ARCHIVE FOR September, 2008

Writing the Right Email

Monday, September 29th, 2008
Author of this post: Juuso Hietalahti | About Blog Authors »

I get emails from 3D modelers, animators and other artists now and then. Based on my very scientific research (that would be bunch of emails) I could estimate that 50% of the emails I get have no sample links. Some send me extremely long emails explaining their history since they were born. Some send me spam-like messages that are generated to some list (from where I’ve never signed, and cannot unsubscribe).

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Dane Olds: Character Artist, Fallout 3

Wednesday, September 24th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

Ready for a Retro-Future with customizable characters and a wide range of new creative “homemade weapons” to blast away your nuclear waste enemies? The time is almost here! But until then, there’s a range of concept art and sneak peek screenshots. In this interview we feature character artist Dane Olds, who is responsible for weapons as a character artist for Bethesda’s much anticipated Fallout 3.
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Play and Story at Austin

Monday, September 22nd, 2008
Author of this post: Drew McGee | About Blog Authors »

The Austin Game Developers Conference unofficially began on Sunday night, September 14th, as many attendees met with specialized groups in various bars around downtown Austin. If you have ever wondered how to go about networking yourself with industry professionals, this is it. More than likely, you will not find a more relaxed environment to introduce yourself and voice your opinions on the current state of the industry.  And, if you miss the opening night, fear not. The following three nights proved to be just as open to mingling and card-swapping as the first.

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Mittens Faithful

Wednesday, September 17th, 2008
Author of this post: Erin Robinson | About Blog Authors »

Independent game development is, by and large, a solitary activity. Collaborations take place across countries, and even if your team is in the same city, chances are you communicate mostly by email. Consequently, I know other developers mostly by their games.

All that changes once a year at an event simply known as “Mittens.” It was founded eight years ago by a group of indie game developers who knew each other from the internet. Every year they pick a different location to meet and hang out for a week. This year we rented a chateau in France. For 26.

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Blaine Christine: Producer, BioWare

Monday, September 15th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

Although we specialize in game art and design, we couldn’t pass up the opportunity to talk with Blaine Christine, Producer at BioWare Austin. Sadly we didn’t get any good juicy bits about the mysterious unannounced forthcoming MMO (are you thinking what I’m thinking?) but we did get ourselves a case of BioWare job envy. Blaine’s is a classic story from QA to Producer.

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Spore: A New Breed

Wednesday, September 10th, 2008
Author of this post: Shiraz Akmal | About Blog Authors »

This weekend, Electronic Arts Inc. released Spore, the next game from Will Wright, designer of SimCity and The Sims. EA is relying on the new game to reinvigorate its market-leader position and boost its revenue.  And while the company is projecting it will sell two million copies of Spore before the end of the year, not everyone thinks they can do it. Regardless of how sales turn out, Spore will revolutionize the way we think of gaming. The industry is becoming more user-driven and there is no turning back.

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How Can We Make People Play Less?: Ethics of the MMORPG Designer

Monday, September 8th, 2008
Author of this post: Ciro Continisio | About Blog Authors »

There are a lot of “Massively Multiplayer Online Role-Playing Games” (MMORPGs) on the market. They are games whose center focus is the leveling of the player’s character. Almost everything in the game is built to provide experience points or items that allow leveling, thus giving access to new content, whether it be dungeons, challenges, or cities to explore. This new content is built so it will provide experience so players can level up, and move on.

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Ken Levine Keynote at PAX

Wednesday, September 3rd, 2008
Author of this post: Nic Berry | About Blog Authors »

In 1977, kids were listening to Rush, smoking cigarettes and a few of the lucky ones had even gotten to second base with the girls, all of which left Bioshock creator Ken Levine wondering “where am I at this point?” Well last week thousands knew exactly where he was as we gathered for his opening keynote speech at PAX 08 offering us a peek at his inner-nerd and a few lessons on coming to terms with our own.
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Your Portfolio Repels Jobs

Monday, September 1st, 2008
Author of this post: Jon Jones | About Blog Authors »

I look at game artists’ portfolios on a regular basis. These websites are usually designed so poorly that I close my browser out of disgust. They’re even bad enough to turn away potential employers, regardless of the quality of the artwork. Tragic!
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image 1
Mittens Faithful
September 17th, 2008
People Look lively
 
 
Spore: A New Breed
September 10th, 2008
Inspiration Design
 
 
 
 
 
Believe It or Not
August 25th, 2008
People AJ & Art
 
 
 
 
 
 
 
 
 
 
 
 
 
 
image 1
Art?
July 7th, 2008
Inspiration Art