Five Things I Didn’t Get About Making Video Games (Until I Did It)

Before I joined Gearbox Software, I worked at Destructoid as a features editor. I worked there from 2006 to 2010 and specialized in highlighting indie games and spewing vitriol at big-budget games I didn't like. It turns out there were a shitload of things I didn't know about games development. » 2/23/15 2:30pm 2/23/15 2:30pm

Maybe We Can't Handle Smart Enemies In Our Games

In an ideal world, video games are advanced enough to give us "smart" enemies—you know, the type of foes that provide a meaningful challenge because they use actual tactics. "Dumb" AI, by contrast, is often critiqued and made fun of—most players have head-shaking stories about a game with enemies that run straight at… » 3/12/14 1:30pm 3/12/14 1:30pm

I Freelanced On Halo 4. It's Time For Gaming's Contractors To Strike.

My name is Nathan (RC) Peters. In March 2011, I was hired on as a contract Quality Assurance tester to work at Certain Affinity studios in Austin, Texas. I worked on the multiplayer portion of Halo 4. Here is an inside look at the reality of being a contract worker within a video game company, and why you should… » 5/31/13 11:16am 5/31/13 11:16am