Unlimited Hyperbole #12

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Games are a multi-disciplinary artform. They aren’t just limited to using words, music or pictures to tell their tales, but can use broader devices too; emergence, artificial intelligence and environments. These, as much as anything else, help inform the character of a game.

Of these tools, it’s the environments we play in which most concerns Rob Briscoe. He’s worked as an environment designer on projects such as Mirror’s Edge and Dear Esther and in this episode of Unlimited Hyperbole he discusses what his role entails, the aspects which characterise his wider style and the pressures that environment designers are often under. Most amazingly at all, he also provides the first hints of what his next project might be, years before it may otherwise come to light.

Unlimited Hyperbole is a short, weekly podcast about videogames and the stories we tell about them. The show is divided into seasons of five episodes, each with a topic that’s used as a prompt when interviewing special guests. This season we’re talking about “Matters of Character” – and to find out more about the production of this episode, read after the jump.

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Unlimited Hyperbole #1…

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Unlimited Hyperbole is a new, tiny podcast I’ve made. It’s about games and the stories we tell about them. I’ll be releasing a new episode every Monday, each with a special guest. I’ll be talking to them about a topic decided for a season of five episodes. This season: “My Favourite Game”.

In this first episode Dan Pinchbeck, Creative Director of TheChineseRoom and designer on Dear Esther, talks about his favourite game: STALKER: Shadow of Chernobyl.

Why did the game make Dan re-evaluate his PhD on narrative in computer games? How did the tortured development process create a better game than if work had gone smoothly? Listen in to find out, or subscribe using the buttons above.

For more information on Unlimited Hyperbole and the idea behind it, continue after the jump…

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