- 2009 IGF Announces Call For Submissions, New Judges, Awards
[07.01.08]
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The organizers of the 2009 Independent Games Festival have announced that the call for submissions is now open, as the 11th annual show returns with close to $50,000 in prizes, new judges and a new innovation award to encourage abstract and shortform gameplay.
- In-Depth: Sams Talks The State Of Blizzard
[07.01.08]
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During Blizzard's Paris tournament event, Gamasutra sat down with company COO Paul Sams to talk Diablo III and World Of Warcraft, including Blizzard's attitude towards game revenue models (they're the last thing the company decides), taking on console development (it's not a priority), and developing new IP (it'll probably happen eventually).
- Opinion: The Problem Of The Cutscene
[07.01.08]
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In this editorial, game designer Martin Herink delves into the role of video game cutscenes from a narrative and cinematic point of view, offering common pitfalls and working examples of cutscenes used effectively in a variety of genres.
- Feature: 'Creating Credible Obstacles In Games'
[07.01.08]
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'Why can't I jump over that wall?' In this intriguing design article, Sidhe's Gareth Griffiths (Gripshift) spans Halo to Half-Life to examine usability-related issues - and solutions - for frustratingly invisible and unbreakable barriers in games.
- Analysts: Wall-e Opening Weekend Bodes Well For THQ
[06.30.08]
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As Pixar film Wall-e sees an opening weekend well ahead of street expectations and its former film Ratatouille, analysts are predicting comparable performance for THQ's game version, offsetting risks of the publisher's owned IP failing to meet estimates.
- Trinigy Announces Vision Engine 7.0
[06.30.08]
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Game engine company Trinigy has announced the release of the latest version of its Vision Engine, bringing what the company calls a "new generation of technology" redesigned from scratch for optimal performance on PC, Xbox 360 and PlayStation 3.
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