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Saturday, March 15, 2008

GameSetNetwork: Best Of The Week

- Ah, time to run down some of the more interesting feature articles and interviews on our sister sites such as GameCareerGuide and Gamasutra this year - all of which we have never mentioned here before, in fact.

Some of the ones I enjoyed - some of the detailed talk on game design in the High Moon interview, the Nordic Game Jam piece, and Denis Dyack being positively reflective about story and mythmaking in Too Human. Anyhow, here's those stories:

- Designing Filmic Games: Paul O'Connor And The Bourne Conspiracy
"How do you design a triple-A, next-generation cinematic gaming experience based on someone else's ideas? Gamasutra talks to High Moon Studios VP Paul O'Connor about The Bourne Conspiracy and crafting smart adaptations."

- Q&A: Krome's Davis On The Pinata Franchise, Australia Dev Scene
"Australia's low dollar and strong development heritage has made it an attractive proposition for publishers, and Krome Studios (Viva Piñata: Party Animals) lead designer Cameron Davis talks to Gamasutra about working with Rare and Microsoft's Piñata IP, as well as the state of development in Australia."

- Nailing The Interview, Part 2: Recruiting: What, Why & How?
"In the second in our series of game-specific recruitment articles, HR veteran Marc Mencher discusses just how you identify developers you want to hire, with many practical tips on advertising, sorting, and scheduling interviews."

- Nordic Game Jam 2008: 134 Game Developers, 40.5 Hours and 19 Game Demos
"'Game jams' - in which developers get together to improvise and create games in a limited time - are a key source of creativity, and Gamasutra has a full report from the rapidly expanding 2008 Nordic Game Jam, including game links/downloads."

- Educational Feature: The Artistic Pursuit
"In the latest feature on sister educational site GameCareerGuide.com, Carey Chico, executive art director at Pandemic Studios (Mercenaries, Destroy All Humans), lends his expert opinion on what kinds of artists are being hired into the game industry."

- Game Culture Vultures: Parkour
"This in-depth Gamasutra article looks at how Assassin's Creed and Crackdown were inspired by free running sport Parkour - just how well did they take the authentic cultural trend and apply it to gameplay?"

- Interview: Inside The AI Of S.T.A.L.K.E.R.
"Gamasutra and AIGameDev sat down with Dmitriy Iassenev, the man behind the AI of post-nuclear PC first-person title S.T.A.L.K.E.R.: Shadow of Chernobyl, for a detailed interview on its surprisingly complex NPC 'A-Life' system and resulting emergent gameplay."

- Registration Opens for Paris Game Developers Conference 08
"Think Services, the organizers of the Game Developers Conference, and Connection Events have announced that registration has opened for Paris GDC 08, the June 23-24 conference being held in Paris at the Coeur Défense Convention Center to explore the various challenges of the industry from casual to core gamers."

- A Human Work: Denis Dyack On What Games Need
"In this in-depth Gamasutra interview, the Silicon Knights founder (Too Human) talks about story mythology in gaming, the role of 'directors' in the game business, and why - ultimately - it's better for your game to be late than bad."

Comments

"Australia's low dollar..."

The Australian dollar hasn't been this strong (vs the US dollar) since April 1984.

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Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)


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