Horror House: The Making and REmaking of Resident Evil – Chapter 3
Director Shinji Mikami and his cultivate the perfect mood for Bio Hazard, and wrestle with longer hours and discontent from Capcom’s higher-ups.
An ongoing, serialized story that recounts how a game was made, or some aspect of industry culture–or both!
Director Shinji Mikami and his cultivate the perfect mood for Bio Hazard, and wrestle with longer hours and discontent from Capcom’s higher-ups.
Backed by a growing team of eager developers, Shinji Mikami and Tokuro Fujiwara lay the groundwork for Mikami’s house of horrors.
A chilling RPG created by Mega Man 2’s producer spooks Japanese gamers and inspires upstart developer Shinji Mikami to build a virtual haunted house.
Whether skulking through shadows or out in plain sight, Rocksteady’s Batman chips away at Joker’s henchmen (and their skulls) through elegantly designed combat, stealth, and forensic systems.
As Paul Dini teams up with Rocksteady writer Paul Crocker to shape Arkham Asylum’s story, the rest of Rocksteady’s developers take aim at defining the game’s look, feel, and ambiance.
Although their first game failed to leave a mark, Jamie Walker and Sefton Hill impressed publisher Eidos enough to earn a once-in-a-lifetime opportunity to redefine the Dark Knight in video games.
Given a mere 14 months to develop their re-imagining of Nintendo’s infamous ape, the team at Rare conjure technical magic to get Donkey Kong Country on shelves in time for Christmas 1994.
Having established themselves as premiere game developers on platforms like the ZX Spectrum, Rare cofounders Chris and Tim Stamper ink a deal with Nintendo to launch a new franchise around one of “the Big N’s” most well-known, yet long-absent characters.
When his first and second playtests goes awry, Smith scrambles to right Spaceteam’s course before he crashes and burns at trade shows.
Visited by a muse in his dreams, Smith turns to some of his favorite cooperative gaming experiences for influence as he designs Spaceteam.