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This Was The Xbox Problem. Here Is The Solution.

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1:00PM Today | Tracey Lien

No one ever thinks they will be the victim of a phishing scam or account hacking until it finally happens to them. A hacked Xbox LIVE account is an inconvenience at the very least, but how bad can it get and what should you do if you’re a victim? Read more to find out. More »


In Real Life

The Perfect E-Sport

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1:00PM February 6, 2012 | Tracey Lien

Forget about StarCraft, Counter-Strike, and any other conventional e-sport for a moment. Now think wobbly noodle poles. This is a story about the creator of the viral sensations QWOP and GIRP’s first attempt at making an electronic sport. More »


In Real Life

Will Make Games For Food… Or Funding

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1:00PM January 25, 2012 | Tracey Lien

You want to make a game. You don’t have a publisher. The government won’t help and your bank account is full of tumbleweed. It might be time to look beyond traditional funding options… it might be time to look to the crowd. More »


In Real Life

Fresh Perspectives On The Heart Of Darkness

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1:00PM January 24, 2012 | Mark Serrels

Most licensed video games, particularly those based on iconic comic book characters, tend to play in the third person perspective — but not The Darkness, or The Darkness II. We spoke to the game’s producer Seth Olshfski about the challenges of bringing Jackie Estacado to live in the first person. More »


Mobile

I Am A Body Builder. This Is ZiGGURAT.

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11:00AM January 23, 2012 | Tracey Lien

Rarely does a game compel me to paint images to go with an article. These are my paintings; this is the game. More »


In Real Life

Plugging The Gaps: The Government’s Role In Reviving The Australian Games Industry

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12:30PM January 19, 2012 | Mark Serrels

Canada, with its multiple tax breaks and incentives, is often painted as a mecca for game development, a space where the money always flows and the growth is always facilitated by government investment. But what is our local government doing to stimulate growth in an Australian industry decimated by a series of crushing closures? The answer is simple — a lot more than you think. More »


In Real Life

The Fun And Games Of The FBI

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2:40PM January 16, 2012 | Tracey Lien

A member of the FBI is in the room but we’re not sure who or where he is. He probably already knows everything about us. Our phone lines are probably already tapped. We’ve probably been x-rayed in our sleep. We bet he loves black coffee and cherry pie, too. We keep our eyes peeled for men in suits, but the only men in suits we’ve encountered all day have been catering staff offering us more bread rolls. We’re looking for a man who we are now convinced does not exist. He is here to talk to us about video games. More »


In Real Life

Unexpected Sincerity: Disabilities, Girls and Katawa Shoujo

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1:00PM January 12, 2012 | Patrick Lum

You might expect a project like Katawa Shoujo — a free, internationally developed eroge (Japanese visual novel with erotic themes) roughly about dating girls with disabilities — to be a crass, perverse, even exploitative piece of work. Perhaps that expectation would only be amplified after learning that the game originates primarily from notorious internet messageboard 4chan, a community not exactly known for its subtlety and sensitivity.

But you’d be wrong. More »


In Real Life

The A-Z Of Game Development

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2:30PM January 6, 2012 | Paul Sztajer

At the end of 2011, seven game developers from six different studios sat together to record a podcast. The theme they were given was the top tips for game development, and over the course of the recording they pooled together their experience to come up with 26 pieces of advice that every developer should at least consider. I realised that there was a wealth of knowledge being shared, and that someone should write it down in an article. This is that article. More »


In Real Life

Knowing Your Rights In Game Development

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2:00PM December 21, 2011 | Tracey Lien

Dan, a graphic designer by trade, was looking to move into game development. He uploaded some of his design concepts onto the Australian games industry website Tsumea. What followed was an unexpectedly unpleasant correspondence. More »