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A composer & sound designer on Wolfenstein II: The New Colossus takes us on a deep dive into how he used the sound sculptures at the Baschet workshop to create a unique, oppressive soundscape. ...
Insomniac Games' Ryan Smith talks to Gamasutra about the game design foundations of Marvel's Spider-Man (and how far back in Insomniac Games history they go). ...
"I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark. ...
In this classic article, Ernest Adams recounts the hilariously strange and true '90s tale of how he struggled to put legendary football coach John Madden into EA's Madden NFL Football. ...
Arvi Teikari, aka Hempuli, the creator behind the brilliant IGF Award-winning Baba is You, tells us about the process of designing a game that puts rule-making in the hands of players. ...
Game makers from Blizzard, Riot, Gas Powered Games, and more cast themselves back to the strange, hazy days of the late '90s to talk about how StarCraft changed the way they thought about game design. ...
This 1994 retrospective on Id Software's then-contemporary Doom and Wolfenstein 3D paints a unique portrait of a legendary developer whose games would launch a genre. ...
"Cameras are most noticeable when they fail." Thatgamecompany's John Nesky speaks about the importance of good camera design in games, and what he learned on the subject while working on Journey. ...
What do Dark Souls, Harvest Moon, and Night in the Woods have in common? This analysis offers a philosophy and tips for achieving cozy aesthetics, mechanics, narratives, and work environments. ...
Insomniac Games' Marvel's Spider-Man is the fastest and most fluid open-world game in recent memory. So we had to catch up with game director Ryan Smith to dive deeper into the philosophy of the swing. ...


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