Interview

Reflections Interview: Tristan Moore Wants You to Evaluate Your Decisions

Moore was fed up with the illusion of choice in games, which only resulted in a different colored ending or the binary options to kill an NPC now for more power or save their lives for a reward later which games shackled players with. Moore wants to create Reflections where the game will be reactive to your decisions rather than force you down a specific path with the illusion of options along the way.

Screencheat Interview: Nicholas McDonnell’s Insight into Indie Development

Samurai Punk built an entire game around the concept of screen cheating. The difference? Instead of being a jerk for looking at the other player’s screen, it is a central game mechanic required to figure out where everyone is on the map. All the character models are invisible—the only way to know where the enemy is lurking is by puzzling out what they are seeing in relationship to the map.

Klaus Interview: Victor Velasco Breaks the 4th Wall

Klaus is an existential, challenging platformer boasting a minimalistic aesthetic and electronic soundtrack. Victor Velasco describes why he created a character that doesn't always follow the player's instructions, putting meaning into every decision and that one line of code can change a game.

Dragon Con Interview: Dan Carroll, Director of Media Relations

Dan Carroll leads a team of volunteers to coordinate media outreach and guest interviews during Dragon Con, the largest convention in the known universe. During this time as a volunteer and Director of Dragon Can, Dan has met the cast of Buffy, Firefly, Star Trek and everything geek-culture that you can think of.

Gigantic Interview with Designer Carter McBee

Gigantic is currently in alpha-production, with a beta to release in August on Windows 10 and Xbox One. Carter McBee, Gameplay Designer with Motiga, discusses the current state of Gigantic, what players can look forward to and how the community is important to the development team.

Pneuma Q&A with Joe Brammer

The Co-Founder, Producer and Artist from Deco Digital discusses his studios first game Pneuma: Breath of Life, a first-person puzzle adventure that takes place during the genesis of the universe. "This game isn't about your skill with a controller, it's about how you perceive and analyze situations."

Stellar Interview with Kurt Hollowell

Dog Eat Dog Games founder and developer shares his insight into developing a rogue-like space shooter adventure where everything possible is randomly generated.

Lumini Q&A with Speelbaars

Steven Honders, Lead Game Designer, dives into what makes Lumini a relaxing and visually stunning experience.