GDC 2013 Interview with Justin Ma

Published August 15, 2013 by design3, posted by gdarchive
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How long does it take to develop a game? Justin Ma, co-developer of the award winning game, FTL: Faster Than Light, has been there and back. design3 got a chance to chat with Justin at GDC 2013, where he shared the details on his previous work in China, his unbelievable Kickstarter success, the work it took to create FTL, the design tools used, and more. www.ftlgame.com [media]http://player.vimeo.com/video/66355514[/media]
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1048jack11

The Dead Space series is a "great brand" for Electronic Arts, but a new entry in the series not in active development, the publisher has confirmed.

"I wouldn't say [the Dead Space franchise is] cancelled at all," EA Games boss Patrick Söderlund said. "Dead Space remains a brand that is close to Electronic Arts' heart. It's been a great brand for us done by a very passionate team."
Söderlund explained that Dead Space 3 developer Visceral Games is now working on an "exciting new project," which he believes is a better fit for the studio than a fourth entry in the action-horror series.

"Is that team working on a Dead Space game today? No they're not," he said. "They're working on something else very exciting. You have to think of it from that perspective. Is it better to put them on the fourth version of a game they've done three previous versions of before? Or is it better to put them on something new that they want to build, that they have passion for?"

Visceral Games is one of three EA studios working on all-new Stars Wars games, joining DICE and BioWare.
Some source said in March that Dead Space series was called off because of the fail of Dead Space 3, and EA denied that.



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http://www.gameguyz.com/news/game/dead-space-series-will-live-on.html

June 19, 2013 08:44 AM
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How long does it take to develop a game? Justin Ma, co-developer of the award winning game, FTL: Faster Than Light, has been there and back. design3 got a chance to chat with Justin at GDC 2013, where he shared the details on his previous work in China, his unbelievable Kickstarter success, the work it took to create FTL, the design tools used, and more.

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