Ever wanted to have a company picnic with the Umbrella Corporation? Zed.TO has you covered with ByoLogyc: Retreat.
The Bay Area-based jack-of-all-digital-trades and indie game developer is pushing for greater diversity in games.
Assassin's Creed III: Liberation scriptwriter Jill Murray sits down with Dork Shelf for a Q&A about Ubisoft's upcoming Vita game.
Can you imagine going to the theatre to play a game in tandem with the audience on a regular basis? RENGA gave life to the concept at TIFF Nexus. Dork Shelf's Eric wonders: can theatrical gaming become the next big form of live entertainment?
Metanet Software's Mare Sheppard is keynoting the Freeplay Independent Games Festival in Melbourne, Australia and gave Dork Shelf a sneak peek about her talk and indie dev life.
Looking for a TIFF activity that doesn’t involve a two-hour rush line? Try checking out the TIFF Nexus Mini-Arcade! The exhibit runs for the duration of the festival and infuses the proceedings with a bit of local gaming flavour with help from a slew of prominent developers. All of the games are free to play and ask only that you open your mind to something new.
Five No Quarter developers will be heading north to discuss their games at the first Gamercamp No Quarter Arcade.
Gamercamp, the little games-festival-that-could, returns for its fourth annual outing in the city. The brainchild of co-founders Mark Rabo and Jaime Woo, Gamercamp is a celebration of everything related to games and the people who make (and play) them. With keynote speakers representing games ranging from AAA to indie, Gamercamp Lvl 4 aims to be the most ambitious iteration to date.
We spoke with Skot Deeming about DPAD 2, a series of game culture events that blend live musical performances with arcade sensibilities and a few actual arcade cabinets to encourage game enthusiasts to embrace new forms of play and interactivity.
Guys – and today, unfortunately, I am speaking to the fellas – we really need to talk. The misogyny and the sexism that’s been slowly seeping into video games and the broader gaming lexicon – it has to stop. Now.
I’ve actually been quite impressed with everything I’ve seen from The Last of Us at this year's E3. But the more I saw, the more vociferously one thought passed through my head: Please don’t make a sequel.
Home, the latest offering from independent game developer Benjamin Rivers, is amazing, although not for the reasons you’d expect. It's a narrative horror adventure that succeeds because it experiments with story structure in a way that forces you to reconsider the possibilities for interactive storytelling.
As derivative as it is, Ghost Recon: Future Soldier is exceptionally well made, with core mechanics that make for consistently engaging gameplay that runs smoothly in multiple scenarios.
We spoke to Benjamin Rivers, the Toronto-based independent comic book artist and game developer, about his upcoming game Home - a new 2D (and two-dollar) horror adventure for the PC that combines atmospheric visuals with intricate decision trees to convince players to scare themselves.
I arrive at Day Two of TOJam. Several individuals have brought sleeping bags and pillows and are sprawled out on the floor in corners and between tables. Nobody regards this as unusual.
I had originally intended to write one development diary chronicling my experiences as a first-time game developer at TOJam, but one article simply couldn’t contain everything that happened throughout the weekend. What follows is consequently the first in a three-part series telling the story of Apocalypse Later, a new adventure game about an ineffectual child hellbent on global domination.
TCAF may have been crazy, but it’s nothing compared to the encore. TOJam 2012 is currently underway and I’m getting a crash course in game design in one of the most intense creative environments imaginable.
Eric Weiss reflects on a seriously dorky weekend in Toronto, one that amazingly didn't include watching The Avengers.