A new interview
A new interview with me has just been posted on Gnomes Lair. I hope you enjoy reading it.
A new interview with me has just been posted on Gnomes Lair. I hope you enjoy reading it.
After chatting on Twitter with the wonderful Amelia Tyler about dialogue and recording, I felt inspired to write a post. There’s a lot that needs to happen in order for great dialogue to appear in a game. Not all of it is down to the writer, of course, so here’s a list of things writers …
Over at the Edge website is a piece about some comments from Danny Bilson, THQ’s executive VP of core games. As is often the case with things of this nature, there is criticism of storytelling in games but no suggestion of a “solution”. To say that cutscenes “are the “failure state” of game storytelling” is …
Today is the 18th anniversary of when I first joined the games industry. To mark this momentous occasion I’m now making my game, Mr. Smoozles Goes Nutso, absolutely free to download and play. I first joined Revolution Software in February of 1993 as an artist and did some background work and sprite animation on Beneath …
Happy New Year! And what a great start to 2011 – The Director’s Cut version of Broken Sword: The Shadow of the Templars is free today for iPad and iPhone/iPod Touch. If you want to download the HD version for iPad, go here. If you want to download the version for iPhone and iPod Touch, …
Earlier this year I was invited to the EA offices in Guildford to discuss the possibility of working on a game called Spare Parts, being created under their Bright Light division. It was such a pleasure to get the job and write the dialogue for such a fun game, but what I didn’t realise at …
Inspired by a piece over at the Eurogamer site, but also by the comments on the piece, I thought I’d write my own take on this.
If you don’t already know, the Wii and DS versions of So Blonde are out today in the UK. If you haven’t already ordered your copy or haven’t thought about doing so, please consider it. Even those of you who already bought the PC version will find that this game offers a new experience that acts as the perfect companion piece to that.
Over at Game Design Aspect of the Month, the first part of my article, Designing Puzzles Backwards, has just been posted. I’m not sure when part two will be posted, but I’ll let you know.
Having worked on a number of casual games over the past few years, I’m struck by how quickly casual games evolve. In particular, it’s interesting to see how the Hidden Object genre appears to be evolving towards the traditional Adventure game.
We’re often asked to see the parallels between the games industry and the film industry, but for those of us who work in Britain we may not want the parallels to go too far or the future of the British games industry may be bleak.
Develop have just put my interactive dialogue article online. This is obviously great news, but I thought it was a little funny in their summary piece, which seems to go out of its way to be controversial. While it’s likely to get more interest that way, I’m not a great fan of such controversy for …