I'm Game: Interviews

War Production: Chatting With Frank Pearce of Blizzard

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At GDC, Arti Gupta chatted with Blizzard Entertainment’s Frank Pearce about the latest World of Warcraft expansion, Cataclysm, as well as integrating mobile phone applications to support the experience of their core games and developing for fans new and old alike.

Sneak Peek at DC Universe Online With Chris Cao

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By Gus Mastrapa

DC Universe Online, which launched in January for the PC and PS3, presented some unique development challenges. MMOs are notoriously difficult to create, but Sony Online Entertainment and Everquest veteran Chris Cao rose to the challenge. The game director of DC Universe Online talked to us about the game’s launch and what’s next.

Talking Portal 2 With Valve Software’s Erik Wolpaw

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By John Gaudiosi

When it comes to video games, Valve Software was one of the early game studios to emphasize the importance of interactive narrative in shooters like Half-Life. Storytelling remains an integral part of all of Valve’s games. And Erik Wolpaw is one of the top writers at the Seattle game studio.

Wolpaw began his career as a journalist writing for game sites like GameSpot.com and founding OldManMurray.com. That work led to a job at Double Fine Productions for Psychonauts, and in 2006 he was honored with a Game Developers Choice Award for best writing.

Gabe Newell hired Wolpaw at Valve, where he’s worked on the story and dialogue for games like Portal 1, Left 4 Dead and now Portal 2. Wolpaw talks about the creation of Valve’s much-anticipated Portal 2, which ships in April, in this exclusive interview.

Hal Hanlin Talks Rift

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By Gus Mastrapa

Rift, the new PC MMO, launched on March 1 in the United States and days later in Europe and Australia. The game debuts on a crest of positive buzz garnered through a slew of well-received beta events. But launching a successful online game is as much about follow-through as it is about first impressions. I spoke to Trion Worlds design producer Hal Hanlin about his company’s philosophies on keeping customers happy, leveraging technologies and, of course, making great games.

Peter Molyneux Talks Fable III and Commitment to PC Gaming

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By Scott Steinberg

Legendary British game designer Peter Molyneux, founder of Bullfrog Productions and Lionhead Studios and inventor of the “god game” genre with 1989’s Populous, tends to think big. Witness his resume, which includes epic strategy and simulation titles like Dungeon Keeper, Black & White and Theme Park, among the most ambitious of all time.

Occasionally vilified for overhyping new releases, Molyneux has spent 27 years of development on gaming’s front lines and hasn’t slowed his ambition -- or his willingness to buck trends. With his latest creation, the fantasy roleplaying epic Fable III, shipping for the PC this month, Molyneux talked about his commitment to grand, all-encompassing experiences -- and home computers.

Trip Hawkins: There's an App for That Game

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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.

Originally a developer of games for mobile phones, the company has shifted its focus to Facebook and other social networks to tremendous success. It’s garnered more than 20 million monthly users within a year with hits like Millionaire City , MMA Pro Fighter  and NanoStar Castles . Here, Hawkins explains why he believes social gaming and virtual goods are the future of interactive entertainment.

Capcom’s Jun Takeuchi Gets Emotional

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Jun Takeuchi has gained a prominent voice in the gaming industry in the last few years, urging Japanese game designers to catch up with North American producers, adding co-op gaming to a refresh of Resident Evil, and pushing Capcom to embrace global gaming. Capcom uses the MT Framework engine to bring games to multiple platforms, and the company works hard to build support for threading and multicore hardware.

Garrett Romaine recently caught up with Mr. Takeuchi (and his interpreter) to discuss his start in gaming and his thoughts on the industry’s future.

Independent’s Day: The Reality of Indie Game Development

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Interactive entertainment’s answer to art-house films is indie game development. Titles like Minecraft , Recettear  and World of Goo  have captured a legion of forward-thinking fans’ and bedroom coders’ imaginations alike. But despite consistently raising the bar for innovation and creativity, life left of the keyboard isn’t all fun and games. Dave Gilbert, founder of indie adventure-game studio Wadjet Eye Games  (The Blackwell Legacy , Puzzle Bots ), explains the indie life to Scott Steinberg.

Using Artificial Intelligence in Game Development

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Kevin Dill is the latest developer in a series of interviews I’ve done with the authors of Game Programming Gems, 8th edition. He wrote a chapter on patterned approaches to modular artificial intelligence (AI) games. These are some excerpts from our interview.

Need for Speed Drives Back to Roots

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Veering away from painstaking authenticity and turning back to the white-knuckle arcade races which initially defined it, high-stakes driving game Need for Speed: Hot Pursuit appears to be cruising in the fast lane toward success. You can credit not only an impressive sensation of speed, but also the introduction of savvier computer-controlled opponents and a suite of new social networking elements that enhance online play. Producer Hamish Young drove by to tell us how publisher Electronic Arts is steering the storied franchise back on course.