We take a look behind the scenes of Popcannibal’s BAFTA-winner, its surprisingly political beginnings and why it’s the perfect game for the current crisis with over 1.6 million messages sent to date
Read More »“Hypnospace Outlaw is the game you tell people not to make” – The unusual creative process behind Hypnospace Outlaw
"Extremely skilled people intentionally breaking their work to make it better is an absurd design dynamic."
Read More »“It’s a story set in Eastern Europe, told by Eastern Europeans, that doesn’t speak to international politics, but to who we are as a species” – Celebrating 10 years of Metro 2033
We take a look behind the scenes of Metro 2033 as it celebrates its tenth birthday, and sees how it laid the groundwork for the highly successful franchise
Read More »“We didn’t think it would have tremendously broad appeal” – Mobius Digital on the multi-BAFTA award-winning Outer Wilds
We take a look behind the scenes of Outer Wilds, the BAFTA-winning title from Mobius Digital, that began life as a Masters’ thesis project
Read More »“We’re doing something different, something new with a very well known medium” – Light Brick Studios on the development of Lego Builder’s Journey
We take a look behind the scenes of Light Brick Studios’ debut title
Read More »“Artists are super hard to find as an indie developer” – Katana Zero’s Justin Stander on his game’s protracted development
“Finding high quality pixel artists and getting them to stick with your project is extremely difficult”
Read More »“I thought we were going to go out of business” – Sean Krankel on the development of Oxenfree
We take a look behind the scenes of Night School’s narrative adventure Oxenfree
Read More »When We Made… Ape Out
We take a look behind the scenes at the development of Ape Out. Gabe Cuzzillo talks about how he developed the game in Unity despite not knowing how to code and how the procedurally generated soundtrack came about
Read More »When We Made… Baba is You
We take a look behind the scenes at the development of Baba is You. Developer Arvi ‘Hempuli’ Teikari talks about how he built layers upon layers of complexities – and thought it better to leave it unexplained to the player
Read More »When We Made… Yooka-Laylee
We take a look behind the scenes at the development of Yooka-Laylee. Playtonic talks about the challenges of building upon Banjo-Kazooie’s heritage and having 73,000 people looking out for everything you do
Read More »