@gamedevindepth.bsky.social
28 followers 60 following 17 posts
Interviews, Documentaries, and Insights about Game Development, Videogame History, and Retrogaming. Curated by @attiliohimeki.bsky.social
Posts Media Videos Starter Packs
Reposted
gamehistoryorg.bsky.social
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...
gamedevindepth.bsky.social
Hey! Any plans to extend shipping to the EU? I would love to order one from Germany
gamedevindepth.bsky.social
Somehow I never heard of it, looks great!
Reposted
hyruleinterviews.bsky.social
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...
PEOPLE:
- Takahiro Takayama. Physics Programming Lead for Tears of the Kingdom.

QUOTE: 
Takayama: A world with a high degree of freedom requires everything to be physics driven.

Every single thing [in Tears of the Kingdom] without exception is built with dynamic rigid bodies and constraints [instead of with kinematic rigid bodies].

And this is what allowed us to create a world in which players can freely translate their creativity and imagination into action without destroying the world. PEOPLE:
- Takahiro Takayama. Physics Programming Lead for Tears of the Kingdom.

QUOTE: 
Takayama: Take the wheel [Zonai component in Tears of the Kingdom]. It's comprised of three rigid bodies: the wheel, motor, and shaft. Instead of the shaft connecting directly with the wheel, it holds up the motor.

The torque from the motor transfers to the wheel's rigid body, causing it to rotate, and the friction between the ground and the wheel creates the driving force.
gamedevindepth.bsky.social
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
gamedevindepth.bsky.social
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
gamedevindepth.bsky.social
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
gamedevindepth.bsky.social
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
gamedevindepth.bsky.social
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
gamedevindepth.bsky.social
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
Reposted
readonlymemory.com
“Street Fighter II was so popular that we had lots of problems with the machines breaking down, or them being so stuffed with money that we couldn't get them out” - Noritaka Funamizu, producer & game director, Capcom.

readonlymemory.com/shop/book/ja...
gamedevindepth.bsky.social
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
gamedevindepth.bsky.social
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