How Link's climbing animation works in Breath of the Wild Video 10:49, published Aug 21 2019 14 votes
World of Warcraft Classic's game director Ion Hazzikostas reflects on the genesis of the idea, its challenging development, and the importance of a unified community Article 2670 words 6 votes
The eighteen-month fence hop, the six-day chair, and the difficulties of getting small details right in video games Article 3785 words, published Aug 7 2019 8 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
Ooblets dev received thousands of "hateful, threatening messages" over Epic exclusivity Article 432 words, published Aug 2 2019 28 votes
John Romero discusses the development of Quake, which resulted in half of Id software including Romero leaving the company Video 23:50, published Jul 11 2019 17 votes
Fall Guys: The battle royale where you don't kill anyone, inspired by game shows like Takeshi's Castle Article 1854 words 13 votes
Deep learning for pattern recognition in movements of game entities Article 2303 words, published Jun 27 2019 4 votes
From The Witcher 3 to Cyberpunk: The evolution of CD Projekt Red's quest design Article 2511 words 6 votes
How artificial intelligence will revolutionize the way video games are developed and played Article 3781 words, published Mar 6 2019 8 votes
The clash between storytelling and selling in Harry Potter: Hogwarts Mystery Article 1626 words 4 votes
The pressure to constantly update games is pushing the industry to a breaking point Article 2278 words, published May 7 2019 18 votes
Bethesda's latest Elder Scrolls adventure taken down amid cries of plagiarism Article 990 words 10 votes
A podcast by Adam Conover (Adam Ruins Everything) where he interviews game developers: Humans Who Make Games Link 9 votes
The saga of "Star Citizen," a video game that raised $300 million—but may never be ready to play Article 3492 words 19 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
State of the Factory: Year 1 - The developer of Cultist Simulator talks in detail about indie development, publishing, finances and more Article 5032 words, published Feb 12 2019 8 votes
Paradox Interactive releases Paradox Mods platform, providing a direct channel for modders to console audiences without pre-moderation Article 1331 words 9 votes