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Posts tagged “interviews”

Feature: Flickers and flashes

State of the Art: Lights, action, razzle dazzle with League of Legends’ VFX

Visual effects in games intrigue me - they contribute so much to the flavour of a character or an experience but often they're at their best when you're not consciously registering them - they need to complement and harmonise and blend... In a game like League of Legends [official site] they need to communicate character, telegraph attacks, fit in with the established vocabulary of more…

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Feature: How its unique look was developed

State of the Art: Thumper’s Bio-Metal Art And Insects

Rhythm action beetle adventure-coaster Thumper [official site] is one of those elegant games with great core mechanics. I think a lot of people have been commenting on how it's made them feel or on the slickness of the interactions, but I wanted to zero in on the look of the game. It's this pared down bio-metallic thing, somewhere between a heavy metal album cover and…

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Feature: I put a spell on you

Behind The Spells In Mirage: Arcane Warfare

A quote which stuck with me from GDC was Torn Banner's studio president saying he wanted the magic spells in Mirage: Arcane Warfare [official site] to feel like "throwing bricks at people’s heads" and not like using pixie dust. A significant part of creating that difference will lie in how the Chivalry spiritual successor uses art and animation so I've asked members of the art…

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Feature: Just the right number of cooks

Overcooked: How To Make Co-op Cookery Fun

Overcooked [official site] deposited me into a frantic multiplayer kitchen desperately churning out tomato soup and attempting (unsuccessfully) to keep anything from catching fire while I was at Rezzed earlier in the year. By contrast, I watched perfect strangers strategise burgers – BURGERS! – perfectly on a galleon which rearranged the cooking surfaces every few seconds. The daft joy and urge to chat with teammates…

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Feature: Warframe gives you Archwings

Interview: Steve Sinclair On Warframe’s Archwing Update

When I last played Warframe it was very much a vanilla space ninjas game. Just over a year later and there are still space ninjas but they sit alongside extras like tradeable space puppies. The player activity has been extensive too - there are user-created clan dojos so big the developers have had to add teleport functions to the game to make them navigable. As…

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Feature: No Nonsense, Just Norse Sense

Interview: Adding Shieldmaidens To War Of The Vikings

War of the Vikings, Paradox Interactive's sequel to the gritty and gruesome War of the Roses, is about to receive its first expansion, a relatively modest addition that adds one new class: the Shieldmaiden. Executive producer Gordon Van Dyke, a veteran of multiplayer development who can trace his history back to some of the early Battlefield games, says it's an opportunity to not only shake…

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Feature: A Musical Interview

IGF Factor 2014: Dominique Pamplemousse

Dominique Pamplemousse in "It’s All Over Once The Fat Lady Sings!" is a stop motion animated musical detective adventure game about gender. "Another one," you wail, and yet it's nominated for thousands of IGF awards, including Narrative, Audio, Nuovo and the Grand Prize. Today's IGF Factor sits down with the game's writing, programming, musicing creator, Deirdra Kiai, to pick over the creation of the game.

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Feature: from star wars to star shipping

Interview: Aurora, The 4X Sci-Fi Dwarf Fortress

I'm halfway through a tutorial on Aurora's vast wiki. It's 3375 words long, and it's talking me through how to create a new galaxy in the 4X science fiction strategy game. I'm at the point of choosing my 'Main Empire Theme', and there are over 60. Canadian? Tolkein? Ancient Egypt? Demonic Realm? I scroll through and settle on Welsh. I skip ahead and hit Create…

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