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Behind the Game: The Legend of Crystal Valley

In our latest Behind the Game, the team at Cateia Games sheds some light on The Legend of Crystal Valley's rather ambiguous ending, chats about how European storytelling is often much different from Hollywood, and discusses the challenges of creating a game with good graphics that can still run on older computers. They also provided Gamezebo with an exclusive "blooper reel" of screenshots that didn't turn out quite right during the development process. Read more»
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Exclusive - Dream Chronicles: The Chosen Child trailer & images

PlayFirst has released the first promotional video for Dream Chronicles: The Chosen Child - a video that sheds a bit more light on the game's closely-guarded storyline! Watch the Dream Chronicles: The Chosen Child trailer here, and jump behind the cut for some exclusive Dream Chronicles: The Chosen Child screenshots and concept art. Read more»
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Behind the Game: Unwell Mel

Like Fairway Solitaire before it, Unwell Mel was a successful Web game that found a new audience as a full-fledged PC download. Was Big Fish Games ever worried that people might not want to pay for what they could already play for free? Not in the slightest. Big Fish Games Studios VP Pat Wylie, Lead Game Programmer/Designer Jake Birkett, Senior Game Designer John Cutter, and Art Director Rhonda Conley talk about the making of the match-3 that pokes fun at the hypochondriac in all of us. Read more»
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The Brodie Blog: Notes from GDC, March 26, 2009

Day 2 at the Games Development Conference, filled with lots of interesting meetings and forewarnings from some who believe that the casual games downloads business may be in trouble.

More Details below the cut. Read more»
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The Brodie Blog: Notes from GDC, March 25, 2009

Today was the first day that I spent in meetings, walking the show, in meetings, in more meetings, and wait, I only have 15 minutes to write this before . . . I go to another meeting! 

Today's Notes:  I got the inside scoop on Club Shockwave, met with new CEO of PlayFirst, and saw OnLive, a new service coming in Winter 2009 that could change games (including casual games) forever!  More details below the cut.

Read more»
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The Brodie Blog: The Future of Flash Games is Paid?

Yesterday I went to the Flash Games Summit in San Francisco.  The day was a definite success (kudos to Mochi Media for putting the conference together).  Next year, however, my advice is not to host the conference on a Sunday.  I can’t think of anything I would rather not do on a Sunday, than work and network all day, even if part of work is … playing games!

I did speak with check out a bunch of sessions and speak with a couple of cool flash game companies while at the show.  See my notes below and links to some free flash games to check out.

Read more»
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Behind the Game: Women's Murder Club: A Darker Shade of Grey

Gamezebo recently sat down with the team of talented game designers at I-Play to chat about the making of Women's Murder Club: A Darker Shade of Grey, the second game in what has turned out to be a very successful hidden object series based on the crime novels of James Patterson. Read more»
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Behind the Game: The Serpent of Isis

In our latest Behind the Game feature, Gamgo Games head honcho Andreas Schneider talks about Indiana Jones, the Orient Express, the adventure games of his childhood, and how they all contributed to the making of Gamgo's new hidden object adventure game, The Serpent of Isis. Read more»
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The Brodie Blog: Casual Games & Movies

Usually when I write an article for Gamezebo, I write out a draft, pontificate, revise, ponder, re-write, and post, a month later.  Half my editorials end up forever hidden on my laptop, never to see the light of day.

No more!  I’m a blogger, a twitterer, a man of action. Welcome to The Brodie Blog, where I’ll tell you my thoughts on casual games, as they magically occur!

Today’s Entry:  How Movies can be a good sign of things to come in casual games. Read more»
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Behind the Game: Emerald City Confidential

The idea to make an adventure game based on the Wizard of Oz novels was one that indie adventure gamer designer Dave Gilbert had been playing around with in his head for a while, but it took a meeting with PlayFirst at the Game Developer's Conference - and a subsequent publishing deal - to finally make it happen. Dave takes us "behind the game" for a closer look at the making of Emerald City Confidential, his witty "noir" take on the land of Oz. Read more»
I prefer 10, 25, 50 posts per page