The Challenge of the Interactive Movie Part 1
1995 Computer Game Developers' Conference, Santa Clara, California.
A lecture by
Ernest W. Adams
The Challenge of the Interactive Movie Part 2
03.October 2005
Ten years after Ernest W.Adams his lecture titled “The Challenge of the Interactive Movie” he revisits interactive narratives with ten years of research.
The Collector interview
14 June 2002
Designer Rob Landeros talks about The Collector for the first time by Paul van der Meer
Star Trek: Borg
Pictures from the making of the interactive game
ACM SIGGRAPH '97 Tutorial Course #16
Interactive Movies: Techniques, Technology and Content
Postmortem: HyperBole Studios' The X-Files by Jason VandenBerghe
The X-Files was designed with the intention of setting a new standard for full-motion videogames, integrating cinematic footage
worthy of the television show itself with quality adventure gaming at its best.
Game programmer Jason VandenBerghe discusses the rights and wrongs of the four year development project, and allows us to
claim... that The Truth is In Here.
Technologies for Interactive
Movies Workshop
Held on Sunday, 13 September 1998 as part of the ACM Multimedia '98.
Interactive Movie System with Multi-person Participation and Anytime Interaction
Capabilities
Video In Games: The State
of the Industry by Ben Waggoner and Halstead York
Video is one of the most commonly used and least understood elements of modern
computer games.
When used well, it can create mood, set up game play, introduce characters and
foward narrative.
When used poorly, it can rip you out of the game faster than a direct rocket-launcher
hit during a deathmatch.
X-Files
Preview - E3 '98
Sneak Peek: X-Files in Atlanta.
As found on Games Domain.com.