27
Jan
12

The Dream Machine – Chapter 3

What is The Dream Machine, you ask? Anders Gustafsson puts it simply:

The Dream Machine is a Point & Click adventure game made out of materials like clay and cardboard. You play as Victor and Alicia, a couple who’ve just moved into a new apartment. While trying to get settled in, they soon discover that all is not as it seems in the quiet, unassuming apartment building…
In order to differentiate it from most other games out there we decided to steer as far away from all things polygonal/vectoral, and are actually building all the environments, props and characters out of materials like clay and cardboard.

Here’s the trailer:

And the (awesome) bonus part:

Anders Gustafsson: This is what it actually looks like when we construct the sets for the game (except there’s usually more coffee cups on the table).

The Dream Machine

The Dream Machine, by Anders Gustafsson and Erik Zaring (Cockroach Inc.)

Official Site | Blog

28
Jul
11

Chris Avellone – Developing Expectations

In the first part of this podcast, Chris Avellone discusses Planescape: Torment, Fallout: New Vegas, and player expectations in RPGs.

15
Jul
11

Blade Symphony – A Source Mod

Blade Symphony

14
Jul
11

Hunting Arrows

Hunting Arrows

27
Jun
11

Ben Cousins on Paying to Win

Ben Cousins, former general manager of Easy EA (the division that spearheaded F2P games) gets down and dirty with a very controversial subject: how would players react if a competitive game would start selling “performance influencing” items?

It would fail, you say, just like Battlefield Heroes (the main focus of this presentation) did, right? Well, you might be surprised…

Ben Cousins – Paying to Win

Make sure you can see the notes in the ppt, it makes everything much clearer.

19
May
11

Video game history with Tim Schafer

Video game history with Tim Schafer

07
May
11

Craig Adams talks Sword & Sworcery EP

S&SEP

Craig Adams, creator of iPad/iPhone game Superbrothers: Sword & Sworcery joins Dan Benjamin in this podcast to talk about creating the amazing game, the importance of crafting user experience, impossible transitions, and “pretending long enough” to be successful. A lot of talk about the making of the game!




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