Posts Tagged ‘interview’

The Flare Path: Debriefs Dan Dimitrescu

Interesting chap, Dan Dimitrescu. Spoken of in reverent tones in the roughest bars in virtual Kiel, Wilhelmshaven and Pearl Harbour, he started his working life reviewing simulations rather than designing them. Below the break, he talks about the games he’s shaped and the games he’s scored. Influences are star-shelled, career sea-changes discussed. If you’ve ever stalked a Silent Hunter convoy or dithered outside a Door Kickers door, read on. Read on!  Read the rest of this entry »

Paragon: What You Need To Know About Epic’s MOBA

A couple of weeks back Epic’s Paragon [official site] team brought their third-person MOBA – still in its alpha state – to London for a hands-on preview event. I managed to get several games in (two crushings and one tense victory) as well as spending some time with creative director, Steve Superville.

Superville says that Epic’s question of themselves when setting out to make Paragon was “can we bring action to the MOBA genre?” My own big question of Paragon is this: I play a lot of Dota, and if I want something shorter I head into Overwatch or Smite’s Joust or Arena modes, so what’s the thing that Paragon offers which would get me to carve out a wedge of time for that game?

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StarCraft: Building A Brilliant Brood War Bot

The Student StarCraft AI Tournament is an AI vs AI tournament which pits bots programmed to play StarCraft: Brood War against one another. SSCAIT started in 2011 and is one of three major Brood War AI tournaments. Last year’s student division title went to Martin Rooijackers and his creation, LetaBot. They also won the 2014 student and mixed division. This year Martin and LetaBot made it through to the quarter-finals.

While the bots continue to battle I’ve been asking Martin to tell me more about how they work. Are some of Starcraft’s races easier to build bots for than others? What’s the hardest thing to get bots to do? And is LetaBot built to dominate a bot meta or could it take on humans too?

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“A Matter Of Pride” – Massive Talk PC Development, And The Setting And Structure Of The Division

Last week, I spent a few hours playing The Division [official site] in Malmö, hometown of developers Ubisoft Massive. After the play session, I sat down with Creative Director Magnus Jansén to talk about the game’s mechanics and setting, but we also discussed the studio’s history as a PC developer. The latter topic came up because The Division has one of the finest PC-specific version I’ve seen in recent times.

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How Do Infested Planet’s Mutations Work?

This is The Mechanic, where Alex Wiltshire invites a developer to help him put their game up on blocks and take a wrench to hack out its best feature, just to see how it works. It’s about the sweat, grease and genius behind the little things that make games special.

Infested Planet [official site] is an RTS that channels Starship Troopers. You control a small squad of soldiers fighting their way through caverns of hives that endlessly churn out insectoid bugs. The body count reaches tens of thousands as you capture the hives, steadily gaining and conceding ground to make best use of your limited resources. It’s an intensely dynamic game of observing and controlling flows of bugs and continually respec-ing your forces, because you’re always up against:

THE MECHANIC: Mutation

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How Do Alien Isolation’s Lockers Work?

This is the first entry in a new column called The Mechanic, where Alex Wiltshire invites a developer to help him put their game up on blocks and take a wrench to hack out its best feature, just to see how it works. It’s about the sweat, grease and genius behind the little things that make games special.

Alien: Isolation is an AI-driven science-fiction horror game featuring, for the most part, a single, unstoppable opponent. It’s pretty much a game version of the first Alien film: confined to a space, all you can do about the xenomorph that’s hunting you down is to distract, avoid or briefly scare it. And all around you lies terrible temptation. They feel like they’ll solve all your problems. They feel like safety. They feel like places you should stay inside. But they won’t; they aren’t; you shouldn’t. They are:

THE MECHANIC: Lockers

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RiotLyte Asks: What Is League Of Legends’ End Game?

While out at Riot HQ in Los Angeles, I was able to grab a bit of time with Jeffrey Lin, Lead Game Designer of Social Systems. He’s probably most famous for his work on the player behaviour side of League of Legends [official site] but his job encompasses pretty much everything outside the core game experience – anything from the new champion select experience to helping work out what the League of Legends “end game” should be. Read on as we talk about end games, inspirations and how a non-existent nerf sent a champion’s win-rate plummeting…

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