interview
The latest interview articles from GamesRadar+
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FeatureGoal Oriented: How do developers invent their own sports – even when they're not too fond of the real thing?
By Alex Spencer Published -
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FeatureBioShock Infinite “may not have been the thing I wanted, but that doesn’t necessarily mean it wasn’t the thing the audience wanted”: Ken Levine guides us through his entire gameography
By Jeremy Peel Published -
FeatureThe Making of Baldur's Gate 3: "We really wanted to make it so that even if you don't know D&D or Baldur's Gate, you would still have exciting choices as a player"
By Jeremy Peel Published -
FeatureAAA – Developers discuss the three little letters that have shaped an industry: "It's a stupid term. It's meaningless"
By Edwin Evans-Thirlwell Published -
Feature"At the time survival horror was changing. 'How action-oriented do we get?'": 16 years on, Tomm Hulett reflects on Silent Hill: Homecoming
By James Winspear Published -
FeatureThe Making of Final Fantasy 7 Rebirth: "I thought: if we just reproduce the original game with no changes, it will feel nostalgic, but not exciting"
By Simon Parkin Published -
InterviewOver 20 years on, Tomb Raider: The Angel of Darkness devs talk Lara Croft's PS2 debut: "The pressure was on to create something new and visionary"
By Vic Pheasey Published -
InterviewWhat makes a Suda51 game? "Mainly pro wrestling," he says, and Grasshopper's new game couldn't avoid it if they tried
By Oscar Taylor-Kent Published -
Feature30 years on, developers reflect on Super Metroid's impact: "Like Zelda and Mario, there is almost nothing else out there like it in tone. Still to this day, even"
By Darran Jones Published -
FeatureIndie devs discuss why low-poly works so well for horror: "I actually think those limitations encourage weird, unique compromises"
By Alan Wen Published -
InterviewSwery65 discusses Hotel Barcelona, his "accidental" collaboration with friend Suda51
By Alicia Haddick Published -
Feature"We would look at all the American RPGs and the JRPGs at the time and just go, 'Right, if they're doing it, we're not": Peter Molyneux and John McCormack talk the development of Fable 20 years on
By Lewis Packwood Published -
Feature26 years on, developers discuss the massive impact Metal Gear Solid had on the industry: "This was going much further than all previous action games. And that was totally inspiring"
By Adam Barnes Published -
Feature"The PSP was one of the first machines that had the hardware to allow you to play 'proper console games' on the go": Developers celebrate 20 years of Sony's handheld
By Nick Thorpe Published -
Interview"A lot of people were really p*ssed off": Suda51 talks his early career, and whether he'll return to narrative-heavy games – "I do think about it a lot"
By Oscar Taylor-Kent Published -
Feature26 years later, Codemasters' Chris Southall talks Colin McRae Rally: "We wanted to do something that was an authentic rally experience for the hardware of the time"
By Rory Milne Published -
Feature"Beyond Good and Evil's influence is 2000% Miyazaki": 21 years on, the developers behind Ubisoft's cult classic reflect on how it came to be
By Guy Miquel-Albert Published -
Interview"We were honouring Sonic's holistic history which includes both designs": 13 years on, Takashi Iizuka reveals why Sonic Generations need twice the 'hogs
By Nick Thorpe Published -
Feature17 years on, Sam Barlow reflects on Silent Hill: Origins: "To pull it out of the bag with a seven-out-of-ten game was incredibly rewarding"
By James Winspear Published -
InterviewMagic: The Gathering creator Richard Garfield talks game design: "Players look back now and see a bunch of broken cards"
By Benjamin Abbott Published
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