Posted by Contributions
Fall 2009
Tuesday, January 18th, 2011

Why on earth would anyone start up an independent games development studio in a time when devs all over the world are being put to the sword? When even the biggest publishers are taking out their marketing inadequacies on our creative brothers and sisters on the battlefront, canning them rather than the people behind the [...]
Posted by Contributions
Fall 2009
Friday, January 7th, 2011

There will be many development people reading this who know exactly what I look like. And I don’t mean in some carefully-posed corporate photograph either. I mean in the shambolic, 3D, real-world flesh. In fact they will be far more familiar with my ugly appearance than that of just about any other co-worker from Marketing. [...]
Posted by Contributions
Blast From The Past, Fall 2009
Tuesday, December 28th, 2010

Noah Falstein looks back at his work on the legendary arcade game Sinistar, working in the the coin-op era, the birth of game designers and the aftermath of Sinistar. My first officially published computer game was a coin-operated arcade game called Sinistar, released by Williams Electronics in 1983. I’ve subsequently worked on a lot of [...]
Posted by Contributions
Cover Story, Fall 2009, Main Cover Story
Tuesday, December 7th, 2010

Trip Hawkins of Digital Chocolate discusses the early days of EA, the core principal the publisher was started with, launching the 3DO game console, licensing technology, Digital Chocolate and much more in this issue’s cover story Let’s talk about the launch of EA. What got you started? Well, you really have to think back to [...]
Posted by Contributions
Fall 2009, Industrial Depression
Wednesday, December 1st, 2010

When you tell people you make games for a living they generally say something like, “Wow, that doesn’t even sound like a job,” or “If that’s work, what could you possibly do for fun?” And for the most part it’s true: Making games beats the heck out of, say, cleaning sewers or performing rectal exams [...]
Posted by Jessica Tams
Fall 2009
Monday, November 29th, 2010

Long before he was elected governor of California, Arnold Schwarzenegger was a really, really bad actor. His multimillion-dollar blockbusters were almost universally films in which he did little but grunt and shoot and blow stuff up. But the movies in which he actually, you know, talked and stuff? Yuck. Case in point: Twins, the 1988 [...]
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10 Questions, Fall 2009
Monday, November 22nd, 2010

Scott Miller of 3D Realms discusses Duke Nukem, publishers, Tomb Raider, Hollywood, Star Wars, the importance of a strong lead and fixing the industry in 10 Questions from the Fall 2009 issue of the Gamesauce Magazine. 1) We keep hearing about transmedia. What exactly does that mean, anyway? Star Wars is my best example of [...]
Posted by Jessica Tams
Spring 2010
Monday, September 6th, 2010

When you’re as busy as we all are, with so much going on around us, it’s easy to lose sight of the bigger picture. You get so preoccupied with the screwed up economy, squabbles between publishers and developers, indie opportunities and freelance opportunities and start-up opportunities and the half dozen cool ideas that you never [...]
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Blast From The Past, Spring 2010
Sunday, September 5th, 2010

It was early May, 1998. Nearly all of Ensemble Studio’s employees were in San Jose, aboard the Queen Mary. We had just been awarded a pair of Spotlight Awards from the Computer Game Developers’ Conference, including “Best of Show.” The statuettes looked like miniature Klieg lights, and someone had plugged them in on one of [...]
Posted by Contributions
Cover Story, Spring 2010
Saturday, September 4th, 2010

Brenda Brathwaite: Let’s start with your design philosophy. When you make a game, what are you trying to accomplish? John Romero: Well, it begins and ends with the player—always has. While I am making the game, that’s the role I take. I might be in coding mode or level design mode or whatever, but the [...]