Writing Pictures: An Interview with S. D. Perry – Part 1 of 2
Novelist S. D. Perry discusses her Resident Evil books, writing, and the trials and tribulations of adapting interactive screens to static pages of text.
Novelist S. D. Perry discusses her Resident Evil books, writing, and the trials and tribulations of adapting interactive screens to static pages of text.
After making a big splash as the co-designer of King’s Quest VI alongside Roberta Williams, newcomer Jane Jensen is granted approval from Sierra’s co-founders to break ground on a new adventure game series.
Miller goes into more detail on how he applied the shareware model of software to PC games, how he handled developers who scoffed at the notion that shareware products earned big money, and more.
Flush with cash, Justin Ma and Matt Davis struggle to reconcile growing expectations for FTL with their vision for the game.
In the first of our conversations, recorded for use in a future book, Miller talked about his competitive drive, how his father’s work ignited his curiosity and imagination, and the founding of Apogee.
With their bank accounts dwindling, Justin Ma and Matt Davis cross their fingers and subject FTL to the ultimate trial by fire: a public play test and a Kickstarter campaign to raise the money they need to finish development.
Game-collector John Hancock discusses his plans for opening a game museum, how he scored some of the most valuable games in his vast collection, and his thoughts on whether or not digital games impact the value of physical media.
Justin Ma and Matthew Davis agreed on the name of their game almost immediately upon cutting ties with the big-budget games industry and striking out on their own. Everything else was still up in the air.
John Hancock shows off his staggering collection of games and shares how he acquired particular pieces.
Justin Ma and Matt Davis leave their jobs at 2K Games and try to make it on their own as indie developers.