Anyone who’s played videogames like Call of Duty or Red Dead Redemption knows what kind of narratives they tell. Their protagonists are snipers or outlaws ready to fight missions that step outside all legal bounds. Game designers Anna Anthropy, Sebastian Janisz and Michael Molinari choose to tell very different stories. No ambushes, no clandestine ops or full throttle attacks. Brooke talks to the designers about their very personal games.
During the Develop conference earlier this week, Edge Online editor Alex Wiltshire chaired a panel discussion on the close relationship between architecture and videogames, and here we have a recording of the full session for you to download.
The panel included Viktor Antonov, the art director behind Half-Life 2 and (the unfortunately on-hold) Arkane’s The Crossing, as well as a creative director and writer for animated feature films, Lionhead’s Rob Watkins, who has worked with architect Foster and Partners and was artist on Fable and Fable II, and Rory Olcayto, now features editor at The Architect’s Journ
Ian Bogost: “The Cartoonist and the Whaler: Notes on the Future of Journalism and Other Media” | MIT Comparative Media Studies
A "newsgame" is a videogame that does journalism. Drawing from five years of commercial development and academic research on this new approach, this talk summarizes the principles of newsgames and then offers two related but conflicting perspectives on its role in the future of newsmaking, framed by general thoughts on the challenges of designing and understanding contemporary media.
Ian Bogost, Professor of Digital Media at Georgia Tech, is a designer, philosopher, critic, and researcher who focuses on computational media—videogames in particular. He is also an author and an entrepreneur. He is also a Founding Partner at Persuasive Games and a Board Member at Open Texture (an educational publisher).