Author Archives: Scott Burton
About Scott Burton
I am a game developer in my spare time (nothing completed yet). I have a degree in Game & Web Design. I can be found on PS3 and Vita under the PSN name Binarylife and on Steam as Antilucid. I am also an avid Android user and love playing mobile games as well.
A few years ago, around the launch of Super Meat Boy, Game Interface did an interview with Team Meat that was later used as an excerpt in Indie Game: The Movie. We were in the credits for it. I thought this interview had gotten lost but I managed to find it and wanted to share it again. I will offer a warning. Some content of this interview is NSFW.
Our latest contest is brought to you in conjunction with the wonderful people at Gala Giveaways. We are giving away 50 copies of the Steam version of Hearts of Iron III. In order to win, just visit our giveaway page for your chance to enter. The website costs nothing to join and you just sign in using your Steam account. It’s safe, fast, and easy to enter for your chance to win.
The E.Y.E: Blood Games expansion is released! (http://store.steampowered.com/app/91700/) It includes the PVP, 4 new solo/coop levels and fixes to the game.
You can also watch the brand new gameplay video released with the update.
Youtube link: http://youtu.be/pozyfINIqss
Arc System Works, the developer and publisher of high quality fighting games, today announced that Guilty Gear XX Accent Core Plus R is now available for the PlayStation Vita handheld entertainment via the PlayStation@Network.
Featuring the same meticulously animated sprites as its console cousins, Guilty Gear XX Accent Core Plus R lets you experience all the high-speed action of the latest arcade version in the palm of your hands! The “R” version is the culmination of feedback from the fighting game community to give you the most balanced and definitive version of the series yet!
Epic Games, Inc. announces that NVIDIA is now exclusively using its breakthrough Unreal Engine 4 (UE4) game engine to create product presentations. The reveal of the company’s initiative came during the announcement of NVIDIA’s highly anticipated Project SHIELD portable gaming device at CES 2013, which featured a UE4-powered rendering of the SHIELD’s full-size, console-grade controller and Tegra 4 GPU.
NVIDIA heavily relied on the Unreal Matinee cinematic system to create the fly-through video which provided the world’s first glimpse of Project SHIELD and played during their CES keynote. This is the first time NVIDIA engineers have used a third-party game engine instead of their own internal engine for visual product demonstrations.