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Here’s a big look at developers who form concept teams to generate designs and oversee projects, then team up with other studios to see those through rather than doing the heavy lifting internally…
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After Hideo Kojima left Konami, I was curious who developed the next Metal Gear, so once the game shipped I dug through its credits to find out more about the team. The story ended up…
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A couple months ago, I heard from Microsoft that Cuphead developers Chad and Jared Moldenhauer…
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After following-up with the main character from my Final Fantasy oral history, it seemed only right that I do the same with my Street Fighter oral history…
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I followed-up the Final Fantasy 7 oral history with a look at what its main character is doing now — which, as it turns out, involves a lot more…
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In an era where everyone downloads games and everything is cheaper online, running a physical game store can be a tough business. To sort through…
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As a companion to the Final Fantasy 7 oral history, we put together four short videos — one with Nobuo Uematsu on composing “One-Winged Angel”…
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One of my favorite discoveries while working on the Final Fantasy 7 oral history was a pile of SCEA marketing documents showing what the department…
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Three years after I did this for Street Fighter 2, here’s my oral history of Final Fantasy 7. We threw a lot into this one — interviews with 35 people…
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After leaving the team at Sony’s Japan Studio developing The Last Guardian, Rui Guerreiro set out…
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Ahead of PlayStation VR’s launch, I talked to some of the key people behind it to piece together how it came about, spending time at Sony’s headquarters in San Mateo and offices in Tokyo…
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Last year, I was talking to someone who used the term “white label” to describe his work…
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Shortly after the release of Mario Maker, I talked to the folks in charge of it for a quick story on how Nintendo embraced Mario’s weird side…
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I had nothing to do with Brave Wave’s excellent, massive Street Fighter II The Definitive Soundtrack, but the team was nice enough to ask me to write…
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My latest attempt at something unusual, Polygon’s Indie Developer Science Fair is a package of 17 projects I asked developers to submit to show off…
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As part of Polygon’s Life in Japan cover, I talked to the man behind Shenmue about game ideas he never got off the ground and what he wants to do next…
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In the late 1980s, Hideo Yoshizawa, Masato Kato, and Keiji Yamagishi worked as part of a small team developing the NES version of Ninja Gaiden…
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For Polygon’s third cover story, I put together an online magazine about Japan’s game industry. This is, in part, an homage to EGM and Edge’s Japan theme issues…
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A story in two parts. First, how Hollywood talent agency CAA got into games, with a handful of agents representing many of the biggest developers in the industry. Second, how the CAA team operates differently…
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Like many urban legend fans, I always thought it would be fun to take a shovel to the Atari landfill in New Mexico and try to dig up…
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In 2012, Vanity Fair published an oral history of The Sopranos and I realized I hadn’t seen anyone cover video games that way. So a couple years later, I copied the approach to look back at the best game ever made. Going into it, I liked the format…
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Part two in my Lionhead/Media Molecule series, I suppose, is this look at the development of Tearaway — a game that went in the opposite direction…
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Lionhead’s attempt at building a virtual boy you could talk to using Kinect was exciting, ambitious, and as it turned out, a little ahead of its time. After the project…
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In 2007, Wired published a cover story on Microsoft Labs’ advanced data crunching and analysis used to support the development of Halo 3…























