Emotions have been running high in the HTML5 application development space in recent months. With the current worldwide explosion of mobile and web app use currently underway, many feel HMTL5 is the bright future of cross-platform development.
Real-time strategy (RTS) games have had lasting appeal on PCs, and now the genre is moving to mobile devices. Needless to say, the shift from large displays to much smaller ones creates design challenges for RTS game makers.
Mobile game developers are beating a path to Corona SDK, a development platform built upon such components as OpenGL, OpenAL and the Lua cross-platform programming language. I recently talked to Don-Duong Quach, a programmer and co-founder of Cannon Cat developer Loqheart, about his use of Corona SDK.
We recently talked to Ashley Gullen, a director at Scirra, who provided a few tips on working with Construct 2.
Donald Mustard, creative director and co-founder of Chair Entertainment, talks about the multiscreen future of gaming and how mobile, PC and console experiences will interconnect in this exclusive interview.
Crytek recently branched out into puzzle-based mobile games with Fibble, available on the iPhone, iPod and iPad. It marks Crytek’s first mobile offering as well as its first puzzler. We recently talked to Kristoffer Waardahl, studio manager of Crytek Budapest, about the company’s new development direction.
There are fundamentally challenging questions that companies will be forced to grapple with as they decide what cloud functionality suits them best. The central issues include security, cost, scalability and integration.
William M. “Trip” Hawkins III -- founder of Electronic Arts and father of the 3DO console is rewriting the rules again. Here, Hawkins explains why he believes social gaming and virtual goods are the future of interactive entertainment.
Cliff Bleszinski, the company’s design director, is at the heart of Epic’s new game development. John Gaudiosi caught up with him before he went on to host the 2012 Game Developers Choice Awards.
Here, Rich Farley, creative director at Danger Close Games, talks about what’s in store for PC gamers and gives his take on the move to modern warfare in this exclusive interview from GDC 2012.
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.
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.
Tim Sweeney, the founder of Epic Games, talks about how advances in processing power will continue to advance games.
Electronic Arts’ BioWare studio has come a long way since first launching Mass Effect on the PC. What began as an epic single-player experience has expanded into a new cooperative gameplay mode with Mass Effect 3. Up to four players can engage in exclusive co-op firefights on top of the epic conclusion of the single player campaign.
Late last year, the center announced it will launch a master’s program starting in fall 2012. We spoke with director Frank Lantz about the now even-more-promising future of gaming at NYU.
For a technology company to be successful, it must be able to not only deliver cutting-edge products, but also tailor those products for a marketplace and consumer demand that doesn’t yet necessarily exist. It’s enough to make you want to break out the crystal ball.
It’s that time of year, when I speculate as to what the big technology announcements and impacts are going to be for the next year. For 2012, I looked for things that will in some way have a profound short- or long-term impact on the various gaming ecosystems.
The word “convergence” won’t mean quite the same thing to the next generation as it does to us. That’s because kids today will come of age in a time when phones were used to play video games, computers could double as a private movie house, and televisions were flipped on to browse the Web. Unlike us, they’ll be living in a world where “ubiquity” is the word -- surrounded by devices.
Wwe talk to Michael Mateas, associate professor of computer science at University of California, Santa Cruz, about the intersection of artificial intelligence, art and design -- and its impact on the future of technology.
I believe piracy, DRM, secondary sales and account/identity theft are all creating a cause-and-effect that’s leading us towards an overall reduction in the rates of piracy.
Imagine that you needed a special TV to watch HBO’s Game of Thrones, then another television to watch Showtime’s The Tudors, then, to watch the Super Bowl, you needed yet another TV. This is exactly what we’re dealing with in the games industry with consoles. It’s pretty ridiculous when you stop and think about it
Carnegie Mellon University’s Entertainment Technology Center was founded in 1999 by drama and arts management professor Don Marinelli and the late Randy Pausch, professor of computer science, human-computer interaction and design.