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Tag Archives: When We Made

When We Made… Lovers in a Dangerous Spacetime

We take a look behind the scenes of Asteroid Base’s co-op shooter. Discussing its debt to both Star Wars and Star Trek, its modest launch, why it wanted to be a tough roguelike, but how it eventually found success as a family favourite

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When We Made… Ape Out

We take a look behind the scenes at the development of Ape Out. Gabe Cuzzillo talks about how he developed the game in Unity despite not knowing how to code and how the procedurally generated soundtrack came about

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When We Made… Baba is You

We take a look behind the scenes at the development of Baba is You. Developer Arvi ‘Hempuli’ Teikari talks about how he built layers upon layers of complexities – and thought it better to leave it unexplained to the player

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When We Made… Yooka-Laylee

We take a look behind the scenes at the development of Yooka-Laylee. Playtonic talks about the challenges of building upon Banjo-Kazooie’s heritage and having 73,000 people looking out for everything you do

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When We Made… Sea of Thieves

We take a look behind the scenes at the development of Sea of Thieves. Rare’s senior designer Shelley Preston explains that it wasn’t always intended to be a pirate game and how to build a game that is as watchable and shareable as it is playable

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When We Made… Cultist Simulator

We take a look behind the scenes at the development of Cultist Simulator. Weather Factory’s co-founder Lottie Bevan discusses building a game where understanding the game is the game itself and how being a cult leader is not that far from being a game dev

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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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When We Made… Bomber Crew

We take a look behind the scenes at the development of Bomber Crew. Runner Duck’s co-founders Jon Wingrove and Dave Miller explain how they found the courage to strike out on their own and which 90s Amiga classic inspired Bomber Crew’s colourful art style

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When We Made… Moonlighter

We take a look behind the scenes at the development of Moonlighter: the challenges of having a main character who is both a shopkeeper and an adventurer, the importance of prototyping and why aspiring devs shouldn’t forget that creating games is also a business

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