Entries in how is it done (2)

6:45PM

QCF: Super Mario 3D World

einvention, a simple concept constructed on the notion of reimagining any established creative property with the advantage of it definitively cutting the work out towards its execution by branching off the strength into something new—and yet, difficult to perfect upon what worked so well to begin with. More recently, we’ve seen older franchises like Tomb Raider and Castlevania adapt their famed hallmarks to fit into a different format design modern sensibilities that make use of the latest tech to advance the franchise; some have made it work, and others, not so much.

However, there are moments like these that can completely turn around a promising yet troubled new console that’s struggled for the better part of its first twelve months, The Wii U has finally received its killer app. 

Super Mario 3D World isn’t just the best reason to own a Wii U—it manages to set a new benchmark in redefining how game development can refresh historic franchises and properties into an entirely new breathtaking experience.

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4:09PM

GDC 2013: Big Storytelling, Small Budgets

et’s face it you guys, video games are expensive as all hell. They’re pricey to buy, pricey to market, and even pricier to develop; it’s destined to be a constant in this industry. Regardless of these daunting budget trends, there seems to be this misconception that enthralling experiences can’t be done without Scrooge McDuck Money Bins-worth of funding to produce it. George Backer of Hotsauce Interactive approaches GDC with the philosophy that experiences are produced from the skillful heart and not the wallet.

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