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April 1, 2008

ICE 08: Can Advergaming Spur Creativity? / Gamasutra

“As an engaging ‘new’ form of entertainment, games are being courted by big brands as a platform for advertising, through in-game billboards and branded web games. But can their money allow developers more freedom?
In this panel at the ICE conference in Toronto, a panel including Ian Bogost (Persuasive Games) and Jim McNiven (Kerb) discussed the […]

April 1st, 2008 : Gamasutra
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March 17, 2008

Q&A: Digini Reveals Subscription-Based Blade3D XNA Engine / Gamasutra

“Digini has announced Blade3D, a new subscription-based development environment for Xbox 360 and PC, based on Microsoft’s XNA platform - the company’s Jon Grande and Tony Garcia talk exclusively to Gamasutra about how the new model will ’shake up’ game development.”
This Q&A on Gamasutra by yours truly might seem kind of random, as usually my […]

March 17th, 2008 : Gamasutra, Interviews
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March 3, 2008

Best Of GDC: Ultra Kill! Epic Talks Unreal Tournament III Development / Gamasutra

“Epic Games president Mike Capps began humbly by introducing the company as a developer of both games and middleware, even saying that ‘a lot of great stuff is developed on our middleware. Stuff like Bioshock, which puts Gears of War to shame.’”
My last piece of GDC session coverage that’s going up on Gamasutra, although there […]

March 3rd, 2008 : Gamasutra
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February 29, 2008

Best Of GDC: Paul Steed On ‘The Trip’ From Artist to Entrepreneur / Gamasutra

“Replacing David Jaffe’s Game Career Seminar keynote “From Grunt to God to Startup” was Exigent outsourcing firm co-founder Paul Steed (formerly of id, where he somewhat infamously created the ‘Crackwhore’ in-game skin, as well as Origin).
He pitched in to give an entertaining (if heavily digressionary) session on his trip throughout the industry: including revealing stories […]

February 29th, 2008 : Gamasutra
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February 28, 2008

Best of GDC: The Secrets Of Portal’s Huge Success / Gamasutra

“Despite holding a session in a room full of clearly die-hard Portal fans, Wolpaw and Swift opened by warning for ’spoilers’ and expected the audience to query: ‘Why should we care about Portal?’”
Due to the huge amount of GDC related content we produced on Gamasutra during the conference, a lot of the session coverage got […]

February 28th, 2008 : Gamasutra
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Archive: 21st February 2008: GDC 2008 / Gamasutra

GDC: The Future of Story In Game Design - See what I mean about one of the main themes being story? I wasn’t complaining - this was another entertaining session. I’m really pleased to see how many comments this story got, too!
GDC: Radical Talks ‘More Is Better’ For Prototype - This session blew me away. […]

February 28th, 2008 : Archive, Gamasutra
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February 27, 2008

Archive: 20th February 2008: GDC 2008 / Gamasutra

If I thought my problems were over when GDC Mobile ended, well, was I in for a surprise. It managed to get busier and crazier once the main conference began.
GDC 2008: The Crysis Of Audio - Maybe not the most obviously exciting way to kick off one of the main events in the gaming calendar, […]

February 27th, 2008 : Archive, Gamasutra
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January 2, 2008

Work Doesn’t Take A Holiday But David Perry’s Free To Play / Gamasutra

“After twenty years in the business, with the decision of Atari to sell Shiny Entertainment in early 2006, founder and Earthworm Jim, MDK, Messiah and Enter The Matrix co-creator David Perry decided to take a year off.
But, as humorously recounted in his recent talk at the Montreal International Game Summit, things didn’t quite work out […]

January 2nd, 2008 : Features, Gamasutra
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December 19, 2007

Better Living Through Order: An Eidos Montreal Studio Tour / Gamasutra

“Stéphane D’Astous, General Manager of the newly-formed Eidos Montreal, is bullish about his studio’s planned development cycle. ‘Trying to get nine women to give birth to a baby in one month doesn’t work. Everyone has tried that in this industry, but we decided to cut the bullshit,’ D’Astous declared on our in-depth tour of the […]

December 19th, 2007 : Features, Gamasutra
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December 15, 2007

MIGS: Realtime Worlds’ Wilson Talks Tense Times For Crackdown / Gamasutra

“At the Montreal Games Summit, Realtime Worlds producer Phil Wilson gave an in-depth postmortem of Crackdown, discussing obstacles encountered and mistakes made during the development. Wilson noted that while he did a postmortem for Game Developer, he wanted to add some other aspects of the game from a different direction, looking at things from a […]

December 15th, 2007 : Gamasutra
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