We take a look behind the scenes at the development of Sea of Thieves. Rare’s senior designer Shelley Preston explains that it wasn’t always intended to be a pirate game and how to build a game that is as watchable and shareable as it is playable
Read More »When We Made… Cultist Simulator
We take a look behind the scenes at the development of Cultist Simulator. Weather Factory’s co-founder Lottie Bevan discusses building a game where understanding the game is the game itself and how being a cult leader is not that far from being a game dev
Read More »When We Made… Baldur’s Gate
We take a look behind the scenes at the development of 1998 classic Baldur’s Gate with Trent Oster, who discusses working in a team who hadn’t shipped a game before, being outsmarted by AI and building the game’s incredible cast – and yes, that includes talking Minsc and Boo’s dynamic
Read More »When We Made… Two Point Hospital
We take a look behind the scenes at the development of Two Point Hospital, from its roots in Theme Hospital to how Lionhead’s difficulties sped up its creation to how you should never underestimate UI
Read More »When We Made… Bomber Crew
We take a look behind the scenes at the development of Bomber Crew. Runner Duck’s co-founders Jon Wingrove and Dave Miller explain how they found the courage to strike out on their own and which 90s Amiga classic inspired Bomber Crew’s colourful art style
Read More »When We Made… Moonlighter
We take a look behind the scenes at the development of Moonlighter: the challenges of having a main character who is both a shopkeeper and an adventurer, the importance of prototyping and why aspiring devs shouldn’t forget that creating games is also a business
Read More »When We Made… Dead Cells
We take a look behind the scenes at the development of Dead Cells, the challenges of developing a roguelike/metroidvania hybrid, why the Prisoner doesn’t have a head and how easy porting can be
Read More »When We Made… Starlink: Battle for Atlas
We take a look behind the scenes at the development of Starlink: Battle for Atlas and how Ubisoft game jammed its way to 2018’s most unusual release and straight into Nintendo’s open arms
Read More »When We Made… Harold Halibut
Slow Bros’ co-founder Onat Hekimoglu explains the eight-year development process of upcoming stop motion game Harold Halibut, why building everything was initially meant to make things easier, and details its inspirations, from conceptual architecture to Pixar films
Read More »When We Made… Hollow Knight
Team Cherry’s co-directors Ari Gibson and William Pellen explain how going for a hand-drawn, insect-themed title was a way to avoid some challenges and reveal their inspirations for Hollow Knight – and, no, Dark Souls is not one of them
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