วันพฤหัสบดีที่ 3 พฤศจิกายน พ.ศ. 2554

GameCity 6: six highlights

our favorite moments of the festival last week, including travel Uncharted, and a game to explore the islands

amazing, transgressive, even joyful, ... Always running out of superlatives on the theme of GameCity, Nottingham-based games festival, which closed on Saturday. For this sixth embodiment, the organizers (led by the director seems omnipresent, Iain Simons), established in another diverse collection of public events, talking about the experience fascinating and strange hours after games at night, and Eric Chahi gastronomy apparent molecular represents the entire four-day celebration.

were many things I missed (Pat Ashe in many surprising things about Tetris and reading Charlie Higson is the new zombie novel, fear, come to mind), but here are the things he called me, and I liked that.

hosts Gamesblog

Well, I'll get this out of the way. He had little to do with my own chaotic organization or presentation of "competence", but the sessions this year, the breakfast debate in the cafeteria of Broadway were an absolute pleasure. We were lucky that Uncharted 3 co-lead designer Richard Lemarchand, creator Phil Fish from Fez, City Retro Rampage provincial and Brian Andrew Smith, the designer of addiction hit the IOS, hard lines, for several mornings, and were excellent guests.

about the games that made us angry, we mourn games and games that took us to the gaming industry Best of all, the spectator experience contributed thoughtful, in some cases hilarious (personal favorite: a player "we can not be friends" relationship with a more persistent NPC in Dragon Age). Hunicken Robin, Simon Parkin and Mitu Khandaker indie developers, Mike Killick and Kate Bithell also appeared to philosophize on the nature of the game. And Richard has even brought his parents one morning

Travel

Hunicken Robin

as an introduction to the design philosophy is one hour thatgamecompany Robin speak at the Council chamber was exciting and rewarding. She spoke of wanting his team to write games around other areas of the range of emotional adrenaline, and how the elimination of identity and voice chat, co-op elements of the journey that will allow players to explore alternative means of communication and exchange. He also discussed the development prudent to feel the game, moving the character design of folded paper to look aesthetically more cloth-like, and the addition of particle effects for sand, and patterns of clouds the sky. The world now has a kind of texture depth, not to be severe and slightly intimidating.

Robin explained that the point of this trip was to make the player feel small in comparison with the environment without end, and the concept that not only communicates through an amazing set of parts, but through simple tactics, as always showing the main character, a little to the left or right, the elimination of the center of the experience, and ensuring the vast landscapes are the most powerful visual component. Hermoso.

Jakub Dvorsky in Botanicula

The latest draft of the cult Czech studio Amanita Design is a surreal, funny and visually stunning point and click adventure, which includes five strange people trying to save a giant tree of pest outbreaks. The puzzles are built around the charming animations, and some unique powers of each control character, including a fungus, a twig and a pen. This animation is hidden everywhere, the people of rare and exotic trees, and music (by the duo of folk art Czech DVA) dynamically changes the ambience of the place you

Clicking on a group of birds singing in unison, picking errors crust extraordinary, ugly spider creatures black stem branches become withered leaves skeletons. It's just a beautiful complex made eco-system. "We are not game designers, visual artists are," said Jakub on his small team. And I think that's one of the creators of unique games that could get away with it does not seem pretentious, with these words.


designer
co-leader of the securities delivered two lectures Uncharted very interesting on the development of Uncharted, and another entitled "Beauty and the risk: emotion, and Indie Games Uncharted. He referred to the many influences on the titles of Uncharted, Indiana Jones with the Italian artist Giovanni Battista Piranesi, and how the team wanted to capture the excitement of the adventure over pasta, and humor and lightness of touch.


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