development

  • The Jam To-morrow

    Two quarts of Bertolli. 55 cans of fizzy pop. Several bottles of wine. Two cartons of apple juice. Four trays of assorted dips (no nachos). Bananas, crisps, oranges. Jam. Bread. Uncountable bottles of cheap beer. Five empty pizza boxes spilling out of overfilled bins. Twenty assorted laptops and associated smelly men. This is the content

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  • Modding Skyrim: understanding what modders want

    This is an interview with the anonymous modder Vorians, who’s worked on the Unique Landscapes and Better Cities mods for The Elder Scrolls IV Oblivion. I was interviewing him to talk about Skyrim for this piece on What Modder’s Want for Gamespy, but he didn’t reply in time, so I’ve posted it here.

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  • Unfinished Symphony: The Hunt for Red Orchestra

    It’s 1941 and Nazi Germany has just invaded the USSR, its erstwhile ally. SS counter-intelligence soon detects a range of radio signals from communist and socialist sympathisers, embedded at all levels of European society. Since the SS call transmitters ‘piano’ and supervisors ‘conductors’, they name this nascent resistance network the Rote Kapelle – the Red…

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  • A Fresh Breeze: The Witness & Jonathan Blow

    I was lucky enough to get a chance to interview Jonathan Blow, creator of the most challenging game of this generation “Braid”, and play a very early version of his next puzzler The Witness; so early that only the core structure will be preserved when it’s finally released.

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  • Robot Dance; The Aesthetics of Deus Ex 3

    At the beginning of the year, I sat down with Jonathan Jacques-Belletête, the Art Director of Deus Ex 3, to talk about Deus Ex: Human Revolution’s baroque influence, how Warren Spector helped them justify the style differences with Deus Ex 1, and why the future will be yellow. This originally appeared as a piece on…

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  • Interview: Transgaming & CCP on Mac Gaming

    To the tune of: Tim Curry – Sweet Transvestite Another interview that I felt guilty about woefully under-using in a feature. Still about making games for Apple Mac, but this time I was talking with Transgaming, who convert PC games to Mac for large publishers and developers, and with CCP, who’ve used Transgaming to transfer

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  • Interview: James Brown, Ancient Workshop

    This is an interview I had left over from a feature, and it seems a shame to waste it. It’s with a Mac developer, James Brown, who is the entire staff of Ancient Workshop and it’s about Mac gaming. To the tune of: Belle and Sebastian – Funny Little Frog Tell me about you. I

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  • Game Pricing

    (Some thoughts I supplied for a piece about on a big games website that got spiked because of politics…) Question 1 (Of 1) 1. Do you believe that the recently rumoured price-hikes of triple-A games in the UK are justified. If yes, why? If no, why? From an economics point of view, it’s entirely rational.

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