Words, links and pictures
It’s been a while, so I thought I would update this blog with a little round-up of recent adventures.
Em Halberstadt on how careful use of sound design helps to tell the story of Night in the Woods.
Lizardcube’s Ben Fiquet on updating a childhood classic in Wonder Boy: The Dragon’s Trap.
Zack Johnson’s on the relationship between the player and the narrator in West of Loathing.
Report of Brjann Sigurgeirsson’s talk at GDC 2018 about the making of the magical SteamWorld Dig 2.
A look at the themes and design process of the meditative point-and-click adventure, Gorogoa.
The Xbox One may have lost this console generation, but Microsoft is laying the groundwork to win the next.
The Console War is a monthly look at the commercial performance and marketing activity of the big three: Sony, Microsoft and Nintendo. Here’s the 2017 story so far…
How Red Storm Entertainment are bringing the Star Trek universe to virtual reality.
How Criterion created one of Star Wars' most iconic moments in VR.
A look at the nine of the best (and worst) special edition video game controllers ever released.
The final part of my report on the The Legend of Zelda: Breath of the Wild session from GDC 2017.
The second of my three-part report on the The Legend of Zelda: Breath of the Wild session from GDC 2017.
The first of my three-part report on the The Legend of Zelda: Breath of the Wild session from GDC 2017.
In his GDC talk, Sean Krankel, discussed the methods Night School Studio used to combine gameplay and narrative in their hit 2016 game.
Mick Gordon on the compositional process and production techniques used to create the hit FPS’s intense soundtrack.
The Witness is one of the most infuriating, annoying and frustrating games I have ever had the misfortune to play. And I love it.
Of course, if you were a British kid in the 1980s you would never actually call them videogames.
Affordable Space Adventures is notable for being one of the few Wii U games that puts the console’s unique controller right at the core of its design.
Although many of the barriers into game development have disappeared, success is still rare for most studios.
Trent Kusters and Blake Mizzi from League of Geeks reveal how they took Armello from concept to video game.