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Tag: game development

link to PAX East 2013 – Storytime with Cliff Bleszinski

PAX East 2013 – Storytime with Cliff Bleszinski

You probably know Bleszinski from his work on the Jazz Jackrabbit games (and in particular, Jazz Jackrabbit: Holiday Hare), but those hardcore Cliff fans may also recognize his name from the obscure...

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link to PAX Prime 2012 – Natural Selection 2: Development Inside-Out

PAX Prime 2012 – Natural Selection 2: Development Inside-Out

The development of Natural Selection 2 broke all the rules. A tiny team, creating a brand new engine from scratch, mixing genres, delayed release, and limited resources. So how did this game get to...

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link to PAX Prime 2012 – PC Gamer Megapanel: The Incredible, Uncertain Future of Storytelling

PAX Prime 2012 – PC Gamer Megapanel: The Incredible, Uncertain Future of Storytelling

We assembled a Justice League (or Rogues Gallery, maybe?) of game-makers and storytellers to talk about the future of their craft at PAX. Source: PC Gamer Panelists: Evan Lahti [Executive...

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link to PAX Prime 2012 – The Double Fine Adventure Adventure

PAX Prime 2012 – The Double Fine Adventure Adventure

The Double Fine Adventure made headlines early this year with a $3.3 million dollar Kickstarter. Since then, the team at Double Fine has been hard at work on a brand new adventure game and 2 Player...

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link to CommunityCon 2020 – The Art of Creating Fun: A Look into Design, Collaboration, and Screwing Around

CommunityCon 2020 – The Art of Creating Fun: A Look into Design, Collaboration, and Screwing Around

The team behind 562 Interactive discuss game design with award winning game designer, Christian Allen. Join them for an hour of questions, answers, and screwing around. Panelists: William Weiler...

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link to CommunityCon 2020 – Storyboarding in Video Games

CommunityCon 2020 – Storyboarding in Video Games

We're going to take a look at the importance of Storyboarding in Video Games and how it differs from your typical episodic animation or film animation. Since video games are typically linear, we have...

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