought leaders to give you a sneak peek of the digital arts future through their eyes.

In this installment, we sit down with Kyle Orland, a games journalist who writes for Gamasutra. Orland gives his thoughts on the impact journalism will have on the future of gaming and the relationship between the two.

Back to the Borderlands

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

 

Image courtesy of the Borderlands 2 website.
Image courtesy of the Borderlands 2 Official Website.

 

By John Gaudiosi

At Gamescom 2011 in Cologne, Germany, Gearbox Studios unveiled the follow-up to its critically acclaimed first-person shooter, Borderlands. Running on Unreal Engine 3, the 2012 PC game is adding more depth to the story and improved visuals and gameplay to the open world experience.

Set once again on the borderland planet of Pandora, the new game picks up five years after the events of the first game. There’s a new bad guy, Handsome Jack, who runs the Hyperion Corporation, ruining the fun. It’s up to the player to change that. We talked to Anthony Burch, the writer of Borderlands 2 at Gearbox Software, about what’s in store for PC gamers in this 2012 action adventure.

India’s Growing Visual Effects Industry

Posted In | Blog Categories: Interviews | Site Categories: 3D, Business, CG, Films, Technology, Visual Effects

By Garret Romaine

Can you name the country that leads the world in movie ticket sales and the number of films produced? Hint: It’s not the United States. According to online sources, that country is India. Thanks to the huge demand for entertainment, India has become a hotbed for computer graphics and animation. The country offers talented technicians, competitive pricing and finished work of the highest quality, all on blockbuster titles you’re sure to recognize.

Creating the Baseball Simulation in MLB 2K11: Part 1

Posted In | Blog Categories: Interviews | Site Categories: Games

 

Screenshot from MLB 2K11

 

By Jon Lewin

There were over 2,000 games in the 2010 major league baseball season, and the creators of MLB 2K11 looked at video from almost every one of them while preparing the 2011 version of the baseball simulation game, according to game designer Sean Bailey. “These videos are the same broadcasts that fans at home watch,” says Bailey, a developer with 2K Sports. Bailey shares insights into the painstaking process of getting the simulations right, including bringing top baseball talent like the Philadelphia Phillie's star pitcher Roy Halladay into the studio.