Category: Interviews
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Keeping the Pixels Alive: Marcel Bernardi on Building a Modern 3D Beat ’Em Up
If you’re delving into game creation, then you’lle most likely agree that there’s a big difference between making a game that looks old and making one that actually feels like it came from the arcade era. When you add 3D models, modern widescreen displays and faster movement into the mix, keeping that old-school character becomes…
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Agent 64 Interview: Bringing Back the Old-School FPS
Agent 64: Spies Never Die is like the FPS games we played on the N64. In our review, we saw that it keeps the things that made them fun, and bring them into a modern game. However, getting the balance right between old-school design and modern expectations isn’t always easy. We spoke with Replicant D6…
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Interview about Sushi On Wheels: Taking a Food Truck Around Izu
For Neil, Sushi On Wheels started with a place rather than a game mechanic. After spending time living in Japan and travelling outside Tokyo, he found himself drawn to the smaller towns and communities that don’t get nearly as much attention in games. The Izu Peninsula was one of those places. It became the setting…
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Alien Colony Interview with Alexandre GATT: Death, Clones and the Cost of Survival
Alien Colony is the second game developed by Alexandre GATT, following A Fistful Of Yankees. The upcoming 2.5D tactical sci-fi horror game puts players in control of a squad of four clones fighting through an alien-infested mining colony, with tactical combat, stealth, drone sequences and a rather unusual approach to death. When a squad is…
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Interview with Fredrik Borgström about ABCx3: The Word Game That Lets Players Build the Board
A solo developer explains how an accidental board editor, player feedback and a stubborn dislike of moving tiles one by one shaped ABCx3.
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Guild Wars 2: Code of Creation Interview — What’s Next for Visions of Eternity
With Guild Wars 2: Visions of Eternity heading into its final chapter, ArenaNet is preparing to send us into the depths of Castora for “Code of Creation.” The update brought the story to a close with six new story chapters. It also changed quite a bit outside of the main narrative, including a new meta-event,…
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Interview: How Canvas City Makes Skating Work as a Tactics Game
Roller skating and turn-based tactics seem like an odd combination. That combination, however, is what makes Canvas City interesting. The game takes the movement and freedom of skating and puts it into a tactical system built around turns, abilities, rails, and ramps. To make those two sides work together, Disc 2 Games had to rethink…
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Interview with Mark Mocherad about Rebuilding POLYSTRIKE: From Mod to UE5 Shooter
POLYSTRIKE began as a simple experiment: what would a tactical first-person shooter look like from an overhead perspective? That question turned into a viral Dota 2 mod played by over 200,000 people. Today, the project is being rebuilt from scratch as a standalone 5v5 competitive title in Unreal Engine 5. The founder of Robin Entertainment…
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Interview about Building Sublight: Battleships, Missiles, and 5-Hour Runs
Bullet heaven games like to keep things simple. They’re perfectly ok with allowing you to move and dodge enemies while your weapons do the talking by firing automatically in every direction. Codebrew Software LTD is taking a different path with Sublight, an upcoming space action game that asks players to pay attention to where their…
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Cloudscrapers Interview: Building Up When Everything Falls Down
After a sudden crisis nearly closed their studio and scattered the team, Lead Game Designer Sebastian Jantschke and his sole remaining partner had a choice to make. Instead of walking away, they looked up. The result is Cloudscrapers, a minimalist tower-building strategy game that mixes cozy architecture with a looming sense of mystery. This interview…
