ARCHIVE

Interview with the Goddess: A Chat with Lorne Lanning & Sherry McKenna
Wired
has called Oddworld Inhabitants co-founders Lorne Lanning and Sherry McKenna "game making gods" and, to date, Oddworld products have received over 100 awards and sold nearly 4.3 million units worldwide. Oddworld’s decision to develop exclusively for Xbox and Microsoft stirred passions and debate among their original fan base, but with the Xbox release of Munch’s Oddysee raking in the accolades, all appears well in the land of Odd...More (November 2003)

Developer's Life Part 13: More Bookshelf Clearing
By François Dominic Laramée
It's that time of year again: my bookshelves are overflowing with good stuff I have to recommend to you guys, just in time for the game industry's Great Annual Post-Christmas-Release-Crunch Sleepoff! Lots of good stuff in there, so grab a pencil, fire up your Amazon wish list, or just cajole your loved one something extra, and read on…More (November 2003)

Interview with the Goddess: A Chat with Jason Rubin
In this interview, Melanie chats up Jason Rubin, President and Co-Founder of Naughty Dog. Jason and his partner, Andy Gavin, have been developing games since 1986, and helped make the world a brighter place with the Crash Bandicoot franchise, selling more than 25 million units worldwide. The third installment in the Crash series, Crash Bandicoot: Warped is reportedly the only foreign created and developed title to have sold more than a million units in Japan in the history of video games. Today, Jason and Naughty Dog ready for the anticipated debut of Jak II, the sequel to Jak & Daxter, the game that some have credited for making PlayStation2 the leading console for platform games...More (October 2003)

Interview with the Goddess: A Chat with Ian Wilkinson
In this interview, Melanie chats up Ian Wilkinson, President and Chief Executive Officer of Radical Entertainment. Founded by Ian in 1991, Radical has developed a variety of successful games including the recently released Hulk and Simpsons Road Rage which has now sold over 1.8 million copies. Based in Vancouver, British Columbia, Radical Entertainment was recognized in 2000 as one of "Canada's 50 Best Managed Private Companies" and last year was ranked the best place to work by BC Business Magazine. The company now employs over 200 people and has been lauded for implementing superior communication between staff and management....More (September 2003)

Interview with the Goddess: A Chat with the Game Critics
In her monthly column, Melanie chats with some of the most well known developers in the game industry. Now, in this interview or, rather, in these interviews, she turns the tables. She asked Richard Aihoshi, Wagner James Au, Jim "Ripclaw" Broach, Eric Butcher, Steven "Westlake" Carter, Victor Godinez, Tricia "Kazi Wren" Harris, Dave "Fargo" Kosak, Phil LaRose, and Chuck Osborn, ten of the industry's most established game critics, to share their thoughts on games, and hopefully some insight for developers. Whether you agree or disagree, their responses should make for some interesting reading...More (August 2003)

Austin Game Developers Conference: Reasons to Attend (And Not Just Because it's in Austin)
An initial heads up: This article will be biased. And not because anyone paid us to make it biased. Rather, this article will be biased because this publication likes kindred spirits. Those who offer an alternative to the establishment. While the establishment certainly has its benefits, including a certain level of comfort, there’s also often nothing more inspiring and invigorating than an alternative. We like to think we offer an alternative to the industry trade publication "network", and we believe the upcoming Austin Game Developers Conference (September 11-12) may do likewise in the game developers conference realm...More (August 2003)

Interview with the Goddess: A Chat with Jeff Anderson
In this interview, Melanie chats up Jeff Anderson, President and CEO of Turbine Entertainment, developers of the Asheron’s Call online games, as well as the upcoming Middle-Earth Online, based on J.R.R. Tolkien's novel The Lord of the Rings, and the very recently announced Dungeons & Dragons Online...More (June 2003)

The Developer's Life Part 12: Enough is Never Really Enough
By Francois Dominic Laramee
The always opinionated FDL kicks off a hot summer with his take on the IDSA's attack on a Washington state law, neoliberal dogma and Reagan-Thatcher-Bush-Chrétien laissez-faire capitalism. He also wonders why every game needs to fill twelve DVDs and require 200 hours of play time to receive favorable reviews – or even any sort of distribution at all? And then he really gets fired up...More (June 2003)

