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PAX West 2018


How to design for coziness...and kindness

Tanya X. Short, Rebecca Cordingley, and other developers of "cozy" games explain why and how they make their games safe, familiar and intimate

Panic Button and the search for "design fun"

GM Adam Creighton shares how the studio hailed for Switch ports approaches broadening its portfolio, tackling hardware challenges, and accessibility

Writing the video games of the future

ArenaNet narrative designers Aaron Linde and Alex Kain discuss VR, and what they see as the future of interactive storytelling

Breathing life into Dead Cells

Ex-Motion Twin marketing manager Steve Filby shares how the studio used streamers, press, and events to build a successful Early Access launch and an even more successful multiplatform debut