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.
Beneath a Starless Sky: Pillars of Eternity and the Infinity Engine Era of RPGs
From the Sword Coast to the Deadfire archipelago, Beneath a Starless Sky explores the making of the Infinity Engine RPGs, the history of Black Isle Studios, and the development of Obsidian Entertainment's Pillars of Eternity franchise.
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.