The free demo of
the game discussed in our interview is available to try if you're interested here.
Not exact matches
With panning shots of the company's offices, featuring a
game room, groups of people eating lunch together, and seemingly happy dogs sitting next to desks, the video includes
interviews with employees
discussing work - life balance (an engineer training for a marathon and dressed
in running clothes mentions the freedom to go for a run during work), the challenges the company faces, and the collegial atmosphere.
In the
interview, O'Conner
discusses the league's financial performance this year, saying, «It wasn't a great year, it was a good year» because of bad weather that affected multiple teams»
games and schedules.
In an
interview with IGN, Kojima
discussed Snakes character archetype and how he was redesigned for this
game.
In a recent interview Mathijs De Jonge, Game Director of Horizon: Zero Dawn, discussed the game in detail, dropping some interesting details about the development proces
In a recent
interview Mathijs De Jonge,
Game Director of Horizon: Zero Dawn, discussed the game in detail, dropping some interesting details about the development proc
Game Director of Horizon: Zero Dawn,
discussed the
game in detail, dropping some interesting details about the development proc
game in detail, dropping some interesting details about the development proces
in detail, dropping some interesting details about the development process.
The studio behind Castle of Heart was
interviewed by the folks at Nintendo Life
in which they
discuss development, their relationship with Nintendo and why they decided to make the
game a Nintendo Switch exclusive.
In a recent Weekly Famitsu
interview, producer Kazuyuki Yamai
discussed why the
game is a Switch title.
In a new
interview, however, Kojima
discusses what was good about his Konami days — namely, letting him make the
games he wanted to.
On the Voices
in the Static podcast I go over the latest Silent Hill news,
interviews with fans and those involved
in the
games / comics / movies, general site updates and
discuss the series with friends.
In this interview, we discuss everything Super Meat Boy, Tommy's appearance in (the excellent) Indie Game: The Movie, his new game, Mew - Genics, and the act of tessellating someone's fac
In this
interview, we
discuss everything Super Meat Boy, Tommy's appearance
in (the excellent) Indie Game: The Movie, his new game, Mew - Genics, and the act of tessellating someone's fac
in (the excellent) Indie
Game: The Movie, his new game, Mew - Genics, and the act of tessellating someone's f
Game: The Movie, his new
game, Mew - Genics, and the act of tessellating someone's f
game, Mew - Genics, and the act of tessellating someone's face.
The entire
interview from US
Gamer is actually a pretty entertaining read, as Kelbaugh
discusses why they decided to make Donkey Kong Country: Tropical Freeze a difficult
game in terms of platformers.
In a recent
interview, Kojima
discusses the pre-production of the
game, and how it could have been Metal Gear Solid 5.
Of the many thrills that come from
interviewing creative people — variously, unknown, ascendant and at the top of their
game — there's also the under -
discussed flipside: talking with, 1) vapid young «actors» (line - reciters is more like it) who have neither a sense of film history nor an appreciation for their occupational good fortune and, 2) perfectly genial writers and directors who are nonetheless so relentlessly on script — occasionally reciting entire career - checking passages verbatim from press notes no doubt spit - polished into significance by some friendly faction
in the dark wings — that you realize they actually have less summary insight or thoughts about several months or years of their own work than you do after 90 to 120 minutes with it.
In this interview, voice actor Jon St. John discusses playing the villain in the upcoming action game Bombshel
In this
interview, voice actor Jon St. John
discusses playing the villain
in the upcoming action game Bombshel
in the upcoming action
game Bombshell.
In this
interview, Shadowrealms Senior Producer Dallas Dickinson
discusses the different co-op and single player elements of the
game, the character...
Discuss the differences
in detail, suggest that students think of the process as a
game in which rules must be followed to help them get over possible frustrations with the job
interviewing process.
In a recent interview with GameMaster magazine, which will be published in whole in their September issue, Sakurai discussed the online components of the game and that they're «currently being tested.&raqu
In a recent
interview with GameMaster magazine, which will be published
in whole in their September issue, Sakurai discussed the online components of the game and that they're «currently being tested.&raqu
in whole
in their September issue, Sakurai discussed the online components of the game and that they're «currently being tested.&raqu
in their September issue, Sakurai
discussed the online components of the
game and that they're «currently being tested.»
At least that is what Bob Pardo, the creator of a little
game called World of Warcraft,
discusses in a recent
interview with BBC.
A number of topics are
discussed in the
interview, including tidbits on the
game's subtitle, as well as how returning copy abilities were chosen for this title.
In a recent interview with Destructoid, lead designer Mike Laidlaw discussed not only why moral choices in games so often disappoint, but how Dragon Age: Origins plans to deliver more than a superficial heroes and villains simulato
In a recent
interview with Destructoid, lead designer Mike Laidlaw
discussed not only why moral choices
in games so often disappoint, but how Dragon Age: Origins plans to deliver more than a superficial heroes and villains simulato
in games so often disappoint, but how Dragon Age: Origins plans to deliver more than a superficial heroes and villains simulator.
In an
interview with Mashable, thatgamecompany's Jenova Chen
discusses his hopes for video
games becoming a more respected medium.
Since the release of this latest update, Strategy Informer Journalist, Joe Robinson sat down with Kieran Brigden from Creative Assembly to
discuss the future of the
game, its a long and interesting
interview which took place, you can read it
in full here:
[Oh, and a special scoop for GSW readers - next up
in the Digital
Game Canon series on Gamasutra will be Benj Edwards profiling Civilization and J Fleming (who previously analyzed Space War)
discussing Star Raiders - and both will have extensive creator
interviews.
