Tomoko Kawabe shares some insight on working on UI/UX in games.
Vancouver scribe, Brian Woodruff, shares his story on working as a Narrative Director in the games industry.
Karen Lee shares what it's like to work as an indie marketer at Mana Marketing.
Interview with Mike Michalik, pizza maker by day, game creator by night.
A quick piece on some beloved holiday-related memories from a few game devs.
When was the last time you played a game that let you experience a sexual encounter with another character? Lucy Blundell's game skips that and focuses solely on the awkward and hangover-ridden morning after.
I spoke with indie game dev, Alonso Martin, for nearly an hour where he ruminated on everything from Andrei Tarkovsky's stance on metaphors to the charming claymation aesthethic of Neverhood, and of course his latest game, Heart Forth, Alicia.
A non-Tabata-and-Schereir-inspired interview with Sean “HTCH” Han-Tani-Chen-Hogan, the Co-Designer, Composer and Programmer of Even the Ocean.
Alexandra Orlando is a game scholar getting her PhD at the University of Waterloo while also serving as EIC on First Person Scholar. Her life often includes triple-checking academic citations while ganking fools in Overwatch.
Monsoon Lab has made a horror/mobile simulator game so authentic that you won't always know if notifications popping up are from the game or your life as you swipe 'n scroll to save a missing girl.
What Remains of Edith Finch ruminates on death and our lasting fascination with it through a series of family deaths, each bizarre and fucked up in their own way.
A game where you must jump over rocks in shallow rivers, wade through bushes, find trashy mystery novels, and confiscate wayward beer cans as you search for fire in the Wyoming forest. And, maybe, make a friend along the way.
A clever, and early surrpise for 2016 that proves the pony game genre will not go quietly in the night.
I wished there was a skill tree to give my heroine a fighting chance against the creeping evil in the land. Instead, the only viable build in this game is the save-and-reload-outside-a-chest build. You can definitely find better ways to pass time until Fallout 4.
Due to legal restrictions, this washroom was the last big question mark of my career. So when I began this assignment, there was a deep sense of dread. To start, it was two weeks overdue; but, more importantly, I was afraid. Could I truly encapsulate this grandiose layered cultural experience?