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Wireframe Magazine

#65
Magazine

Wireframe looks at how games are made and who makes them, and even guides you through making your own.

Supermassive Games has rewritten the rules of horror video games

WELCOME

GOTTA FUSE ‘EM ALL! • Creature collecting gets an analogue upgrade in Cassette Beasts, Bytten Studio’s monster-infused indie RPG with an old-school heart

Rainbow islands • Game director Phil Crifo talks through the origins and ambitions of his studio’s tropical sandbox, Tchia

Beyond the realms of possibility • How one team of ex-BioWare developers are hoping to rewrite the survival game rule book with Nightingale

Picture yourself in a boat on a river • Taking a serene look at the end of the world with Highwater, Demagog Studio’s upcoming turn-based strategy adventure

That was the month that was

Incoming

BEATLE MANIA • WE EXPLORE THE BEATLES’ SUBTLE INFLUENCE ON GAMES DEVELOPERS OVER THE LAST HALF A CENTURY

Diving back into Human Revolution’s sea of orange

Early game music was catchier! • Why were early game themes such earworms?

Indies in the mix • Super Rare Games’ Ryan Brown tells us how a long-gestating idea turned into a new way of packaging indie games: the Mixtape

Mixtape highlights • A handful of the must-play games on the Super Rare Mixtape volumes released so far

The principles of game design • When does your commitment to game development tip over into obsession? Howard has some personal insight to share…

Telling Röki’s modern fairy tale • Röki writer/narrative designer Danny Salfield Wadeson reveals a ‘big picture’ approach we ought to emulate in our own storytelling

Designing puzzles and problems • Puzzles and problems are a gaming staple, but how do they work, and how can you design them to challenge, but not frustrate, your players?

Creating a mount system in Unreal Engine • Use classes and interfaces to create interactive cars and other mounts

Code a gravity-defying platformer mechanic • Walk on the ceiling in our homage to Metal Storm on the NES

Subscribe today

Ship of Fools

SWEET CHARITY WHEN VIDEO GAMES SUPPORT WORTHY CAUSES • Gaming can seem a selfish and isolated hobby. But the industry has a long history of raising money, right up to the present day

How I became a… UX designer • Creative Assembly’s Anna Wikström demystifies the art of making games understandable for players

Interactive / The Building 71 Incident • Brazilian student Bruno Pressanto explains how he made a terrifying horror game on a shoestring budget

Interactive / Astronite • Domènec Claret talks about creating a 1-bit adventure inspired by Metroidvanias new and old for his console debut

Rising like a phoenix • Star Fox co-creator and Q-Games founder Dylan Cuthbert discusses his 30-plus year career

Austerity gaming

Neon White • The fastest way to Heaven

Teenage Mutant Ninja Turtles: Shredder’s Revenge • Crude but cool

Time on Frog Island • Going for croak in a ribbiting island paradise

Mothmen 1966 • If you go down to the woods today, you’re in for a beast surprise

Fobia – St. Dinfna Hotel • Residence of evil

Stray • Knows where it’s at

Why not try… Itch.io roundup • Picking out some of the platform’s standout titles

STREAM OF CONSCIOUSNESS • MariaThePadawan dishes the details on her favourite games and streaming habits

The Wireframe HOTLIST • The best PC games, according to Wireframe, catering for whatever your mood might be

PC Top 10

Backwards compatible

Backwards Compatible

The statue is not awakened • This month, Ryan scratches his head over...


Expand title description text
Frequency: One time Pages: 116 Publisher: Raspberry Pi Edition: #65

OverDrive Magazine

  • Release date: August 4, 2022

Formats

OverDrive Magazine

subjects

Tech & Gaming

Languages

English

Wireframe looks at how games are made and who makes them, and even guides you through making your own.

Supermassive Games has rewritten the rules of horror video games

WELCOME

GOTTA FUSE ‘EM ALL! • Creature collecting gets an analogue upgrade in Cassette Beasts, Bytten Studio’s monster-infused indie RPG with an old-school heart

Rainbow islands • Game director Phil Crifo talks through the origins and ambitions of his studio’s tropical sandbox, Tchia

Beyond the realms of possibility • How one team of ex-BioWare developers are hoping to rewrite the survival game rule book with Nightingale

Picture yourself in a boat on a river • Taking a serene look at the end of the world with Highwater, Demagog Studio’s upcoming turn-based strategy adventure

That was the month that was

Incoming

BEATLE MANIA • WE EXPLORE THE BEATLES’ SUBTLE INFLUENCE ON GAMES DEVELOPERS OVER THE LAST HALF A CENTURY

Diving back into Human Revolution’s sea of orange

Early game music was catchier! • Why were early game themes such earworms?

Indies in the mix • Super Rare Games’ Ryan Brown tells us how a long-gestating idea turned into a new way of packaging indie games: the Mixtape

Mixtape highlights • A handful of the must-play games on the Super Rare Mixtape volumes released so far

The principles of game design • When does your commitment to game development tip over into obsession? Howard has some personal insight to share…

Telling Röki’s modern fairy tale • Röki writer/narrative designer Danny Salfield Wadeson reveals a ‘big picture’ approach we ought to emulate in our own storytelling

Designing puzzles and problems • Puzzles and problems are a gaming staple, but how do they work, and how can you design them to challenge, but not frustrate, your players?

Creating a mount system in Unreal Engine • Use classes and interfaces to create interactive cars and other mounts

Code a gravity-defying platformer mechanic • Walk on the ceiling in our homage to Metal Storm on the NES

Subscribe today

Ship of Fools

SWEET CHARITY WHEN VIDEO GAMES SUPPORT WORTHY CAUSES • Gaming can seem a selfish and isolated hobby. But the industry has a long history of raising money, right up to the present day

How I became a… UX designer • Creative Assembly’s Anna Wikström demystifies the art of making games understandable for players

Interactive / The Building 71 Incident • Brazilian student Bruno Pressanto explains how he made a terrifying horror game on a shoestring budget

Interactive / Astronite • Domènec Claret talks about creating a 1-bit adventure inspired by Metroidvanias new and old for his console debut

Rising like a phoenix • Star Fox co-creator and Q-Games founder Dylan Cuthbert discusses his 30-plus year career

Austerity gaming

Neon White • The fastest way to Heaven

Teenage Mutant Ninja Turtles: Shredder’s Revenge • Crude but cool

Time on Frog Island • Going for croak in a ribbiting island paradise

Mothmen 1966 • If you go down to the woods today, you’re in for a beast surprise

Fobia – St. Dinfna Hotel • Residence of evil

Stray • Knows where it’s at

Why not try… Itch.io roundup • Picking out some of the platform’s standout titles

STREAM OF CONSCIOUSNESS • MariaThePadawan dishes the details on her favourite games and streaming habits

The Wireframe HOTLIST • The best PC games, according to Wireframe, catering for whatever your mood might be

PC Top 10

Backwards compatible

Backwards Compatible

The statue is not awakened • This month, Ryan scratches his head over...


Expand title description text