span.gametitle {text-align:center;font-size:x-small;font-style:italic;} 2010 IGF Main Competition and Student Nominees Aaaaa! A Slow Year Closure Cogs Enviro-Bear 2000 Heroes of Newerth Joe Danger Limbo Miegakure Monaco Owlboy Rocketbirds Shank Shatter Star Guard Super Meat Boy Today I Die Trauma Tuning Vessel Boryokudan Rue Continuity Devils Tuning Fork Dreamside Maroon Igneous Paper Cakes Puddle Puzzle Bloom Spectre [...]
GDC 2010 Hub
April 25th, 2010 1 Comment
Tags: excellence in audio nominee · GDC · gdc 2010 · IGF · IGF 2010 · Seamus McNally Grand Prize Nominee · Super Meat Boy · team meat
Ulitsa Dimitrova Interview With Lea Schönfelder
April 23rd, 2010 No Comments
Ulitsa Dimitrova has something in common with World of Warcraft because you lose when you stop playing. On reflection, it has that in common with life as well. Developer Lea Schönfelder helped explain why she adopted this unusual mechanic, what it has to do with a dead Russian child, and how it all ties into storytelling.
Tags: GDC · gdc 2010 · IGF · IGF 2010 · Lea Schönfelder · Student Showcase · Ulitsa Dimitrova
Spectre Interview With Asher Vollmer
April 22nd, 2010 No Comments
Spectre is a curious exercise in storytelling. It’s somewhere between a choose-your-own-adventure book and a platformer, which is a fascinating blend to play. Lead engineer Asher Vollmer walked me through fitting all the narrative pieces together, the weave of player agency and storytelling, and the story web. Read on for his thoughts
Tags: asher vollmer · Bungie · GDC · gdc 2010 · IGF 2010 · spectre · Student Showcase
Puzzle Bloom Interview with Jess Rahbek
April 21st, 2010 No Comments
The title for this interview is misleading because we already covered Puzzle Bloom with designer Jess Rahbek for our PAX 10 2009 interview series. So I merely touched on the relevant game for this IGF nomination and spent the rest of the interview catching up with Jess’s exploits since last we met. So the scope of today’s text covers the role of Unity in Jess’s development career, public prototyping as a AAA development strategy, and Jess’s pet iPhone project. It’s all cool stuff, so hit the link and start reading.
Tags: GDC · gdc 2010 · IGF · IGF 2010 · Jess Rahbek · Puzzle Bloom · Student Showcase
Puddle Interview With Pierre Lemasson
April 20th, 2010 No Comments
Puddle is one of those physic sim/puzzle games where you manipulate the level to indirectly control an object trapped inside. It’s akin to those old wooden labyrinth games, but replace the bearing with a pool of liquid. Graphic Designer Pierre Lemasson helped answer my questions about the game’s origins, why everything is cast in silhouette, and new features in the offing. The answers are hidden behind that link above the excerpt.
Tags: GDC · gdc 2010 · IGF · IGF 2010 · Pierre Lemasson · puddle · Student Showcase
Paper Cakes Interview With Machiel van Hooren
April 19th, 2010 No Comments
Paper Cakes is unique at the IGF because it’s a novel game that would have worked just as well on paper as it does on a computer. In fact, if the game is ever published outside the freeware universe, I think a paper-bound walkthrough is called for with dotted “fold here” lines to explain each level. I didn’t pester developer Machiel van Hooren about that specific idea, but I did ask him about the paper prototyping process, simulating a sheet of paper on a tablet, and the game’s future. Read on for his answers.
Tags: GDC · gdc 2010 · IGF · IGF 2010 · Machiel van Hooren · paper cakes · Student Showcase
Igneous Interview with Will Taylor Graham
April 16th, 2010 No Comments
Will Taylor Grahm is as charming as he is informative. It doesn’t hurt that his game Igneous is an exuberant romp. Stay tuned for his remarks on making bugs into features, iteration through genres, and why a tiki totem would be racing through a volcano in the first place.
Tags: GDC · gdc 2010 · IGF · igf2010 · igneous · Student Showcase · Will Taylor Graham
Dreamside Maroon Interview With Justin Whitney
April 15th, 2010 No Comments
Dreamside Maroon was one of the quietest games at the IGF. It’s unusual to find a peaceful game in the Expo din of networking and violent sound effects. Programmer Justin Whitney was available to talk about player motivation in his quiet game, the role of feedback in a sandbox, and some unexpected interpretations .
Tags: Dreamside Maroon · GDC · gdc 2010 · IGF · IGF 2010 · Justin Whitney · Student Showcase
The Devil’s Tuning Fork Interview With Matt Lazar
April 14th, 2010 No Comments
It might be tacky to draw comparisons, but The Devil’s Tuning Fork will remind you of last year’s The Unfinished Swan. Of course, if you recall my gushing about blindness in exploration, the complement will come into view. Producer Matt Lazar helpfully answered my questions about how blindness impacts exploration and fear and the unseen. Read on for his thoughts.
Tags: GDC · gdc 2010 · IGF · IGF 2010 · matt lazar · Student Showcase · The Devil's Tuning Fork
Continuity Interview With Stefan MIkaelsson
April 13th, 2010 No Comments
Continuity mixes two game concepts you’d never expect and does it with panache. Between its novelty and polish, it’s no wonder that the game took home the prize for Best Student Game at the IGF. Developer Stefan MIkaelsson was manning the booth when I stopped by, and he walked me through the game’s foundations, its inspiration, and the team’s upcoming projects.
Tags: best student game · continuity · GDC · gdc 2010 · IGF · IGF 2010 · Stefan MIkaelsson
