The challenges and rewards of designing local multiplayer games
A group of developers talk about how crazy it is to make local multiplayer games, and why they do it anyway.
Don't Worry, Driverless Cars Are Learning From Grand Theft Auto
It would have been tough to guess that the game franchise blamed for poisoning young minds would eventually be used to train potentially lifesaving technology, but here we are. Companies racing to get self-driving cars on the road need a simulated environment where they can cheaply run tests over and over. Apparently the nearly four-year-old recreation of L.A. in GTA V fits the bill.
Why Video Games Have So Many Endings and So Few Conclusions
I, along with most people, almost never finish big open-world RPGs. Maybe that's one of the reasons that these kinds of games tend to have abrupt, unsatisfying endings. Austin Walker identifies some of the offenders and how they could help you say a better goodbye to the world you just saved.
We need game design tools that work for everyone
Anthropy talks about the need for more tools like WarioWare D.I.Y. because of its ease of use, stringent limitations, and fun approach to making games. I'd be down for just another WarioWare...on the 3DS...or phones...or anything Nintendo please.
Making Horizon Zero Dawn's Machines feel like living creatures
Take a look at Guerilla Games' intense design and animation process for the mechanical animals in Horizon Zero Dawn. Complete with chicken attack videos...for research.