Steve Gaynor is a co-founder of The Fullbright Company, an indie studio working on their first game, Gone Home. In the past, Steve has worked on BioShock Infinite, Minerva's Den, and BioShock 2.
A response to John Walker's thoughts on the subject on Rock, Paper, Shotgun
Gone Home simulates exploring an abandoned house to discover the story of the people who lived there. But what does "simulation" mean in this context? And how does Gone Home fit into, and expand, the tradition of the "Immersive Sim?"
[Feature - 11/17/2010 - 05:25]
[Feature - 05/21/2009 - 07:35]
Great article. The most confident ...
Great article. The most confident designs trust the player to define the experience they want to have, instead of dictating a cinematic pacing model onto them.
[News - 05/15/2009 - 06:23]
Does legislation like this apply ...
Does legislation like this apply to music, literature, film or television produced in the UK If so, how does it affect them If not.. then it seems like it obviously shouldn't apply to games either.
[News - 04/16/2009 - 05:46]
If your goal was to ...
If your goal was to finally put a lid on the gaming's Citizen Kane debate, then I hope you nailed it. If I never have to hear that title brought up in the same sentence as video games again-- hell, I'll throw the are game art topic in there as ...
[News - 01/09/2009 - 09:00]
[News - 10/02/2008 - 03:02]
Ian: I agree with you. ...
Ian: I agree with you. However, I imagine that the presence of that unique character in the gameworld would be defined by the writer and artist, not the designer as we now know him. The designer might be responsible for coming up with an interesting set of things that the ...