Giant Bomb Presents
RSSWhen Hollywood Isn't Enough
Lionel Gallat was an animation director at DreamWorks, and helped craft blockbuster films like Despicable Me and The Lorax. Secretly, though, he wanted to make video games. With the help of crowdfunding, he hopes to tell the story of a tiny mouse on a big adventure.
Why This Insane Designer Ported His Game About Linux to DOS
Two years ago, Bryan Lunduke made a game about creating the most popular Linux distro. It was a joke, but became oddly popular. Then, he decided porting it to MS-DOS was the funniest thing in the world. He's got a point.
Why This Insane Designer Ported His Game About Linux to...MS-DOS?
Bryan Lunduke made a game about becoming the most popular Linux distro as a joke, but then it became popular. And then he decided porting it to MS-DOS was the funniest thing in the world.
Dean Evans Really Loves RoboCop
Far Cry 3: Blood Dragon revels in its influences in a way most games only do through easter eggs, and feels like the personification of its creative director, Dean Evans. Dean's an exceptionally smart, funny guy who has zero problem liking crappy things. In that way, we're like brothers.
Vander Caballero Just Wanted to Tell His Story
Patrick had a chance to speak with Papo & Yo designer Vander Caballero last September. They discuss the inspirations behind Papo & Yo, the huge emotional response it generated, and what it's like to say goodbye.
The Most Affable Man in Video Games Is Now an Academic
Richard Lemarchand was a lead designer at Naughty Dog, where he worked on the Uncharted series and other games. Now, he's a visiting associate professor of the interactive media division at the University of Southern California's school of cinematic arts. That's a mouthful.
Scoops vs. Hot Scoops
The battle for whose voice is more rattled on Friday morning rages on. The Fullbright Company designer Steve Gaynor talks about showing Gone Home, a game best suited for a quiet place, at a stupidly loud venue like GDC.
Robin Arnott's Transition From Terrifying Players to Chilling You the 'Eff Out
SoundSelf, which is currently raising money on Kickstarter, is all about going WHAAAAAAAAAAAA into a microphone. Sort of. Literally. Kind of. Look, just listen.
XCOM: Enemy Unknown's Jake Solomon Really Loves Ultima V
Firaxis is bringing XCOM: Enemy Unknown to iOS, and it works better than you might expect. Lead designer Jake Solomon ruminates on the porting process, and watching his daughter play touch-based games.
The Developer of Papers, Please Tells Us His Thoughts, Please
Lucas Pope spends his time traveling, and it got him thinking about the life of the men and women who work at immigration checkpoints. Pope reflects on his design process, and how players react to his empathetic games.
The Frantic, Mile-a-Minute Mind Behind The Stanley Parable
The Stanley Parable is a phenomenally interesting and thoughful mod for Half-Life 2. Now, creator Davey Wreden is remaking it. Why? How? Maybe Steve "I'll just butt into this interview, Patrick" Gaynor can help us figure it out.
Trying to Unify Indie Game Developers in Japan Isn't Easy
La Mulana's creators are reaching out to other Japanese developers at GDC, and the PLAYISM service hopes to unify them. Asterizm VP of game production Takumi Naramura and Active Gaming Media content acquisition director Joshua Weatherford talk about their efforts.
This Guy Wrote a Whole Book on Spec Ops: The Line
Game critic Brendan Keogh was struck by the messages embedded in Spec Ops: The Line, so he started writing about it. 50,000 words later, he had the book "Killing is Harmless: A Critical Reading of Spec Ops: The Line."
Hey, Brad Muir, Let's Talk About Monster Hunter
Patrick managed to grab Double Fine designer Brad Muir in-between GDC panels to talk a little MoHun, and the process of setting up two different systems to play one game.
8-4 Explains How It's Making Translations Better at GDC
John, Mark, and Hiroko aren't just at GDC to hang out and drink beer (though that happens). They're also helping Japanese game designers explain their vision. Here's how.
How to Do In-App Purchases Without Pissing Everyone Off
Ninja Robot Dinosaur's Shane Neville knows how to balance a game, having worked on Company of Heroes. Learn how his studio implemented in-app purchases for Shellrazer without feeling horrible about it.
Kill Screen Co-Founder Chris Dahlen on Games, Stories, and Why They're Hard
Chris Dahlen wrote the script for Mark of the Ninja, which gave him the unique opportunity to have first-hand experience with the challenges of stories in video games.
From Halo to BioShock Infinite to...Third Eye Crime
The lead AI programmer on Halo 2 and 3, Damian Isla, has taken years of experience to his own game, a thrilling puzzler about a telepathic art thief.
Mommy's Best Games' Nathan Fouts on Making More Accessible Games
Former Insomniac Games programmer Nathan Fouts has been doing it indie on his own for years. He's also been going out his way to make his games more accessible to the disabled.
Hacking Brendon Chung and His Quadrilateral Cowboy
A few minutes with the designer of Gravity Bone, 30 Flights of Loving, and the upcoming hacker-centric Quadrilateral Cowboy.
20 Minutes With Metro 2033 Author Dmitry Glukhovsky
The Interview Dumptruck travels to PAX East 2013! Metro 2033 and Metro Last Light are based on the universe created by Russian author Dmitry Glukhovsky. We chat about the difficulties getting published in America, the origins of Metro, and why his work is so darn depressing.
Metro Dmitry Glukhovsky
Metro 2033 and Metro Last Last are based on the universe created by Russian author Dmitry Glukhovsky in a series of books. We chat about the difficulties getting published in America, the origins of Metro, and why is work is so darn depressing.
Giant Bomb's Interview Dumptruck: Nels Anderson 03/20/2013
Lead designer Nels Anderson explains Klei's decision to pull the trigger on Mark of the Ninja: Special Edition, and what it means for fans of ninjas 'n stabbing.
Giant Bomb's Interview Dumptruck: Peter Bartholow 03/15/2013
The huge response to our recent feature on the developers of Skullgirls asking for $100,000 to implement a new character surprised even us. Learn more by listening to our interview with Lab Zero Games CEO Peter Bartholow.