Interviews archive

Persona 5's Katsura Hashino on His Favorite Characters, Japanese vs. Western Storytelling, and Anxiety

"So many people are getting carried away with their anxiety that they’re losing touch with what’s really going on."

Interview: Lara Croft GO's Indie-Style PS4 Development

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.

Ghost Recon Wildlands: Building Bolivia By Brick and Biome

A look into Ubisoft's work in crafting the South American landscape of the newest Ghost Recon.

Latest articles

Persona 5's Katsura Hashino on His Favorite Characters, Japanese vs. Western Storytelling, and Anxiety

"So many people are getting carried away with their anxiety that they’re losing touch with what’s really going on."

Interview: Lara Croft GO's Indie-Style PS4 Development

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.

Ghost Recon Wildlands: Building Bolivia By Brick and Biome

A look into Ubisoft's work in crafting the South American landscape of the newest Ghost Recon.

Shovel Knight's Specter of Torment Will Be Even More Different Than You Think

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.

Interview: First-time Pokémon Director Shigeru Ohmori Opens Up About Sun and Moon

Ohmori elaborates on his philosophy for the series, the battle system changes, and what happens when you transfer a monster from Red and Blue.

Interview: ZUN on 20 Years of Touhou Project

The legendary one man band of Japanese game development looks back on the last two decades.

The Making of FIFA 17's "The Journey" Story Mode

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.

How the Dragon Quest Builders Team is Crafting a New Kind Of RPG

A conversation with the creators of Square Enix's upcoming do-it-yourself take on the role-playing genre.

A Conversation With Paper Mario: Color Splash Producer Risa Tabata

The game's green producer talks about the RPG that has some Nintendo fans seeing red.

Containing the Sprawl: An Interview with the Dragon Quest VII Remake Team

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.

True Tales from Localization Hell

COVER STORY: Three veterans of video game translation recount their most harrowing projects.

Eleven Reasons to be Excited About Forza Horizon 3

Forza Horizon 3 creative director Ralph Fulton talks about the upcoming open-world driving game.

Sea of Thieves Interview with Rare's Gregg Mayles

Get the scoop on what you can expect from Rare's upcoming pirate MMO.

Kazunori Yamauchi on Gran Turismo Sport

...and why this latest iteration of the game represents a new era for the series.

Atsushi Inaba: Platinum Has No Future Without Its Own IPs

Freedom is Platinum's watchword as the studio deals with the harsh forces of independent game development.

Yoot Saito and Kenichi Nishi: Two Japanese Indie Veterans Are Back to Making Games

Yoot Saito and Kenichi Nishi have been independent longer than pretty much anyone else, and both have new projects underway.

Steve Mayles and Grant Kirkhope Talk About Yooka-Laylee

During E3, we talked to Playtonic's character art director and music composer about the spiritual successor to Banjo-Kazooie.

Interview: Why Akihiro Hino Thinks Yo-Kai Watch 2 Will Push the Series Over the Top in America

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.

NieR: Automata is the Platinum Game You're Looking For

Feeling wary of Scalebound? Keep NieR on your radar.

Overwatch: Bringing Blizzard's New Shooter to Consoles

The evolution to Overwatch brought the game to consoles. Blizzard talks about some of the design decisions behind the console versions.

Star Fox Zero in Hindsight: The Developers on the Controls, the Decision Not to Include Multiplayer, and the Future of Star Fox

Platinum's Yusuke Hashimoto and Nintendo's Yugo Hayashi elaborate on their approach to Star Fox Zero.

The Final Fantasist: A Conversation With Yoshitaka Amano

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.

Steve Golson Interview: The Story of Ms. Pac-Man, the Atari 7800, and the Hyperdrive

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.

Whispers of the Old Gods: Designing C'Thun, the State of the Hunter, and Lessons Learned From The Grand Tournament

HEARTHSTONE INTERVIEW: Designer Dean Ayala goes in-depth on the upcoming expansion.

