Chet Faliszek, the writer behind Valve’s two Left 4 Dead game, and Kimberly Voll, formerly a programmer with Riot Games, founded Stray Bombay Company, and its first game is the four-player cooperative shooter The Anacrusis, launching sometime this fall for PC, Xbox One and Xbox Series X.
Announced today at the Summer Game Fest, The Anacursis is a four-player cooperative shooter set aboard a huge spaceship, worked on by Left 4 Dead's writer.
Here are your juries for the IGF 2021 Audio, Narrative, and Nuovo Awards April 5, 2021 | By Staff April 5, 2021 | By Staff ); }
The Independent Games Festival transition into the jurying phase continues! As July’s award ceremony comes closer and closer, the organizers of the IGF awards would like to introduce the next batch of industry experts judging this year’s incredible nominees.
This group of jurors has signed up for the incredible task of evaluating and celebrating the games submitted to this year’s IGF 2021 awards ceremony, taking place at the all-digital Game Developers Conference in July.
Without further ado, here are the assembled panels for the Excellence in Audio Award, the Excellence in Narrative Award, and the Nuovo Award for IGF 2021.
[Many thanks to Peter Jordens for bringing this item to our attention.]
Immersivité et innovations technologiques recently featured Franco-Jamaican multimedia artist Olivia Mc Gilchrist and her research project.
Here is an excerpt (transcribed by Peter Jordens) from the video: “[Olivia Mc Gilchrist’s PhD research-creation] project is titled ‘Virtual ISLANDS: Submersion and Hybrid Identity in Virtual Reality.’ It combines a written thesis with virtual reality (VR) and video installation, tying together the relationship between Caribbean futures as an alternative to western technofuturism and the possibility of submersion as a postcolonial stance within VR-making practice. It is grounded in the violent histories of Transatlantic slave trades and it juxtaposes the notions of Black Atlantic by Paul Gilroy and tidalectics by Kamau Brathwaite to formulate a notion of border as a historical space within VR creation.”