Posted by Vlad Micu
Development
Wednesday, September 29th, 2010

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 [...]
Posted by Vlad Micu
Business
Tuesday, September 28th, 2010

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 [...]
Posted by Vlad Micu
Development
Wednesday, September 22nd, 2010

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 [...]
Posted by Vlad Micu
Development
Wednesday, September 8th, 2010

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 [...]
Posted by Vlad Micu
Development
Wednesday, September 8th, 2010

“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 [...]
Posted by Vlad Micu
Development
Tuesday, September 7th, 2010

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.
Posted by Vlad Micu
Business
Tuesday, September 7th, 2010

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 [...]
Posted by Vlad Micu
GDC Europe
Tuesday, September 7th, 2010

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.
Posted by Vlad Micu
GDC Europe
Tuesday, September 7th, 2010

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 [...]
Posted by Vlad Micu
GDC Europe
Tuesday, September 7th, 2010

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 [...]