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Article Type: Interview

Blogs Independent’s Day: The Reality of Indie Game Development

By Dan Sarto | Wednesday, February 9, 2011 at 9:02am

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.

Blogs Frenzer Foreman Animation Forum (podcast) x 21

Special Guest: Ottawa International Animation Festival - Part 2

The Big Bang, Opposable Thumbs, Fire, the Wheel, Chop-Sticks, Animal Husbandry, The Mona Lisa, Gigli, Head-On, the Frenzer Foreman Animation Forum. Now, the most exciting conclusion to the most anticipated part 2 part of the most recorded audio podcast by the Frenzer Foreman Animation Forum at the Ottawa International Animation Festival in 2010...

Blogs From Disney to Ground Zero and Beyond - The Ron Barbagallo Interview

By Joe Strike | Monday, January 31, 2011 at 10:26am

Once upon a time animation art wasn't worth the celluloid it was painted on. Art that would now be worth tens of thousands of dollars was washed or thrown away – and what was saved often handled thoughtlessly or just forgotten about. Things have changed since then, changed a lot. People now realize that animation art is exactly that - a thing of beauty in its own right, and a cultural heritage to be cherished and preserved. Preservation is where Ron Barbagallo comes into the picture.

Blogs 'Need for Speed' Drives Back to Roots

By Dan Sarto | Wednesday, January 26, 2011 at 1:16pm

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.

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

By Dan Sarto | Monday, January 3, 2011 at 1:20pm

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.

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

By Dan Sarto | Monday, January 3, 2011 at 12:03pm

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.

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