Antoine Routon, Lead Engineer at Square Enix, and Bronson Zgeb, Director of Design at KO_OP, talk about the small-team development behind the PS4 version of Lara Croft GO.
A look into Ubisoft's work in crafting the South American landscape of the newest Ghost Recon.
Yacht Club Games talks about Specter of Torment's new story and structure, as well as why they keep putting out such elaborate expansions for free.
Ohmori elaborates on his philosophy for the series, the battle system changes, and what happens when you transfer a monster from Red and Blue.
The legendary one man band of Japanese game development looks back on the last two decades.
FIFA 17's creative director shares what made FIFA 17's story mode possible, why you can't play as a defender, and whether it's the future of the genre.
A conversation with the creators of Square Enix's upcoming do-it-yourself take on the role-playing genre.
The game's green producer talks about the RPG that has some Nintendo fans seeing red.
Dragon Quest VII is one of the most massive solo role-playing games ever created. Producers Yuu Miyake and Noriyoshi Fujimoto explain the challenge of squeezing it into a portable remake.
COVER STORY: Three veterans of video game translation recount their most harrowing projects.
Forza Horizon 3 creative director Ralph Fulton talks about the upcoming open-world driving game.
Get the scoop on what you can expect from Rare's upcoming pirate MMO.
...and why this latest iteration of the game represents a new era for the series.
Freedom is Platinum's watchword as the studio deals with the harsh forces of independent game development.
Yoot Saito and Kenichi Nishi have been independent longer than pretty much anyone else, and both have new projects underway.
During E3, we talked to Playtonic's character art director and music composer about the spiritual successor to Banjo-Kazooie.
We sit down with Akihiro Hino to discuss Level-5's success in Japan, and how that success will translate to North America with the sequel on the way.
Feeling wary of Scalebound? Keep NieR on your radar.
The evolution to Overwatch brought the game to consoles. Blizzard talks about some of the design decisions behind the console versions.
Platinum's Yusuke Hashimoto and Nintendo's Yugo Hayashi elaborate on their approach to Star Fox Zero.
COVER STORY: The artist who has given life to so many Final Fantasy games speaks about his inspirations, the difference between fine and commercial art, and his current projects.
The tale of how a group of MIT dropouts got sued by Atari, created the best-selling American arcade game of all time, and annoyed Steve Jobs with a fan.
HEARTHSTONE INTERVIEW: Designer Dean Ayala goes in-depth on the upcoming expansion.
COVER STORY: One of VR's pioneers talks about the early days of Oculus, the platform's prospects for the future, and what he's doing to make VR better.
Director Tomohiko Deguchi talks about what he learned from Vanillaware's George Kamitani, what he looks for in a strategy RPG battle system, and his game's relationship with Grand Knights History.
Paul Coleman, lead designer of DiRT Rally, discusses the challenges of making this hardcore rallying simulation.
COVER STORY: One of DoTT's trio of musicians talks about the challenges of selling its zany atmosphere with some relatively primitive tools.
Jaz talks to Sean Murray, managing director of Hello Games, about the development and inspiration behind No Man's Sky.
Capybara Games' Below puts you on an adventure where you're really on your own. Jaz talks to creative director Kris Piotrowski about its development.
Fire Emblem's developers speak on the process of developing two different games at once, the characters they had their protagonist marry, and what the series needs to continue its recent success.