Mexico Means Money

August 27th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

In line with the recommendation to independent game developers to chase Asian markets with strategies like micro-transactions in portable community-oriented games, there’s a new untapped audience on the rise. Mexico is known as a market caught up with piracy, but a recent report from Research and Markets Ltd. suggests that the game industry there could be worth $1 billion by 2010.
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Believe It or Not

August 25th, 2008
Author of this post: Amy Jones | About Blog Authors »

In a departure from anything art and class specific comes a story of horror. Well, really it’s horror borne out of a mistake that oddly enough encouraged me to write a small bit. Inspiration comes from odd places and I promise if you stick with me then we’ll make it to a point that involves art, video game and film.

I usually keep my promises. Okay, I try to keep my promises.

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Mad World Is Nothing New

August 22nd, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

As game designers, we need to ask ourselves how far we should go. The Wii is a whole new playing field for experimenting with forms of game play. And right now, the news is abuzz with the upcoming release of Mad World for its violence in physically enacting attacks with the Wiimote. I’d like to remind everyone that this is nothing new–other games such as Manhunt 2 and Red Steel experimented with this play awhile ago. Of them all, Man Hunt 2 is the most overtly violent.
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GDC Minus A Veteran

August 21st, 2008
Author of this post: Nic Berry | About Blog Authors »

The Game Developers Conference holds its next event in San Francisco next March, but will miss one of its best.  The event organizers have announced that after 5 years working on the Game Developer Conference and Game Developer Events,  Jamil Moledina is leaving in pursuit of other interests.

The announcement states Meggan Scavio will pick-up the reins as Event Director.  She looks to continue and enhance the GDC’s relationship with the developer community which sounds promising as she is an 8-year veteran.
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Maurine Starkey: Designer, Skilljam

August 19th, 2008
Author of this post: Sessions | About Blog Authors »

Maurine Starkey is a founding member of Westwood Studios. She has worked as an art instructor, lead artist, art director, creative director, producer and game designer for over 24 years, plus continues to paint, sculpt, storyboard, and illustrate books, paper games, and comic books. Read the rest of this entry »

Fanboys, Competers, Escapists and Time-killers: What Kind of Gamer Are You?

August 13th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

It’s not just about hardcore versus casual (and not to be confused about people getting hardcore about casual games). Researchers at Ghent University* responded to the latest generation of game technology (mmm, Nintendo Wii) by coming up with new labels for gamers based on player motivation. In the end, all of this research is to help game developers design games for different kinds of players.

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Mary Flanagan: Designer, Tiltfactor

August 11th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

What do you get when you put together a writer, artist, designer, academic, and activist all in one? Mary Flanagan and her work at Tiltfactor, the first academic center to focus on social activist games. We had the chance to nab up an interview with Mary all about her work and role in feminist game design. Because, yes, games can be feminist!

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The Art of Mayan Adventures

August 6th, 2008
Author of this post: Amy Jones | About Blog Authors »

First off: I wish the title of this blog actually indicated that I had some excursion in South America replete with harrowing tales and wonderful discoveries… but this is about software. Yes, of course I am talking about the Behemoth software that is Maya 8.5 and learning to effectively and efficiently model.  I have absolutely no experience with Maya whatsoever but I have to admit that my lessons have been straightforward and sensible to implement. I won’t lie to you: I was worried at first. Online class, complicated program and a bunch of assignments to complete… but everything been straightforward and makes sense.  You just have to learn how to function all over again in a new software environment.
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Dave Grossman: Director of Design, Telltale Games

August 4th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

“Judgment day is at hand, and it’s time for a showdown with the guy downstairs to bargain for Bosco’s soul.” Just another day in the lives of Sam and Max, the popular characters debuting in a series of Telltale’s episodic games. We nabbed up Director of Design Dave Grossman for an insightful and fun interview about all the happenings over at Telltale. I mean, who wouldn’t be having fun with chumps like Strongbad to hang out with?

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Austin GDC Early Registration Closing

July 31st, 2008
Author of this post: Nic Berry | About Blog Authors »

The folks organizing 2008’s Austin Game Developers Conference (Austin GDC) have put out a friendly reminder to possible attendees that early registration for the event ends today, July 31st.

This time around they’ll be be hosting keynote speeches from Bruce Sterling and co-creator of Club-Penguin Lane Merrifield.

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Art?
July 7th, 2008
Inspiration Art