Wireframe looks at how games are made and who makes them, and even guides you through making your own.
In the games industry, the big keep getting bigger
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FixFox • Cuddly animals meet grand sci-fi in a 2D open-world adventure from the Czech Republic
All the small things • Merge Games talks us through the process of making Smalland: a tiny survival game with big ideas
Been spendin’ most their lives livin’ in the… • Arcade Paradise takes us back to an age of rooms full of wonderfully noisy coin-ops
That was the month that was
Post Apocalypse • Alan Sugar’s video games, middle-aged Nintendo Switches… it’s this month’s letters
Shortcuts • To go with our profile of Mass Effect and Guardians of the Galaxy composer Richard Jacques on page 84, we asked Twitter: what’s your favourite video game soundtrack of all time?
Incoming
COSY GAMES A ROUNDTABLE DISCUSSION • A designer, publisher, and content creator chat about the popularity of cosy games – and what their future holds
In praise of chrongaming
THE MAGAZINE FOR PC HARDWARE ENTHUSIASTS • THE BEST-SELLING MAG FOR PC HARDWARE, OVERCLOCKING, GAMING & MODDING
Out of the BOX The tricky art of translating toys to video games • With a new era of licensed games on the way, we speak to the indie developers taking an authentically playful approach to toy-based experiences
Toolbox • The art, theory, and production of video games
A fantasy city generation tool • Create a fantasy city using nothing more than some dice and a few handy tables
The principles of game design • When it’s time to put your video game or other piece of work out into the world, hell is other people’s opinions
Slice and dice destructible objects in Unreal Engine 4 • Want to chop up objects with a sword, Metal Gear Rising: Revengeance-style? Ryan shows you how
How game writers manage your mind • As writers guide you through a game’s plot points, they’ve begun to anticipate where your head’s at to avoid boredom and confusion. Here’s how they do it
3D level design: the essential techniques • Whether it’s for a first-person shooter or a third-person adventure, level design can make or break your game. Here’s how to ensure your levels are compelling experiences
The importance of multiplayer testing • If you’re making a multiplayer game, here’s why getting it in front of playtesters early is key
Travel back in time with Braid • Code a time-reversal mechanic straight out of the 2008 indie hit
Online Diary GITTIN ’ GUD • Trying to become a champion of the realm in online free-to-play shooter Paladins
TRICKS OF THE TRADE-IN THE RISE AND FALL OF THE PRE-OWNED GAMES MARKET • For years, the video game industry railed against pre-owned sales from big-name outlets. Has it finally won the battle?
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Interactive / Naut • How a filmmaker’s using Media Molecule’s Dreams to make a sci-fi adventure worthy of 2001: A Space Odyssey
Interactive Shashingo: Learn Japanese with Photography • British game designer Ryan Pocock introduces a more relaxing, camera-ready way to learn Japanese
Make a RichCast Competition: the results • You’ll find a murder mystery, sci-fi cafés, and the Loch Ness monster among the winners of our interactive experience competition
Sci-fi Symphonies: The Work of Richard Jacques • The British composer has sound-tracked some of gaming’s biggest franchises, including Guardians of the Galaxy. We look back at his trailblazing career
Pocket Monstrosity
Backend Contents • Reviews, retro games, and lots more besides
OlliOlli World • A skate to victory
Alfred Hitchcock – Vertigo...