How Obsidian Entertainment resurrected dead fonts for Pentiment
Design director Josh Sawyer tells us no feature took as much time as the text rendering
Square Enix on bringing characters to life and ditching episodes for Life Is Strange: True Colors
"Life Is Strange has always been about emotions"
John Romero reflects on the making of Wolfenstein 3D, crunch and finding time for creative exploration
“I wish that I had made fewer games, but better games.”
Deathloop creators may never make a linear campaign like Dishonored again, and that's fine
We chat to Dinga Bakaba and Dana Nightingale about finding Arkane's playful side