"There were often the ideas of just one or two people getting put into every game"
Read More »The Outer Worlds doesn’t have a colour-blind mode because Obsidian designed it ‘to be playable without colour information’
"Colour information is redundant with other indicators"
Read More »Opinion: Solving the design hiring problem
Jon “Swede” Selin, VP of design at Pocket Gems, guides us through his hiring process for new designers
Read More »Behind the music of Horizon Zero Dawn
We speak with composer Joris de Man, composer/production duo The Flight and Guerrilla music supervisor Lucas van Tol.
Read More »Heard About: Tethered
John Broomhall talks with composer and audio director Kenneth Young about creating integral aural innovations for Secret Sorcery’s charming VR title
Read More »Halo Wars 2: Controlling the Battle
Sean Cleaver spoke to Creative Assembly’s Alistair Hope about Halo Wars 2’s new game modes and the reasoning behind keeping the original game’s control scheme
Read More »Riot Games: Taking Play Seriously
For live games the design process never ends. Jem Alexander talks to Riot Games’ Design Director, Greg Street, about balancing and adding features to a game played by millions of players daily
Read More »Nintendo show off original Legend of Zelda design plans
The NES classic is shown in its most conceptual form and it's a lovely piece of game design history
Read More »Mischievous making: The madcap design process of Nolan Bushnell
When Nolan Bushnell summons Spil’s staff to a games design meeting, things are sure to get interesting. Will Freeman listens in on an industry legend fostering creativity through tomfoolery
Read More »Rod Fergusson reveals why Epic dropped a female co-op character from Gears of War
‘It’s not a free choice,’ says The Coalition studio director, citing technical hurdles such as the amount of dialogue required
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