A veteran of the US Army, raging geek, and avid gamer, Red Thomas is that cool uncle all the kids in the family like to spend their summers with. Red lives in San Antonio with his wife where he runs his company and works with the city government to promote geek culture.
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Our own Red Thomas dons his science cap and attempts to explore our digital universe through the application of astrophysical models in an effort to explain the lifecycles of video games.
Interplay shut down a Descent tribute project in October of 2014. Now Descendent Studios is Kickstarting a prequel to the franchise. Red Thomas gives his thoughts and speculates on what it might mean.
Crowfall is now funded with a few stretch goals under its belt, and the team is gearing up for development. Red Thomas reached out to Co-Founder Gordon Walton to talk about where the team is heading next and then Red speculates about what backers should be expecting over the next several months.
Red Thomas discovers Deadwood, a new game being developed by a cool team with some seriously interesting background.
I took another trip up to Austin last week to spend some time with Richard Garriott and Starr Long, two developers I’ve come to enjoy speaking with a great deal. I think we may touch one of my reasons for finding these visits particularly interesting in this article, actually. It really starts with what Starr calls “tech-debt.”
Eric Peterson announces his new game, and Red Thomas heads to Austin to learn more about what fans can expect from the new project.
After passing their initial funding goal, Crowfall’s Todd Coleman chats with Red Thomas about what being funded means for the team as they moving and how they plan for what comes next.
Starr Long had mentioned during my last visit that they’d start rolling Shroud of the Avatar over to Unity 5 this month. When I bumped into Finn Staber, one of the Shroud developers, at a hub for Austin startups, I wasn’t surprised when he told me they’d been working on it. The shocking part was when I asked how much they’d managed to get rolled over for the updated engine over the last two weeks. “All of it,” was his reply.
Red Thomas takes a look at character creation and advancement in Crowfall. Then, Red previews warfare and speculates on what players can expect on the battlefield.
Red Thomas braves the frigid Texas winter and Austin traffic to get an early peak at ArtCraft’s new game, Crowfall in this first of a two part series previewing the new game in development. What he finds, leaves him feeling more than a little giddy.
When someone invites you up to their hotel room, unless you’ve been sharing drinks at the bar and developed a certain subtle understanding, it’s typically a good idea to refuse. When the word “cabal” is uttered in the same proposition, a thrown glass for distraction and immediate sprint for the nearest exit would be the course of wisdom.
“Outlawed doesn’t mean outgunned,” is the mantra of Rebel Galaxy’s announcement trailer, and it sets the tone for this open-world and in-your-face sci-fi carnival of destruction. Featuring a host of alien races and ships, the game is a single-player experience where you’re captain of a destroyer-sized vessel trying to make your way through a crazy universe.
It looked a bit too console-oriented for me, so I started to walk on past the Dreadnought booth, but with some time to kill before my next interview, I decided to check it out. Boy am I glad I did. Of all the games I saw at PAX South, this is the game I think folks need to be watching out for. It hasn’t gotten a lot of attention, but I had so much fun playing the game that it was ridiculous.
I remember seeing PoxNora at SOE Live a few years ago. At the time, I was excited to get an initial look at PlanetSide 2, which was then in the later stages of development. PoxNora had been around for several years even at that time, and I remember thinking that I should go check it out, but I didn’t. Well, I corrected that former mistake this year at PAX South, and I was pretty impressed by what I found.
We all know SOE is a huge company with tons of MMO experience. For a company like that to not have a scalable system in place for quickly handling unexpected numbers of players on the launch of a new IP after all these years is really mind-blowing. That’s why I went hunting for someone to crucify at PAX South earlier today.