My partner and I recently just finished our play through of Fallout 4 together. It was a really unique experience for me and while Fallout 4 is a single player game, we decided that we would play through the entire game together. This is a short blog post about that experience and the fun I had with this strange new RPG adventure. Naturally, lots of Spoilers follow, including the game’s ending.
Part 2- Achievement Unlocked, Get it on Steam
In September 2015, our team was selected to take part in Media Design School’s pilot program: Media Design School Studios. It was a student accelerator aimed at helping students with commercially viable products take their work to the next level, with the end goal of releasing their game. This article is a summation of the team’s presentation at Play by Play, New Zealand’s first international gaming festival. In it we cover each member’s specialized work on the game and what we did collaboratively to get Split onto Steam.
This year I was lucky enough to attend the Game Developers Conference in San Francisco. This was a very exciting trip for me, as it was my first time at GDC and I had an absolutely incredible time at the conference. This post is an extract from my GDC Diary. I wanted to share a condensed version of this with Gamasutra and talk about my first impressions of GDC, thoughts and reflection on the event and a little advice for others planning on attending for the first time.
The games industry, by its very nature, is competitive – a fact that students are constantly reminded of. It has never been easier to make games, with more and more young people like myself wanting to get involved; because of this, the competition is becoming increasingly daunting. With many junior positions requiring a degree, at least one published game and industry experience, how can you even compete? How can you not only start making your way into this industry, but begin cultivating success before you even finish your degree? As group of students who are currently experiencing these challenges I would like to share our experiences with you.
Originally Published: 29/06/2015
The dark-fantasy world of Dragon Age has three AAA games, a series of art books, comics, novels, a table top game, an anime film and a web series under its belt. Dragon Age and the franchise’s developer BioWare are at the forefront when it comes to addressing topics regarding sex and sexuality within the video-game medium, including, but not limited to, homosexuality, bisexuality, transgender, gender-roles, and racial issues. As surmised by PC Gamer’s Richard Cobbett (2014), “What matters though isn’t really the execution, but the willingness to try. BioWare is a fascinating study into sexuality both for what they’ve gotten right, and what they’ve gotten wrong over the years… With each game though, BioWare has gone out of its way to Do Better, and not always by heading down the obvious path”. This essay is a critical examination of the universe of Dragon Age and how BioWare has addressed real-world issues surrounding sex and sexuality. By considering the game’s romance mechanics, the racial, cultural and national lore of the game, we can examine a series of case studies on how BioWare deals with the controversial and diverse topic of sex and sexuality.
Originally published 22/04/2015
Issues surrounding racism and culture are sensitive ones – it is difficult to address these in any medium and avoid persecution from different groups on either side of the issues. I would like to examine how one of the most popular science fiction games of our generation has approached such problems, and how its narrative has challenged players to think about and discuss issues surrounding racism and culture.