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Dev Box Interview: Zoë Mode’s Producer Brynley J. Gibson

Dev Box Interview: Zoë Mode's Producer Brynley J. Gibson

It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview series takes a look at some of the unsung heroes (developers, producers, artists, etc) that have committed their lives to entertaining all of us. In this week’s Dev Box we are letting Zoë Mode’s Producer Brynley J. Gibson, who recently worked on the the charity game “Chime” for Xbox Live Arcade (which if you haven’t picked up yet, you totally should – it’s for a good cause) provide us some insight into who he is as a gamer, and how he ended up working in the game’s industry.

Name: Brynley J. Gibson
Title: Producer
Company: Zoë Mode
Job Description: Help facilitate making something beautiful with fantastic creative people.
First title worked on: “The Movies”
Most recent title worked on: “Chime” but before that “Art Academy” for Nintendo on DSi

What game has most influenced you, and why? [Continue Reading]

Dev Box Interview: Blood Bowl’s Project Managers

Dev Box Interview: Blood Bowl

It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview series takes a look at some of the unsung heroes (developers, producers, artists, etc) that have committed their lives to entertaining all of us. In this week’s Dev Box we are letting Cyanide’s Villepreux Antoine and Pierre-Marie Chavarel (you get a bonus this week), who recently worked on “Blood Bowl,” for the Xbox 360 and PC, provide us some insight into who they are as a gamers, and how they ended up working in the game’s industry. [Continue Reading]

Tatsunoko vs. Capcom Producer Picks His Favorite Box Art

Tatsunoko vs. Capcom Box Arts

When Japanese games get ported for a U.S. release they usually go through a lot of changes. There are the obvious ones like text localization, along with some less obvious ones like fixing bugs, but there’s usually one that is obvious to the consumer right away – the box art. When the changes for the U.S. release of “Tatsunoko vs. Capcom: Cross Generation of Heroes” were announced it quickly became clear that the box art was going to have to change, simply based on the additions and subtractions to the roster, but the overall changes run a bit deeper than that. I recently had the opportunity to talk to the game’s producer, Ryota Niitsuma, about the box art differences between “Ultimate All-Stars” and “Cross Generation of Heroes,” and then had him pick his favorite … and you might be surprised by his selection. [Continue Reading]

Dev Box Interview: Press Start Studio’s Philippe Rapin

Dev Box Interview: Press Start Studio's Philippe Rapin

It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview series takes a look at some of the unsung heroes (developers, producers, artists, etc) that have committed their lives to entertaining all of us. In this week’s Dev Box we are letting Press Start Studio’s Producer Philippe Rapin, who recently worked on “Twin Blades: The Reaping Vanguard,” for the iPhone and Xbox Live’s Indie Games provide us some insight into who he is as a gamer, and how he ended up working in the game’s industry.

Name: Philippe Rapin
Title: Producer
Company: Press Start Studio
First title worked on: The Legend of Spyro : The Eternal Night (mobile)
Most recent title worked on: Twin Blades: The Reaping Vanguard (iPhone/iPod Touch, XBLIG)

What game has most influenced you, and why? [Continue Reading]

Dev Box Interview: Little Guy Games’ CEO Tom Frencel

Battle Blasters Dev Box

It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview series takes a look at some of the unsung heroes (developers, producers, artists, etc) that have committed their lives to entertaining all of us. In this week’s Dev Box we are letting Little Guy Games’ CEO Tom Frencel, who recently worked on “Battle Blasters,” provide us some insight into who he is as a gamer, and how he ended up working in the game’s industry.

Company: Little Guy Games
Name: Tom Frencel
Job Description: CEO
First title worked on: “Cars” for Disney/Pixar on J2ME and BREW mobile devices
Most recent title worked on: Battle Blasters (iPhone)

What game has most influenced you, and why? [Continue Reading]

Dev Box Interview: Silent Hill: Shattered Memories’ Producer Tomm Hulett

Silent Hill Shattered Memories Dev Box

It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview series takes a look at some of the unsung heroes (developers, producers, artists, etc) that have committed their lives to entertaining all of us. In this week’s Dev Box we are letting Konami’s Producer Tomm Hulett, who recently looked on “Silent Hill: Shattered Memories” provide us some insight into who he is as a gamer, and how he ended up working in the game’s industry.

Name: Tomm Hulett
Title: Producer
Company: Konami
Job Description: Creating new game concepts, finding and hiring appropriate developers, directing the game’s development and ensuring a quality product
First title worked on: for Konami, “Coded Arms: Contagion.” First title ever, “Global Gladiators” (Virgin)
Most recent title worked on: “Rocket Knight” (XBLA, PSN, Steam)

What game has most influenced you, and why? [Continue Reading]

Dev Box Interview: Darksiders General Manager David Adams

Dev

It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview series takes a look at some of the unsung heroes that have committed their lives to entertaining all of us. In this week’s expanded Dev Box we are letting Vigil Games General Manager David Adams provide us some insight into who he is as a gamer, and how he ended up working in the game’s industry.

Name: David Adams
Title: General Manager
Company: Vigil Games
Most recent title worked on: “Darksiders” (Xbox 360, PS3)

What game has most influenced you, and why? [Continue Reading]

Dev Box Interview: Abylight Studios’ Co-Founder Alberto González

Dev

It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview series takes a look at some of the unsung heroes that have committed their lives to entertaining all of us. In this week’s expanded Dev Box we are letting Abylight Studios’ Co-Founder and Design Director Alberto González provide us some insight into who he is as a gamer, and how he ended up working in the game’s industry.

Name: Alberto González
Title: Abylight co-founder and design manager
Company: Abylight Studios
Job Description: My job usually involves game conception, design and supervision. I’m also in charge of all sound related works, except for music composition which has been handled by another guy in our latest games.
First title worked on: “Hostages” for 8 bit computers
Most recent title worked on: “Stop Stress: A Day of Fury” (WiiWare)

What game has most influenced you, and why? [Continue Reading]

Dev Box Interview: Blitz Arcade’s Design Manager Ed Linley

Dev

It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview series takes a look at some of the unsung heroes that have committed their lives to entertaining all of us. In this week’s expanded Dev Box we are letting Blitz Arcade’s Design Manager Ed Linley provide us some insight into who he is as a gamer, and how he ended up working in the game’s industry.

Name: Ed Linley
Title: Design Manager
Company: Blitz Arcade
Job Description: I oversee the design teams working on Blitz Arcade titles, giving various levels of support, from managing manpower to creating game design documentation and gameplay feedback. I’m involved in the pitch process for Arcade titles and also give design advice to the participants in the Blitz 1UP programme.
First title worked on: “Test Drive: Off Road” (PC/PSone)
Most recent title worked on: “Encleverment Experiment” (Xbox LIVE Arcade)

What game has most influenced you, and why? [Continue Reading]

Dev Box Interview: WayForward’s Director Sean Velasco

A Boy And His Blob Dev Box Interview

It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview series takes a look at some of the unsung heroes that have committed their lives to entertaining all of us. In this week’s expanded Dev Box we are letting WayForward’s Director Sean Velasco provide us some insight into who he is as a gamer, and how he ended up working in the game’s industry.

Name: Sean Velasco
Title: Director
Company: WayForward
Job Description: Designing and directing games from inception to completion. Pitching game concepts, giving feedback, creating mockups, doing level design, sketching ideas out, and generally bothering programmers and artists alike.
First title worked on: “Tim Burton’s The Nightmare Before Christmas” (CELL)
Most recent title worked on: “Contra 4″ (DS), “A Boy and his Blob” (Wii)

What game has most influenced you, and why? [Continue Reading]

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