Feb 24 2012 10:08 PM | Posted By Eurogamer.net
in Breaking Into the Industry
eurogamer.net —
In this interesting interview with Peter Molyneux – head of Lionhead studios, formerly of Bullfrog and general industry stalwart – Molyneux talks candidly about the options available to people getting into the industry. He discusses his own experiences and the three routes as he sees it, one of which involves using engines such as Unity to create and publish your first game to one of the growin...
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Dec 06 2011 05:00 AM | Posted By Dan Miller-Schroeder
in Event Coverage
Unity's annual developer conference, Unite, drew over 1200 attendees this year and offered 40 talks on shader programming, console developing, post-mortems from development teams, and much more. design3 was there to check it out
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Oct 28 2011 04:00 AM | Posted By Drew Sikora
in Event Coverage
Photos, slides and coverage links from the 2011 Game Developers Conference Online, held in Austin Texas in early October
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Oct 26 2011 04:00 AM | Posted By Bill Crosbie
in Event Coverage
Summaries from some of the sessions given at the business-focused New York Games Conference, held at the Museum of Jewish Heritage in downtown New York City along the waters of the Hudson River on Sept 22nd
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Mar 30 2011 04:00 AM | Posted By Christian Arno
in Business and Law
Get an overview of the process and pitfalls of localizing a game for several countries during or after development
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Jan 19 2011 05:00 AM | Posted By Intel
in Interviews
An interview conducted by Bob Duffy, Intel AppUp Developer Community Manager, with developer James Brown on bringing his award winning game "Ancient Frog" to the Intel AppUp center
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Nov 19 2010 06:21 PM | Posted By Nathan Madsen
in Interviews
We talk to the makers of FMOD about their current successes, new partnerships and what they have lined up for 2011 and GDC
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Sep 29 2010 04:33 PM | Posted By Tiffany Smith
in Business
We talk to the co-owner/co-founder of SuperVillain Studios about where he's come from and where he's going - especially with regard to SuperVillain Studios
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Sep 22 2010 10:31 AM | Posted By Tiffany Smith
in Business
We have a short chat with The Behemoth's well-known artist Dan Paladin about his influences, artistic style, working at Behemoth and their latest title
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Jun 18 2010 08:27 PM | Posted By Drew Sikora, Oli Wilkinson
in Interviews
We talk to Jamie Cheng, co-creator of the IGF finalist game Shank, nominated for Excellence in Visual Art
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Jun 16 2010 11:19 AM | Posted By Kevin Spector
in Business
Top 6 mobile payment considerations for online and social network game developers from the CEO of Mobile First.
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Jun 14 2010 05:59 PM | Posted By Drew Sikora, Oli Wilkinson
in Interviews
We talk to Marc ten Bosch, creator of the IGF finalist game Miegakure, nominated for Excellence in Design
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May 27 2010 08:04 PM | Posted By Drew Sikora, Oli Wilkinson
in Interviews
We talk to Rob Jagnow, creator of the IGF finalist game Cogs, nominated for Excellence in Design
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May 06 2010 08:12 AM | Posted By Drew Sikora, Danny Green
in Event Coverage
A look at what went down at this year's TGC as well as select session coverage with links to video coverage and slides as well.
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Mar 04 2010 09:18 AM | Posted By Oli Wilkinson, Drew Sikora
in Interviews
We talk to Loren Schmidt, creator of the IGF finalist game Star Guard, nominated for Excellence in Design
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Feb 26 2010 06:27 PM | Posted By Drew Sikora, Oli Wilkinson
in Interviews
We talk to Daniel Benmergui, creator of the IGF finalist game Today I Die, nominated for a Nuovo Award
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Feb 24 2010 02:38 PM | Posted By Drew Sikora, Oli Wilkinson
in Interviews
We talk to Krystian Majewski, creator of the IGF finalist game TRAUMA, nominated for the Seumas McNally Grand Prize, Excellence in Visual Art and Excellence in Audio
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Feb 22 2010 03:33 PM | Posted By Eric Schumacher
in Business
This article takes a retrospective look at game development in 2009, and investigates the trends that are defining the market in 2010
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Feb 15 2010 11:52 AM | Posted By Oli Wilkinson, Drew Sikora
in Interviews
We talk to Ichiro Lambe, founder and president of Dejobaan Games, makers of AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity, which is nominated for Excellence in Design
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Feb 15 2010 11:37 AM | Posted By Philip Edwards
in Business
This article goes over important topics and practices involved with keeping a volunteer mod team motivated through development of a project, how to handle widely-dispersed teams and how to attract players/developers to your project
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Feb 12 2010 11:23 AM | Posted By Drew Sikora, Oli Wilkinson
in Interviews
We talk to Edmund McMillen and Tommy Refenes, the creators of Super Meat Boy, nominated for the Seumas McNally Grand Prize and Excellence in Audio
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Feb 08 2010 03:45 PM | Posted By Drew Sikora, Oli Wilkinson
in Interviews
We talk to John Krajewski from Strange Loop Games, project lead on IGF finalist Vessel, nominated for Technical Excellence
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Feb 05 2010 01:06 PM | Posted By Drew Sikora, Oli Wilkinson
in Interviews
We talk to Andy Schatz from Pocketwatch Games, creator of IGF finalist Monaco, nominated for Design and the Seamus McNally Grand Prize
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Jan 20 2010 04:46 PM | Posted By Oli Wilkinson
in Interviews
We speak to Raymond Jacobs, founder of Massachusetts–based independent game studio Ethereal Darkness Interactive about their history and experiences developing RPG-Adventure games Morning’s Wrath and The Lost City of Malathedra.
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Dec 23 2009 06:00 PM | Posted By Oli Wilkinson
in Interviews
David talks to us about how Unity got started, what motivated and steered them in the decisions they've made with the engine, and how they're working with the community to make it even better
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