"So many people are getting carried away with their anxiety that they’re losing touch with what’s really going on."
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.
Jaz plays David Jaffe's shooter/brawler, Drawn to Death, and then speaks to him about his latest game.
COVER STORY: We wrap up our Brave Wave profile with this conversation with one of the label's biggest draws: Mega Man and Shovel Knight composer Manami Matsumae.
COVER STORY: The artist behind Ninja Gaiden's NES soundtrack opens up about returning to composing, and his future plans.
Psyonix CEO and design director Dave Hagewood talks about the rise of 2015's breakout hit, and what we should look forward to in the new year.
Infinity's Yukio Horimoto explains how his NES cult classic was a literal labor of love.
Tim's history, career – and the ups and downs of game development and crowdfunding.
Plus: Early digitized graphics, how bugs richen the Defender experience, and the DNA of the shooter.
The creative force behind some of gaming's greatest murder mysteries shares his thoughts on what makes his strange universe tick.
The guiding hand behind Capcom's highly successful action-RPG series talks about why this latest sequel could be the one to finally hit it big outside of Japan.
Director Jake Solomon offers insight into XCOM 2's design decisions.
In part two of our interview, Keiji Inafune speaks about the Mega Man Legends successor's Kickstarter failure and its second lease on life.
Comcept's outspoken boss Keiji Inafune on delays, partnerships, and knowing when enough's enough.
The creators talk about the new material, the prospect of future updates, and what they think about the idea of a Zelda Maker.
Legacy of the Void's lead producer talks about the challenges of landing this very successful RTS trilogy.
The masterminds behind the latest Legend of Zelda talk about their new release, and a missed opportunity to stick Link in his Birthday Suit.
Animation Director Scott Mitchell talks about the development and design of the game, the challenges his team faces, and how matchmaking works.
Mark Morris and Chris Delay of Introversion Software talk about the challenges of making a dark, depressing subject into an addictive simulation.
Now almost ten years removed, the localization team and voice actors look back on a magnificent work of game translation.
Turn 10's Creative Director explains how the game's Drivatar system works - and how wet weather racing evolved.
Assistant producer Risa Tabata fields our questions about the tiniest robot's latest escapades.
Mike sits down with BattleTech creator Jordan Weisman to talk about Harebrained Scheme's newest Kickstarter.
We discuss the philosophy and tech behind the anthology with Capcom and Digital Eclipse.
While some wrestle to make old games work on modern equipment, this upcoming console strives to make modern games work like old equipment.
The producer of Nintendo's controversial new Metroid game lays out his vision for us.
With decades of fighting game experience under his belt, Seth Killian is looking to change some fundamental principles of the genre with an all-new beat 'em up.
Daigo, Combofiend, and Seth Killian on how they prep for the fight game community's most prestigious tournament.
The Internet has plenty of questions about the outspoken designer's latest project, so we dug up a few answers.
We talk with game designer Andrew Witts about the return of Rainbow Six.
Nintendo's new Animal Crossing boss explains the origins of upcoming spinoffs Amiibo Festival and Happy Home Designer.
Mike takes a look at the extended E3 demo for Uncharted 4 and talks to lead game designer Kurt Margenau.
The guiding hand behind Devil May Cry talks about his ups, downs, and everything-in-betweens with Capcom's groundbreaking action series.
A conversation with the former Castlevania director on the influence of the past, the future, and the supporters on his new project Bloodstained.
The veteran localizer discusses his process, working with Japanese puns, and how Phoenix was nearly named "Roger."
Does the director of the oddball NES classic feel snubbed over his game's absence in Nintendo's upcoming game design tool?
Get behind the wheel of Codemasters' Early Access racing sim.
With a technical yet holistic approach to Nintendo's classic console, this new book establishes itself as a must-have for video game enthusiasts.
Splatoon's producer talks about the origins of the game, player communications, and offers some advice to Splatoon beginners.
The Chinese Room's Studio Manager Tom Turner reveals five things about Everybody's Gone to the Rapture that you mightn't know.
The visionary behind Harvest Moon's newest form talks about why the joy of raising virtual chickens hasn't faded over the past 20 years.
Mike chats with Iron Galaxy CEO Dave Lang about crafting some killer new characters for this season of Killer Instinct.
How mobile strategy games can improve and other insights from the developer who has worked on Civilization, Rise of Nations, and more.
Learn about this steampunk strategy game's paper origins and unexpected inspirations straight from the developers themselves.
We speak to director Yukari Yoroko on the workings of Atlus and Spike Chunsoft's upcoming dungeon crawler.
SplitMediaLabs is looking to retake the casual streaming crown currently owned by OBS.
Mike talks to Blizzard game director Dustin Browder about developing the publisher's new MOBA.
Mike sits down with three developers behind Guild Wars 2's new Heart of Thorns expansion.
Amid the recent crowd-funding issues, Mike talks to one studio that's doing Kickstarter right.
Creative director Jean Maxime discusses the development of Life is Strange's time mechanic, the decision to set the story in Oregon, and more.
The great characters of Gigantic hit me hard, so I sat down with character artist Joe Pikop to figure out where they came from.
The latest game from Civilization IV designer Soren Johnson has a different focus than most real-time-strategy games
Dark Souls 2's director shares his strategies for avoiding sequelitis.
The composer behind some of gaming's most legendary tunes reflects on the many changes he's experienced in his 30-year career at Nintendo.
Clock Tower's creator shares his thoughts on revamping his classic horror series for a new generation.
Fan feedback has had a major impact on Square Enix's desire to release their games in the west. Here's what happened.
If you enjoy storytelling by means of exploration, there's lots to love about this upcoming tour of the post apocalypse.
Pirate's Curse director Matt Bozon fields our questions about game design, sexy ladies, and how to build a better Metroid.
We talk with creative director Alex Amancio about the development decisions that feed into Assassin's Creed Unity.
Artist Shigenori Soejima talks about the role fans had in creating Atlus' upcoming dungeon crawler.
Imitators are popping up everywhere, but Monster Hunter stands apart in its desire to make you proud to become a better player.
Spike Chunsoft's intriguing mix of Battle Royale and Ace Attorney debuted in America with one of the best English language adaptations in years. We talked to NIS America's crack team of localizers to find out how they pulled off this nearly impossible task.
A chat with the director of WayForward's upcoming Ninja Turtle platformer regarding the dark science of capturing metroidvania magic.
As Beta 2 for Galactic Civilizations III launches, we talk to lead designer Paul Boyer about the game's new additions.
The new mobile game from the creator of Final Fantasy debuts tomorrow, and we look into its unconventional promotional plan.
"... We didn't really want to start sticking exclamation marks above the alien's head."
Mike talks to Riot Games senior animator Rory Alderton about animating League of Legends' host of champions.
Insights into the collaboration between Nintendo and Tecmo Koei, and what Eiji Aonuma learned from the process. Plus, the story behind Female Link.
Metroid and Contra are obvious influences, but what else inspired the design of Axiom Verge? We asked its creator.
New startup Tammeka Games is trying to bring back the futuristic anti-gravity racer we all thought was lost.
Marvelous Entertainment's Head of Development talks about the challenges of splitting off from Harvest Moon for a new take on a familiar franchise.
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