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.
Nintendo made Tears of the Kingdom load seamlessly by predicting when the player would jump in a hole
Nintendo's efforts to make The Legend of Zelda: Tears of the Kingdom's vast 3D world run seamlessly on the Switch involved some creative solutions.
Nintendo had its own internal “social media” to streamline the massive workload during Tears of the Kingdom’s development
Nintendo sheds light on internal infrastructure used for the development of The Legend of Zelda: Tears of the Kingdom.
Tekken’s Katsuhiro Harada wants future fighting games, including Tekken, to be freed from constraints established in the 90s
The Tekken Project leader spoke at CEDEC about the future of fighting games and what AI and community-related changes we will probably see
Capcom devs explain how they used analogue special effects in Kunitsu-Gami: Path of the Goddess
Coffee grounds and mini fireworks: Kunitsu-Gami: Path of the Goddess's devs reveal how they combined real-life miniatures and practical effects with CGI to create a unique world.
Alan Wake 2 directors reveal how and why real-life special effects were used in the game
Alan Wake 2 not only used real-life actors in its cutscenes but it also used practical effects for the Vortex and Dark Presence.
Godot Engine is seeing “explosive growth” – the total number of Godot games published on Steam this year has already surpassed last year’s, with 5 months left to go
Godot Engine creator Juan Linietsky says the open-source engine is seeing explosive growth, especially in 2024.
Exclusive: Like a Dragon: Infinite Wealth’s artists made all of Hawaii’s 3D assets from scratch, creating the series’ largest area to date. What did they do to capture the essence of an all-new location?
In-depth exclusive interview with Like a Dragon: Infinite Wealth's art director and lead designer about the game's development process.