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Tags: ipod, design, interactive, kids, engineering, programming
What the original Tomb Raider’s sublime platforming can teach us about level design
Half a century later, game development isn’t so different; the story of Spacewar!
Team Meat’s Tommy Refenes offers suggestions to first-time game programmers
Wired
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eSports are soaring, but Capcom struggles to lead fighting games to the world stage
The Xbox One will kill used games and control second-hand sales, and that’s great news (Really!)
Made with wub: A detailed, behind-the-scenes look at the creation of the Saints Row 4 dubstep gun
Metro: Last Light is dark, adult, and confident in its goals (Plus: the shooting doesn’t suck now!)
Zeno Clash 2’s wonderland of horrors just isn’t the same the second time around
Captain Power does cocaine in the bathroom, overdoses, and Blood Dragon is what he sees as he dies
So what the hell is up with the voice actors in Batman: Arkham Origins?
Nintendo Direct livestream announces Sonic: Lost Worlds, E3 demos at Best Buy
Valve releases beta for Steam Trading Cards, including a number of interesting experiments
Game of Thrones: clean sheets, wooden phalluses, and a special knife
Neil Gaiman reinvents the fearsome Cybermen and gets Doctor Who back on track
How a party for an indie fighting game showed me the bright future of gaming culture
Consoles aren’t very profitable, and it’s been that way for about a decade
Denis Dyack and Kotaku argue over X-Men Destiny story as Eternal Darkness “sequel” flounders
Why Valve let two fired engineers keep its secret augmented reality project