Studio profile: Double Fine
From heavy metal to Sesame Street, the studio that’s so much more than just ‘what Tim Schafer did next’.
From heavy metal to Sesame Street, the studio that’s so much more than just ‘what Tim Schafer did next’.
Nobody wants to die. But were games more fun when we still could?
1David Braben on the dumbing down of computer science education.
Frontier Developments' head on fostering a new generation of game makers.
1Celebrate the release of a modern classic with this compact treat.
The French capital’s developers want the world.
The city of lights is home to a group of developers who plan to take the ‘French touch’ to the rest of the world.
PC cheating has gone from lazy Web site fodder to an industry with sophisticated tools. Meet its chairmen.
2Meet Cook & Becker, the next-gen art dealer.
The presenter of movie show 35mm tells us about his penchant for a riveting story.
2Unhappy Skyrim players, fluctuating retail performance and massaged Metacritic scores - a week in videogames.
A treasured part of videogame culture, seen by many as a right of ownership, cheats are in decline. Or are they?
1Lose yourself – and most of your body – in this likeable Flash puzzler.
When does selling a shoddy title cross the line from annoying to unethical?
9The article we published in our November 2001 issue, as Xbox hit US stores and Microsoft held its X01 press junket.
7We speak to Microsoft's vice president of its interactive entertainment business in Europe about Xbox's birth, growth and future.
10Why Valve’s time-ravaged laboratory is a masterpiece of darkly comic but linear design.
2Language and play converge in Kyle Pulver’s devious platformer.
2We discuss accusations of bullying and why LA Noire took so long to develop.
1Ant Hive Games, developer of The Line, tells us about the challenge of being an indie developer in big-business Shanghai.
Hello Games' Sean Murray on breaking the rules to go multiformat.
Managing director Guillaume Rambourg on why others should learn from GOG's successful The Witcher 2 experiment.
5Words, words, words: Chris Donlan investigates what happens when Spry Fox trades town planning for anagrams.
2A look behind the doors of a tirelessly creative developer employing a healthy mix of western and Japanese staff.
With its first DLC and Spec 2.0 update now live, we examine how the real racing simulator has evolved since launch.
Hudson Entertainment's former president on updating retro games and exposing more players to Japan's eccentricity.
1A fast-growing publisher and developer using Darwinian logic to accelerate growth.
Naughty Dog's co-lead designer on pulp adventures, working practices and the state of videogame storytelling.
A studio founded by industry veterans that’s taking the Parisian fight worldwide.
With 50 territories to cover, staff at this young publisher know all about focus.
This developer is happy to co-operate in order to punch above its weight.
One of the world’s most beautiful cities is home to a bountiful development scene.
We talk to Alex Macris, co-founder of the technology company that wants to make playing games more like YouTube.
A studio that’s serious about being hardcore.
We speak to project manager Jean-Baptiste Franjeulle about the non-profit association helping to put Paris’ talent on the map.