EPISODES

Henning Tegen on working with the Quake 3 engine

Henning Tegen on working with the Quake 3 engine

Published: 2008-03-07

Length: about 1 hour

Recorded at: Workshop

Language: English

Henning Tegen talks about the benefits and disadvantages of picking up the Quake 3 engine today, discussing everything from journaling systems and consoles to rendering. Henning also demonstrates his own game Celestial Impact.

Jens Andersson talks about game development at Starbreeze

Jens Andersson talks about game development at Starbreeze

Published: 2008-03-07

Length: 17 minutes

Recorded at: Workshop

Language: Swedish

Jens Andersson, Lead Designer at Starbreeze Studios, talks about the company's history and what he's learned over the years.

Filip Coulianos shows off mod making on the Source engine

Filip Coulianos shows off mod making on the Source engine

Published: 2008-03-07

Length: about 1 hour

Recorded at: Workshop

Language: English

Filip Coulianos walks us through the process of making basic mods and maps for Valve's Source engine and the accompanying Hammer level editor. After the lecture, we did an interview with Filip, read it here.

James Salt shares insights on game design

James Salt shares insights on game design

Published: 2008-03-07

Length: 27 minutes

Recorded at: Workshop

Language: English

James Salt, Lead Designer at DICE, gives many useful hints at how to make game development work, starting at the design stage. He also puts his suggestions in to fresh perspective by showing how it all was applied to Battlefield Heroes.

Oskar Burman's workshop keynote

Oskar Burman's workshop keynote

Published: 2008-03-07

Length: 7 minutes

Recorded at: Workshop

Language: Swedish

Oskar Burman from Avalanche Studios talks about his roots at UDS and their work on the great racing title Ignition.

Johan Lindfors talks about the many benefits of XNA

Johan Lindfors talks about the many benefits of XNA

Published: 2008-03-07

Length: 21 minutes

Recorded at: Workshop

Language: Swedish

Johan Lindfors from Microsoft talks about the new ways XNA can help you get your game published, even on Xbox Live.