Talking with game designers of the present and of the past

The history of Trecision – Part III : big money, small hopes

After its first steps in a difficult industry plagued by piracy, as observed in the second part of the retrospective, Trecision managed to release two titles internationally, Nightlong and The Watchmaker, but crisis seemed to strike the studio between 1999 and 2000. With the overall idea of making a fully 3D adventure taking a long time to…

The Genesis Temple Podcast #8 – Julia Minamata (The Crimson Diamond, Space Warlord Organ Trading Simulator)

The Genesis Temple Podcast Episode 8 For the eighth episode of the Genesis Temple podcast, together with fellow gaming journalist Jesse Gregoire, I welcome indie developer Julia Minamata to discuss her progress with The Crimson Diamond (download the first chapter here), along with her ideas for the main character’s background. We also touch upon her…

The Genesis Temple Podcast #7 – Francisco Gonzalez (Lamplight City, A Golden Wake, Rosewater)

The Genesis Temple Podcast Episode 7 For the seventh episode of the Genesis Temple podcast, I sit together with fellow gaming journalist Jesse Gregoire, to have a chat with adventure game developer Francisco Gonzalez. He has developed one of the more interesting point’n’clicks of the last few years, Lamplight City, and he’s currently working on…

The history of Trecision – Part I – Let the games do the talking

Liguria, on the western part of Italy and resting close to France, is home to several immensely popular culinary specialties, like pesto, and wordly-celebrated landmarks the likes of Cinque Terre and, naturally, Portofino. Along with being home to Dynabyte software and, years later, Artematica, the coastal region was also the birthplace of another important software…

Once we were giants: the history of Simulmondo – Italy’s first software house – Part II

From its humble beginnings in Francesco Carlà’s private home, seen in Part I, Simulmondo managed to merge talent and business into a successful company which grew almost bigger than the size of a developer like Electronic Arts at the time. From 1992 on, because of the CEO’s stubbornness in continuing to pursue the selling on…

Once we were giants: the history of Simulmondo – Italy’s first software house – Part I

Throughout 2000 years of human history, ever since mankind understood how to package and sell a work of art, a single struggle has resisted, immortal, rearing its ugly head time and time again: the artist against the system. It’s a timeless tale, used in books and screenplays: the desperate toil of a striving artist to…