
Game designers vs. the people
When it’s time to put your video game or other piece of work out into the world, hell is other people’s opinions
Game designers vs. the people
When it’s time to put your video game or other piece of work out into the world, hell is other people’s opinions
AI and rapid prototyping: the future of game design?
Could AI help developers prototype games – or even design a triple-A hit from scratch? Atari legend Howard Scott Warshawhas a few thoughts
3DO to now: the principles of game design
How did the games industry change between the early 1980s and late 1990s?
The 3DO Company, and how the games industry changed in the 1990s
Meetings, design docs, tiny knives: Howard recalls his time at Trip Hawkins' ill-fated The 3DO company
Exhuming E.T.: The Extra-Terrestrial
In an excerpt from his upcoming book, Howard recalls a trip to the Alamogordo desert for a fateful reunion with E.T.
Holograms, tanks, psychics… Atari’s unexplored creative paths
A game that developed psychic abilities? Howard recalls some of Atari’s weirder eighties developments
E.T.: Why it was a victim of its own schedule
Designer Howard Scott Warshaw revisits the making of E.T., and explains how it was broken by its own brutal timetable
The Principles Of Game Design
Design goals and Yars' Revenge, the Atari 2600 classic