I'm Game: Most Discussed Posts

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?

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. 

From Solo to Multiplayer Game - Assassin’s Creed: Brotherhood

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

Having sold more than 9 million­­ copies of medieval hit-man simulator Assassin’s Creed II, publisher UbiSoft opted to take a bold step with its sequel, Assassin’s Creed: Brotherhood. Unsatisfied with simply letting players stalk targets through ancient Rome’s streets and make acrobatic getaways, Ubisoft decided to add eight-man online head-to-head support to a leading franchise known primarily for its story-driven solo campaigns. It was a potentially fatal gamble, but Arnaud Mametz, lead designer at UbiSoft Annecy , reveals how the series successfully made the jump without committing career suicide.

Talking Tech Tactics With Football Manager 2011

 

Heracles vs. FC Twente goal celebration screenshot courtesy of http://www.footballmanager.com.
Heracles vs. FC Twente goal celebration screenshot courtesy of http://www.footballmanager.com.

 

By John Tyrrell

 Second only to the terraces surrounding the hallowed turf of the nation’s football (soccer) grounds, the pub is the next most popular setting for British football fans. So it’s fitting that the offices of Sports Interactive Limited, the creators of the world’s foremost and multi-million-selling football management simulation series, should be right on top of an establishment with big-screen match coverage and a solid draught beer selection. The William Blake Pub in central London has borne witness to many impassioned discussions about football - and probably just as many again about the game’s virtual progeny, the revered Football Manager series.

In Football Manager 2011, players manage their favorite team from some 50 global leagues, buy and sell players and interact with the press and plan tactics - all with the ultimate goal of topping the league and filling the boardroom trophy cabinet at the end of the season. The game’s 3D match engine lets players watch every bout in real time, taking the game far beyond its previous 2D top-down presentation toward something ever closer to the real thing.

Tackling the Big Issues: PC Gaming Alliance

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.

Dude! Who Killed My First-person Shooter?

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

What is the state of my beloved first-person shooter game today? I’ve played Crysis and Quake 4, and even tried some of these games on an Xbox 360, including Halo 1-3 and Gears of War. However, they still just don’t hold that magic for me like they used to.

Back to the Front: Call of Duty Modern Warfare 3

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

 

Call of Duty: Modern Warfare 3
Call of Duty: Modern Warfare 3

 

By John Gaudiosi

Call of Duty is much more than a video game; it’s a cultural phenomenon.

Nowhere was that more evident than at Raleigh Studios in Playa Vista, Calif., where Activision threw a shindig unlike anything ever done in the game industry. For three days in early September, Call of Duty invaded the 12-acre compound Howard Hughes created, the Spruce Goose. Unlike the world’s largest plane, which failed miserably in flight, Call of Duty has soared to new heights with each successive game.

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.”

Liquid Magic: Exocortex Technology, Part 1

Posted In | Blog Categories: Tips & Tricks, Profiles | Site Categories: 3D, CG, Films, Technology, Visual Effects

 

Image

 

Longtime fans of the Harry Potter film franchise are familiar with the series’ ample visual effects (VFX), and this summer’s box office hit Harry Potter and the Deathly Hallows: Part 2 -- the final adventure in the series -- ranks as one of the biggest VFX-driven Hollywood productions of 2011. Among the many emotive sequences in the Harry Potter film franchise is the memory pool sequence created by Gradient Effects. Here is a behind-the-scenes look at how Gradient Effects and Exocortex Technologies worked together to pull off this visually stunning special effect.

GDC 2012: Plenty Developed Among a Record Number of Attendees

Posted In | Blog Categories: Opinion | Site Categories: 2D, 3D, Awards, Business, Education and Training, Events, Games, Jobs & Recruiting, Technology

By Gus Mastrapa

Record crowds converged on the Game Developers Conference 2012 at San Francisco’s Moscone Center earlier this month. About 22,500 attendees came to share techniques, troll for jobs and hunt for the best new tools of the trade. The conference -- now in its 26th year -- hosted hundreds of panels, workshops and talks that were aimed at educating, inspiring and inflaming video game developers. Here were my highlights: