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Designing Combat Encounters In Uncharted 2
by Benson Russell
[08.03.10]
Naughty Dog combat designer Benson Russell walks us through the combat design process at the acclaimed studio, breaking down iteration, team members involved, and how the tools pipeline hooks into workflow.
Game Design
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Taking Back Fallout
by Chris Remo
[08.02.10]
Obsidian Entertainment CEO Feargus Urquhart discusses design opportunities that have arisen developing Fallout: New Vegas, and how being one of the series original creators' affected his reaction to both Bethesda's game and this new endeavor.
Game Design, Interview
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Demiurge's Road To Creativity
by Christian Nutt
[07.30.10]
Demiurge Studios has gained a reputation as a reliable developer doing work-for-hire for larger studios like BioWare and Harmonix, but now the company has plans to break out -- studio director Albert Reed explains how it reached that juncture.
Game Design, Interview
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Addressing Conflict: Tension and Release in Games
by John Rose
[07.29.10]
John Rose of Nihilistic looks at the often utilized but under-discussed phenomenon of tension and release, and how games can build emotional involvement in players through intelligently crafted applications of this technique, which, in his argument, spans all art art forms.
Game Design
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Successful Playtesting In Swords & Soldiers
by Jeroen van der Heijden
[07.28.10]
Dutch usability research house Valsplat's Jeroen van der Heijden shares details and insights from playtesting Ronimo's popular WiiWare strategy title throughout its conversion to PlayStation Network.
Game Design
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Taking Games Beyond Whack and Tilt
by Anupam Chakravorty, Rob Kay, Stuart Reynolds, Ian Wright
[07.27.10]
The team at AiLive (co-developers of Nintendo's Wii MotionPlus peripheral) discuss the current state of motion control -- offering specific and relevant feedback about how to properly detect motions, as well as preparing you for the Move and Kinect-powered future.
Game Design
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Inciting A (Human) Revolution: The Deus Ex Interview
by Chris Remo
[07.26.10]
Deus Ex: Human Revolution director Jean-Francois Dugas and producer David Anfossi discuss the unique challenges involved in returning to the world of Deus Ex, from modern level design philosophy to player-driven narrative.
Game Design, Interview
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Putting the 'Epic' in Epic Mickey
by Kris Graft
[07.23.10]
In this interview, Warren Spector describes how his creative mission in life -- giving players choice and consequence -- informs the development of Disney Epic Mickey, a game players didn't expect from the designer yet which encompasses what they love about his work.
Game Design, Visual Art, Interview
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Postmortem: Tale of Tales' The Path
by Auriea Harvey, Michaël Samyn
[07.22.10]
Tale of Tales' Michaël Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms.
Audio, Game Design, Postmortem, Programming, Production, Visual Art
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