Posts Tagged ‘interview’

Talk Of The Terrace: Football Manager Interview

By Adam Smith on November 25th, 2013.

Football Manager is an enormously complex simulation. On a global level, the game tracks thousands of careers, ambitions and relationships, and on any given match day, weather, morale, skills and individual personal issues can contribute to moments of brilliance or abject failure. Talking to Sports Interactive’s director Miles Jacobson, I found that the simulation model is even more elaborate in some areas than I’d expected. Read on to find out about the game’s expanding narrative engine, how climate change is forcing the team to update the code that generates weather patterns, why the ugliest aspects of football have no place in FM and how a non-contract player’s family situation might prevent him from playing for your club.

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Interview: James McVinnie, Director Of End Of The Line

By Graham Smith on November 22nd, 2013.

James McVinnie has been making machinima for years, for the Half-Life modding community, for BioWare as a cinematic director on Mass Effect and Dragon Age, and more recently for himself. His Source Filmmaker short, Practical Problems, was a finalist in the comedy category at the 2012 Saxxy awards.

His latest project is End of the Line, an eight-minute Source Filmmaker short due out early next year. It again stars a cast of Team Fortress 2 characters, but it’s more ambitious than any SFM short I’ve seen before. A minute-long trailer released in August garnered so much attention that Valve have asked McVinnie and his team to explore creating an official community update for Team Fortress 2 to coincide with the film’s release.

I spoke with James about his time with BioWare, and his process for making films within videogame engines. In response to one of my questions, he made an illustrative video.
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The Flare Path: Hurls Demo Charges

By Tim Stone on November 22nd, 2013.

Demos are a digital wargamer’s Predator drones and PR Spitfires. They allow us to scout new battlefields safely and smartly. They furnish us with the information reviews, AARs and Let’s Plays can’t provide. I wouldn’t be without them, yet, these days, often am thanks to the questionable policies of sector-dominating militaria-mongers Slitherine/Matrix Games. Read the rest of this entry »

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Interview: Spector On Cartoons, Cyberpunk And Failure

By Adam Smith on November 20th, 2013.

In this second part of my conversation with Warren Spector, we discuss the good and bad of Disney, Spector’s new role as an Academy director, the benefits and drawbacks of growing up as a gamer, and the parallels between Hollywood in the late forties and the games industry now. Also, why indie development is the place to be.

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Interview: Spector On Fears, Legacies and Returning To PC

By Adam Smith on November 18th, 2013.

There are a lot of words being written about the new consoles this week but when I spoke to Warren Spector a few days ago, he was clear about where his future lies: “I think all the interesting stuff is happening on PC now… Assuming I make more games, which I intend to do, PC and Mac are going to be my targets.”

It’s good to hear. We spoke at the Bradford Animation Festival and covered a wide range of topics, from his theories of design and pioneering role in PC gaming to thoughts on the current state of the industry. In this first part of our conversation, there’s insight into how Spector see his own legacy and the work of his former colleagues, and how frustrations with Thief’s difficulty inspired the player empowerment of Deus Ex.

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Crew Control: The Mandate Interview

By Adam Smith on November 18th, 2013.

Currently, I don’t think there’s a more interesting Kickstarter project than The Mandate. When I first saw footage, I was confused – was it a 4X space game, an RPG or a turn-based tactical combat sort of a thing? It contains all of those aspects in one great smouldering fusion of sci-fi concepts but that’s not all. The Mandate is a lore-rich story of Tsars in space, with procedurally generated galactic sectors and strongly defined crew members, each with their own personality, skills and cultural attachments. It’s a complex game and hard to summarise, so I spoke to Ole Herbjørnsen (Executive Producer) and Michael Douse (Community Manager) of Perihelion to uncover some details. There’s an enormous amount of information about this hugely promising game below.

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Interview: Steve Swink On The Scale Of SCALE

By John Walker on November 13th, 2013.

Steve Swink is a man of damned good ideas. Thankfully, he also makes them into games. And from what I’ve played of an early build of SCALE, his latest is something pretty special. First winning crowds over at GDC this year, it’s now in the very final days of a Kickstarter, topping its target late last night. We caught up with Steve to learn how the idea began, before growing and growing into a full-sized videogame.

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Interview: Guido Henkel On Deathfire: Ruins Of Nethermore

By John Walker on November 13th, 2013.

Hey, get your feet off our couch.

We’ve already seen some promising in-game footage of the grid-based first-person RPG with the most fantasy name of all time, Deathfire: Ruins Of Nethermore. Harking back to the likes of Dungeon Master and Wizardry, but with promises of something a lot more involved, it sounds like something we’d like to press play upon. But who is behind these claims? Who is Realms Of Arkania co-creator Guido Henkel? Well, he’s the co-creator of… oh, I ruined that. Setting out to find out if he’s more than just the box cover model for Planescape: Torment, I stepped forward, sidestepped left, stepped forward again, and used the potion of Interview on Henkel. Find out how Legends Of Grimrock made him realise the project was even possible, why they’re sticking to the tiles, and why being a producer on Planescape: Torment isn’t as glamorous as it sounds.

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When Giveaways Go Wrong: Wadjet Eye Interview

By Adam Smith on November 5th, 2013.

This is Halloween, everybody make a scene! Oh, crumbs. It’s not Halloween at all, is it? It’s the other one. The one when we burn effigies on a fire and watch on in horror as our pet dogs cower in a puddle of their own wee, thinking they’ve been caught in the middle of a war. Let’s pretend it is still Halloween though because Dave Gilbert, adventure-builder and founder of Wadjet Eye Games, has a scary story to tell. I spoke to him about how an attempt to give away Blackwell: Deception for free became a trying ordeal. Then we chased away the ghouls and talked about how adventure games really never died, how the Blackwell series will end, and what comes next.

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Gaming Made Me: The Trespasser Demo

By Craig Pearson on October 30th, 2013.

There there.

I’m finally handed the opportunity to write about Jurassic Park: Trespasser on RPS, but instead of hitting Isla Sorna like a sexy chaos mathematician, I instead drop into the less chaotic confines of the demo. I took some time to consider what I loved about Trespasser, a game that was widely regarded as the most disappointing release of 1998, and I realised that my fondest memories were of the demo. I still really like the game, but it was that little sandbox of dinosaurs and boxes that boiled down what I wanted from games. I managed to dig the demo up on TresCom, and installed two parts of the mods here to up the resolution and returned to that Lost World. It was there, when I was 19 and this felt like the future, that I lost dozens of hours. My inner child returned as I flapped my noodley arm around at raptors, so I did what every responsible adult would do: I interviewed him. Here is the transcript of the chat between 19 year-old me, and the handsome, witty grown-up that idiot somehow spawned.
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Level With Me, Liz Ryerson

By Robert Yang on October 28th, 2013.

Level With Me is a series of interviews with game developers about their games, work process, and design philosophy. At the end of each interview, they design part of a small first person game. You can play this game at the very end of the series.

Liz Ryerson is a game developer and composer based in Oakland, California. She did music for Dys4ia, Crypt Worlds, and MirrorMoon EP. Most recently, she made Problem Attic, a 2D platformer about real and imaginary prisons. Oh, and she also blogs about level design in Wolfenstein 3D and Doom, among other things.
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