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We are beginning to wrap up our current project and are looking for something to move on to next. We've had a Survival Horror on the back burner for some

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I remember designing games for the Atari 2600 on sheets of lined paper with the intention of posting them off to Atari HQ because of course that's how games get

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As a collective, we at Psync Interactive have destroyed an awful lot of things in the pursuit of stealing ourselves a little slice of computer gaming history. I've personally lost

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It's a relative of the same beast that climbs lamp posts shouting "sequel!", the ambition either outgrows the current project or guts it before it reaches the starting blocks.

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The beast that is the subject of this article is one of my least favourite things and my feelings will flow throughout the next few paragraphs. For that reason

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Ok, I may not actually have the Mega Drive greatest pop hits on my iPod, but every now and then when I hear a bit on telly, someone's ring-tone, or

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Just because you can't program C++ or you think DirectX is a science fiction TV series, doesn't mean you can't make something you can be proud of. It's far too

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A core mechanic is a term coined by myself so I didn't have to write game play. It's quite an obvious thing but if you set out to make a

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