No Matter, a small team of three, began working on Prey for the Gods in 2014 for two reasons: to work on their own thing, and to make games similar to the ones that drove them in this direction in the first place. It’s clear which games inspired the team, or at least, which single game had the bigge
On June 3rd, 2016, a little over a week before E3 2016 began, Visiontrick Media quite boldly announced a new game. Called Mare, it’s to be the studio’s first virtual reality game, one that places an emphasis on exploration and the player’s senses. In the announcement post, Visiontrick noted that the
In The Mind’s Eclipse, players will take on the role of Jonathan Campbell, a scientist who wakes up to find that he’s seemingly the only person left alive in the ruins of a fallen utopia known as the CORE. His only companion is an AI known as L, who is just as mysterious as her single-lettered name
Neil Jones and Daniel Wilkins are frustrated with the lack of diversity in videogames. They say it’s what has driven them to make their own game, and one that hopes to provide “a better insight into African American culture.” However, everyone they’ve approached for additional funding for it has tol
When Ludum Dare announced the theme for its 35th game jam would be “shapeshift,” it triggered something within the mind of Deconstructeam’s creative director, Jordi de Paco: a memory about a short story he once read in the book Art & Fear: Observations on the Perils (and Rewards) of Artmaking (1993)
Perfect is not something its creator, Sean HTCH, would call a ‘game.’ In fact, he says it’s better described as software that has “elements of 2D exploration games, web browsers, music albums, and nonfiction interviews.” Ironically, the game’s name and its setting are almost at odds with each other.
After working on one thing for an extended period of time, sometimes the best thing to do is to step away from that particular project and work on something else for a while, if only to get the creative juices flowing again. This is what happened to Introversion, the studio behind Prison Architect (
Teviot Tales is a game that shares the stories of residents living in the Teviot Estate in Poplar, London. Developer and writer Hannah Nicklin spent six months at the estate, exploring the nearby area and conducting interviews with locals. Alongside the poetry and game design workshops she ran durin
There are many different types of people to consider when making a videogame and a lot can be learned by discovering their needs. There are those that don’t normally play games, children, as well as the elderly, but there’s one group that’s easy to dismiss, if only because they seem too young: babie
“What do you get when you take a painter with a penchant for the peculiar and a programmer fluent in pixels?” That is the question posed by JJ Walker’s short documentary, Canvas+Code, which follows Ryan Ford and Brad Henderson, the painter and programmer that make up Globhammer. The documentary has