gamedevindepth.bsky.social
@gamedevindepth.bsky.social
Interviews, Documentaries, and Insights about Game Development, Videogame History, and Retrogaming.

Curated by @attiliohimeki.bsky.social
Reposted
This story is one of my favorite ever features I got to out together on one of my favorite games. My mission is to get #PSO (OG version) onto something modern. Follow @designroom.bsky.social for more shenanigans. www.polygon.com/interviews/2...
Phantasy Star Online devs on the story, the graphics, and the angry fans that used to call the office
We continue our retrospective interview series for the game’s 20th anniversary
www.polygon.com
October 9, 2025 at 8:33 PM
Total budget for Remedy's Alan Wake 2 was reportedly $70 Millions, of which $20 Millions for Marketing.

Source: www.hs.fi/talous/art-2...

#gamedev #horror
Pelit | Alan Wake II on yksi Suomen kalleimmista kulttuurituotteista, ja siitä voi tulla Remedylle kultakaivos
Perjantaina julkaistu Alan Wake II -peli on saanut kriitikoilta ylistystä. Osaketutkimusyhtiö Inderes odottaakin pelin kehittäjä Remedylle merkittävää kasvua ensi vuodelle.
www.hs.fi
October 4, 2025 at 9:39 AM
Reposted
We've acquired the historic game magazine Computer Entertainer.

As in, we got the rights. We own the magazine. And we're putting it into the Creative Commons for anyone to use for free.

Learn more: gamehistory.org/computerente...
August 6, 2025 at 2:00 PM
How did a studio in Texas end up working on one of #Nintendo most valuable IPs, #Metroid? This lengthy article from IGN, from 2004, covers the history of Retro Studios and Metroid Prime

www.ign.com/articles/200...

#gamedev #gamecube
A Retrospective: The Story of Retro Studios - IGN
This is the story of Retro Studios, the acclaimed Texas-based developer behind the Metroid Prime titles. Within the span of seven years, this small developer not only breathed new life into one of Nin...
www.ign.com
August 6, 2025 at 4:13 PM
Reposted
Some Takayama quotes about how every object in Tears of the Kingdom is built with functional simulated physics, 2024

Source: Game Developers Conference (GDC)

#Zelda
#TearsoftheKingdomQuote
#TakayamaQuote

www.notion.so/5daa8b399c3d...
August 2, 2025 at 9:09 PM
Reposted
The Story Of Jet Set Radio's Unexpected Journey From Dreamcast To Game Boy Advance.
The Story Of Jet Set Radio's Unexpected Journey From Dreamcast To Game Boy Advance
"We ended up hacking the Dreamcast disc, because we couldn't get any actual assets."
www.timeextension.com
August 1, 2025 at 3:05 PM
Reposted
Wow, Kotaku is now actually readable on mobile devices again! A great time to revisit my feature on the Game Preservation Society.

kotaku.com/saving-japan...
Saving Japan's Games - Kotaku
A Tokyo non-profit organization is dedicated to preserving Japan’s earliest video games before they die. On a Sunday morning in September, Typhoon Talim
kotaku.com
August 1, 2025 at 1:22 AM
Developers from the original Half-Life team share insights about its history and development, in this documentary published on the game's 25th anniversary.

www.youtube.com/watch?v=TbZ3...

#gamedev #halflife #fps
Half-Life: 25th Anniversary Documentary
YouTube video by Valve
www.youtube.com
July 28, 2025 at 10:18 PM
Hideki Kamiya and Noboru Sugimura, Director and Screenwriter on Resident Evil 2, shares insights about the game, and what happened to Resident Evil 1.5.

shmuplations.com/residentevil2/

#gamedev #horror #residentevil
Resident Evil 2 – 1998 Developer Interview - shmuplations.com
A neat "making of" documentary about George Romero's Resident Evil 2 commercial. —Were there any other movies you were inspired by? Mikami: Spielberg’s Jaws. I also saw this at the theatre when I was ...
shmuplations.com
July 23, 2025 at 9:40 PM
Daniel Knight, creator of indie hit Phasmophobia, talks about how the game came to be, and an unlikely source of inspiration, The Witcher 3.

www.eurogamer.net/the-story-of...

#gamedev #horror #indie
The story of Phasmophobia: How The Witcher 3 inadvertently saved the ghost-hunting game that sold 25 million copies
We travel to Phasmophobia creator Daniel Knight's house to talk near-misses, life-changing success, the film, and the game's biggest days being yet to come.
www.eurogamer.net
July 23, 2025 at 9:35 PM
Enric Álvarez, Owner and Game Director at Mercury Steam, tells us how a small Tech Demo, based on The Exorcist, led the studio to work on Castlevania, and later on Metroid.

www.youtube.com/watch?v=8r-2...

#gamedev #metroid #castlevania
MercurySteam Interview -- Enric Álvarez on How the Studio Was Saved, Working with Nintendo, and More
YouTube video by DualShockers
www.youtube.com
July 23, 2025 at 7:47 AM
In this 2 parts Documentary from Arcipel, Shinji Mikami talks about the origin of the Resident Evil series, what other games and films influenced him, and how he got his job at Capcom.

youtu.be/NKYX3GstHlw?...

