Thinking inside the box: The mind-bending puzzles and realities of Moncage
Once envisioned as a hidden object game, Moncage instead uses "the act of connecting" as a powerful vehicle to tell its wordless story using dimension-bending perspective.
January 17, 2022
Music's in the Clear: An interview with music clearance expert Deborah Mannis-Gardner
A conversation with the lady who helped make one of the best video game scenes of 2020 come to life.
January 12, 2022
This is how a Naughty Dog designer would design a velociraptor NPC buddy
Bryan Collinsworth, game designer at Naughty Dog, gave an exceedingly insightful answer when we asked him how he would design an NPC velociraptor companion...
December 16, 2021
Deep Dive: The "frothy" design and diplomacy of Humankind
Games aren't stories per se, but stories -- and sometimes excellent ones -- emerge from players' interactions with their systems.
December 01, 2021
Thrills and quills: The ink-based combat and magical manuscripts of Inkulinati
"We didn't take into account how much work there is with the interface in such a game. But we don't regret the choice."
November 22, 2021
Postmortem: AI action planning on Assassin's Creed Odyssey and Immortals Fenyx Rising
When Ubisoft's sprawling open world games became increasingly dynamic, the company had to develop new AI that could keep up. Ubisoft Quebec AI programmer Simon Girard explains in-depth.
November 18, 2021
Ad infinitum: Handling community curation on a cosmic scale in Dreams
Media Molecule editorial manager Jen Simpkins explains how the studio supports the budding developers behind the ever-expanding Dreamiverse.
October 14, 2021
Alan Wake Remastered: A technical vantage point
Andy Booth, studio technical director at Alan Wake Remastered co-developer d3t, answers our questions about the technical challenges of bringing the psychological thriller to new-gen consoles.
October 08, 2021
Will the writer fix it?: Integrating narrative design into an existing team
Matthew Weise writes a primer on how to integrate narrative designers into an existing team of game developers, both examining challenges and offering possible process-centric solutions.
September 29, 2021
Exploring the branching narrative of shrinking storybook adventure, Pageturner
"We had to get creative with level design when our boundaries were always the same size and orientation of a rectangle."
September 28, 2021
In-Depth: Adapting Divinity: Original Sin 2 Definitive Edition for iOS
Larian Studios breaks down how they tackled challenges like controls, memory requirements, multiplayer, rendering, and more when developing DOS2 for iOS.
September 22, 2021