Archive For Interviews Category

Superhot Interview: Becoming the Weapon in a Turn Based FPS Environment

Superhot Interview: Becoming the Weapon in a Turn Based FPS Environment

Piotr Iwanicki of the SUPERHOT Team talks the simplicity and style of the upcoming Xbox One game.

Project Nebula Interview: Returning Home to the PS4

Project Nebula Interview: Returning Home to the PS4

Director Joan Pons talks about the present and future of the PS Home-esque virtual space.

Armikrog Interview: Developing A Stop Motion Clay Animated Adventure Game

Armikrog Interview: Developing A Stop Motion Clay Animated Adventure Game

Mike Dietz, founder of Pencil Test Studios on everything related to Armikrog.

Y2K Interview: ‘Our Biggest Focus Was Believability’

Y2K Interview: ‘Our Biggest Focus Was Believability’

'Turn Based Combat is something that seems to be dying it games,' says Andrew Allanson From Ackk Studios.

Lost Orbit Interview: ‘Indies Have Their Place As Risk Takers And Innovators’

Lost Orbit Interview: ‘Indies Have Their Place As Risk Takers And Innovators’

Alex Golebiowski of PixelNAUTS on what makes Lost Orbit special.

Earthlock: Festival of Magic Interview: ‘We Have A Weakness For Studio Ghibli And Pixar’

Earthlock: Festival of Magic Interview: ‘We Have A Weakness For Studio Ghibli And Pixar’

Game Director Bendik Stang on what makes Earthlock: Festival of Magic different from other role playing games out there.

Total War: Attila Interview – ‘We Wanted To Make Attila For Our Core Fans’

Total War: Attila Interview – ‘We Wanted To Make Attila For Our Core Fans’

Project Lead Janos Gaspar on why community feedback played an important role in the development of Total War: Attila.

The Big Interview: AMD’s Robert Hallock On Mantle, DirectX 12, PS4/Xbox One, Free-Sync And More

The Big Interview: AMD’s Robert Hallock On Mantle, DirectX 12, PS4/Xbox One, Free-Sync And More

'AMD is thrilled to be at the heart of the current-gen consoles.'

Dungeon Defenders II Interview: ‘Community Feedback Has Greatly Shaped The Game Into What It Is Now’

Dungeon Defenders II Interview: ‘Community Feedback Has Greatly Shaped The Game Into What It Is Now’

Philip Asher on what to expect from Dungeon Defenders 2.

Pathologic Interview: An Enemy You Can’t Kill

Pathologic Interview: An Enemy You Can’t Kill

Creative Director Alexandra Golubeva on why Ice-Pick Lodge are remaking Pathologic.

Loadout PS4 Interview: Edge of Reality’s Jason Heitman On What Lies Ahead For The Free To Play Shooter
Evolve Interview: Level Design, Monsters, DLC, Consoles Parity And More

Evolve Interview: Level Design, Monsters, DLC, Consoles Parity And More

Chloe Skew from Turtle Rock Studios on what makes Evolve a unique experience.

Arena of Fate Interview: ‘We’re Making A Game That We Ourselves Would Like To Play’

Arena of Fate Interview: ‘We’re Making A Game That We Ourselves Would Like To Play’

Senior Game Designer, Maya Georgieva on how Arena of Fate is a serious contender in the MOBA genre.

Black Desert Interview: Gameplay Mechanics, Possible PS4/Xbox One Versions, DX12 And More

Black Desert Interview: Gameplay Mechanics, Possible PS4/Xbox One Versions, DX12 And More

Do-Sung Go, the project manager of Black Desert on why it could be a game changer.

Hyper Light Drifter Interview: Everything You Need To Know About Heart Machine’s 2D Action RPG

Hyper Light Drifter Interview: Everything You Need To Know About Heart Machine’s 2D Action RPG

Heart Machine's Alex Preston gives us the low down on the upcoming indie game.

Kingdom Come Deliverance Tech Interview: PS4/Xbox One Optimization, Gameworks And More

Kingdom Come Deliverance Tech Interview: PS4/Xbox One Optimization, Gameworks And More

Jiří Rýdl from Warhorse Studios on developing Kingdom Come Deliverance for consoles and PC.

Audiokinectic Interview: Providing Next-Gen Audio Solutions For PS4 And Xbox One

Audiokinectic Interview: Providing Next-Gen Audio Solutions For PS4 And Xbox One

Mike Drummelsmith on how Audiokinectic has prepared itself for the new consoles.

Broforce Interview: Developing A Badass, Action Hero Style Video Game

Broforce Interview: Developing A Badass, Action Hero Style Video Game

Programmer Richard Pieterse and Creative Director Evan Greenwood on how the Bros got your back.

Dying Light Tech Interview: An Audience With Lead Game Designer Maciej Binkowski

Dying Light Tech Interview: An Audience With Lead Game Designer Maciej Binkowski

Lead Game Designer Maciej Binkowski gives us the low down on the console versions of Dying Light.

Chasm Interview: ‘It Will Definitely Be A Difficult Game’

Chasm Interview: ‘It Will Definitely Be A Difficult Game’

Co-founder of Discord Games, James Petruzzi on bringing back old school experience with Chasm.