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.
This month Dr. Toon plays the “What If” game to see how the world of animation would be different if in an alternative reality Dick Tracy was an animated star, Bob Clampett lived longer or Walt Disney never lost Oswald the Rabbit.
Janet Hetherington takes a look at how videogames based on movies are being packed with original content to keep players happy and film franchises alive.
With the holidays comes holiday parties. The Career Coach gives some quick tips on how to get more out of the festivities than just chips and dips.
With console platforms evolving, Karen Raugust looks into how gaming companies are increasingly looking to film, Web design, broadcasting and elsewhere to round out their development teams.
Alain Bielik explores how MPC improved its motion capture and crowd simulation toolset for the siege of Jerusalem in Kingdom of Heaven.
In Part 3 of this series, Ellen Besen discusses the impact of new technology on performance and the future roles of technology, new and old, with former Disney animation artist Charlie Bonifacio and former Pixar animation artist Stephen Barnes.
Ryan Lesser delves into Autodesks Combustion 4 to see if the software is explosive or a wet firecracker.