We take a look behind the scenes at the development of Bomber Crew. Runner Duck’s co-founders Jon Wingrove and Dave Miller explain how they found the courage to strike out on their own and which 90s Amiga classic inspired Bomber Crew’s colourful art style
Read More »When We Made… Moonlighter
We take a look behind the scenes at the development of Moonlighter: the challenges of having a main character who is both a shopkeeper and an adventurer, the importance of prototyping and why aspiring devs shouldn’t forget that creating games is also a business
Read More »When We Made… Dead Cells
We take a look behind the scenes at the development of Dead Cells, the challenges of developing a roguelike/metroidvania hybrid, why the Prisoner doesn’t have a head and how easy porting can be
Read More »When We Made… Starlink: Battle for Atlas
We take a look behind the scenes at the development of Starlink: Battle for Atlas and how Ubisoft game jammed its way to 2018’s most unusual release and straight into Nintendo’s open arms
Read More »When We Made… Harold Halibut
Slow Bros’ co-founder Onat Hekimoglu explains the eight-year development process of upcoming stop motion game Harold Halibut, why building everything was initially meant to make things easier, and details its inspirations, from conceptual architecture to Pixar films
Read More »When We Made… Hollow Knight
Team Cherry’s co-directors Ari Gibson and William Pellen explain how going for a hand-drawn, insect-themed title was a way to avoid some challenges and reveal their inspirations for Hollow Knight – and, no, Dark Souls is not one of them
Read More »When we made… What Remains of Edith Finch
Giant Sparrow’s creative director, Ian Dallas, explains the game’s inspirations, the difficulties in creating a narrative from a collection of prototypes and how not to throw out the baby with the bathwater
Read More »When We Made… Moss
Polyarc’s art director and co-founder, Chris Alderson, explains the process of creating a new kind of game, using VR to create a connection with the player, and the importance of protagonist Quill
Read More »When We Made… The Sexy Brutale
Design director Charles Griffiths explains the genesis of the game’s interlocking puzzle box design, and how making just one small change to its delicate clockwork can break everything around it
Read More »When We Made… Hyper Light Drifter
Heart Machine founder Alx Preston and the game’s coder/designer Teddy Dief explain the importance of the indie dev community and how to wake up to find your game fully formed.
Read More »