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Irrational Games’ Shawn Robertson on breaking out of Rapture

Shawn Robertson

If it’s up to Irrational Games’s lead artist Shawn Robertson, breaking out of the world of Rapture with Bioshock: Infinite was a huge blessing. “Bioshock is bigger than Rapture,” Robertson explained after his presentation to the press. “When we were looking at creating Bioshock Infite, there were no sacred cows for us. We really wiped [...]

PopCap’s Jason Kapalka on the state of social games, Zuma Blitz and the future of downloadable games

Jason Kapalka

If it’s up to PopCap’s co-founder and chief creative officer Jason Kapalka, we would never the see inside of a retail store in the near future and download all our games from home. At least that’s what he’s been doing the past couple of years. Readying up to launch a new social game called Zuma [...]

Ubisoft Paris’ Antoine Henry on reinventing Rabbids, working with an extra year and designing for more replayability

Antoine Henry

When Ubisoft first announced the Rayman: Raving Rabbids for the Wii in 2006, no-one would have foreseen the birth of a massive party game franchise. Being with the Ubisoft Paris team since Raving Rabbids 2, game designer Antione Henry tells Gamesauce about his team’s lucky break to get an extra year of development for their [...]

Inxile Entertainment’s Matt Findley on Hunted: The Demon’s Forge and taking the next step in co-op games

Matt Findley

Bethesda’s current game line-up is currently sporting quite some post-apocalyptic scenarios and big guns, with one exception. Inxile Entertainment’s Hunted: The Demon’s Forge not only sticks out because of its lush fantasy setting, but the fact that it is part of the rare kind of AAA titles that has a development team driven, if not [...]

Obsidian’s Josh Sawyer on Fallout: New Vegas, the Van Buren legacy and learning from mods

joshsawyer

“I’d always wanted to work on a Fallout game ever since I got in the industry,” Obsidian Entertainment’s project director Josh Sawyer admits at the start of our interview. Having worked at BlackIsle during the development of the canceled Fallout ‘Van Buren’ project and having his own shared of canceled projects in the past, Sawyer [...]

Thatgamecompany’s Robin Hunicke on working with feeling, Journey and how to be a great producer

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Robin Hunicke is currently facing two challenges at thatgamecompany: being the best producer she possibly can and working on thatgamecompany’s new experiment, Journey. Scheduled to talk during a panel, Hunicke shared her experiences with us on building Journey, working at thatgamecompany and what she thinks actually makes a good producer.

IGG’s Kevin Xu on challenging the Chinese game market

Kevin Xu

The Chinese online game market is booming, but a very tough market to break into as a Western developer or publisher. IGG might have found the magic formula to do so, but not without the necessary planning. IGG’s COO Kevin Xu took the time to tell us all about IGG’s trials and tribulations while preparing [...]

Bruce Shelley’s Five Rules/Steps for a Game Design’s First Draft

Bruce Shelley

When Bruce Shelley tells you about the five most important steps on setting up your game design document, you start taking notes. The Ensemble Studios co-founder and current consultant for numerous game studios offered some valuable tips on drafting a game design document.

Louis Castle on how to reinvent yourself in a dynamic market.

Louis Castle

During his own career in the game industry, InstantAction’s CEO and co-founder of Westwood Studios Louis Castle has had his fare share of having reinventing himself. From the time he had to pick his future livelihood as a teenager, to founding and setting up Westwood from his own garage. Here are some tips he shared [...]

Size matters with client-based games

Panel

During the Browser vs. Client-based Freetoplay MMOs panel at GDC Europe, one major problem with client-based games was also brought to attention that normally never receives that much attention at game conferences. The game-client’s size. “Size does matter,” IGG’s chief operating officer Kevin Xu told a slightly giggling audience. “The smaller the better.” IGG’s mixed [...]

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