Framing the story: Jason Roberts on the making of Gorogoa
In his talk at GDC 2018, Buried Signal’s Jason Roberts spoke about the themes and complex design process of his meditative point-and-click adventure, Gorogoa.
Cut Scenes: Firewatch vs. Rear Window
Cut Scenes is Josh Wise's regular column on the intersection between films and video games. This week, it's Firewatch vs. Alfred Hitchcock's Rear Window.
Is Microsoft sowing seeds for Xbox to win the next console generation?
The Xbox One may have lost this console generation, but Microsoft is laying the groundwork to win the next.
Cut Scenes: BioShock vs. Tim Burton’s Batman
Cut Scenes is Josh Wise’s regular column on the intersection between film and video games. This week, it’s BioShock vs. Batman.
Cut Scenes: Grand Theft Auto III vs. The Sopranos
Cut Scenes is Josh Wise’s regular column on the intersection between film and video games. This week, it's Grand Theft Auto III vs. The Sopranos.
GDC 18: The sound design of Night in the Woods
Em Halberstadt speaks about how careful use of sound design helps to tell the story of Night in the Woods.
GDC 18: Wonder Boy: The Dragon’s Trap – Redesigning a classic
Lizardcube’s Ben Fiquet reveals how he updated the graphics of a childhood classic in Wonder Boy: The Dragon’s Trap.
GDC 18: West of Loathing – a video game ‘made out of jokes’
Asymmetric Publications’ Zack Johnson speaks about jokes, the relationship between the player and the narrator, and more jokes in West of Loathing.