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Zen Studios tells us why KickBeat will be the Vita's Patapon and Lumines Interview

Zen Studios tells us why KickBeat will be the Vita's Patapon and Lumines

By Peter Willington
How small Swedish studio Boldai is bringing elegant interactive 'digital LEGO' to iOS and web Interview

How small Swedish studio Boldai is bringing elegant interactive 'digital LEGO' to iOS and web

By Jon Jordan
How The Other Brothers will combine the best of retro gaming with a contemporary freshness Interview

How The Other Brothers will combine the best of retro gaming with a contemporary freshness

By Jon Jordan
Ogmento on its plans for a global augmented reality Capture the Flag game for smartphones Interview

Ogmento on its plans for a global augmented reality Capture the Flag game for smartphones

By Mike Rose
The Game Atelier explains how its adorable puzzler SunFlowers takes full advantage of the Vita hardware Interview

The Game Atelier explains how its adorable puzzler SunFlowers takes full advantage of the Vita hardware

By Peter Willington
Ryan Payton on his $500,000 Kickstarter ambitions for Republique, and why you should fund it now Interview

Ryan Payton on his $500,000 Kickstarter ambitions for Republique, and why you should fund it now

By Jon Jordan
Velocity lead explains how WipEout 2097 helped shape FuturLab's new PS minis shmup Interview

Velocity lead explains how WipEout 2097 helped shape FuturLab's new PS minis shmup

By Peter Willington
Frontier's David Braben on LostWinds iOS, Android, Elite, and the Raspberry Pi Interview

Frontier's David Braben on LostWinds iOS, Android, Elite, and the Raspberry Pi

By Will Wilson
Days of Wonder on Ticket To Ride, Small World, and digital boardgaming Interview

Days of Wonder on Ticket To Ride, Small World, and digital boardgaming

By Will Wilson
As he releases AbraWordabrA, ex-Halfbrick veteran Tony Takoushi talks about the magic of mobile Interview

As he releases AbraWordabrA, ex-Halfbrick veteran Tony Takoushi talks about the magic of mobile

By Jon Jordan
Spacetime Studios on why its Dark Legends vampires are much scarier than Twilight's, and why 'real' buttons offer a better experience in MMOs Interview

Spacetime Studios on why its Dark Legends vampires are much scarier than Twilight's, and why 'real' buttons offer a better experience in MMOs

By James Nouch
Musician Arman Bohn on teaching himself to code, and what he hopes from debut RPG Arranger Interview

Musician Arman Bohn on teaching himself to code, and what he hopes from debut RPG Arranger

By Matthew Diener
Pocket God creator Dave Castelnuovo on what he hopes from Atari's Pong Indie Developer Challenge Interview

Pocket God creator Dave Castelnuovo on what he hopes from Atari's Pong Indie Developer Challenge

By Jon Jordan
Interview: Crytek talks Fibble and pushing boundaries in mobile graphics Interview

Interview: Crytek talks Fibble and pushing boundaries in mobile graphics

By Will Wilson
Imangi Studios reveals what's next for Temple Run Interview

Imangi Studios reveals what's next for Temple Run

By Mark Brown
RocketChicken on how location-based iPhone adventure CodeRunner was inspired by a Bath museum tour and British spy dramas Interview

RocketChicken on how location-based iPhone adventure CodeRunner was inspired by a Bath museum tour and British spy dramas

By Damon Brown
Playdek's Joel Goodman on the challenges of bringing physical card and board games to mobile Interview

Playdek's Joel Goodman on the challenges of bringing physical card and board games to mobile

By Jon Jordan
Interview: Tuning Minecraft for smartphones with Mojang's Daniel Kaplan Interview

Interview: Tuning Minecraft for smartphones with Mojang's Daniel Kaplan

By Mike Rose
Dene Carter on the struggle to make Incoboto Interview

Dene Carter on the struggle to make Incoboto

By Kristan Reed
IronMonkey Studios talks Mass Effect Infiltrator - the lessons from Dead Space and working with BioWare Interview

IronMonkey Studios talks Mass Effect Infiltrator - the lessons from Dead Space and working with BioWare

By Mark Brown
Funzio looks to fill a gap in the social gaming market with Diablo-cum-Risk Google+ dungeon-crawler Kingdom Age Interview

Funzio looks to fill a gap in the social gaming market with Diablo-cum-Risk Google+ dungeon-crawler Kingdom Age

By Damon Brown
Meet the PG Awards sponsors: iDreamSky Interview

Meet the PG Awards sponsors: iDreamSky

By Joao Diniz Sanches
Honeyslug explains the creative process behind bonkers Vita freebie Frobisher Says Interview

Honeyslug explains the creative process behind bonkers Vita freebie Frobisher Says

By Tom Worthington
Army Corps of Hell director highlights why comedy and cruelty go hand-in-hand Interview

Army Corps of Hell director highlights why comedy and cruelty go hand-in-hand

By Peter Willington