Dimensions An Hour Making Games in the Belly of Demonicon By Caroline Delbert • November 8th, 2022 Half a dozen writers and developers signed up for a one-hour game jam over Halloween weekend. What were they (and I) thinking?
Dimensions Papers, Apples, Microphones, Chairs: Immortality’s Spatial Miscellany By Caroline Delbert • October 27th, 2022 Sam Barlow’s recent game projects his text-searching trademark into fully realized feature films. How do you know where to look?
Feature Story Dimensions By Caroline Delbert • October 21st, 2022 With enough narrative room, you become the monster.
Dimensions There Swings a Skull Completes the Bigger Picture with Grim Tidings By Caroline Delbert • September 28th, 2022 How do you turn a tightly told jam game into something more? For Quinn K. and Conor Walsh, it was a creative challenge.
Dimensions Paradise Killer is On a Heavenly Trip By Caroline Delbert • September 21st, 2022 Kaizen Game Works built their lore sky high, climbed through an unseen ceiling, and emerged into the scene of an age-old mystery. With Oli Clarke Smith.
Dimensions Paradise Killer’s Biggest Secrets are Straight Up By Caroline Delbert • September 8th, 2022 Oli Clarke Smith says Paradise Killer’s stacked world was inspired by Dark Souls and Metal Gear. And to solve its mysteries, you’ll have to get vertical.
Dimensions Paradise Killer’s 8,227 Years of Solitude By Caroline Delbert • August 26th, 2022 What does time mean when the ruling class is immortal? Everything, it turns out. With comments from Oli Clarke Smith and Sam Barlow.
Dimensions Roam Paradise Killer If You Want To By Caroline Delbert • August 18th, 2022 Talking with Oli Clarke Smith of Kaizen Game Works about Paradise Killer’s unconventional open world.
Dimensions Reaching for Truth in Paradise Killer By Caroline Delbert • August 11th, 2022 Talking with Oli Clarke Smith of Kaizen Game Works about the design constraints on Paradise Killer, in a new column about how games use space of all kinds.