Interview Talking XCOM, Chimera Squad, and More with Firaxis Director Mark Nauta The strategy behind one of gaming's most sophisticated turn-based gems
Game Design Unlocking Global Markets: A Guide to Localizing Game Characters How do you tailor game characters to different cultures? Explore the ingredients of flawless game localization to speak your players’ language.
Interview Creating Iconic Art at Activision-Blizzard-King We talk with a visual development artist working on some of gaming's most beloved IP
Game Design How Video Games Use Reduced Stimulation Varying stimulation can dramatically alter game experiences
Game Design Analysing the UX Design of Elden Ring A deep, detailed look at the user experience of Elden Ring
Game Design How I Learned to Write Compelling Interactive Fiction Taking the lessons of Susan O'Connor to create interesting interactive stories in game design
Opinion What Makes a Great RPG? There’s no silver bullet, but there are some key ingredients that all great RPGs share
Interview On Bipedal Pigs and Bad Piggies 2 With Rovio’s Art Director We chat with Michel Strömbeck at IGDC 2022
Opinion Pokémon Has a World-Building Problem Despite recent attempts, Pokémon Scarlet and Violet feature a shell of the world Game Freak once created
Game Design Why Random Encounters Shouldn’t Disappear in RPGs How random encounter system can be designed in a modern and enjoyable way in current RPGs
Game Design Getting Lost (by Design) in Hollow Knight Team Cherry’s bug-filled caper makes you earn your exploration
Game Design Analysing the UX Design of the FIFA Mobile App A constructively critical look at FIFA's mobile version
Game Design Game Developers are the Masters of Smoke and Mirrors The incredible techniques that make the impossible a reality
Game Design The Helpful, Harmful Sounds of Thumper Rhythm violence where the beat guides you and tears you down
Game Design The Joyful Design of Tinykin A technical review of this delightful platformer using a game design framework
Game Design The Scary Secrets of Horror Design From Silent Hill 4 What a 18-year-old game can teach us about horror design