Interview
Randy Smith
The Thief designer and Tiger Style founder Randy Smith tells us about the heroes, adventures, and games of his youth in Vermont.
Interview
The Thief designer and Tiger Style founder Randy Smith tells us about the heroes, adventures, and games of his youth in Vermont.
Interview
In this new series, we talk to up-and-coming independent game designers about their creative and professional rituals and routines. Brian Provinciano, creator of Retro City Rampage, tells us about quitting his day job to sign more contracts than he ever imagined.
5-10-15-20
David Kalina, one half of the team behind Spider: The Secret of Bryce Manor, speaks to us about learning to code, making lifelong friends, teenage acts of PC game piracy, and feeling the spark of inspiration from a little game called Braid.
Interview
Erik Loyer, who masterminded experimental iOS apps Strange Rain and Ruben & Lullaby, speaks to us about playing with Legos, losing his beloved cat, and finding the perfect nickname.
Interview
The funnyman behind Double Fine Productions talks to us about fishing for a good nickname, the subconscious effect a bully named Bobby had on him, and how videogames kept him from ever feeling lonely.
5-10-15-20
Creator of the Scott Pilgrim series, Bryan Lee O’Malley takes us through the evolution of his relationship with vidoegames, five years at a time.
Interview
The creators of the über-nostalgic indie hit Super Meat Boy reflect on their own childhoods in the latest edition of our ongoing series. Team Meat members Edmund McMillen and Tommy Refenes talk to us about the worst trouble they got into, their biggest childhood secrets, Calvin and Hobbes, Teenage M
Interview
As part of our ongoing series, we talk to EA Senior Creative Director Mark Turmell, who’s best known for his work on popular arcade games NBA Jam and NFL Blitz. His 31 years in game design include collecting checks as a teenager, turning down Bill Gates, and a mild case of pyromania.
Interview
Game designer Jason Rohrer is known for his intensely personal games such as Passage, about his marriage; storytelling exercise Sleep Is Death; and other lo-fi heartbreakers. But before Rohrer the designer, there was a Rohrer the child, a tall, knife-playing, nightmare-having child of the woods. We
Interview
As part of continuing series into the early lives of videogame designers, we talk to Manveer Heir, now a senior designer at BioWare working on Mass Effect 3. Heir, who’s been outspoken on the subject of race, talks about his early childhood discrimination in a DC suburb, why he’s captivated by the s
Interview
This is the first of a series we’re calling the Pre-Game Interview. Profiles of game creators tend to focus on the products themselves and ignore who the people are as creative individuals. We think that looking at their early lives might be a revealing way to think about game developers’ later outp