13Apr/120

3 questions to… Christophe Heral, composer

Christophe Heral has got a 25 years of career, composing music for movies and, since 2003, working on the video games developed by the Ubisoft Montpellier studio, especially those created by Michel Ancel.

That's why we wanted to ask him a few questions about the games he recently worked on: the critically acclaimed Rayman Origins, the adaptation of Steven Spielberg's movie Tintin and, at last, the one that made him famous to the gamers, Beyond Good & Evil.

1. You worked on the soundtrack of the adaptation of the movie The Adventures of Tintin: Secret of the Unicorn. How were you able to work on a film adaptation with an established sound design?

When we began to work on the game, we only had the script of the movie. We had no opportunity to take an inspiration from the sound and the music of the movie because there was no other document available.

But that's why it was thrilling: to begin from scratch, to create the universe of sir Francis Haddock and the universe of Tintin.

5Mar/120

IGF 2012: Nominees announced

March 2012, while San Francisco is hosting the GDC, Video Game Creators is back and could not have miss one of the main event of the video game year: the Indepedent Games Festival.

We let you judge the quality of the selected games by reading the list of the nominees.

Hoping you will have a crush on one of them and will have the will to share it with your friends. Indie developpers need it!

[Click on the links to access officiel page for each game on IGF's website: trailers, screenshots and so on]

23Nov/110

Beyond Good & Evil 2, on the road again

Beyond Good & Evil 2During the Montpellier in Game festival in the south of France, Michel Ancel, who was presenting Rayman Origins, took the opportunity to talk about the development of a sequel that the a lot of fans are waiting for: Beyond Good & Evil 2.

In his speech, we learned that the leaked trailer really came from the studio. Michel Ancel also confirms that the development is running its course but that the game won’t probably be released on the current generation of consoles.

In the continuation of this post, you’ll find a summary and the video of his speech.

19Sep/110

From Dust’s Art Direction

We already spoke about From Dust in a previous article and now that the game has been released on all platforms (Xbox Live Arcade, PlayStation Network and PC), we suggest you to have a look at a nice interview of the creative director Éric Chahi and the producer Guillaume Brunier about the game's art direction.

Did you know for example that some landscapes in the game were inspired from the Yemeni archipalego of Socotra (see more on UNESCO's website)?

2Jun/110

Checkpoint #003

Even if the blog's activity has not been really intense during the last two months, I hope that the new feature you noticed is not the advertisement (which will pay the site's hosting).

29Apr/110

The Making of Braid

Braid
Each year in Nottingham (United Kingdom), a video game festival called Game City takes place, featuring exhibitions, concerts, debates, competitions and also conferences.

Last year, Jonathan Blow, creator of Braid, lectured during one hour and a half about its 2008 game which still is one of the most critically acclaimed video games of all time. He explained in particular how he created the prototype of the game and how the narration evolved throughout the development.

One of the participants had the good idea to film it... and here is the video!

8Apr/110

10 questions to… Jan Willem Nijman, game designer

Super Crate Box
Do you know Super Crate Box, the fashionable arcade revival spotted during the Independent Games Festival 2011? The Dutch studio which created this gem, Vlambeer, drew attention to itself to the extent that they are now working on a Serious Sam game for iPhone.

Jan Willem Nijman, game designer of the studio, kindly agreed to answer our questions...

1. One of the Vlambeer's goals is to bring back arcade gaming sensations. For you, what's the essence of arcade gaming?

Our games are very short: you can play for 5 minutes, but also lose hours to them. We basically love to make short, difficult games. By having a really quick cycle with players restarting with the press of a button we can give them really intense gameplay without it being too tiring.