It’s been 25 years since Rare released the seminal classic shooter GoldenEye. Vince Pavey sat down with composer Grant Kirkhope and documentary maker Drew Roller to talk about Rare’s license to thrill
Read More »When We Made… Runescape Mobile
With RuneScape Mobile passing the one year anniversary of its release, Vince Pavey took the opportunity to chat with Matt Casey and Emma Hall at Jagex about their work on the portable version of the ever-popular MMO
Read More »The ZX Spectrum At 40
Richie Shoemaker went to meet two people that helped make the ZX Spectrum happen
Read More »When We Made… Norco – Geography of Robots talks crunch, religion and preserving a culture in their debut title
Chris Wallace gets behind the scenes of Norco, to find out how Geography of Robots created a snapshot of Louisiana and its culture – and found global success along the way
Read More »When We Made… OlliOlli World: How abandoning crunch empowered Roll7 to create its best game yet
After taking a break from game development, Roll7 is back and better than ever with OlliOlli World. Chris Wallace catches up with Simon Bennett and Thomas Hegarty to find out about their new and healthier approach to game development, and the hard lessons learned along the way.
Read More »When We Made… Bonfire Peaks: “In my opinion, storytelling is not really a strength of the medium of games, or what excites me most about it.”
Chris Wallace gets behind the scenes of Bonfire Peaks. A contemplative, sombre puzzle game that pulls inspiration from the Beach Boys, because of course it does.
Read More »When We Made: How Shedworks went from a North London shed to the stunning dunes of Sable
Chris Wallace talks to Gregorios Kythreotis, to get an inside view on how Shedworks brought their open world masterpiece Sable to life
Read More »When We Made: Behind the scenes of the Zelda-inspired indie hit Death’s Door
Acid Nerve are suddenly in the spotlight following their breakout hit title, Death’s Door. We find out more about a game that’s already topping many people’s game of the year lists
Read More »“You don’t really lose people, you just take them into a place inside you” – Behind the theme of loss in Lost Words: Beyond the Page
We talk to Rhianna Pratchett and Sketchbook Games' Mark Backler to get a look at Lost Words: Beyond the Page – a title built around words, in the most literal sense, to help impart a lesson about dealing with loss
Read More »When We Made… Röki: “The idea of making a game that had an undercurrent of kindness running through it really resonated with us”
We talk to Alex Kanaris-Sotiriou, to get a better look at the creepy and wonderful world of Röki – The twice-BAFTA nominated debut game from Polygon Treehouse
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