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Posts tagged GDC-2011

EA opens 'EA Gothenburg' studio focused on Frostbite 2 projects

A brand new EA studio has been opened, according to a very brief announcement from Electronic Arts. Known as EA Gothenburg, the studio is "focused on making a new generation of games using the Frostbite 2 engine," the same engine that powers the recent Battlefield 3, as well as last year's Need for...

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Homefront marketing stunt results in $7,000 fine

The San Francisco Bay Regional Water Quality Control Board has levied a $7,000 fine on the marketing company responsible for releasing 10,000 red balloons to promote Homefront at last year's Game Developers Conference. The promotion went wrong when many of the balloons ended up in San Francisco B...

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Silicon Knights' Denis Dyack still wary of game previews, hints at studio's self-publishing goal

During GDC this past March, I met with Silicon Knights head honcho Denis Dyack under the condition that he wouldn't be discussing the studio's upcoming action-RPG, X-Men Destiny (pictured above). The game is slated for release this year, yet we know relatively little about it -– and we've s...

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Silicon Knights' Dyack on Too Human: 'we do plan on finishing the trilogy'

During the Game Developers Conference nearly two months ago, Silicon Knights head Denis Dyack met with me in a hotel overlooking that week's event at the Moscone Center. He wasn't there to show off his studio's next game -- X-Men: Destiny -- to press, but for unspecified "meetings" with unnamed f...

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Remedy: Signing with MGS for Alan Wake was 'a business risk'

Speaking at a GDC panel earlier this year, Remedy's Markus Maki discussed the development of Alan Wake, namely that the game was originally planned as a multiplatform release, PC and PS3 included. As reported by CVG, Maki noted that Remedy had to maintain a narrow "focus" to get the project done,...

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Watch the GDC 'Classic Game Postmortem' talks for free

If you want to hear about Mark Cerny's first, overambitious version of Marble Madness for yourself, try to decipher Toru Iwatani's clues about a "singing Pac-Man" game, see the history of Prince of Persia in the time it takes to play Prince of Persia (one hour), or suck John Romero's Doom postmor...

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Milo & Kate engine footage shows off mega meshes, derelict backyards

Before Milo captured the hearts and minds of a people (and was taken out back and shot like he had rabies), lead programmer at Lionhead Studios, Ben Sugden, worked on a world in which the boy could live. During his GDC panel, Sugden took attendees on a tour of Milo's world -- the video past the b...

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Shoot Many Robots preview: What it says on the tin

Shoot Many Robots reminds me of classic 2D shooter Metal Slug, but with the addition of leveling and upgrade systems. Or it could be like a linear, 2D version of Borderlands -- beyond exhibiting a similar color palette, SMR's constantly popping out XP numbers and loot notices. Or maybe it's more ...

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Jordan Mechner on Prince of Persia, respecting game writers

In 1985, Jordan Mechner was thinking about baggy pants, arches and columns -- images that could be clearly conveyed in a low-resolution, pixelated computer game. While delivering his Prince of Persia postmortem during GDC earlier this month, Mechner delved into his memories, his journals (which y...

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The many hats of Demiurge Studios

Shoot Many Robots is Boston-based Demiurge Studios' first original game, and my hands-on with it at GDC was the first time that anyone at the developer ever gave a press demo. Studio head Albert Reed was, unsurprisingly, excited to delve into the studio's origins. "We got our start doing mods for...

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