Dynasty Warriors: Origins developers were instructed to “go kill the player” when designing enemies
Dynasty Warriors: Origins' producer Tomohiko Sho talks about his approach to balancing the game's difficulty.
Capcom is experimenting with generative AI to help generate the “hundreds of thousands of ideas needed for game development”
Capcom's technical director talks about their experimental system for using generative AI to streamline the brainstorming process.
Should developers be making the games they want or the games the industry needs? Masahiro Sakurai shares his insight
Super Smash Bros. series creator Masahiro Sakurai shares views on how to balance artistic vision, user satisfaction and commercial success.
MR ELEVATOR devs reveal how they combined digital and analogue inspirations to make the award-winning surreal puzzle game
Coming to Switch and Steam in 2025, MR ELEVATOR involves exploring a person’s memories through trippy Microsoft Paint-style visuals & fragmented voices
Metaphor ReFantazio and Persona series’ Katsura Hashino reveals his approach to directing and producing: “I want to oversee the creative process right to the end.”
Metaphor ReFantazio creative producer and director Katsura Hashino reveals how he approached the creation of Atlus's hit new RPG.
“I went through hell” Japanese indie dev on how their game was wrongly flagged as a virus, and blocked on Steam
Dungeon Antiqua dev's stressful story reveals how hard it is to distribute a game again once it has been wrongly blocked by antivirus software
Atlus won’t lose its “human touch” nor stop taking risks even if their scale of development grows larger, says Persona series producer
At the CEDEC+KYUSHU 2024 developers’ conference held in Japan on November 23, 2024, Persona series creative producer Kazuhisa Wada made a presentation on various aspects of the franchise, including how Atlus plans to continue making Persona games amidst the changing…
Tango Gameworks will continue to make unique games after acquisition by Krafton, lead devs confirm
"A lot has happened this year, but Tango Gameworks itself hasn’t changed." The studio's key members give insight into Tango Gameworks' future
Okami sequel developer CLOVERS aims to maintain independence from investors and prioritize uninterrupted creativity, explains Hideki Kamiya
Okami and Bayonetta creator Hideki Kamiya and Kenta Koyama reveal how they set up new studio CLOVERS to make unique, highly creative games.
Shiren the Wanderer 6 is the series’ fastest-selling entry to date, but it’s struggling to take off in the West. Its creators hope to win over overseas roguelike lovers
Developer interview with the creators of Spike Chunsoft's Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island.
Making remasters is a lot harder than you think. Like a Dragon technical lead Yutaka Ito shares insight into RGG Studio’s approach to remakes and remasters
Like a Dragon series technical lead Yutaka Ito does myth-busting about remasters being "easy to make" and shares insights into RGG Studio's way of working.
Like a Dragon’s programmers publicly shared some of Infinite Wealth’s source code as a message to aspiring programmers. We ask them about the unprecedented decision
Interview with the Like a Dragon series' technical director and lead programmers about their approach to training newcomers.
Silent Hill creator Keiichiro Toyama made a prototype for an “AAA Siren successor” while at Sony, which became the basis for Slitterhead
Silent Hill and Siren creator Keiichiro Toyama talks about the origins of his indie debut title Slitterhead, which he initially came up with while still at Sony.
Sega Saturn’s Fighters Megamix has a hidden stage that was kept secret all this time due to an unfortunate bug
Sega veteran Yutaka Ito shares a fascinating secret about FIghters Megamix that was caused by a mistake in his rookie days at the company.
Silent Hill 2 director Masashi Tsuboyama reflects on the extraordinary talent of the original game’s development team
Tsuboyama looks back on what it took to make Silent Hill 2: "They demonstrated their full potential in their respective fields of expertise.”
Mario is gradually being engulfed by darkness in each version of Super Mario 64. Here’s why
Mario's shadow in Super Mario 64 seems to rise further off the ground in the Wii/Wii U and Switch emulations of the game, but why is this?
Monolith Soft is working on an in-house game engine that builds upon the Xenoblade engine for use in other titles
Monolith Soft COO and lead engineer talk about the developer's efforts to introduce new technology, including an expanded Xenoblade engine.
After over 12 years of development, the anime-style science adventure game Nonuple Nine: Asymptote nears completion. We asked its solo creator about the painstaking process
We talk to the creator of Nonuple Nine: Asymptote - an ambitious 2D animated mystery game that's been in development for the past 12 years using the obsolete Adobe Flash.
Atelier Yumia producer explains why the game’s sleek and sexy character designs pursue a more modern look than previous titles
Producer Junzo Hosoi explains how the character designs in Atelier Yumia are part of efforts to evolve the Atelier series and appeal to more players worldwide.
Super Smash Bros was playtested in a way that’s not possible today, Sakurai reveals
The game creator reveals a highly effective playtesting method that Hal Laboratory used in the 1990s on games such as Super Smash Bros on N64
Street Fighter 6’s CPU is designed to feel “pressured” just like a human and make input mistakes
Capcom's engineer breaks down the structure of Street Fighter 6's human-like CPU using a card game analogy.
Nintendo looked for ways to automate game development processes “without losing something valuable” in Tears of the Kingdom
Nintendo's engineers talk about how they automated game development processes to create The Legend of Zelda: Tears of the Kingdoms caves.