This piece started out as a 'Daily Sketch Group' activity at Conceptart.org. Was happy with the initial quick painting, and luckly to have some time, to develop it into this a finished piece.
Presented here is a transcript of the interview I did with David Glenn at GCAP 2007. Thanks again to the guys at Autodesk for setting this up.
You can download the recording of the interview here.
About David Glenn
David Glenn's work on the Diablo franchise was instrumental in establishing the visual design and dark feel of that world. David worked as Chief Background Artist on Diablo II prior to joining many of his colleagues from Blizzard North in forming Flagship Studios. His Bachelor of…
AustralianGamer have a ten question interview with Halfbrick Level Builder / Scripter, Michael Dobele, on his favourite games, what it's like being in the games industry, and how he got into game development...
I completed a games degree at QANTM back in 2004 and during my final year my friends and I developed a “MarioKart-esque” racing game with crazy characters on scooters called “Scooterama” and entered it into the Australian Game Developers Conference’s independent games competition where…
If you've every played Racing Evoluzione / Apex or Project Gotham Racing 2, 3 and 4, then you've undoubtely seen the marvellous work of Brisbane based vehicle outsource company, Virtual Mechanix. VFXWorld have a huge feature up on Virtual Mechanix, a company which founder Chris Wise likens to as a "virtual studio", since many of its employees are placed all around the globe and communicate with each other online.
Chris, who started out building car models at Torus, describes how his studio…
Matt and Yug from AustralianGamer have a studio tour and interview with those quiet Brisbane developers, FuzzyEyes Studios. FuzzyEyes are in the midst of Edge of Twilight development and were happy to share some insights with the AustralianGamer lads on their studio, the art direction and creative ideas behind Edge of Twilight, as well as game development in general...
Augustine: We are game developers. And Brisbane is the headquarters for its operations. FUZZYEYES have a few studios positioned…
Mario Wynands, Managing Director of Sidhe Interactive, has posted an article up on GameDaily’s “My Turn” section of their website discussing methods they went about to extend the life of their original PSP title GripShift.
Mario talks about the difficulty releasing a game in the retail market, with the pressure to do well in the first 6 weeks or suffer a loss of shelf space, where bad timing can mean the undeserved relegation to the bottom shelf, or even to the store room.
While the game…
It's not really new news for anyone who's been keeping tabs on the Auran situation, but an article at The Courier Mail re-iterates that Auran is indeed alive and still developing games. Although the studio has been scaled back from 85 employees to just 15, it has secured a contract for a game and plans to sell off Fury technology to Chinese developers. Auran co-founder, Graham Edelsten, had this to say to The Courier Mail...
Yes, we had to scale back and we had to put off a lot of people…
IGN was able to get its first look at Star Wars: The Force Unleashed on the Wii in San Francisco yesterday and were also able to get a hold of some screenshots of the game. The Wii version of The Force Unleashed is being developed my Krome Studios Melbourne, with the PS2 and PSP versions being developed by Krome Studios Brisbane and Adelaide.
While not mapping 1:1 with the lightsaber, which isn’t possible on the Wii, the game provides a directional gesture recognition for lightsaber and force…
Sumea is proud to present another of the GCAP 07 presentations – The Changing Role of the Lead Designer
One of the last presentations to wrap up Game Connect and also one of the most interesting. Of all the roles associated with game development, Designer is the least clearly defined and the most rapidly evolving. The responsibilities of the Lead Designer have changed dramatically over the last decade as team sizes and game complexity increases. Morgan discusses the impact of these changes and…
Dissecta Presents "The Craft of Game Audio"
Sponsored by Media Arts Lawyers
Melbourne, Australia, Tuesday 29 January 2008
Melbourne, Australia 24 January 2008 - Video game seminar and networking event organiser Dissecta is pleased to present The Craft of Game Audio, the first Dissecta event for 2008. The Craft of Game Audio will be held in Melbourne and features Richard Vaughan of SEGA/Creative Assembly Brisbane, composer and sound designer.
Richard, a 10 year video game industry veteran, will…