Prototyping without physics

The industry's obsession with simulating real-world physics is limiting developers' creativity, says Clint Hocking.

The industry's obsession with simulating real-world physics is limiting developers' creativity, says Clint Hocking.

Clint Hocking goes in search of ammunition in the modern-day shooter.
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Clint Hocking mulls over what videogame makers can learn from chess and poker.
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Clint Hocking explains why we should stop judging game dialogue by the standards of film.
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Clint Hocking considers the inner workings of throwing a frag.
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When does selling a shoddy title cross the line from annoying to unethical?
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Clint Hocking calls for game journalists to stop re-writing press releases and write the news that matters.
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Who's the author of a game like Far Cry 2? Creative director Clint Hocking - or you?

Game graphics have passed the point by which no one cares how good they look, says Clint Hocking.
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Clint Hocking asks, is there a way of protecting developers' creativity while allowing the free exchange of ideas that fosters it?

Clint Hocking warns of the dangers the game industry faces as it moves towards a future of yearly sequels.
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Is design everything when it comes to making games? Clint Hocking doesn't think so.

Clint Hocking drives home the need to attract more female developers to an industry currently too obsessed with fart jokes.
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Clint Hocking eulogises the game industry and the talented individuals who make it up as they go along.

Clint Hocking considers the games that are starting to meaningfully connect players of all persuasions.

Far Cry exchanges lush tropical paradise for the red dirt and mosquitoes of central Africa. We catch up with the creative director, producer, and technical director of Ubisoft Montreal's true sequel to Crytek's open-world shooter.