Tag Archives: George Andreas
Mon, Jan 28, 2013 | 22:57 GMT
George Andreas, formerly of Rare, has taken a new role as creative director of Sony Computer Entertainment Europe, according to Eurogamer. Andreas was at Rare for 16 years and worked on Killer Instinct Gold, Donkey Kong 64, GoldenEye, Viva Pinata, the Banjo Kazooie series, Kameo and Perfect Dark Zero. He played an integral part in developing Kinect and was on the Kinect Sports and Kinect Sports: Season 2 teams.
Tue, Sep 07, 2010 | 08:49 BST
Buttons, you say, Watson? Astonishing.
Thu, Apr 29, 2010 | 11:09 BST
Rare’s George Andreas is to deliver a keynote at Develop in Brighton based on motion controls.
Tue, Aug 25, 2009 | 22:08 BST
Rare’s design director, George Andreas, has told VideoGamer that Microsoft and the Banjo developer are finally on the same page, thanks to Natal.
“I do feel in many ways that – and I’ve said this to some people as well – for me this is really the first time that Microsoft and Rare are on a very similar path,” he said. “We’ve obviously been tasked to create experiences that nobody else can create, which explains things like your Kameos and your Piñatas and your Banjos. But obviously the hardware is aimed at a different demographic, and so we’ve always battled against that.
“Whereas now with Natal, it looks like the roads are on the same path. It’s a union of the two philosophies of the different companies, I guess. Natal is supposed to reach out to a broader audience and a broader consumer, and Rare’s products are always aiming in that direction as well. So from that perspective the future looks incredibly bright for us really. It’s definitely something everyone’s enthused about and energized about.”
More through the link.
Mon, Aug 24, 2009 | 18:06 BST
Rare’s design director George Andreas has said to VideoGamer that shooters do work with Project Natal, although you would have to rethink “how you approach those particular design problems”.
“To take a shooter, as an example, you would just have to rethink the way a shooter works,” admitted Andreas.
Shooters work the way they do at the moment because they’re based around the original Xbox 360 controller. You throw that away, you throw that interface away and here’s a completely different interface – now how do we create a shooter for this? Does it mean that you have to run, strafe, turn, throw grenades in the way that you’re used to? Maybe not. Maybe there’s another way of doing shooters.”
He also admitted they’re learning more on Natal every day.
“We’re learning a lot of stuff about Natal every day, and there are many types of experiences that can be created with that technology. You just need to be able to rethink how you approach those particular design problems”
More through here.