Things: Idle animations
We examine the deceptively complex process of just standing around.
We examine the deceptively complex process of just standing around.
Randy Smith considers the delicate balance between realism and abstraction in game design.
We chart Zynga's track record of copying the works of others.
3If we can analyse songs to predict future hits, asks Graham McAllister, can you do the same for videogames?
Raph Koster on why QTEs might make for great experiences but are bad game design, plus the question of indie bundles.
9James Leach on the bit of making a game that for writers should be fun - hearing their words brought to life.
Find your future at Codemasters, Crytek, Madrid-based Tequila Works or movie effects specialist Double Negative.
Tricky to find, awash with dross, and unreliable for revenue – whatever happened to Xbox 360's 'YouTube for videogames'?
2The magic at the heart of Hyrule, the art of fantasy illustration, and the talk that called developers to exact revenge on society.
"I think we might be the first to do constant updates," says 4J Studios' Paddy Burns.
The man who created X-COM on what he thinks of Firaxis' XCOM: Enemy Unknown remake and the future of turn-based strategy.
2Pining for the loss and consequence of Ultima Online, plus the death of the games and art argument.
1How a tiny box of tricks is helping David Braben in his mission to foster a new generation of game makers.
PopCap's Giordano Bruno Contestabile on how today's huge audience of gamers is shaping the future of videogames.
How will changes to US patent law affect the videogame industry? Patent lawyers Greg Boyd and Andrew Keisner explain.
1The conceptual artist tells us what he's learnt from a life spent in games.
Leigh Alexander on how personal context shapes our views of a game’s level of quality and importance.
2Hacking victim declines Microsoft's offer to investigate and works it out by himself.
14We meet Spov, the CGI specialist behind the cutscenes in Activision's bombastic series.
1Two unannounced projects could see release in first half of 2012, says CEO Carl Manneh.