Jävla pojkar
This feature documentary investigates design principles with contemporary computer game developers. Featured are: Jenova Chen with lead programmer, John Edwards and Producer, Robin Hunicke and team me…
Jävla pojkar
This feature documentary investigates design principles with contemporary computer game developers. Featured are: Jenova Chen with lead programmer, John Edwards and Producer, Robin Hunicke and team members at work at thatgamecompany that was responsible for the game, JOURNEY for networked play on the PS3. Other developers are: Jason Rohrer, Douglas Wilson (Die Gute Fabrik), Alexander Bruce, and Zach Gage. Other games discussed are: Antichamber, MUTAZIONE, SPELLTOWER, J.S.JOUST and THE CASTLE DOCTRINE Born to computer games in 2D these developers are sometimes referred to as the second generation. This cluster is engaged as individuals or small teams not working on triple AAA games, rather on ideas and in a set of ways that may be signposting autonomy for more games developing teams and to creative risks with concepts. The time heralds a flowering of interest and impetus with the medium. Filmed during builds from 2009 to 2012, shooting occurred in San Francisco, Los Angeles, New York, Austin, Davis and Copenhagen that culminates as an edit final after the release of some of these mentioned games
Jävla pojkar
Drama
Film Details
This feature documentary investigates design principles with contemporary computer game developers. Featured are: Jenova Chen with lead programmer, John Edwards and Producer, Robin Hunicke and team members at work at thatgamecompany that was responsible for the game, JOURNEY for networked play on the PS3. Other developers are: Jason Rohrer, Douglas Wilson (Die Gute Fabrik), Alexander Bruce, and Zach Gage.
Other games discussed are: Antichamber, MUTAZIONE, SPELLTOWER, J.S.JOUST and THE CASTLE DOCTRINE Born to computer games in 2D these developers are sometimes referred to as the second generation. This cluster is engaged as individuals or small teams not working on triple AAA games, rather on ideas and in a set of ways that may be signposting autonomy for more games developing teams and to creative risks with concepts. The time heralds a flowering of interest and impetus with the medium.
Filmed during builds from 2009 to 2012, shooting occurred in San Francisco, Los Angeles, New York, Austin, Davis and Copenhagen that culminates as an edit final after the release of some of these mentioned games.