#gamedev #residentevil #horror
Shinji Mikami, Part 1: The birth of the survival horror game
YouTube video by Archipel
youtu.be
July 22, 2025 at 4:10 PM
Project Zero/Fatal Frame Director Makoto Shibata, and Producer Yutaka Fuyaka, talk about the remaster of Mask of the Lunar Eclipse and the future of the series.

www.dreadxp.com/interview/th...

#gamedev #horror #projectzero #fatalframe
The Passion Behind Fatal Frame interview with Director Makoto Shibata and Producer Yutaka Fuyaka
[...]
www.dreadxp.com
July 22, 2025 at 11:03 AM
Shigeru Miyamoto, along with developers from the original game, go through the history of the #Pikmin series, all the way to Pikmin 4, in this 3 parts Interview.

www.nintendo.com/us/whatsnew/...

#gamedev #nintendo #gamecube
July 21, 2025 at 6:25 PM
Did you know that #Zelda Ocarina of Time was in development for 3 years?

In this Developer Interview from 1999, Shigeru Miyamoto talks about design choices, dev insights, and more about one of the best games ever.

shmuplations.com/ocarinaoftime/

#nintendo #gamedev #n64 #tloz
Ocarina of Time – 1999 Developer Interview - shmuplations.com
In this Ocarina of Time interview, producer Shigeru Miyamoto's pontificates on the game's design choices, gameplay changes, and interactivity in 3D games.
shmuplations.com
July 21, 2025 at 2:40 PM
In this interview from 2021, Daisuke Sato, former head of Ryu Ga Gotoku Studio, talks about the #Yakuza series, and how it became popular in the West.

jpgames.de/2021/02/inte...

#gamedev #sega #likeadragon
Interview with: Daisuke Sato on the past and future of the Yakuza series • JPGAMES.DE
The English script.
jpgames.de
July 20, 2025 at 7:05 PM
An interview about Ikaruga, one of my favourite games ever. It covers the early prototyping stages, design influences, and more.
shmuplations.com/ikaruga/

Make sure to support @shmuplations.bsky.social, they do incredible work.

#gamedev #retro #shmup
Ikaruga – 2001/2002 Developer Interviews - shmuplations.com
These two Ikaruga interviews (slightly edited to read as one) follow the evolution of Ikaruga’s design and gameplay. Iuchi also talks about its connection to Radiant Silvergun and Ikaruga’s reception ...
shmuplations.com
July 19, 2025 at 1:54 PM
Reposted
Interview: "It Felt Very 'Computer-y' To Give English Names To Things" - Hitoshi Sakimoto On Creating His Famous 'Terpsichorean' Sound Driver. (Repost)
Interview: "It Felt Very 'Computer-y' To Give English Names To Things" - Hitoshi Sakimoto On Creating His Famous 'Terpsichorean' Sound Driver
"I’d get all excited just seeing something like 'syntax error' pop up on the screen"
www.timeextension.com
July 17, 2025 at 7:50 PM
Reposted
The First Part Of Horror Game Docuseries 'Terrorbytes' Is Now Available For Free On YouTube.
The First Part Of Horror Game Docuseries 'Terrorbytes' Is Now Available For Free On YouTube
"Enter the Survival Horror"
www.timeextension.com
July 18, 2025 at 9:30 AM
A documentary series from @rare.co.uk, covering influential titles such as Banjo-Kazooie, Perfect Dark, and Battletoads.

m.youtube.com/playlist?lis...

#gamedev #retro #n64
Making Of/Things You Didn't Know - YouTube
Incredible insights and anecdotes from the teams behind Rare classics over the years!
m.youtube.com
July 18, 2025 at 2:04 PM
One of my favourite interviews. @dylancuthbert.bsky.social , Programmer on Star Fox and now President of Q Games, tells about the origin of the game, and how they convinced Nintendo to put the FX chip inside the SNES cartridges.

www.timeextension.com/features/int...

#gamedev #nintendo #retrogaming
Interview: Star Fox Programmer Dylan Cuthbert Reflects On Its 30-Year Legacy
"The game really just clicked into place. Even Argonaut was surprised"
www.timeextension.com
July 18, 2025 at 12:18 PM
Kenta Motokura, Producer for Donkey Kong Bananza, shares design and technical insights in this 3 parts interview.

He previously directed Super Mario 3D World and Super Mario Odyssey, and worked on character designs for Donkey Kong Jungle Beat.

www.nintendo.com/us/whatsnew/...

#gamedev #nintendo
Ask the Developer Vol. 19: Donkey Kong Bananza — Part 1 - News - Nintendo Official Site
This article has been translated from the original Japanese content. This interview was conducted before the game was released. In this 19th volume of Ask the Developer, an interview series in which d...
www.nintendo.com
July 18, 2025 at 10:36 AM