Skip to main content

Home/ Groups/ videoGaming
Anthony Williams III

Darksiders II - Xbox 360 - IGN - 0 views

  •  
    reviews for video games 
Anthony Williams III

Anyone? - 0 views

doesn anyone have a view on this

videogame designer Games

started by Anthony Williams III on 17 Aug 12 no follow-up yet
Anthony Williams III

EBSCOhost: GDC 2012 to Feature Sessions Led By Industry All-Stars Including Cliff Bles... - 0 views

    • Anthony Williams III
       
      This has John Romero in it as well 
Anthony Williams III

EBSCOhost: THE GRAMMAR OF FUN - 0 views

  • The article profiles the life and career of video game design director Cliff Bleszinski of the company Epic Games. The article explores the influence of the video game Super Mario Brothers, the autobiographical qualities of his design for the game Gears of War, and corporate culture at Epic Games. Other topics include staff turnover, weapons in video games, and modern game design.
  • Gears of War was quickly recognized as the first game to provide the sensually overwhelming experience for which the console, launched a year earlier, had been designed. Gears won virtually every available industry award, and was the 360's best-selling game for nearly a year; it has now sold five million copies. On November 7th, a sequel, Gears of War 2, will be released; its development, long rumored, was not confirmed until this past February, when, at the Game Developers' Conference, in San Francisco, Bleszinski made the announcement after bursting through an onstage partition wielding a replica of one of Gears of War's signature weapons - an assault rifle mounted with a chainsaw bayonet.
  • Despite the rapid growth of the video-game industry - last year, sales were higher than either box-office receipts or DVD sales - designers are largely invisible within the wider culture. But Bleszinski, who is known to his many fans and occasional detractors as CliffyB, tends to stand out among his colleagues. Heather Chaplin and Aaron Ruby's "Smartbomb," a book about the industry, recounts the peacockish outfits and hair styles he has showcased at industry expos over the years. In 2001, he affected the stylings of a twenty-first-century Tom Wolfe, with white snakeskin shoes and bleached hair. In 2002, he took to leather jackets and an early-Clooney Caesar cut. By 2003, he was wearing long fur-lined coats, his hair skater-punk red. In recent years, he let his hair grow shaggy, which gave him the mellow aura of a fourth Bee Gee.
  • ...7 more annotations...
  • Upon its release, Dare to Dream, in Bleszinski's words, "bombed." His second game for Epic, released a year later, featured what he calls a "Rambo rabbit" named Jazz, who carried a large gun and hunted frenetically for intergalactic treasure. Jazz Jackrabbit, which imported to a P.C. platform innovations previously exclusive to Sega and Nintendo consoles, made Bleszinski's reputation. Epic had begun as a company churning out somewhat rechauffé fare - pinball simulators, clone-ish retreads, an uninspired but popular game known as Unreal Tournament. It was Bleszinski, in no small part, who filled Epic's parking lot with sports cars.
  • "There's something about the whole hidden element to Mario, where you jump and hit your head on a block and just out of nowhere secret things would appear," Bleszinski said. "They made you feel like a kid in the woods."
  • Bleszinski retains affection for many older games, but he says, "If you go back and play the majority of old games, they really aren't very good." He suspects that what made them seem so good at the time was the imaginative involvement of players: "You wanted to believe, you wanted to fill in the gaps."
  • the way that the game's mechanics are orchestrated to create both a compelling experience for the player and the illusion of an internally consistent world.
  • The importance of this sensation is something that Bleszinski has made his special focus and passion. "I'm looking for a fun core-loop of what you're doing for thirty seconds over and over again," he told me. "I want it to grab me quick and fast. I want it to have an interesting game mechanic, but I also want it to be a fascinating universe that I want to spend time in, because you're spending often dozens of hours in this universe." Rod Fergusson, an Epic senior producer who, with Bleszinski
  • told me that Bleszinski is "a designer by feel" who conceives of games in "big picture" terms "yet tweaks the smallest things." He told me, "If you look at people who tried to copy Gears's mechanics, they don't have that guy doing that hands-on, touchy-feely way of designing. They kind of get the broad strokes, but they don't get the little detaily things."
  • An example of this is Gears's famous "cover" system, an innovation of Bleszinski's, which demands that the player move with chess-like care and efficiency around the battle space, using walls, doorways, barricades, and the scorched husks of vehicles as cover. Bleszinski told me that a paintball match had impressed upon him the ludicrousness of how most shooters operated, with players running around in the open, strafing their enemies and jumping to avoid being shot. "Getting hit by a paintball freaking hurts like hell," he said.
  •  
    Cliffy B
Anthony Williams III

EBSCOhost: Living in a 'Fantasy' world - 0 views

  • To do that, I had to do what was considered the most difficult: realistic human characters." Sakaguchi and his partners have built a digital studio from scratch in Honolulu, hiring animators from both Japanese anime and cutting-edge films like "Toy Story" and "The Matrix." The director won't talk ducats, but it reportedly cost Disney $200 million to build a similar studio and hatch a comparable project, "Dinosaur."
  • But because videogame-inspired films have had a rocky history at the box office--"Super Mario Brothers" bombed, but "Mortal Kombat" was a solid hit--it took them two writers and 38 drafts to finally get a script that the studio would sign off on.
  • The task ahead was even more difficult. God may have rested on the seventh day, but the 200-person "Final Fantasy" team has been slaving away nonstop in Honolulu for the past two years--and they still have another year to go. The process goes something like this: Dialogue is recorded in Los Angeles by Alec Baldwin, Ming-Na Wen and Ving Rhames, among others. Then a handful of actors play out the scenes, dressed in black Spandex with silver Ping-Pong balls affixed to key points of their bodies so that 16 special cameras can precisely capture their movements from every angle. That process, called motion capture, has been used widely in videogames. Filmmakers have always considered it too unreliable for extensive use in features, but Sakaguchi's team wrote new software to work out the kinks. "It's like dubbing a voice," says actress Tori Eldridge, who plays both the heroine, Aki, and a female Marine, "but instead you're dubbing a body." The face and hand animations, however, still have to be done the new old-fashioned way--on a PC--with programs that let them control a character down to the throat and nostrils. "This is even harder than Claymation," says Lee.
  • ...1 more annotation...
  • Toys, ants, bugs and dinosaurs may dominate computerized cinema now, but suddenly human beings have got a fighting chance.
Anthony Williams III

EBSCOhost: Hironobu Sakaguchi - 0 views

  •  
    maker of final fantasy 
1 - 11 of 11
Showing 20 items per page