INTERVIEWS

From stage to outer space with Tacoma’s Steve Gaynor

For its next game, the studio behind Gone Home is looking to the stars.

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The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch

Giant Sparrow director Ian Dallas sits down with us to chat the aesthetics underpinning his new collection of weird tales.

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Why the makers of Banner Saga went back to Kickstarter for their third game

And what do they think of the idea that their games share an environmentalist message?

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FOLLOW US

Watch: the making of Portal 2: The (Unauthorized) Musical

After making a viral splash on social media, the Geekenders' Portal 2 music adaptation has returned for a second run.

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Exploring real-life protests in Riot: Civil Unrest

What are the social dynamics of a street protest? We interviewed lead designer Leonard Menchiari about his upcoming 'riot simulator.'

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Talking Games with Psychologist Laura Crawford

This psychologist frequently consults with AAA games on the psychology behind their players' preferences.

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Daughter sims and Clinton jokes: a conversation with the original localizer behind Princess Maker 2

In the 1990s, Tim Trzepacz tried to bring Princess Maker 2 to the world. It failed, but decades later, he's finally seeing the game enjoy an official English release.

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The making of Burly Men at Sea

How did a husband-and-wife duo create this charming Scandinavian fairy tale? 'We set out on our own adventure.'

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A Tango for Two: Isaac Schankler talks music and Ladykiller in a Bind

Game composer Isaac Schankler discusses telling story through music in Christine Love's new erotic thriller.

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Become a Glitch Girl in Just 10 Seconds: A conversation with Andi McClure

Programmer, artist, and maker-of-wonderful-esoterica Andi McClure shares insights on games, woodland creatures, and collaborating with Corrypt developer Michael Brough.

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The Rules Change Entirely: Jason Bender on RTS and Mobile Design

A Command and Conquer developer talks to us about design

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Masquerada is a leaner, meaner Baldur’s Gate

With streamlined systems and a crisp art style, this isometric RPG is geared toward adults craving a mature experience.

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Q&A: Trawling the Moscow metro with Russian Subway Dogs

As the game heads into the final hours of its Kickstarter, we have a chat with Russian Subway Dogs' lead developer, Miguel Sternberg.

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Why Paragon added fast travel back into the game

Paragon's hit open beta, but its developers are still refining its many systems.

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Bodies that Matter: an interview with Robert Yang

Robert Yang on why he writes such detailed artist's statements, on his Twitch ban, and future projects

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Our conversation with Civilization VI’s senior gameplay designer – Part 2

Anton Strenger on military gameplay, diplomacy, and more.

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Our conversation with Civilization VI’s senior gameplay designer – Part 1

Anton Strenger explains Firaxis's changing attitudes about victory strategies, research, and the kinds of interesting decisions they hope players will be making moment-to-moment.

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With Replica, an indie game creator takes on censorship and morality

To avoid censorship, Korean game developer Somi is making an English-language game to criticize Korea's anti-terror laws.

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Cultivating parallel universes in Manifold Garden

Independent developer William Chyr shares how he turned from installation art to Escher to create his debut game.

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