Fifty years ago, Sutherland’s Sketchpad program broke new ground in computer graphics and user interfaces.
Born in 1940, computer scientist Alan Curtis Kay is one of a handful of visionaries most responsible for the concepts which have propelled personal computing forward over the past thirty years.
Part two of my interview with BioShock Infinite‘s Ken Levine, in which we talk about the game’s linchpin artificial intelligence, Elizabeth and why it’s okay if you blame BioShock for the rise of the Tea Party.
BioShock Infinite creative lead Ken Levine says he’d “rather make stuff that has no value.” We cover that and more in the first of my two-part interview with the Irrational Games co-founder.
Where do you go when you’re arguably history’s most famous video game designer in a medium that’s witnessed explosive growth since its halcyon days? Back to the drawing board, says Nintendo’s Shigeru Miyamoto.
I spoke with Nintendo’s Shigeru Miyamoto by phone earlier this week in a broad-ranging interview about the Wii U as well as his approach to game design. This is part one.
LEGO City Undercover executive producer Loz Doyle talks in detail about his company’s upcoming sandbox LEGO games for Wii U and 3DS.
A contest to design a machine to produce low-cost filament for 3D printing has been won — by a Washington State retiree.
Musician Nataly Dawn talks about her new album’s Kickstarter inception, how she still went into debt to make it and why she’s frustrated with musician Amanda Palmer’s Kickstarter critics.
In the second part of my interview with Murfie CEO Matt Younkle, we cover encoding specifics, questions of legal ownership in a digital-only world and the threat from subscription-based streaming giants like Spotify.
In the final installment of my three-part Halo 4 interview with creative director Josh Holmes, we explore refined tactics and deadly new enemies, illumination through death, new episodic content and more.
Part two of my three-part interview with Josh Holmes, Halo 4‘s creative director.