Never Forget: Traveling with the Xbox team on 9/11
In the home stretch to release the original Xbox, Microsoft developers find themselves in an America forever changed by the terrorist attacks on September 11, 2001.
Work From Quarantine: How COVID-19 Has Upended Game Development
Developers from Amazon Games, Techland, Behaviour Interactive, and more discuss the pros and cons of making games during a global pandemic.
From Chaos: The Aspirational Storytelling of Life is Strange
Developers from Dontnod Entertainment and Deck Nine Games recount the making of the Life is Strange series, and what it contributes to storytelling in video games.
Terraform: The Making of Doom 64
After invading computers and aging console hardware, Doom's creators partner with veteran coin-op developer Midway to bring their demons to Nintendo's 'ultra'-powerful new platform.
Hell Razer: The Making of Doom Eternal
In 2016, nearly 12 years after the mixed reaction to id Software's horror-driven reboot of the Doom franchise and following leadership upheaval, the studio rallied back with the critically acclaimed "Doom 2016." Fresh off their success, the development team set out to not only refine their push-forward formula, but to outdo themselves.
Icon of Sin: Doom and the Making of John Romero's Sigil
Twenty-five years after the release of id Software's groundbreaking shooter, John Romero carves a new path through hell.
Stairway to Badass: The Making and Remaking of Doom
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.
Better Together: Stories of EverQuest
Developers share memorable moments and behind-the-scenes stories in celebration of the 20th anniversary of Daybreak Game Company's groundbreaking MMORPG.
Survive or Kill: How Behaviour Interactive Rebooted Deathgarden
Deathgarden launched with the highest of expectations. Within days, the asymmetric multiplayer shooter became a ghost town. The development team at Behaviour Interactive faced a difficult choice: Go back to the drawing board, or move on.
Ascendant: The Fall of Tomb Raider and the Rise of Lara Croft
In 1996, Core Design's Tomb Raider revolutionized 3D gaming. Six years later, the franchise and its heroine had fallen from grace. Developers from Crystal Dynamics and Eidos Montreal look back on their blockbuster origin trilogy, and discuss how Lara Croft came back from darkness to take her place in the spotlight as one of gaming's most powerful and resourceful icons.