Places: Catherine’s Stray Sheep bar
We duck in for one at the watering hole that doubles as a purgatorial stopover on the way to maturity.
We duck in for one at the watering hole that doubles as a purgatorial stopover on the way to maturity.
Or joining Future Publishing's digital team.
As an art director for core x group, or fighting cheaters at DICE.
Dear Esther environment artist Rob Briscoe remembers the origins, pitfalls and potential in co-creating DICE’s flawed gem.
5Limbo and BioShock's designers pull Nintendo's gravity-defying platformer back to earth.
1We stalk the corridors of a space-bound tomb that rivals the best Hollywood has to offer.
2The second of our daily reports from GDC 12 in San Francisco.
A blend of idealism and realism is how under 100 people can build a game as big as Skyrim, according to level designer Joel Burgess.
Why an immersion-breaking necessity can also be a crucial piece of design.
1Remedy’s game took five years to emerge from the darkness of development. The studio explains how it finally saw the light.
1Texas's marquee graduate-level game programme is serious business.
1Three of the development team take us through the trial bike game's powerful new level editor.
Find your future translating Japanese for Nintendo, designing games for core x group, or supporting the UK's nuclear deterrent.
We talk art, design and masochism with the game’s creative director, Hidetaka Miyazaki.
2The man who created X-COM on what he thinks of Firaxis' XCOM: Enemy Unknown remake and the future of turn-based strategy.
2Find your future working on a new Codemasters title, building Crytek's powerful tech or crafting the look of Massive's output.
Videogames are not a storytelling medium, asserts Tadhg Kelly, no matter what people say.
21The restrictions and beauty of freedom, plus Microsoft's amazing pixel smoothing tech and the art of ugly in character creation.
Why Valve’s time-ravaged laboratory is a masterpiece of darkly comic but linear design.
2We all start with the best intentions, but somehow things often go awry. What's the problem, asks usability expert Graham McAllister.
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