Crown Gambit #2 | Narrative Design and Worldbuilding
For this second episode of our Tales from the Devs series with Wild Wits studio, we had the pleasure of chatting at length with Astrid Stérin, writer and narrative designer on Crown…
For this second episode of our Tales from the Devs series with Wild Wits studio, we had the pleasure of chatting at length with Astrid Stérin, writer and narrative designer on Crown…
We met with Wild Wits studio, hard at work on Crown Gambit, their second project after Aetheris. This first interview, conducted in early 2024, marks the start of a series of discussions…
In Bionic Bay, the player takes on the role of a lone scientist exploring the vastness of a ruined biomechanical world. Their tiny figure stands atop the twisted remains of a titanic…
It was a real pleasure to talk to Moshe Linke, creator of unique experimental games such as Fugue in Void and Neo-Brutalism of Tomorrow. In this conversation, he discusses his unusual career…
In 1969, in the Columbia Records studios in New York, Miles Davis shook up the music scene by recording the album Bitches Brew. At that precise moment, something strange and fascinating was…
Welcome to another episode of Tales from the dev from the Duck Reaction studio. In this third instalment, I catch up with Mathieu and Simon after leaving them shortly before the release…
While the presence of video games in museums is not a particularly recent phenomenon, it has undeniably intensified in recent years to the point where the very idea of exhibiting video games…
Explorer of interactive poetry, pioneer of net art and key figure of the independent scene, Nathalie Lawhead — alias Alien Melon — has been building digital worlds where intimacy, absurdity and surrealism…
Lushfoil Photography Sim has a certain sunny smell about me, as I discovered it during Summer Game Fest 2024. For those of you who know me a little, you’ll know that I…
I first spotted No Vacation for an Executioner several months ago, on X, on a RT. I was immediately intrigued by its aesthetic and artistic direction, and PSX aesthetics still speak to…