As Janet Hetherington discovers, the groundbreaking videogame franchise, Final Fantasy, is far from final -- and there's a party going on, too.
Christopher Harz looks at the fundamental change that may be occurring in online game development, with implications for game producers, players and toolset developers.
As brands look for new ways to reach engaged consumers, all trends point to strong growth ahead for in- and around-game advertising. Karen Raugust reports.
Christopher Harz gets serious about the booming business of serious games, reporting back on the highlight of the Serious Games Summit.
It's no joke; Peter "The Rizk" Rizkalla has game reviews for God of War II, Wario: Master of Disguise and Killzone: Liberation in this month's "Press Start."
Christopher Harz returned to the GDC this month -- held for the first time at the Moscone Convention Center in San Francisco -- and reports back on the latest and greatest games, developments and trends.
For the March "Press Start" column, Peter "The Rizk" Rizkalla reviews four PSP games, Syphon Filter, Lumines II, Tekken: Dark Resurrection and Metal Gear Solid: Portable Ops.
In this month's "Press Start," Peter Rizkalla reviews Gears Of War, Warioware: Smooth Moves, Okami and Elite Beat Agents and find out which titles have a shot at winning big at the upcoming GDC Awards.
For the first installment of AWN's new gaming review series, "Press Start," Peter "The Rizk" Rizkalla takes a look at Castlevania: Portrait of Ruin, Mortal Kombat: Armageddon, Mario Hoops 3-on-3, Red Steel and Disney's American Dragon: Jake Long -- Rise of the Huntsclan.
Christopher Harz provides a behind-the-scenes glimpse into Tactical Iraqi, one of the most successful serious games designed to teach Arabic to soldiers deployed in Iraq.
Karen Raugust discovers how developers are investing in 3D mobile gaming, and positioning for success once consumer demand takes off.
Janet Hetherington talks to vfx experts about how videogame technologies are influencing movies and TV -- in production, presentation and marketing.
Adrian Pennington explores the challenges and possibilities in developing more photoreal games in the U.K. with the new HD platforms.
Tackling games in this month's "Digital Eye," game designer James Everett gives us his thoughts on the dangerous business of videogame innovation.
Jacquie Kubin reports on how the videogame, educational and software industries are working together to create the next generation of game creators.
For the third year in a row, Rick DeMott travels across town to E3 to uncover the secrets to the future of gaming.
Todays videogames are visually slick, but are they venturing into the realm of fine art? Janet Hetherington takes a look at how videogame art is jumping off the screen and into the gallery. Includes a QuickTime clip!
Christopher Harz looks into the ever-expanding field of educational videogames, moving games from the home into the classroom and office.
Karen Raugust talks with smaller animation studios who are creating cinematics and, increasingly, in-game assets for video and computer games.
Christopher Harz attends the biggest and baddest GDC ever and tells us what he found with contributions from Dominic Cianciolo.
Alain Bielik reports on the more ambitious vfx utilized in Underworld: Evolution, resulting in a pipeline shift by Luma Pictures and further reliance on ZBrush.
Christopher Harz attended the second Serious Games Summit and found an odd mix of enthusiastic game designers, uniformed Army personnel and game producers trying to bring everyone together.
Jacquie Kubin looks into how motion capture technology is helping drive the technical improvements in the next-generation systems.