At Venture Beat, Dean Takahashi talks with Guerrilla Games’ Angie Smets about making Horizon Zero Dawn. “She talked about why it took seven years to make the game and craft the inspiring female hero, Aloy.”
“In a column just as true today as it was at the time of its writing, this reprint from the February 1998 issue of Game Developer magazine by game designer J.C. Herz blasts the industry conservatism and the retreading of familiar ideas.” Read it at Gamasutra.
At Gamasutra, Game Developer David Gallant writes about how the indie game developer community can do better. “Shaking up the status quo invites anger as you threaten the privilege you share with your privileged peers. But in our fear, we are politely allowing our communities to be less. […]
The Gutter’s own Founding Editor, Jim Munroe talks about creating an alternate reality game based on Ray Bradbury’s Fahrenheit 451 for the Toronto Public Library.
“As nice as it must be to be that [18-25 year old male] demographic—when you’ve got everyone banging on your door, trying to court you, it must be very pleasant—what’s it like for someone who isn’t in that demographic? We know they play our games. We can see […]
“Title screens make difficulty look awfully simple; easy, normal, and hard should live up to their names, shouldn’t they? But when you start thinking about the details of how a game is going to be easier or harder, it gets much more complicated.” At Gameranx, Andrew Vanden Bossche […]