What Makes a Game?109 by Keith Burgun[03.29.12]
Keith Burgun, founder and designer at 100 Rogues developer Dinofarm Games, argues that some video games are not "games" at all -- and posits a way to home in on the precise elements that make games engaging to players.
Mass Effect 3's Creative Challenges17 by Kris Graft,[03.02.12]
Executive producer Casey Hudson discusses the team's working methodologies and decision-making process for the highly-anticipated Mass Effect 3, revealing how the team hopes to squeeze out those last few Metacritic points they have left to obtain.
Using Kinect for High Adventure9 by Nick Adams[03.01.12]
Nick Adams, design manager on Blitz Games Studios' Puss in Boots explains how the game's sword fighting mechanics were made to work for a wide audience, and how conventional controller-style game design rules just don't apply when working for with motion controls.