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
A podcast by Adam Conover (Adam Ruins Everything) where he interviews game developers: Humans Who Make Games Link 9 votes
Peter Molyneux walks us through his entire career, from Populous, to Black & White, to Fable Video 35:00, published Apr 25 2019 8 votes
A YouTuber finds wholesome, heartbreaking stories behind silly VRChat avatars Article 1542 words 7 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
Digital Foundry Tech Interview: Metro Exodus, ray tracing and the 4A Engine's open world upgrades Article 5470 words 9 votes
The pain of designing Path of Exile’s exquisite balance of restriction and reward Article 1882 words 4 votes
Ubisoft's creative head talks the future of Assassin's Creed and Splinter Cell Article 3451 words 4 votes
Valley forged: How one man made the indie video game sensation Stardew Valley Article 4254 words, published Mar 20 2018 18 votes
An interview with the developer of DXVK, part of what makes Valve's Steam Play tick Article 1001 words 11 votes
The big Sean Murray interview - Hello Games' founder on the remarkable journey of No Man's Sky Article 3947 words 13 votes
Pokémon boss Junichi Masuda on keeping hardcore players happy, borrowing from Pokémon Go, and Let's Go's story Article 2182 words 6 votes