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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 11:00 AM

After 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… Continue Reading »

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

by Christopher Buckner on Apr 23, 2008 at 11:00 AM

This week, Burning Ambition includes an Interview with Andreas Wieslander, project manager for Burning Man Studios... Continue Reading »

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

by Christopher Buckner on Apr 23, 2008 at 11:00 AM

This 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… Continue Reading »

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

by Christopher Buckner on Apr 16, 2008 at 11:00 AM

In 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! Continue Reading »

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

by Christopher Buckner on Apr 16, 2008 at 11:00 AM

One 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… Continue Reading »

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

by Christopher Buckner on Apr 9, 2008 at 11:00 AM

Get 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… Continue Reading »

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

by Christopher Buckner on Apr 9, 2008 at 11:00 AM

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… Continue Reading »

Burning Ambition Part 6: From paper to screen

by Christopher Buckner on Apr 2, 2008 at 11:00 AM

In part five I talked about the nightmare that is finding capable artist to join your team. Enough bitching. It’s time to talk about what we at Burning Man Studios do have. The production of concept art is by far the best and most rewarding part of the design process… Continue Reading »

Burning Ambition Part 5: The bigger nightmare of finding a concept artist

by Christopher Buckner on Mar 26, 2008 at 11:00 AM

After months of writing documentation, discussing story lines, fleshing out quest, going over game mechanics and programming, you are ready to search for artists who will help bring your epic game into the real world through concept art and design. For a writer, and frankly the entire team, this is… Continue Reading »

Burning Ambition Part 4: The nightmare of turning a story into a game

by Christopher Buckner on Mar 19, 2008 at 11:00 AM

As the title implies, taking a great story and turning it into a game that works is probably going to be the first point where your team starts to butt heads. Up until this part of development, everyone that is on board with the project has been throwing around ideas,… Continue Reading »

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