Interviews

Slide to Play Q and A: John Carmack Talks Apple

Posted by Andrew Podolsky, November 5th, 2009

In Part 2 of our interview (Part 1 can be viewed here) we talk to John about what's next for his mobile development company, the joys and perils of working for Apple, and what he thinks of the media and game developers shifting towards the iPhone and iPod Touch.

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Slide to Play Q and A: John Carmack talks Doom

Posted by Andrew Podolsky, November 4th, 2009

John Carmack has never been shy about from speaking his mind. The influential developer spoke to us about id Mobile's latest iPhone release, Doom Classic. We also chatted about id Mobile's iPhone strategy, John's personal relationship with Apple, and the next set of games they're developing for 2010. In Part 1 of our interview, it's all about Doom.

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Volkswagen GTI Offers Free Real Racing Game

Posted by Jonathan Zungre, October 27th, 2009

At a press event in New York City last Wednesday night, Volkswagen announced that the new GTI would be the first automobile launching exclusively through a mobile platform, more specifically though the iPhone game Real Racing GTI. This marks the first time an automotive company has ever launched a product solely through a free video game, with no other advertising.

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Slide to Play Q and A: Gomi

Posted by Andrew Podolsky, September 3rd, 2009

One of our favorite surprises from last month was Gomi, a roly-poly side-scrolly with an environmental message. It's got a lot more to it, too, like online scoring, achievements, minigames, and a great soundtrack. We spoke to the team behind Bovinedragon, Kevin and Taylor Calderone, for a behind-the-scenes look at the making of Gomi.

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Updated: id's John Carmack Talks Doom Resurrection

Posted by Steve Palley, June 10th, 2009

We've just received a trailer from id Software for Doom Resurrection, and posted it at the end of the article.

STP Interview: Gameloft's Michel Guillemot

Posted by Steve Palley, June 9th, 2009

Gameloft rates as one of the top publishers on the App Store along practically every metric. The Paris-based firm has dozens of iPhone titles on sale--which have produced beaucoup bucks for its bottom line--and many of its games have been hits with the critics as well, such as Terminator Salvation and Siberian Strike.

Gameloft produces games for many other casual platforms as well (including feature phones, Android, the Nintendo DSi, and Xbox Live Arcade, to name a few), but the iPhone seems to be one of its most important outlets. We sat down with Gameloft's President and CEO, Michel Guillemot, to learn about the company's reaction to Apple's WWDC announcements, as well as its ongoing plans for the platform.

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Updated: Trip Hawkins: iPhone gives mobile biz 'permission to innovate'

Posted by Steve Palley, April 15th, 2009

What a difference six months makes in the fast-moving world of iPhone gaming! When we met with Digital Chocolate boss Trip Hawkins back in October, he wasn't totally sold on the App Store, and the San Mateo-based games publisher was taking something of a "wait and see" approach. Not any more. According to a new interview with Dean Takahashi in VentureBeat, the iPhone has become "by far [DChoc's] most effective platform."

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Developer Q&A: Jamie Gotch, Subatomic Games

Posted by Steve Palley, October 13th, 2008

We recently asked Jamie Gotch, one of the principals at Subatomic Games, some questions about his company and its first game, Fieldrunners. Here's what he had to say. Thanks Jamie!

1) What's your background in terms of game design? Is Fieldrunners the first game you (and/or Subatomic) have made?

Our team shares a strong passion and love for games. Although this is the first title that the Subatomic Studios team has released, we are made up of several industry professionals with many years of experience. We strongly believe that as game designers, we...

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Developer Q&A: Austin Meyer on X-Plane 9

Posted by Jeremy Wood, September 15th, 2008

We've been covering the launch of X-Plane 9 since it made its surprise debut on the App Store late last week.

X-Plane 9 is the first flight simulator for the iPhone/iPod Touch, bringing a degree of realism not yet seen in other games for the platform. We've been fans of the desktop version of X-Plane for years, and had some questions for Austin Meyer, the chief developer at Laminar Research, the company behind X-Plane.

Slide to Play: You've been making X-Plane on the desktop for a...

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