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
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
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
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.
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
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
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
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