As well as
interviewing leading devs as they
discuss their own experience
in game dev.
The full details of what was
discussed in the
interview with Hajime Tabata, director of the
game, are listed below:
So, we posted a
in - depth, rambunctious Mark Rein
interview on Gamasutra earlier today,
discussing subjects like Home's interaction with Unreal Tournament 3 on PlayStation 3 and whether there's a distinctive «look» to UE3
games (we think there might be,
in a nice way.)
- Q&A: Taito's Fujita On Mobile Consolidation, iPod Hopes «Following up on a recent
interview, Gamasutra catches up with Taito U.S. rep Keiji Fujita to
discuss the consolidating cellphone
game market, Taito
games on Apple's iPod hardware, and Square Enix publishing Taito DS
games in the West.»
Check out my full
interview with Steve Jaros here where we
discuss the transition Saints Row has taken since its first iteration
in 2006 to the present and the objectification of women both
in his
games and the industry.
In this short Policenauts
interview from 1996, director Hideo Kojima
discusses his themes for the
game, the Saturn port, and his aspirations with adventure
games generally.
In an
interview with Develop, Valve President Gabe Newell
discussed moving beyond episodic content, and more towards «
games as a service».
Also on the SEGA Blog is an
interview with Ron Gilbert that
discusses the challenges
in bringing the
game to mobile devices.
This is probably alluding to the
game's numerous social features, which was
discussed in detail
in our recent DriveClub
interview with Evolution.
Specifically, Harrison
discusses an MTV News
interview with Stephen Totilo
in which he said: «I fervently believe that the biggest challenge we face is that our industry is referred to as «video
games,» and
games are supposed to be fun...
Games should deal with fear, should deal with comedy and with death.
In the
interview, they
discussed the history, origins and development of the Samurai Shodown Series and its
games during SNK «s Neo Geo years.
From The Past To The Future: Tim Sweeney Talks «
In a special interview, Epic Games founder and technical guru Tim Sweeney discusses his career, from the company's birth in the shareware revolution through to present and future game technology challenges.&raqu
In a special
interview, Epic Games founder and technical guru Tim Sweeney
discusses his career, from the company's birth
in the shareware revolution through to present and future game technology challenges.&raqu
in the shareware revolution through to present and future
game technology challenges.»
In a recent
interview with GameSpot, Kawata
discussed his opinion on the canceled
game's playable demo, P.T.
Trinen brought up Mario Maker a few times
in the
interview, and even
discussed the possibility of Nintendo releasing similar
games for more of its beloved franchises — Legend of Zelda, Metroid, Donkey Kong, and so on:
IGN has been serving up some very interesting developments as news of The Last Guardian slowly ekes out, including a special
interview with director Fumito Ueda,
in which he
discusses the
game's design, combat, setting, and «uneven balance.»
CEO and Vice President, Haruki Satomi had a
interview with Famitsu where he
discussed how he felt some
games SEGA released
in the last decade abused fan's trust towards the brand and how they are learning from Atlus
in the West.
[Continuing his «Sound Current»
interview series for GameSetWatch, Jeriaska sits down with video
game and music documentary makers 2 Player Productions to
discuss their work showcasing Blip Festival — and, notably, this year's Penny Arcade Expo —
in cinematic form.]
Swapping the Musou - styled set - up of previous entires
in the series, Burning Blood breaks new ground by incorporating a 3 vs. 3 combat system, which was just one of the topics
discussed during our
interview with Koji Nakajima and Hiroyuki Kaneko — Series Producer and
Game Director, respectively.
The
interview with Oda mostly cover topics that have already come up with other media outlets, but it
discusses a number of subjects which hardcore fans will undoubtedly have interest
in — most notably the slowness of jumps
in its debut build, a major change
in what set the franchise apart from other fighting
games.
Perhaps the oddest part of the
interview, though, is when they
discuss the possibility of implementing developer Team Ninja's «Soft Engine»
in the
game.
On the Voices
in the Static podcast I go over the latest Silent Hill news,
interviews with fans and those involved
in the
games / comics / movies, general site updates and
discuss the series with friends.
Children of Morta has a strong focus on the family at the center of the
game, which is
discussed in the
interview.
With each
game release, we've also included an
in depth
interview with Yosuke Okunari (SEGA of Japan) and Naoki Horii (President of M2) to
discuss how these titles were re-created.
In a recent interview with MCV, SEGA of Europe CEO Jurgen Post discussed SEGA's loss of focus on quality during the Wii and stressed the necessity to deliver high - quality games in today's marke
In a recent
interview with MCV, SEGA of Europe CEO Jurgen Post
discussed SEGA's loss of focus on quality during the Wii and stressed the necessity to deliver high - quality
games in today's marke
in today's market.
In an exclusive
interview with Express Online, Kaplan further
discussed the possibility of bringing the
game to the Nintendo console.
Epic front man and Gears Of War creator Cliff Bleszinski has admitted
in a recent
interview with
games ™, to
discuss the upcoming Gears Of War: Judgment, that Kinect hasn't quite lived up to its potential so far.
In an interview with The Indie Game Website, Ryan Ike discusses his early steps, his journey through the beginning of indie gaming as an industry and his recent work in Dim Bulb Games» titl
In an
interview with The Indie
Game Website, Ryan Ike
discusses his early steps, his journey through the beginning of indie gaming as an industry and his recent work
in Dim Bulb Games» titl
in Dim Bulb Games» title.