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.
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Limbo and BioShock's designers pull Nintendo's gravity-defying platformer back to earth.
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We stalk the corridors of a space-bound tomb that rivals the best Hollywood has to offer.
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The 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.
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Remedy’s game took five years to emerge from the darkness of development. The studio explains how it finally saw the light.
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Texas's marquee graduate-level game programme is serious business.
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Three 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.
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The man who created X-COM on what he thinks of Firaxis' XCOM: Enemy Unknown remake and the future of turn-based strategy.
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Find 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.
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The 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.
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We 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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