
WarioWare Director Goro Abe on Life After Nintendo
The creative mind behind WarioWare reflects on how leaving Nintendo for teaching reshaped his approach to game design.
1 min readLatest clearly sourced MAXGG coverage about game design.

The creative mind behind WarioWare reflects on how leaving Nintendo for teaching reshaped his approach to game design.
1 min read
The legendary game designer and industry veteran shares lessons from five decades creating games, from Intellivision's early days through modern challenges, emphasizing the importance of artistic commitment and adaptability.
4 min read
Rockstar Games has revealed that Grand Theft Auto 6 includes more than 170 animal species across Florida-inspired locations, with advanced fur and animation systems bringing each creature to life.
1 min read
Game director Konrad Tomaszkiewicz explains why playing as a human during the day feels more challenging than taking vampire form at night, and why that imbalance is intentional design.
3 min read
Remedy talks through the inspiration behind Control Resonant's striking art direction, boss design, and how the sequel's larger open-world version of Manhattan contrasts everyday spaces with otherworldly threats.
4 min read
Mark Darrah, who led development on the Dragon Age series, shared his candid thoughts on what he'd remove and add to each installment, calling the Fade sequence in Origins "filler" and criticizing the open-world bloat in Inquisition.
2 min read
Three proposed EU regulations could reshape mobile gaming across the continent. The Digital Fairness Act, EU Kids Act, and existing Digital Services Act threaten core game mechanics like daily login bonuses and engagement features, forcing developers to
2 min read
The director behind the long-running tactical RPG series says he has no interest in using generative AI to write stories, emphasizing the importance of his creative vision.
1 min read
PC Gamer's Christopher Livingston examines actual buildings and estimates how they'd translate into survival game construction, starting with a defunct park restroom.
1 min read
Game director Konrad Tomaszkiewicz reveals that Rebel Wolves toned down the divisive 30-day time mechanic before launch in response to player feedback, shifting focus from challenge to emotional storytelling.
3 min read
Crouch walking is gaming's go-to stealth mechanic, but few games acknowledge how impractical it actually is. The Outer Worlds 2 and Fallout: New Vegas are rare exceptions.
1 min read
Bulkhead resisted publisher pressure to remove team killing from Wardogs, maintaining friendly fire as a central mechanic that creates intense moments and unexpected comedy in combat.
2 min read