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.

Rolling Thunder, Analytics and Performance Drive Need for Speed World

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

Need for Speed World, built by Electronic Arts (EA) Black Box in Burnaby, British Columbia, started a little more than two years ago with a simple idea: become the first real racing MMO. Knowing that racing gamers don’t need to understand the ins and outs of how a car works in order to enjoy zipping along online city streets or race circuits, EA sought to bring this racing MMO to the masses.

I recently caught up with two of the key visionaries behind Need for Speed World. Dave Wall, a 15-year veteran of the gaming industry, is the rendering and systems lead on the Need for Speed franchise. Eneko Bilbao, Black Box’s technical director, has worked on Need for Speed for two years. Together, Wall and Bilbao provide a convincing case for using Agile development, in-game analytics and performance-analyzing tools for creating a rolling-thunder rollout of new game features and optimized game performance.

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.

Who You Gonna Call? Ghostbusters Challenges

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

Ghostbusters was an unusually long project for us. We started in January 2006 with a prototype. For the first nine months of development, we were working on recreating the ballroom scene where Slim is captured from the first movie, obtaining the movie license and getting the green light to develop the project. At the same time, we knew we had something special with the Infernal Engine. A few former Terminal Reality employees wanted to use our technology to create a game for themselves; hence our engine licensing effort began as well.

The Force Remains Strong with LEGO Star Wars III: The Clone Wars

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

Generations of children have grown up playing with the Danish LEGO toy bricks. Over the past decade, while those original toys still flourish, kids and kids-at-heart have transitioned to LEGO videogames from developer Traveller’s Tales(TT Games) and the LEGO Company. Just as the LEGO Star Wars toys remain bestsellers over a decade after they were introduced, the LEGO Star Wars video games established developer TT Games as a force to be reckoned with and opened up the floodgates for other licensed games like LEGO Batman, LEGO Indiana Jones, and LEGO Harry Potter. Now, the developer behind all of these blockbuster hits has returned with LEGO Star Wars: The Clone Wars, featuring a brand-new game engine that brings the latest technology to PC gamers.

Racing to the Finish Line: Chris Southall Talks Total War and Sonic

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

SEGA’s video-game production output for 2010 was winning, to say the least. It included the latest titles in some long-running popular franchises, such as Napoleon: Total War, Sonic Free Riders  and Sonic & SEGA All-Stars Racing. I talked to Chris Southall, technical director at SEGA, about how Formula 1 and other racing games started his engine and got him interested in game development. He also tells us how the latest technology helps speed the workflow and bring games to life faster and better than it did when he entered the business in 1995.

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.

TRON: Evolution - Game Developers Go Hollywood

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

It’s been 30 years since writer/director Steven Lisberger first started working on bringing his vision of TRON  to the big screen. The film ushered in a new generation of computer animation, which allowed audiences to be transported into cyberspace and experience video game battles within the mainframe. TRON was the first movie to have a hit video game tie-in at the arcade, which seamlessly connected the film universe with the real world’s burgeoning video game industry.

One of the people who were both influenced by TRON and active in cyberspace was architect-turned-commercial director Joe Kosinski, who ended up working with Lisberger to bring TRON: Legacy to the big screen. Now Walt Disney Pictures  is bringing TRON: Legacy to the big screen, using the latest computer graphics technology to introduce a new wave of video game battles on the Grid. And Disney Interactive Studios  has enlisted Propaganda Games  to develop the TRON: Evolution game, which tells the story of what’s been going on within the TRON mythology over the past three decades.

Humble Opinions: From The Sims to Indie Games

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

As head of Electronic Arts’ The Sims division -- the best-selling PC franchise of all time -- Executive Vice President Rod Humble of Electronic Arts has reached the pinnacle of gaming success. He gets to call the shots on some of the highest-profile, biggest-revenue projects in the industry.

You would think he’d want to do anything but design more games at the end of his long, intense days. Think again. Humble blows off steam by cooking up home-brewed games intended to be a form of combination art. His indie efforts -- available on his personal site, Rodvik.com -- include an oddly boxy interaction game called The Marriage, a constellation creator called Stars Over Half Moon Bay, a look at the final days of an extinct species of cattle called Last Thoughts of the Aurochs, and the soon-to-be-released Perfect Distance, which follows a former artillery officer through life.