There’s an old commercial for Westwood College that’s become something of a running joke in the video game world. Two young men sit at a couch, hammering away at PlayStation controllers. A woman walks in. “Hey guys, finish testing that game yet?” she asks. “I’ve got another one I need designed.”
In February of 2011, fresh off nine months of 80-hour work weeks, Jessica Chavez took a pair of scissors to her hair. She’d been working so hard on a video game—14 hours a day, six days a week—that she hadn’t even had a spare hour to go to the barber.
It’s become clear, a week after the launch of No Man’s Sky, that the much-hyped space game has not lived up to many players’ lofty expectations. But whose fault is that? Does it matter? And how could the backlash have been avoided?
Amazon’s releasing their very own game engine. Lumberyard, as they call it, is based on Crytek’s famous CryEngine, and can be used to develop games for both PC and consoles. It’s also free to download, and comes with “no seat fees, subscription fees, or requirements to share revenue.”
Today, more people than ever before are playing video games...but most people still don’t actually understand how games are made. Even for hardcore game aficionados, game development remains fairly shrouded in mystery.
Breasts swing. They sag. They flop. They can move. Over the years, many games have tried to emulate the way breasts behave. There's even a term for it: "Breast physics."
Before I joined Gearbox Software, I worked at Destructoid as a features editor. I worked there from 2006 to 2010 and specialized in highlighting indie games and spewing vitriol at big-budget games I didn't like. It turns out there were a shitload of things I didn't know about games development.
Character is one of gaming’s last great challenges.
On a May morning in Rhode Island two years ago, a reporter for the Providence Journal stood outside the doors of 38 Studios, the video game company formed by baseball player Curt Schilling.