E3 2003 Wrap Up: Excitement, Expectations, Earnings
By Wendy Hall, Larta
In an attempt to please the growing and increasingly sophisticated interactive entertainment audience, console manufacturers and game developers pulled out all the stops at this year's Electronic Entertainment Expo. Price cut disappointments, Sony's new hand held device, and slicker, more sophisticated standards in gaming graphics took center stage...More
(June 2003)

The Developers Life Part 11: Size Matters
by Francois Dominic Laramee
Some time ago, the esteemed editor of this publication and I briefly considered looking for a sponsor for my column. Back then I quickly dismissed the idea, convinced that no sponsor worth his salt would give a second look to my left-leaning nonsense when there were so many worthier targets for their not-entirely-disinterested generosity. But now might be a good time to revisit the concept, because the more I think about it, the more I believe that I just might be the last sponsor-free entity left on Earth...More (May 2003)

Interview with the Goddess: A Chat with American McGee
There are very few "above the title" names in the game industry. American McGee is the obvious exception to the rule. In December 2000 when Electronic Arts released American McGee’s Alice, a darkly gothic version of the Lewis Carroll tales, a star was born. American was selected by PC Gamer as one of the future "Game Gods", listed in the Rolling Stone "Hot" list as "Hot Game Designer" and was ranked #40 in the Gear Magazine "100 Most Exciting People, Places, Things" issue...More (May 2003)

Not Dead Yet: A Report on the 2003 Game Developers Conference
By François Dominic Laramée

He's back! It's time once again for FDL's GDC report and, as in years past, no stone is left unturned and no tamale husk left uncommented. So, let's begin this recap with a big fat self-commiserating rant...More (March 2003)

Interview with the Goddess: A Chat with the Oliver Twins
Melanie chats up Philip and Andrew Oliver, perhaps better known as the Oliver Twins, founders of independent game developer Blitz Games. They began writing games in 1981 and had their first games published in 1984. By 1986 an estimated 7% of all games sold in the UK were attributed to the Olivers. Over the years they have developed over 100 games...More (March 2003)

Book Review: Secrets of the Game Business
Some of the most common questions we receive at GIGnews are posed by new developers desperately seeking business advice. How do we get published? We need artists, how do we put a team together? We’re about to sign a publishing deal, should we agree to X? We do the best we can to steer them in the right direction, but we don’t always have all the answers. Happily, a new book from Charles River Media has come to the rescue....More (March 2003)

Networking Tips For GDC 2003
By Marc Mencher
Whether networking for new clients or a new job, here are some suggestions for making the most out of your entire networking experience at GDC...More (February 2003)

Dr. Ian Parberry and UNT's Laboratory for Recreational Computing
In December, a couple of GIGnews editors had the opportunity to "judge" game demos created by students at the University of North Texas’ Laboratory for Recreational Computing (LARC). LARC was established in the Department of Computer Sciences at the UNT by Dr. Ian Parberry in 1993 to train students as game programmers. The Laboratory is a crucible for creativity and originality, and stresses extracurricular educational activity, cooperative learning, and group activity on large programming projects. Impressed by the quality of the demos and the students, we sat down with Dr. Parberry for a quick Q&A...More (February 2003)

Interview With the Goddess: A Chat With Tom Kudirka of 2015
In this interview, Melanie chats up Tom Kudirka, Founder, President, and CEO of 2015, Inc. 2015’s most recent release, Medal of Honor: Allied Assault, represents the culmination of Tom’s efforts as a studio head. Tom is currently steering the studio through the transition to the console market and 2015 has two highly anticipated projects in production, including the recently announced Men of Valor: Vietnam...More (February 2003)

The Developer's Life Part 10: Looking for a Quick Fix
By François Dominic Laramée
One of the things that surprised our beloved FDL during the process of putting together his upcoming book Secrets of the Game Business was how few of the developers who wrote articles or submitted to interviews complained about the business practices of their publishers. After all, while the situation inside the industry may not be anywhere near as dire as "conventional wisdom" would lead us to believe, he has lived through a couple of horror stories himself, and he expected most of my peers to have as well. But it doesn't seem to be the case....More (December 2002)

