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Tag: game design

link to PAX West 2016 – Thornwatch Comes to Life

PAX West 2016 – Thornwatch Comes to Life

Join the entire Thornwatch team—Jerry Holkins, Rodney Thompson, Chad Brown, Kiko Villasenor, and Mikes Krahulik, Fehlauer, and Selinker—for a Thornwatch preview that will contain SOME EXCITING...

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link to PAX West 2016 – Mafia III – Creating the Open World of New Bordeaux

PAX West 2016 – Mafia III – Creating the Open World of New Bordeaux

Get the inside scoop on the open world and narrative of Mafia III from Hangar 13’s Haden Blackman (Star Wars: The Force Unleashed, Star Wars: Knights of the Old Republic), Andy Wilson (Splinter...

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link to PAX Dev 2016 – What Color Is “Slow”?

PAX Dev 2016 – What Color Is “Slow”?

Real-time visual effects artists discuss how they go about developing a visual language in games. By answering the question “what is slow?” we explore the role of visual effects as a discipline...

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link to PAX Dev 2016 – Mobile Enhanced: Designing for Multiple Simultaneous Screens

PAX Dev 2016 – Mobile Enhanced: Designing for Multiple Simultaneous Screens

Eon Altar is a “mobile enhanced” game: that is, players use their mobile device and a TV or PC simultaneously to play the game. We’ll cover how our UI designs started and then evolved over the...

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link to PAX East 2016 – The Wild West of Virtual Reality

PAX East 2016 – The Wild West of Virtual Reality

VR is new, and despite our efforts to convince you otherwise, nobody knows what the heck they're doing. Least of all the VR developers in the Indie Megabooth. Expect no soft-spoken adaptation of...

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link to PAX East 2016 – PAX East Storytime with Jonathan Blow

PAX East 2016 – PAX East Storytime with Jonathan Blow

For our Storytime Speakers, we always strive for people who are influential in the industry but at the same time super smart and interesting. We want you to get a lot out of these talks, ya know?...

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