Interviews
In defense of old values: talking with Pid's Kian Bashiri
Kian Bashiri, maker of You Have to Burn the Rope and lead programmer of Might & Delight’s Pid, talks to us about the passion, the intellect behind his craft; the values his game tries to defend and maybe… just maybe… how he may suffer from “coding OCD”!
In defense of old values: talking with Pid's Kian Bashiri
Kian Bashiri, maker of You Have to Burn the Rope and lead programmer of Might & Delight’s Pid, talks to us about the passion, the intellect behind his craft; the values his game tries to defend and maybe… just maybe… how he may suffer from “coding OCD”!
Love in the Time of Shooters: A Conversation with Brendon Chung
Brendon Chung is the man behind Blendo Games, which has produced a string of top-notch indie games since the studio’s founding in 2009, most recently Atom Zombie Smasher and Thirty Flights of Loving. Before PAX, I caught up with him to talk about
Love in the Time of Shooters: A Conversation with Brendon Chung
Brendon Chung is the man behind Blendo Games, which has produced a string of top-notch indie games since the studio’s founding in 2009, most recently Atom Zombie Smasher and Thirty Flights of Loving. Before PAX, I caught up with him to talk about
Vive la Révolution: A French Studio Brings Democracy to Development
Even as studios become larger, and publishers hide more and more behind their PR departments, some video game creators are taking the opposite approach and bringing the development process back into the open. From video games funded by Kickstarter to
Vive la Révolution: A French Studio Brings Democracy to Development
Even as studios become larger, and publishers hide more and more behind their PR departments, some video game creators are taking the opposite approach and bringing the development process back into the open. From video games funded by Kickstarter to
Roots over Reboots: Talking Double Dragon Neon with WayForward's Sean Velasco
Double Dragon Neon’s beating up people this September in a world where brawlers aren’t the mainstay. We get the occasional one that breaks the mold of not only being just a brawler, but also offering deep combat like Castle Crashers
Roots over Reboots: Talking Double Dragon Neon with WayForward's Sean Velasco
Double Dragon Neon’s beating up people this September in a world where brawlers aren’t the mainstay. We get the occasional one that breaks the mold of not only being just a brawler, but also offering deep combat like Castle Crashers
A Life of Game Design: An Interview with The Real Texas' Calvin French
With the release of The Real Texas, developer Calvin French—a.k.a. Kitty Lambda Games—has had his first real taste of commercial and critical success. The game garnered positive coverage on Destructoid and our very own site, and while it hasn’t
A Life of Game Design: An Interview with The Real Texas' Calvin French
With the release of The Real Texas, developer Calvin French—a.k.a. Kitty Lambda Games—has had his first real taste of commercial and critical success. The game garnered positive coverage on Destructoid and our very own site, and while it hasn’t
Inspiration and Evisceration in They Bleed Pixels
The duo behind Spooky Squid has managed to produce an impressive oeuvre in just over three years since their founding. Miguel Sternberg and Andrij Pilkiw have already created four freeware games and are now busy putting the finishing touches on
Inspiration and Evisceration in They Bleed Pixels
The duo behind Spooky Squid has managed to produce an impressive oeuvre in just over three years since their founding. Miguel Sternberg and Andrij Pilkiw have already created four freeware games and are now busy putting the finishing touches on
Ed Del Castillo and The Next Evolution in Fight Games
Edward Del Castillo likes to play things close to the chest. When his PR rep read my query about implementing reactive audio in fighting games Castillo’s first thought was “did this guy get a leak?” Without revealing the title, the man behind the Command
Ed Del Castillo and The Next Evolution in Fight Games
Edward Del Castillo likes to play things close to the chest. When his PR rep read my query about implementing reactive audio in fighting games Castillo’s first thought was “did this guy get a leak?” Without revealing the title, the man behind the Command
Nioki Adventure: An Interview with Marc Lejeune
When I hear the words “Paris” and “companionship,” I don’t think of videogames: I think of the woman I met in Charles de Gaulle whom I would follow to Poland and lose my virginity to in a converted occupation-era
Nioki Adventure: An Interview with Marc Lejeune
When I hear the words “Paris” and “companionship,” I don’t think of videogames: I think of the woman I met in Charles de Gaulle whom I would follow to Poland and lose my virginity to in a converted occupation-era
The Artist: A Conversation with Cart Life's Richard Hofmeier
“There are three classic semantic problems. The worst one is art.” On paper, this sounds like the beginnings of a dry lecture from Linguistics 101, but Richard Hofmeier delivers it with such earnest enthusiasm that I can’t help but lean
The Artist: A Conversation with Cart Life's Richard Hofmeier
“There are three classic semantic problems. The worst one is art.” On paper, this sounds like the beginnings of a dry lecture from Linguistics 101, but Richard Hofmeier delivers it with such earnest enthusiasm that I can’t help but lean
Getting lost in Proteus: An interview with Ed Key
One of the remarkable things a game can offer is the ability to get lost in a world–to go on journeys, to explore. Few games can truly capture the idyllic, child-like magic of a good saunter–most of the time, traveling
Getting lost in Proteus: An interview with Ed Key
One of the remarkable things a game can offer is the ability to get lost in a world–to go on journeys, to explore. Few games can truly capture the idyllic, child-like magic of a good saunter–most of the time, traveling