Posts Tagged ‘interview’

The Flare Path: Submarine Dreams

Subsim.com proprietor Neal Stevens and myself stand on opposite sides of the great dreamer-doer divide. When I see a promising in-development sim struggling for funding or heading in a direction I don’t much like, I sigh and pen a few plaintive words for this column. Neal, on the other hand, contacts the devs, and offers to fund development of the game for a year in return for design influence. When the studio accepts his offer, he then up sticks, and moves five thousand miles to be closer to his new business partners.

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Kickstarter’s Head Of Games: “Kickstarter Fatigue Only Lasts Until Someone Sees Their Favourite Game Pop Up”

At this year’s Develop conference in Brighton, I grabbed an hour with keynote speaker Luke Crane, Head of Games at Kickstarter, to talk about the state of play of videogames on the crowdfunding platform in 2016. Discussed: what makes a good project now, the odds of making it, ‘Kickstarter fatigue’ and the question of glory days, Kickstarter’s reaction to funded projects that are not then released, the importance of community, how the press can be unhelpful and whether or not famous names are dominating the ecosystem at the expense of smaller developers.
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Interview: How The Esports Integrity Commission Hopes To Crack Down On Cheating

Organisations aiming to regulate esports seem to be sprouting on an almost daily basis. The latest of the bunch is ESIC, the Esports Integrity Commission, a not-for-profit who want to “take responsibility for disruption, prevention, investigation and prosecution of all forms of cheating,” including both match manipulating and doping. Match manipulation seems a particularly large focus and the organisation is being supported by the UK Gambling Commission among others, with the ESL and Dreamhack counted among its members.

We spoke to Ian Smith, ESIC’s ‘integrity commissioner’, via email about what prompted the move towards regulation, his own leap from cricket to esports, and how enforcement of regulations will work.

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Interview: Fireproof Games On The Room, And The Journey From Mobile To PC

With The Room Two [official site] released on PC today, we grabbed the chance to speak to developers Fireproof about how they succeeded in a tough mobile market, and then succeeded yet again when converting those games to PC.

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The Great Outdoors: Epic Games’ Tim Sweeney And Scans Of Scot-Zealand

In the furnished upper floor of the Epic booth at this year’s GDC I sat down with company founder, Tim Sweeney. We were there – indoors and down a flight of stairs – to discuss the great outdoors. I wanted to know more about the challenges of producing outdoor environments using a game engine, how Epic themselves approach the challenge, and what the big areas of research will be next. But to look at something concrete we started with the Unreal Engine demo whose cinematic follows a boy as he chases his kite through an area modelled on Scottish terrain but populated with flora scanned from New Zealand…

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Why Duelyst’s Developers Think Going Free-To-Play Was The Right Move

Despite a growing wealth of awesome free-to-play games, the term itself remains a dirty word for a lot of people. But free-to-play isn’t as black and white as some would like to believe. We’ve all paid top dollar for a game only to feel disappointed, and likewise, free-to-play doesn’t have to mean being drip-fed bits of game in between rigorous bouts of patting you down to find where your wallet is. And that’s exactly what Keith Lee and Emil Anticevic, head honchos over at Counterplay Games, the developer of Duelyst [official site], have been trying to prove.

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Fantastic Contraption: Why A Cat Is 100 Times Better

While at GDC I had the opportunity to sit down with Colin Northway, one of the creators behind the excellent VR remake (and the 2D original) Fantastic Contraption [official site]. We talked about how VR worked differently compared with traditional game design or, to put it less mundanely, why a walking cat dispensing sticks is better than a menu system. While at GDC Adam really loved Fantastic Contraption and, I think Graham was having a similarly good time with it back in the UK. We also made it one of our Games Of The Half Year so it’s high time we put this interview up!

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