"I Consider Myself Crucial to the Success of that Company": Jack McCauley Recalls the Early Days of Oculus and Looks to the Future

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.

Grand Kingdom Interview: Building NIS' Beautiful New Strategy RPG

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.

Inside DiRT Rally's Development

Paul Coleman, lead designer of DiRT Rally, discusses the challenges of making this hardcore rallying simulation.

Day of the Tentacle Composer Peter McConnell on Communicating Cartooniness

COVER STORY: One of DoTT's trio of musicians talks about the challenges of selling its zany atmosphere with some relatively primitive tools.

No Man's Sky is a Game About Hope and Optimism

Jaz talks to Sean Murray, managing director of Hello Games, about the development and inspiration behind No Man's Sky.

Below Xbox One: Roguelike-like Meets Zelda Meets Dark Souls

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.

What Fire Emblem Needs to Continue Its Mini-Renaissance

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.

Drawn to Death PS4: Seriously Weird-Looking, Surprisingly Deep

Jaz plays David Jaffe's shooter/brawler, Drawn to Death, and then speaks to him about his latest game.

Manami Matsumae, the Maestro of Mega Man

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.

Keiji Yamagishi on His Past and Future in Game Music

COVER STORY: The artist behind Ninja Gaiden's NES soundtrack opens up about returning to composing, and his future plans.

Rocket League: How Last Year's Surprise Hit Changed Psyonix, and What's Next for 2016

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.

Legend of Love: The Making of The Battle of Olympus

Infinity's Yukio Horimoto explains how his NES cult classic was a literal labor of love.

"I Don’t Know if a Duck is Going to Swallow me Whole." The Tim Schafer Interview.

Tim's history, career – and the ups and downs of game development and crowdfunding.

Eugene Jarvis Interview: The Secrets of Defender, Blood-Vessel-Shattering Joysticks, and Flappy Bird

Plus: Early digitized graphics, how bugs richen the Defender experience, and the DNA of the shooter.

Danganronpa Director Kazutaka Kodaka on the Power of "Psychopop"

The creative force behind some of gaming's greatest murder mysteries shares his thoughts on what makes his strange universe tick.

Monster Hunter 4 Ultimate Director Kaname Fujioka on the Challenges of Courting the West

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.

Interview: The Death of Interceptors, Iron Man Mode, and XCOM 2's Next Step

Director Jake Solomon offers insight into XCOM 2's design decisions.

The Failure and Fortunes of Red Ash

In part two of our interview, Keiji Inafune speaks about the Mega Man Legends successor's Kickstarter failure and its second lease on life.

The Whys & Wherefores of Mighty No. 9

Comcept's outspoken boss Keiji Inafune on delays, partnerships, and knowing when enough's enough.

The Super Mario Maker Team Speaks on the Game's Update, and the Future

The creators talk about the new material, the prospect of future updates, and what they think about the idea of a Zelda Maker.

Blizzard's Tim Morten on Closing StarCraft II's Curtain

Legacy of the Void's lead producer talks about the challenges of landing this very successful RTS trilogy.

Breaking Tradition: An Interview with Tri Force Heroes' Eiji Aonuma and Hiromasa Shikata

The masterminds behind the latest Legend of Zelda talk about their new release, and a missed opportunity to stick Link in his Birthday Suit.

Inside Rainbow Six: Siege's Development

Animation Director Scott Mitchell talks about the development and design of the game, the challenges his team faces, and how matchmaking works.

A Visitation with the Wardens of Prison Architect

Mark Morris and Chris Delay of Introversion Software talk about the challenges of making a dark, depressing subject into an addictive simulation.

A Voice for Ivalice: The Localization and Voice Acting of Final Fantasy XII

Now almost ten years removed, the localization team and voice actors look back on a magnificent work of game translation.

Under the Hood of Forza 6 with Bill Giese

Turn 10's Creative Director explains how the game's Drivatar system works - and how wet weather racing evolved.

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