How Diablo 2 Evolved from Gothic Horror to Epic Fantasy
In an exclusive chapter from 'Stay Awhile and Listen: Book II,' Blizzard North's developers recount the making of Diablo 2's desert-themed act and reflect on how the sequel's look and feel differed from the bestselling original.
Rocket Jump: Quake and the Golden Age of First-Person Shooters
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.
Happy Accident: The Making of Pokemon Go
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.
21 Facts You Might Not Know About All the Games on the SNES Classic
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.
Wii U Retrospective: Rayman Legends
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.
How Breath of the Wild Challenged Conventions in Zelda Games
Three senior developers share experiments and design goals that went into rethinking Zelda.
GDC 2017: Epic Games' Ben Lewis-Evans on Player Psychology and Rewards
Epic's resident user experience researcher clarifies the role of dopamine in games and dives deep into reward systems and feedback loops.
Into the Breach Preview: FTL's Creators Pit Mechs Against Aliens in Post-Apocalyptic Warfare
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.