Maths, No Man’s Sky, and the problem with procedural generation
This isn't a review of No Man's Sky, nor is it a critical teardown of what is (and isn't) in it. This is a discussion about maths and procedural generation.
OlliOlli: Epic Combo Edition – Simon Bennett interview
As OlliOlli: Epic Combo Edition lands at retail we speak to Roll7 director, Simon Bennett.
Josh Sawyer on building Pillars of Eternity
Game designer Josh Sawyer is best known for his work on Icewind Dale II, Neverwinter Nights 2 and Fallout: New Vegas. In 2015 he became project director and design lead on Obsidian's Pillars of Eternity.
Designing Affordable Space Adventures
Affordable Space Adventures is notable for being one of the few Wii U titles that puts the console’s unique controller right at the core of its design.
10 tips for avoiding commercial failure (from a professional games investor)
Although many of the barriers into game development have gone, success is still rare for most studios.
Designing Armello: From paper and card to tablet and console
In their talk at GDC Europe, Trent Kusters and Blake Mizzi from League of Geeks reveal how they took Armello from concept to video game.
Pokémon Go – Nostalgia is all relative
Since Pokémon Go started its gradual release upon the world, one word that has constantly crept up has been “nostalgia”.
It’s a good thing there’s no Linkle in Breath of the Wild
It was expected that Nintendo were going to announce a playable female protagonist, most likely Linkle, for Breath of the Wild. I'm really glad they didn't.