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

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

Burning Ambition Part 3-B: An interview with lead designer and writer Christopher Buckner

by Christopher Buckner on Mar 12, 2008 at 10:00 AM

This week for our 10-week series, Burning Ambition, Christoper Buckner interviews Burning Man Studios’ lead designer and writer, himself. Find out how he got his start and how much work - and fun - it is to be a part of an indie developer. He also provides a good amount… Continue Reading »

Burning Ambition Part 3-A: The origin of an intellectual property

by Christopher Buckner on Mar 12, 2008 at 10:00 AM

To a writer, nothing is more important than the story. Whether it is movies, TV or games, the story can be the make or break for me, no matter how high the production values are. So, when it comes to the development of Conquest of Heroes (CoH), I am always… Continue Reading »

TimeGate Studios promises big with Section 8

by Christopher Buckner on Mar 5, 2008 at 11:31 AM

The Texas-based company behind 2001’s critically acclaimed RTS Kohan and expansions for F.E.A.R might not be a household name yet, but with Section 8 that might be changing. In the game, players will take on the role of an elite earth-base military unit that will be sent out to the… Continue Reading »

Burning Ambition Part 2-B: An interview with founder and CEO Steven Hammans

by Christopher Buckner on Mar 5, 2008 at 10:00 AM

Click through for an intimate interview with Steven Hammans, founder and CEO of independent game developer, Burning Man Studios: “There will never be a point when I abandon my goals or the company. I know nothing can bring me to that point because I will not let it. I do… Continue Reading »

Burning Ambition Part 2-A: The Man with the burning dream

by Christopher Buckner on Mar 5, 2008 at 10:00 AM

Every company, big or small, has a beginning. Very often the origin involves one person who has an intimate interest and a dream. For Burning Man Studios (BMS), that man is 26-year-old English-born Steven Hammans. Like millions of gamers worldwide, Steven’s dreams weren’t that uncommon or spectacular, but started because… Continue Reading »

Burning Ambition Part 1: Start burning your dreams into reality

by Christopher Buckner on Feb 27, 2008 at 10:00 AM

“Burning Dreams into Reality” is Burning Man Studios’ motto and, frankly, there couldn’t have been a better one. Burning, kicking, screaming and clawing is what a independent studio has to do if they have any hope of getting noticed, pickup or funded in any way. So, what makes a company… Continue Reading »

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