How Prince of Persia defeated Apple II's memory limitations | War Stories Video 20:49, published Mar 17 2020 7 votes
Lorne Lanning discusses his journey to become a game creator, and how the mind-control mechanic solved Oddworld's narrative problems | War Stories Video 23:20 5 votes
Sid Meier discusses Civilization's original design as a real-time strategy game and the transition to turn-based | War Stories Video 12:15 13 votes
Cane and Rinse interview with Fumito Ueda (Ico, Shadow of the Colossus, The Last Guardian) Article 2105 words 4 votes
Andrew Crawshaw, former lead designer at The Chinese Room, on growing the industry with "evening-size games" and redefining success Article 1371 words 6 votes
Kind Words: A game of lo-fi beats, writing nice letters to strangers, and feeling less alone Article 1966 words 20 votes
From The Witcher 3 to Cyberpunk: The evolution of CD Projekt Red's quest design Article 2511 words 6 votes
Subnautica's design director explains how they crafted an exciting and dangerous experience without allowing the player to fight back Video 19:26 13 votes
"There’s space in the medium for ultra-hard games." - Capybara's "Below" and the difficulty in crafting difficulty Article 1474 words 7 votes
The pain of designing Path of Exile’s exquisite balance of restriction and reward Article 1882 words 4 votes