Soundbites
Amazingly enough, 2002 is just about a done deal and that means it's pundit time. GIGnews contacted industry insiders to get their quick take on the industry over the past year, and what they envision and/or hope for next year. Good or bad, and whether a couple of words or a couple of sentences, we asked for their thoughts and we were kindly obliged. Learn what developers, publishers, reviewers, and more have to say about the year behind and the year ahead for the games...More (December 2002)

Interview with the Goddess: A Chat with Alain Tascan
In this interview, Melanie chats up Alain Tascan. A well-known game industry executive, Alain is Vice President of Worldwide Product Development for BAM! Entertainment. He joined BAM! after seven years at Ubi Soft where he served as its Vice President of Product Development. He was also responsible for the creation of Ubi Soft Licensing, which includes entertainment partnerships with Warner Bros., Sony Pictures, Disney Interactive and New Line Media. Some call him a "suit," some call him "Mr. Vice President," but we just call him that fun guy with the French accent...More (December 2002)

Getting Published: Part 3:
Just what are these games made of...legally speaking?

By Thomas H. Buscaglia, Esquire
The games you make are ultimately reduced to code. 1s and 0s. But you know there is a lot more to what goes into a game than just code. Art, sounds, textures, models, animations and, of course, the engines that make them go. Legally, this stuff is all termed Intellectual Property or IP for short. There are several basic types of IP: copyrighted works, patented inventions, trade and service marks, and trade secrets. Attorney Tom Buscaglia takes a closer look at the different types of IP to help you better understand their differences and similarities...More (October/November 2002)

Getting Published Part 2: Initial Legal Issues
By Thomas H. Buscaglia, Esquire
So, you and a group of your talented friends have come up with an idea for the best computer game ever. You have the concept, you have the talent, and you’re ready to rock. You begin with a really great story line, amazing 2D renderings from a local artist friend of yours and you use your substantial talents to transform these 2D renderings into some of the most awesome 3D characters and creatures that anyone has ever seen. A friend of your brother is a hot-shot programmer and he has done all the programming you need to make your game go. You even put some really rocking music which you downloaded off the net into the program. So, now your demo is all ready to be presented to publishers to land that development deal your have all worked for, right? ...More (August/September 2002)

Getting Published Part 1: Process Overview
The topic of how developers go about getting published is an involved one and, apparently for many, based on the "help!" emails we receive, an elusive one. Rather than trying to cover it all in one article, we’ve decided to begin an ongoing exploration of the topic. We begin this month with an initial overview...More (July 2002)

The Developer's Life Archive: The complete series to date by Francois Dominic Laramee ...More

Interview With the Goddess Archives: A complete run down to date of recent interviews with Larry Holland, Bruce Shelley, BigSky Interactive, Yu Suzuki, Elonka Dunin, Will Wright, Stevie Case and John Romero, Richard Garriott, Paul Steed, George "The Fat Man" Sanger, Paul Steed, Marc Saltzman, and Rick Hall...More

Women in games. While the numbers of women entering the game industry fray have undoubtedly increased over the past several years, those numbers can still appear remarkably low. A glance down the list of over 200 speakers at the recent Game Developers Conference revealed about one female for every twenty male speakers, and at least one game development school reports almost 90% male enrollment. So, why aren’t more women involved in game development? And what is being done to change those numbers?...More (May 2002)

Korean Online Gaming: With reports of one in every thirty Koreans having played MMOG Lineage: The Blood Pledge at least once - and that’s just one game – the phenomenon that is Korean online gaming has drawn increasingly close attention ...More  (February 2002)

Negotiating Contracts That Protect Your Title and Team by Jay Powell

SURVIVAL OF THE FATTEST: HOW I (BARELY) MADE IT THROUGH ANOTHER GDC by François Dominic Laramée

GIG @ GDC

Marketing and Design

Your Tradeshow Marketing Guide

Designing for the Mainstream by Francois Dominic Laramee

Design and Revenue Considerations for "Instant Play" Online Games by Ben Exworthy and Marina Fish, GameHouse, Inc.

From his chilly perch near the North Pole, François Dominic Laramée gets tight with the jolly fat guy and lets us in on Santa's Shopping List for the Game Industry

Inspiration
What inspires great ideas? We asked a few game industry types...

Game Industry Charity

How I Spent My Spring Break: A Report on the 2000 Game Developers Conference by François-Dominic Laramée

Jay Powell, Game Agent
 

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