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gaming since 1997

interview

Conflict Zone

Could you please introduce yourselves and describe your role on Conflict Zone? I’m Serge Autard, production manager for MASA’s games. I’m Olivier Denis, team manager for Conflict Zone. I’m Sylvain Constantin, Conflict Zone’s game designer. My role was first to create the game design and scenario. Throughout the development phase, I worked with the production […]

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Larian Studios about Divine Divinity

How did the people of Larian come together ? We started making stuff for Atari and some of the guys we ran into seemed to be good in what they did. After a while we made the L.E.D. wars with a crew of 5 men. A bit later we had our first publishing contracts with […]

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Blue Byte

The people from Ubi Soft were so kind to send me a transcript from an interview they did with Blue Byte’s head of development, Hans Jürgen Brändle. Here’s what he had to say : Did you expect such an overwhelming success with the Settlers saga? Hans-Jürgen Brändle (HJB): As a computer game developer, you obviously […]

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The Blue Byte Acquisition

The people from Ubi Soft sent us a transcript of a Q&A with Yves Guillemot (the big head honcho) on what they (Ubi Soft) are planning with German developer Blue Byte. What made Ubi Soft decide to acquire Blue Byte rather than another company? In other words, what makes Blue Byte special? Yves Guillemot : […]

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Computer Game Studies

Who are you and what do you do? Mark Grimshaw. Among other things, I am Head of Music Technology & Studio Production, and Course Leader for the BSc(Hons) Computer & Video Games program within the School of Media, Music & Performance. In addition to my supervisory duties, my responsibilities also include producing the web site […]

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The Programmers – Part 5

Another week, another interview Today’s man answering our questions is James Thrush from SuperX Studio’s, known of their game Far Gate How did you start in the gaming business ? James : Somewhat by accident – I was very much into 3D programming through college and shortly after leaving Microsoft to do consulting, I landed […]

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The Programmers – Part 4

Part 4 has Jonathan E. Wright from Third Law Interactive (KISS:Psycho Circus) answering our questions. How did you start in the gaming business ? Jonathan : I basically spent about 16 years programming games as a hobby before finally taking a chance and applying for a few jobs in the industry. I was hired by […]

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The Programmers – Part 3

Today’s victims of answering our programming questions are Alen Ladavac from Croteam (Serious Sam) and Smarty Man Game designer Derek Smart from 3000AD (Battlecruiser Millennium) How did you start in the gaming business ? Alen : I moved over from the Amiga demo scene. Derek : I kinda just dropped in. I was green, clueless […]

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The Programmers – Part 2

A few days ago we posted part 1 of our new feature The Programmers in which we check out what engine programmers actually do and why they do it, and today we return with John Romero from Ion Storm (Daikatana) and Dean Sekulic from Croteam (Serious Sam) who answer our questions. How did you start […]

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The Programmers – Part 1

Well, it was about time we had a new interview feature here at and since last time we spoke with several level designers, I thought “What would be going on in the minds of programmers ?”. I shot off a couple of questions to several whizzkids and Aaron R. Leiby from Legend Entertainment (Unreal 2) […]

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Raven Soft talks Elite Force

After finishing Elite Force, I felt I had finished a great game. OK, people tend to say it’s too short, but I don’t think of it as being so much shorter than Soldier of Fortune and I really liked the game. Therefor I decided to post some questions to Raven’s Brian Pelletier, who was the […]

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Radon Labs on Project Nomads

I got the chance to ask some question to Bernd Beyreuther from the german developer studio Radon Labs who are currently working on Nomads which is built on their own engine called the Nebula Engine which they distribute completely for free ! What’s the history behind Radon Labs ? Radon Labs is a games company, […]

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The Level Designers – Part 7

Yes ! Another part of our level design features has arrived ! To celebrate our new launch, we talked with Brian Ball and Wright Bagwell, respectively lead and senior level designer over at EA, currently working on the upcoming Bond-game The World is not Enough What did you do for studies ? Brian : In […]

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The Level Designers – Part 6

Today, Mick “VermoorD” Beard, from Human Head is the man to answer our questions. What did you do for studies ? Mick : School was a bit of a “No-No”for me, i was having to much fun pubbing and clubbing ,i eventually joined the Royal Air Force and become an aircraft electrician working on Jaguar […]

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The Level Designers – Part 5

And our on-going feature where we talk with several level designers just keeps going, with today in the main seats Dan Koppel, Lead Level Designer over at Gray Matter Studio’s who are currently working on Return to Castle Wolfenstein and Allan Willard, level designer over at Epic Games. What did you do for studies ? […]

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