Giant Sparrow’s creative director, Ian Dallas, explains the game’s inspirations, the difficulties in creating a narrative from a collection of prototypes and how not to throw out the baby with the bathwater
Read More »When We Made… Moss
Polyarc’s art director and co-founder, Chris Alderson, explains the process of creating a new kind of game, using VR to create a connection with the player, and the importance of protagonist Quill
Read More »When We Made… The Sexy Brutale
Design director Charles Griffiths explains the genesis of the game’s interlocking puzzle box design, and how making just one small change to its delicate clockwork can break everything around it
Read More »When We Made… Hyper Light Drifter
Heart Machine founder Alx Preston and the game’s coder/designer Teddy Dief explain the importance of the indie dev community and how to wake up to find your game fully formed.
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