Creating a cyberpunk aesthetic without cliché for Deus Ex 3 was a challenge, explains Eidos Montreal art director Jonathan Jacques-Belletête.
Chris Donlan looks at Backbreaker Football, along with some of the other iPhone games that are slicing up sports.
Bungie and BioWare discuss creating lasting franchises, from committing to DLC to how difficult it is to get funding for new projects.
IGF Nuovo finalist Ian Bogost on crafting games with meanings that players can interpret through play.
Mass Effect 2's lead cinematic designer discusses his successes and failures in creating an interactive narrative.
Wright delivers a futurist lecture arguing gaming exists on three platforms—technical, cultural, and philosophical.
Bungie's Jaime Griesemer explains the fine art of game balancing and why he's bad at playing his own game.
Highlights from our community-written blogs, featuring PlayStation Home's potential for gaming and the emotional impact of Heavy Rain.
New issue out now, blowing the case wide open on LA Noire, Rockstar's off the record, on the QT, detective thriller.
Using examples from his hit Civilization games, Sid Meier explored his players' desire to win - and their shaky grasp of math.
Arkham Asylum art director discusses the use of art and lighting to direct the player experience,
Game developers must not forget how to experience games as players as well as creators, says Penn.
Silent Hill composer Akira Yamaoka discusses the audio tricks he uses to enhance game experiences.
While control schemes get busier all the time, Chris Donlan takes a look at the return of simplicity.
Experience of life and the arts is the key to creating games that touch audiences says Nintendo's Yoshio Sakamoto.
Lionhead's Peter Molyneux demonstrated new features for Fable 3, announced John Cleese as an in-game voice.
New bestseller Battlefield: Bad Company 2 makes a strong impression, but it can’t knock Modern Warfare 2 off the top of the buzz chart.
Bad journalism, lack of women in the industry, and the App Store—all in the firing line at the Indie Game Rant.
Canabalt creators discuss influences and processes, reveal port of Flixel API for iPhone.
CEO Kristian Segerstrale disputes fears that social games are “killing the console market”.
Debut episode of season 14 draws ire of Tiger Woods PGA Tour 11 publisher.
Latest title outsells previous effort by 2.65 to 1; Final Fantasy XIII sales dive 80%
Price conscious consumers not swayed by $10 updates.
The shopping mall scene in Heavy Rain fails, for a simple reason: it’s no fun, argues Chris Dahlen.
N'Gai Croal opens Pandora's box and thinks that the depths of 3D really do have something special to bring to videogames.
Chris Dahlen meets the director of interactive fiction documentary Get Lamp and remembers how rich a world that only costs the time it takes to write it can be.
What was its greatest achievement: realtime strategy on a console, or guilt-inducing vegetables?
How hot rhythm and high camp came together to perfectly express Sega’s magical difference.
Dante would only be delighted that his hellish visions should be inflicted on a new generation of sinners.
Despite an overall year-on-year drop for UK game industry revenues, individual retailers recorded growth in 2009.
Why do you love a game that refuses to love you back? Meet Robotron: 2084 – gaming’s earliest abusive relationship.