From a potential sequel through to independent project and finally successful game, Sean Cleaver talks to Techland’s Tymon Smektala about the storied production of Dying Light
Read More »The Develop Post-Mortem: Not a Hero
In the middle of a bitterly fought general election in the UK, one candidate beat many odds. Sean Cleaver speaks to Roll7’s Simon Bennett and John Ribbins about BunnyLord’s journey
Read More »The Develop Post-Mortem – Space Pirate Trainer
Still in Early Access, I-Illusions’ sci-fi shooter is already one of the highest rated virtual reality titles on the market. We caught up with Dirk Van Welden to learn more about the game’s inception.
Read More »Final Fantasy XIV’s Neverending Story: Three years on from A Realm Reborn’s release
Three years ago, Final Fantasy XIV: A Realm Reborn achieved two impossible feats: it reversed the critical failings of its 2010 predecessor and proved that the MMO genre is alive and kicking. Producer and director Naoki Yoshida retraces the title’s evolution to discover how the studio perfected things second time around
Read More »The Develop Post-Mortem: Device6
Simogo’s seminal mobile adventure garnered widespread acclaim with its audio-centric structure and stylish design. James Batchelor finds out more about the tech and creative decisions behind this mobile hit
Read More »The Develop Post-Mortem: Insomniac retraces the evolution of Ratchet & Clank
14 years, three generations of hardware and countless innuendos after it first appeared, Insomniac’s lombax-meets-robot series of action platformers has been reborn on the PS4 – with a silver screen debut to boot. Studio head Chad Dezern walks through the franchise’s history
Read More »The Develop Post-Mortem: The Banner Saga
With The Banner Saga 2 now out in the wild, the team at Stoic takes time to reflect on making the first game. Will Freeman learns how a Viking epic prepared the studio for a dazzling sequel
Read More »The Develop Post-Mortem: The Room Three
Fireproof Games’ The Room trilogy has been a critical hat-trick, stacking up accolades for its brainteasing puzzles, detailed visuals and intuitive touch controls. Barry Meade takes Develop through the creation of the series’ latest effort
Read More »The Develop Post-Mortem: _PRISM
Former Hollywood VFX artist Clint Siu recently released his debut game: a geometric puzzle title for mobile devices. James Batchelor learns more about the project’s unique origins
Read More »The Develop Post-Mortem: Lara Croft GO
Square Enix Montreal's technical director Antoine Routon discusses puzzle exploration, perceived time limits and recreating the low-poly art style of the original Tomb Raider
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