Late last year, Disney’s UK studio Black Rock downed tools for one week, instead setting about an ambitious team-building exercise that asked the staff to build minigames in a seriously protracted development cycle. Here, Jeremy Moore offers up his development diary from each day…
Late last year, Disney’s UK studio Black Rock downed tools on its scheduled projects for one week, instead starting an ambitious team-building exercise that asked the staff to build minigames in a seriously protracted five-day dev-cycle. We grilled studio head Tony Beckwith about the benefits of the unique event…
In the first of a new monthly series of articles profiling, celebrating and analysing some of the best and biggest British-made IPs, we examine the megahit that is Grand Theft Auto…
As the final piece of the XNA intiative falls into place with Xbox Live Community Games, we caught up with XNA lead Chris Satchell to get more detail on how distribution to ten million Xbox Live subscribers will draw even more into game development and help the struggling talent pipeline...
User-created content is one of the Big New Things for the future, but the thought of keeping offensive content out of the system is a frightening thought. But with Microsoft leaving the control of its Xbox Live Community Games ecosystem with the users, we ask: can they be trusted?
For the first in our series of features examining the upcoming WiiWare platform and developers' support for the service, we talk to Frontier boss Braben about his studio's game LostWinds, a launch title for the distribution platform…
Continuing our series of features looking at the imminent arrival of Nintendo's WiiWare platform, another studio working on a launch title for the new service argues that the format-holder is helping change development significantly…
It took a whole hardware transition to help Xbox Live Arcade find its feet. And the slate of games on PlayStation Network has been slowly (some say too slowly) built via the early EDI strategy and then courting of third-parties. But WiiWare has had a huge groundswell of support.
When you cut through all the praise and polemic spouted by studios when it comes to digital distribution there is one point that often gets overlooked: the exact cost benefit gained when it comes to sales of games on any platform, from casual portals to Xbox Live Arcade.
WiiWare – with its accessible, low-cost, connected environment - has convinced all kinds of talent to make games for the platform. In the final of our WiiWare Week features, we talk to D2C founder Scott Orr, also the creator of EA's Madden franchise, about his launch game Spogs Racing…
Havok's Jeff Yates says you can breathe life into interactive game characters with the company's new Behaviour tool...
With the issue of tax breaks for production still a talking point amongst developers in the West, one exec that opened - and closed - a studio in the subsidy-supported Montreal offers an account of his time there, why Government support matters, but also the problems it creates…
That PC superdeveloper Valve hired a group of students to work on their own title was surprising enough news, but no-one could have imagined that the game they would make would be many people's pick of 2007. We caught up with Kim Swift to talk portals, education and companion cubes.
At GDC, Autodesk announced its intention to buy French AI specialist Kynogon, makers of the Kynapse middleware. We speak to those involved to find out what the deal means for the industry…
Deus Ex creator Warren Spector used to be a man always in the headlines, but the past few years have seen his Junction Point studio joining the Disney Interactive family and little else. We caught up with him at GDC08 to talk independence, reputation and the problems with game stories...