Alexander Bruce
/// ANTICHAMBER (FORMERLY
HAZARD: THE JOURNEY OF LIFE)
Alexander
Bruce has been
working on
ANTICHAMBER
by himself for
more than two
years now,
but it is finally
nearing release. Bruce has created
a mind-bending physics-reliant
first person shooter/puzzler which
references PORTAL, HALF-LIFE, and
expectation-defiers such as the 2D
platformer I WAN T TO BE THE GUY. The
game continues to win independent
game awards and honorable
mentions, and the fact that Bruce
coded (and created art for) it all
himself, at quite a young age ( 24,
as of this writing), is an even more
impressive feat of coding.
Geremy Mustard
/// CHAIR ENTERTAINMENT
Chair appears to have taken it upon
itself to prove what can be done
with iPhone development, while
simultaneously proving Unreal
Engine 3’s viability on the platform.
With INFINI T Y BLADE 2, under the
technical direction of Geremy
Mustard, consumers’ already-shattered expectations got ground
into a fine
mist, as the
game looks
near current
gen console
quality. This
should come
as no surprise,
since the new iPhone 4S rivals
the PlayStation Vita in graphical
prowess—but Chair is constantly
leading the push toward bigger and
badder on the platform, and the
technical prowess of Mustard and
his team should be lauded.
[BUSINESS]
Dino Patti
to the world—more businesspeople
should think this way.
David Helgason
/// UNIT Y TECHNOLOGIES
Unity has been getting bigger
and better, now even threatening
traditional middleware with its
powerful, easy-to-use tools and
affordable price. But even as it
grows, the company has remained
focused on its
vision to enable
indies and
small teams to
do big things.
CEO
Helgason
has kept
the company on track, allowing
the toolset to run rings around
slower competition, and even
pressuring giants like Unreal and
Crytek to release indie versions
of their engines. Unity is setting
the standard for cross-platform
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