Postmortem: Bringing an IP back to life with horror survival game Last Year
"There are lots of successful games, and then there are games that didn't have the opportunity to succeed. Our goal was to create that opportunity."
July 06, 2023
Deep Dive: From inspiration to coherence, building the world of Sifu
Sifu's Paul-Emile Boucher sheds light on what went into developing the game's art direction.
June 29, 2023
Synthesizing an '80s soundtrack fit for a king in Kingdom Eighties
The composer for this standalone expansion to the Kingdom series tells us how he developed its vintage sound.
June 27, 2023
Cassette Beasts is a fun RPG that turns monsters into mixtapes
The developer talks with us about the challenges of making a game that can fuse any two creatures.
June 15, 2023
How Champ Games tricks old hardware with new cartridges on the Atari 2600
These developers are pushing the limits of an outdated console that was famously hard to develop for.
June 09, 2023
Unwording is a puzzle game that teaches you to be kind to yourself
Encouragement, routine, and reinforcement are crucial to retraining neural pathways.
June 06, 2023
Deep Dive: Implementing crossplay functionality in We Were Here Forever
Cross-platform play is essential to a game like We Were Here Forever. Here's a look at the infrastructure that makes it work.
June 02, 2023
Deep Dive: Creating seamless dialogue for narrative poker game Sunshine Shuffle
"The blocks that form this game's narrative and gameplay aren't universal or mythic. They are the result of figuring out early on what the game was and what it wanted to do, and then designing a system to accomplish that."
May 31, 2023
Deep Dive: Optimizing a fully spray-painted world in Bombing!! 2: A Graffiti Paradise
"Painting everywhere is a technically expensive thing to do, and it can be very difficult to achieve if you’re not entirely focused on it as a goal of your project."
May 25, 2023
Book Excerpt: The Game Writing Guide
Read the first chapter of this debut book on the ins and outs of getting onto the games narrative career path.
May 23, 2023
Deep Dive: A step-by-step look at the production pipeline of Ravenlok
The latest game in the Voxel Trilogy was built with a lot more resources, prompting a refreshed approach to key art and effects.
May 18, 2023
Building a sense of atmospheric dread with the liminal spaces of Interior Worlds
How do you craft an environment filled with tension in the absence of direct conflict?
May 16, 2023
Deep Dive: Balancing the genre-bending beats of God of Rock
Striking the right balance between two genres means knowing what you want before development even begins.
May 11, 2023
Passpartout 2: The Lost Artist helped its developers reignite a love for art
How the game was designed to motivate players through systems and environment.
May 09, 2023