It can be so much easier to get kids excited about making and coding and playing with cool ideas when they can bounce off characters and ideas they know and love. So it’s great to see this collaboration giving kids a chance to embrace their love of Cartoon Network shows and turn that love into making things!
A keytar with the body of a Commodore 64? Very cute. Oh, wait… the pick up actually sends sound into the WORKING C64 to create chiptune vibes that can be controlled on the keyboard? Yes, I need this video in my eyeholes now.
PT. A demo that for a now never-to-be-made Silent Hill game that was just one hallway but freaked the hell out of everyone who ever experienced it. And then it was gone. Erased. Become Legend. So, of course, people remake it as often as they can and this time the Media Molecule game-creativity-engine Dreams is the medium of choice.
This week we’ve explored the technicalities and the teamwork that has worked to develop World of Warcraft into the game it has become over its fourteen year history. Today, we ask Alex Afrasiabi, Creative Director of World of Warcraft, to point to the future of storytelling in the game.
Game storytelling doesn’t get much more epic than the Warcraft universe. Next year the franchise turns 25 years old, and in two weeks World of Warcraft goes live with its seventh expansion, Battle For Azeroth. Throughout that time, stories have been told of a fantasy world’s great conflicts. Humans versus orcs versus demons versus undead… light versus shadow, nature versus death…
Dean Ayala. Restaurant Consultant. In that other, darker timeline, we don’t have the Dean Ayala we know from the Hearthstone Game Design team. Thankfully, Ayala found his way into Blizzard, and we thought we’d explore a little of his heroic journey into game design and what others might learn from his path.
A good piece about a very good question. I had such hopes for the Apple TV platform as a gaming space. iOS had all the best mobile games. It should have been easy to transition games to a TV experience. But it wasn’t.
A lot of 10th anniversary talk around Bioshock, a game worthy of such reflection. There’s good Remastered edition options out there. If you haven’t played it, put it on your list. It’s worth it.
A fab Rolling Stone Glixel interview with Media Molecule’s Studio Director (and Australian) Siobhan Reddy. The maker of Little Big Planet is taking on one of the most ambitious ideas in games — essentially a platform to express your own creativity. To bring dreams to life, and to take other people’s work and both enjoy or manipulate into new work.
Interesting to learn that Blizzard had lost most of the old code and assets for StarCraft, so when it decided to create a ‘Remastered’ edition they had to go back to basics and build it all again, but to replicate the original perfectly that also meant incredibly detailed efforts to “eyeball everything.”