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Development

When We Made… Baldur’s Gate

We take a look behind the scenes at the development of 1998 classic Baldur’s Gate with Trent Oster, who discusses working in a team who hadn’t shipped a game before, being outsmarted by AI and building the game’s incredible cast – and yes, that includes talking Minsc and Boo’s dynamic

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When We Made… Two Point Hospital

We take a look behind the scenes at the development of Two Point Hospital, from its roots in Theme Hospital to how Lionhead’s difficulties sped up its creation to how you should never underestimate UI

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