In the wake of yesterday’s news that Rockstar has bumped Red Dead Redemption 2 to 2018, you may be wondering: why do so many video games get delayed?
The Legend of Zelda has legacy, and every entry in the series is a chance to embrace or refute that tradition. Nintendo’s considerations on how to do away with conventions even trickled down to established characters, such as Zelda.
There’s an old commercial for Westwood College that’s become something of a running joke in the video game world. Two young men sit at a couch, hammering away at PlayStation controllers. A woman walks in. “Hey guys, finish testing that game yet?” she asks. “I’ve got another one I need designed.”
Final Fantasy VII nearly had a lot more character deaths than Aeris, according to an oral history published on Polygon. Director Yoshinori Kitase originally planned to kill off most of the party by the end of the game.
A creative game developer has worked out a way to incorporate Minecraft builds into his game, turning the blocky builder into a level editor of sorts.
My children used to love playing with colorful plastic blocks. Then they discovered iPad entertainment, and there was no going back. Or is there? Bloxels from Pixel Press is a clever learning toy that lets children build their own video games and characters, one block at a time.
In February of 2011, fresh off nine months of 80-hour work weeks, Jessica Chavez took a pair of scissors to her hair. She’d been working so hard on a video game—14 hours a day, six days a week—that she hadn’t even had a spare hour to go to the barber.
I love origin stories, especially when they’re related to games.
It’s become clear, a week after the launch of No Man’s Sky, that the much-hyped space game has not lived up to many players’ lofty expectations. But whose fault is that? Does it matter? And how could the backlash have been avoided?
This blog post, by game developer Rami Ismail, was originally published on his website. We’ve republished it here with his permission.
The following satirical look at game design is an excerpt from Kotaku freelancer Matthew S. Burns’ wonderful new book, Surviving the Game Industry: A Wasteland Guide, which rounds up his satirical columns from Game Developer magazine. You can get the book as part of this story bundle for anywhere between $3-$100 (it’s…
While we get little snippets here and there, for most outsiders, our knowledge of how a video game is actually made is fairly limited. Especially when it comes to how long it takes to make one.
“So what does a game designer do? Are you an artist? Do you design characters and write the story? Or no, wait, you’re a programmer?”
This weekend on Venturebeat, game industry veteran Alex St. John published a hot new contender for worst article of the decade, arguing that today’s game developers should stop whining about nonsensical ideas like, oh, “fair wages.”
Codemasters, the British publisher and developer behind the F1 and Dirt racing series, among a long list of other games, is joining forces with DriveClub’s recently shut down developer, Evolution Studios.
Like reading behind-the-scenes stories about what it’s like to make games? Good news: I’m writing a book full of them! The book, which will be published by HarperCollins in the fall of 2017, will be a compilation of stories not unlike the Destiny piece we ran in October. You’ll hear much more about it next year!
The simple act of jumping can make or break a 2D platformer. In the first episode of Mechanically Speaking, Game Array explores how developers balance responsiveness and fairness to the player to make these movements magical.
There’s a scene in Double Fine Adventure!, a documentary about the making of Broken Age, where designer Tim Schafer visits a mechanic to get his old Barracuda fixed.
Amazon’s releasing their very own game engine. Lumberyard, as they call it, is based on Crytek’s famous CryEngine, and can be used to develop games for both PC and consoles. It’s also free to download, and comes with “no seat fees, subscription fees, or requirements to share revenue.”