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Articles about advice: December 2, 2008

Not looking like an idiot in Mega Man 9

by Danielle Riendeau on Sep 29, 2008 at 03:05 PM

Mega Man 9
So, here’s the scenario. You loved the crap out of the old Mega Man games on the NES, so you downloaded Mega Man 9 (the retro-perfect re-imagining of the franchise), only to have your butt kicked back to the 1980s? Well, Destructoid editor Anthony Burch has kindly posted some advice in a video aptly titled How not to look like an idiot in Mega Man 9. Burch breaks down the game’s old-school design and offers some crucial tips (especially helpful to newbies and old-school gamers who may have forgotten some of that MM muscle memory).

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Some advice for gamers raising gamers

by Jonathan Gronli on Aug 21, 2008 at 07:39 AM

gamertell parent gamers msnbcThe average gamer age is higher than it was when most of us started gaming. Content is much more mature than when the older gamers started as well. Parents, who are often gamers as well, still want to insure that their kids play age-appropriate games.

If you don’t want your kids to have exposure to inappropriate content, the only place you can really limit their exposure is in the home. Even then your control over inappropriate content in your house is still lacking to an extent. Unless your child is home schooled, has no friends, doesn’t watch TV, never goes online and doesn’t flip through magazines or the newspaper; sooner or later there’s going to be exposure to content deemed inappropriate for a child.

So with the general availability of information there’s a couple of ways to deal with the rise in mature content…

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Gamertell Review: Professional Techniques for Video Game Writing edited by Wendy Despain

by PJ Hruschak on Aug 4, 2008 at 09:00 AM

gamertell Professional Techniques for Video Game Writing Wendy Despain book cover

Title: Professional Techniques for Video Game Writing
Author(s): Sande Chenm Richard Dansky, Wendy Despain (Editor), Beth A, Dillon, John Feil, Alice Henderson, Erin Hoffman, Chris Klug, Jay Posey, Rhianna Pratchett, Haris Orkin, Evan Skolnick, Anne Toole, Maurice Suckling and Andre S. Walsh.
Price: $39.00 (paperback, 250 pages)
Release Date: May 19, 2008
Publisher: A.K. Peters
Format: Paperback
Pros: Written in easy-to-digest chunks and includes a few useful examples. Great text book for an upper-level high school course or lower-level college course.
Cons: Not quite as in-depth as a true professional guide. Should have more real-word examples with notes.
Overall Score: One thumb up, one sideways; 85/100; B; * * * 1/2 out of five.

Pro Techniques is not the in-depth guide that will satisfy skilled, professional writers. It is, however, an excellent primer for beginning writers and would make a decent text book for either an upper level high school course or lower level college course.

Click through for the full review…

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Burning Ambition Part 10: The dream becomes a bit more real with a working demo

by Christopher Buckner on Apr 30, 2008 at 10:00 AM

burning man studiosAfter months of talking, debating writing, art and music production and numerous people coming and going, we have finally come to the early stage of our first working demo.

The journey of getting to a demo phase is a long and difficult one and there is still so much more for us to do. Even so, if your company manages to get to this stage, then you have been doing most things right.

By now you should have…

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Burning Ambition Part 9-B: An interview with Project Manager Andrea Wieslander

by Christopher Buckner on Apr 23, 2008 at 10:00 AM

Gamertell Burning Ambition 10-week series logo
burning man studios andreas wieslanderThis week, Burning Ambition includes an Interview with Andreas Wieslander, project manager for Burning Man Studios...

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Burning Ambition Part 9-A: Managers, programmers and modellers, oh my

by Christopher Buckner on Apr 23, 2008 at 10:00 AM

burning man studiosThis week in Burning ambition, Christopher Buckner takes a closer look at the blessings and biggest hardships that Burning Man Studios has faced to date:  finding the right Project Manager and a number of skilled programmers (the blessings) and finding 3D modelers that are able to measure up to the artistic demands of production (the hardships)...

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Burning Ambition Part 8-B: An interview with composers Nathan Pinard and Eike Steffen

by Christopher Buckner on Apr 16, 2008 at 10:00 AM

Gamertell Burning Ambition 10-week series logo

burning man studios eike steffen aka romeo knightIn this dual interview, Chistopher interviews Burning Man Studios two composers, Nathan Pinard and Eike Steffe. Find out how two professional composers living in different countries manage make beautiful videogame music together…

Click through to download an exclusive MP3 (“Arkady”) from the game!

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Burning Ambition Part 8-A: The sound of beautiful music

by Christopher Buckner on Apr 16, 2008 at 10:00 AM

burning man studiosOne of the problems in game design that I find is, that production has a lot of surprises, and I hate surprises. Thankfully, when it has come to our music and sounds, the work has been consistently outstanding.

I count Burning Man Studios very lucky to have found some amazing talent in the fields of music and sound design. Each of the people working on the music are very professional, not only in their work and background, but in their attitudes and drive for making the music for Conquest of Heroes truly unique and original…

Also click through to download an exclusive MP3 (“This is Our Story”) from the game!

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Burning Ambition Part 7-B: An interview with colorist Jesse Heagy

by Christopher Buckner on Apr 9, 2008 at 10:00 AM

Gamertell Burning Ambition 10-week series logo

burning man studios jesseGet an intimate, behind-the-scenes look at Burning Man Studios in this interview with its colorist, Jesse Heagy. Find out how he got into the indie game business and what it takes to be a good colorist…

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Burning Ambition Part 7-A: Colorists, the unsung heroes

by Christopher Buckner on Apr 9, 2008 at 10:00 AM

Gamertell Burning Ambition 10-week series logo
gamertell burning ambition colorist image 01 face 01

When I have looked on art web sites for colorists, I find a lot of pros making statements that colorists are a dime a dozen and the least important for production. That statement would be true for just about any artistic position as there are thousands of character and comic artists out there. Really, colorists are some of the most unused, overlooked and ignored artists in both the videogame and the comic book industries…

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Update for December
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