We take a look behind the scenes of Light Brick Studios’ debut title
Read More »“Artists are super hard to find as an indie developer” – Katana Zero’s Justin Stander on his game’s protracted development
“Finding high quality pixel artists and getting them to stick with your project is extremely difficult”
Read More »“I thought we were going to go out of business” – Sean Krankel on the development of Oxenfree
We take a look behind the scenes of Night School’s narrative adventure Oxenfree
Read More »When We Made… Ape Out
We take a look behind the scenes at the development of Ape Out. Gabe Cuzzillo talks about how he developed the game in Unity despite not knowing how to code and how the procedurally generated soundtrack came about
Read More »When We Made… Baba is You
We take a look behind the scenes at the development of Baba is You. Developer Arvi ‘Hempuli’ Teikari talks about how he built layers upon layers of complexities – and thought it better to leave it unexplained to the player
Read More »When We Made… Yooka-Laylee
We take a look behind the scenes at the development of Yooka-Laylee. Playtonic talks about the challenges of building upon Banjo-Kazooie’s heritage and having 73,000 people looking out for everything you do
Read More »When We Made… Sea of Thieves
We take a look behind the scenes at the development of Sea of Thieves. Rare’s senior designer Shelley Preston explains that it wasn’t always intended to be a pirate game and how to build a game that is as watchable and shareable as it is playable
Read More »When We Made… Cultist Simulator
We take a look behind the scenes at the development of Cultist Simulator. Weather Factory’s co-founder Lottie Bevan discusses building a game where understanding the game is the game itself and how being a cult leader is not that far from being a game dev
Read More »When We Made… Baldur’s Gate
We take a look behind the scenes at the development of 1998 classic Baldur’s Gate with Trent Oster, who discusses working in a team who hadn’t shipped a game before, being outsmarted by AI and building the game’s incredible cast – and yes, that includes talking Minsc and Boo’s dynamic
Read More »When We Made… Two Point Hospital
We take a look behind the scenes at the development of Two Point Hospital, from its roots in Theme Hospital to how Lionhead’s difficulties sped up its creation to how you should never underestimate UI
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