Level up by arguing with yourself in scintillating CRPG Disco Elysium By Alex Wiltshire published 31 May 18 bad cop A police procedural RPG in which you speak with your skills
The art of making effective game trailers By Alex Wiltshire last updated 25 February 21 coming soon Derek Lieu, the creator of trailers for Shadow of Mordor, Firewatch, Subnautica, and more, shares his secrets.
How blockbuster games are written By Alex Wiltshire published 10 May 18 Word play The writers behind games like Arkham Knight, Gears of War 4 and Spec Ops: The Line discuss the challenges they face in development.
The joy of returning to the early days of the FPS in Ion Maiden By Alex Wiltshire published 17 April 18 Hail to the queen Made with the same engine as Duke Nukem 3D, this old school shooter understands what was great about the 90s.
The art of flavour text By Alex Wiltshire last updated 27 February 22 magic words How developers use in-game descriptions to bring worlds to life.
Scavenger SV-4 tells amazing space horror stories By Alex Wiltshire last updated 11 November 22 Space Oddity Another entry in the "things going wrong in space" genre.
Into the Breach review By Alex Wiltshire published 27 February 18 Tiny tactics A minimalistic but sublime strategy game from the makers of FTL.
The latency problem: why modern gaming PCs are slower than an Apple II By Alex Wiltshire published 15 February 18 Not enough Hz Despite vastly more processing power, it takes longer for a signal from your keyboard to show up on your monitor than it did in 1983.
Opus Magnum review By Alex Wiltshire published 20 December 17 Alchemy Opus Magnum spins gold from base puzzles.
Why do indie developers sign with publishers? By Alex Wiltshire last updated 18 January 21 Interview We spoke to indie game makers and publishers about what they get out of working together.
The best incidental animations in games By Alex Wiltshire published 14 November 17 motion slickness Here's to the tiny, wonderful animations that bring game worlds to life.
Are indie games too cheap? By Alex Wiltshire last updated 18 March 21 Indiepocalypse? The average indie game on Steam costs less than $9 and sells few copies. Are those prices sustainable?
Behind the addictive psychology and seductive art of loot boxes By Alex Wiltshire published 28 September 17 just one more How gambling principles and seductive animation compel players to drop cash on card packs and weapon crates.
The most ambitious Quake map ever built has just been released in 2017 By Alex Wiltshire published 6 August 17 E1M3 forever The Forgotten Sepulcher is about *60 times* more intricate than classic Quake maps.
The future of dialogue in games By Alex Wiltshire published 27 April 17 Good talk The challenges of writing dialogue that's both fun and functional, and how dev tools can lead to better writing.
The dark art of creating gorgeous death animations By Alex Wiltshire published 18 February 17 good kill We spoke to the makers of Doom, Killing Floor 2, and more about what makes a truly great in-game death.
How many frames per second can the human eye really see? By Alex Wiltshire last updated 6 May 22 Alert to Hertz 30 fps? 60 fps? If you've ever debated framerates, the cognitive researchers we spoke to have some complex answers for you.
A brief history of artificial intelligence beating humans By Alex Wiltshire published 6 January 16 AI is slowly but surely getting better than us at games. And other things.