guest editorial
-

How To Make A Mech: The Science Behind World War Machine
Early in development, Tuque Games brought in Thwacke to consult on their upcoming Mechwarrior-meets-Diablo action RPG, World War Machine. We assembled a team of experts consisting of nanotechology researcher Kevin Neibert and Aerospace Defence analyst Greg Linton to create a unique and authentic sci-fi experience.
-

How We Made The Last Of Us’s Interface Work So Well
When I started at Naughty Dog in November of 2012, the studio never had a dedicated UI (user interface) designer or artist before. There were eight months left in development of The Last of Us and while some of the UI elements had already been roughed out, an overall design of the HUD (heads up…
-

We Made This Game When We Were Angry
Rami Ismail gave me a funny look when I recently congratulated him about the release of Luftrausers, his studio’s slick shoot-em-up that was just released for PlayStation platforms. He told me he had mixed feelings about the game. As he explained why he did, I suggested he write about it. He did and has let…
-

How Not To Complain To A Developer
As Vlambeer, the studio I work at, has gotten bigger and our community has grown beyond our biggest fans, I’ve noticed a shift in the way people interact with us. Where we used to mostly get messages of support and understanding, the ratio of messages that treat us like two guys making video games versus…




