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.
Ulitsa Dimitrova Interview With Lea Schönfelder
April 23rd, 2010 1 Comment
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
Boryokudan Rue Interview With Joshua Nuernberger
April 12th, 2010 No Comments
Boryokudan Rue is the kind of deadly serious adventure game that the world hasn’t seen since the noun + verb interface went extinct. However, Joshua Nuernberger is reviving the style, and he shared a bit on why and how. Read on for information on the game’s story delivery, the action system, and development efficiency.
Tags: boryokudan rue · GDC · gdc 2010 · IGF · IGF 2010 · joshua nuernberger · Student Showcase
Zeit^2
March 23rd, 2009 No Comments
Zeit2
Developer: Technische Universität Berlin
Nomination: Student Showcase
Platform: Windows, XBox Community Games (trailer available)
Website
Description: Sidescrolling shooter you play with yourself. 2008 Dream Build Play finalist, winner Best Game from Germany.
Tags: GDC · IGF · Student Showcase
