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Ok so, maybe Angelina couldn't have created Skyrim all on her own, but the experimental AI from Michael Cook (a computer scientist at Imperial College London) is still quite impressive. The artificial dev is able program enemy behavior, layout levels, and distribute power ups with random attributes...

3 years ago 0 Comments
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Developer Gareth Jenkins's talk at 360iDev this week in Denver was about designing games specifically for the iPad. He made the distinction early on about two reasons you would design games (or apps) for the iPad. First, they're either iPad-supported, such as a game you designed elsewhere but a...

3 years ago 0 Comments

The gang from Over the Edge gave us a sneak peek of two new features in Unity 2.0: a cool terrain tool and real-time dynamic shadows. Check out the video, but also check out their page of all the other features coming soon to Unity. [Note: we'll have all these WWDC videos available for direct dow...

7 years ago 0 Comments
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We enjoyed reading your ideas last time, so we thought we'd have another brainstorming session. Let's hear your pitches for possible Wii games. Get creative, and see if you can come up with something totally new! The only rule is that it has to be completely awesome, or not....

7 years ago 0 Comments
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Click To Play We've covered Unity before, but video speaks louder than words, so we were happy to have a demo of some incredible features in the latest version. Unity is a game dev tool, only for Macintosh, that allows you to create Mac games, Dashboard widget games, PC games, web ...

7 years ago 0 Comments
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If you've been watching G4 lately (and if so, may we ask why?) you've probably seen a couple thousand 30-second spots promoting a mysterious, retro-stylized game company called GameAVision. The viral marketing got even weirder yesterday with an e-mailed press release that touts the two advertised ga...

7 years ago 0 Comments
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Ohio University's Post Online brings us a story on the Ohio Game Jam, a competition among amateur designers who try to create the best game possible in only 24 hours. The winning title was developed in only two hours, which is still a longer development cycle than some commercial products seem to ha...

8 years ago 0 Comments
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On the first floor of Moscone's North hall last Friday, flOw developer That Game Company presented their storied origins. Co-founders Jenova Chen, who took a brief recess from the company to help on the DS version of Will Wright's Spore, and Kellee Santiago, met at the University of Southern Califor...

8 years ago 0 Comments
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With all the New Year's celebration we forgot to check in on Patrick Curry (Stubbs the Zombie, John Woo's Stranglehold), who set out to make 52 new game ideas, one per week, for the entirety of 2006. On January 1, Curry finished his project with Swordplay, a fighting card game. The last time we chec...

8 years ago 0 Comments
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Microsoft's been talking this one up for some time now, but XNA Game Studio Express, the so-called "YouTube for games," has finally hit the big 1.0 and is now available for would-be game designers everywhere to get their hands dirty with. The software is a trimmed down version of the company's full...

8 years ago 0 Comments
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Lost Garden has posted a very interesting article about game mechanics and how they work. The core belief that they are trying to impart is taken from Ralph Koster's book A Theory of Fun, "Game mechanics are rule based systems / simulations that facilitate and encourage a user to explore and learn t...

8 years ago 0 Comments
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Blogger Tuebit over at WorldIV riffs on a great thread going on at the MMO Round Table forum. The central question: how to handle death in massively multiplayer games? Using Tolkien's universe as a template, Tuebit argues that death should come rarely (if at all). Maybe. The discussion feels too ...

8 years ago 0 Comments
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Greg Costikyan gave PlayFirst's Cinema Tycoon a go and found it lacking. Sure, the game's got everything that fans of the "tycoon" genre have come to expect (maximize your profits in industry X while micro-managing staff, product and investments), but Costikyan wonders if maybe the game misses an op...

8 years ago 0 Comments
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Our readers amaze us. In responding to our post about the "perfect" game enemy, reader Brad Lee diagnosed the ailment that afflicts game designers who insist on using the same old slobbering, ugly Zombie-Alien-Nazi enemies. Here's Brad's post, edited for brevity: The problem is that games are sti...

8 years ago 0 Comments
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The net's full of debate about the perfect game protagonist (ninjas, pirates, or robots?) but too little real debate about what makes the perfect in-game enemy. In comments on yesterday's post about upcoming Xbox 360 (Japan) zombie stomper Oneechanbara, Joystiq reader Gimbal posited that risen co...

8 years ago 0 Comments