Based on interviews with the developers, Rocket Jump explores the making of the Quake franchise, the culture that simultaneously shaped and fractured creator id Software, and other developers whose creativity defined an era.
Pokemon Go’s director of visual design on accessibility, the unexpected perks and downsides of the game’s success, and motivating sedentary techies to exercise.
Is Super Castlevania 4 a prequel, a sequel, or something else entirely? Learn the answer and 20 other secrets about the games collected in Nintendo’s Super NES Classic.
Doom has devoured productivity and personal relationships since id Software opened the floodgates to hell in 1993. Gatekeepers of the franchise's past, present, and future celebrate the weapons and level design that defined the classics, the pitfalls and triumphs involved in revitalizing the brand, and the community that keeps old-school fans knee-deep in new ideas.
Rayman Legends' lead designer talks how the team wrapped their heads around the console's GamePad and crafted one of the freshest 2D platformers in years.
Three senior developers share experiments and design goals that went into rethinking Zelda.
Epic's resident user experience researcher clarifies the role of dopamine in games and dives deep into reward systems and feedback loops.
Trying their collective hand at turn-based strategy gaming, the makers of FTL: Faster Than Light are out to challenge the conventions of both the strategy genre and popcorn flicks.
In 1996, Tomb Raider and Lara Croft revolutionized 3D gaming. Twenty years later, developers from Crystal Dynamics share how lessons gleaned from Lara's creators at Core Design informed their blockbuster reboot and its critically acclaimed sequel.