Category: development
If you’re looking for my samples folder, it’s here.
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Beamdog: The Story So Far
Trent Oster might have founded Bioware and Beamdog, but if you went looking for him the best place to look wouldn’t be at a swanky hotel or on an exclusive beach or in a high-powered boardroom. No, you’d be best off heading to Edmonton, Canada, and travel down to the University district, where you’d probably…
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The Witness, Five Years On; A Retrospective | SMTG
Five years after I first played it, Blow has let go and The Witness is out. There are now got 600+ puzzles and the world has been remodelled inch by inch. And this is the first time I’ve seen it since then. So how does the game live up to the goals of 2011’s Blow? And was it worth…
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Patrick Smith of Vectorpark on the IT Crowd, toy-boxes and his new game
Out there, in the great world of development, there are publisher cities, mainstream towns, indie villages, and hipster hamlets. In the mountains, the few remaining hermit developers craft wonderfully bizarre and aberrant trinkets, until they’re dragged into the mainstream. And Vectorpark is a shining, ragged example of the latter.
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A Metric TON of my old Command & Conquer interviews
So, a long time ago, I wrote a retrospective for PC Gamer about Command & Conquer. Like a conscientious hack, I did a tonne of interviews with people who’d worked on the project – far more than I needed to, because it’s always fun to reminisce with your heroes.
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Interview: UFO creator Julian Gollop on UFO and XCOM.
I did this interview with Julian Gollop at GDC 2012 and it got put up on the PC Gamer website in several parts. The copyright reverted to me after six months, so here it is, in full.