AUTHOR ARCHIVE

Mary Flanagan: Designer, Tiltfactor

Monday, August 11th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

What do you get when you put together a writer, artist, designer, academic, and activist all in one? Mary Flanagan and her work at Tiltfactor, the first academic center to focus on social activist games. We had the chance to nab up an interview with Mary all about her work and role in feminist game design. Because, yes, games can be feminist!

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Dave Grossman: Director of Design, Telltale Games

Monday, August 4th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

“Judgment day is at hand, and it’s time for a showdown with the guy downstairs to bargain for Bosco’s soul.” Just another day in the lives of Sam and Max, the popular characters debuting in a series of Telltale’s episodic games. We nabbed up Director of Design Dave Grossman for an insightful and fun interview about all the happenings over at Telltale. I mean, who wouldn’t be having fun with chumps like Strongbad to hang out with?

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Raphael Lacoste: Art Director, Assassin’s Creed

Monday, July 28th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

How would you like to travel the world for inspiration and research to create the art direction of a cross-console Next Gen game? That’s just the kind of experience former UbiSoft Art Director Raphael Lacoste had exposure to while working on the beautiful Assassin’s Creed. Although he’s since decided to move into films, he reflects here at Notes on Game Dev on his final game work.

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Marianne Krawczyk: Game Writer, God of War

Thursday, June 26th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

kratos.jpgThe depth behind the main character Kratos from the God of War series is immense. One story of many tells of how Kratos’ skin is gray because he is covered in the ashes of his family. Although this has not explicitly appeared in game content thus far, the layers of stories add to a rich background that fans gather together. And who is responsible for this level of detail? Game writer Marianne Krawczyk, who took the time to talk about her experience working on the God of War games, which are undoubtedly continuing with the currently in-development God of War 3.

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Tracy Seamster: Game Designer, The Agency

Wednesday, June 18th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

words_of_air-quest.jpgSo what’s it like writing for Massively Multiplayer Games? Definitely intense in research and writing. Tracy Seamster, once a quest designer for Sony Online Entertainment’s EverQuest II, has now moved on as a writer for The Agency, a merge between FPS and MMO with a modern setting. After years of medieval writing, she’s now transitioning to modern dialog and quest storylines as the game develops for PlayStation 3.

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Lunch With Will Wright

Wednesday, June 4th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

willwright.jpgToday at the Masters of Digital Media program at Great Northern Way Campus, Will Wright (does he even need an introduction? okay, the guy behind SimCity, The Sims, and Spore) visited the students for lunch and a preliminary discussion before his evening talk as part of the Krazy! Exhibition through the Vancouver Art Gallery. In his ever-friendly manner, he invited the group to ask questions from the get go, and had helpful advice and insights for people interested in game design.

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Heather Kelley: Game Designer at moboid

Friday, May 30th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

heather_kelley.jpgAbout a month ago, Notes on Game Dev started up a conversation mostly added to by members of the International Game Developers Association Women in Game Development group. The initial discussion inspired a series of interviews with women in the game industry.

First up is moboid game designer Heather Kelley for her involvement in everything from AAA next-gen console games, interactive smart toys, handheld games, to web communities for girls. Most recently, she was the Kraus Visiting Assistant Professor of Art, and Adjunct Faculty at the Entertainment Technology Center, both at Carnegie Mellon University. And by the way, on the side, she co-chairs for the IGDA Women group, whew!

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Naughty Dog’s Animating Character System

Friday, May 23rd, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

uncharted_ruins_explode.jpg

Uncharted: Drake’s Fortune, developed by Naughty Dog, has an artistic style that I haven’t seen before. I know I’ve harped on it before, but there’s nothing like watching your character get his jeans wet in the water and it actually changes the appearance until he dries off over time. It’s real! Reeeeeal! Christian Gyrling, Animation Engineer, talked a bit about Naughty Dog’s approach to making believable characters at the recent Vancouver International Game Summit.
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BioWare’s Animation Conversation System

Friday, May 23rd, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

masseffect2-2.jpg

I have to admit, what’s going on over at BioWare in terms of animation excites me the most right now, but that’s because I’m a game writer. With their tools for the conversation system, writers too can take part in the aesthetic elements of the game through camera angles and manual control of movements to create performances. Brad Kinely, Lead Animator on Mass Effect and Mass Effect 2, provided insights into BioWare’s process of development at the Vancouver International Game Summit this week.
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Getting to Know the Electronic Arts Animation Toolkit

Thursday, May 22nd, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

nhl08.jpg
I was over at the Vancouver International Game Summit in lovely Vancouver, British Columbia (it was finally sunny for the first time this week for the whole of Vidfest and the Summit) checking out the Animation panel. Several perspectives were offered on creating successful believable characters, so I’ve broken them down into bite-sized pieces.

First up, Atomas Goldberg, Electronic Arts’ Director of Animation Technologies, gave a run down of the EA Animation Toolkit (ANT). Goldberg feels that the real challenge to create lifelike believable characters that are both visually engaging and highly responsive to player input is more about philosophical approaches than the tools themselves.
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