Latest Episodes of Audio Logs
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Alan Wake 2 And The 13 Year Journey To Make It
Remedy’s Sam Lake joins us to discuss the long and winding road to making Alan Wake 2, the change in genre, and the introduction of a brand new co-protagonist.
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Creating Cyberpunk 2077's Most Controversial Quest | Audio Logs
Cyberpunk 2077's quest director Paweł Sasko describes the process of making the controversial Sinnerman quest.
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Mass Effect 2's Cut Characters Revealed
In this special episode of Audio Logs, BioWare's Mac Walters discusses how Mass Effect 2's squadmates were created, and how the team made the game's iconic Suicide Mission.
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NetherRealm Breaks Down Mortal Kombat 11 Aftermath's Mind- Bending Time Travel Storyline | Audio Logs
NetherRealm Studios' story and voiceover director, Dominic Cianciolo, discusses how the team came up with and implemented the time travel storyline in Mortal Kombat 11: Aftermath, and how Westworld and Back to the Future Part II influenced the game.
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Leaving Halo Behind: The Creation Of Disintegration | Audio Logs
On this episode of Audio Logs we talk to Marcus Lehto, co-creator of Master Chief, who left Bungie to found his own studio, V1 Interactive. Following the launch of V1's debut title, Disintegration, Lehto talks about leaving AAA behind, and how working on Halo has shaped his latest project.
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5 Forgotten Ideas That Inspired Shovel Knight | Audio Logs
From Zelda II to Dark Souls, David D'Angelo from Yacht Club Games walks us through seven obscure game mechanics that inspired Shovel Knight: Shovel Of Hope.
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How Persona 5 Royal’s New Character Was Made | Audio Logs
Persona's longtime character designer, Shigenori Soejima, walks us through how he gave life to the newest member of the Phantom Thieves, Kasumi Yoshizawa. He also discusses the fairy tale influences behind her Persona, Cendrillon.
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The Evolution Of Gears 5's Unlikeliest Hero | Audio Logs
The Coalition's Rod Fergusson discusses the design ethos and inspirations behind Gears 5's adorable bot companion, JACK.
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The Feature That Almost Sank Disco Elysium | Audio Logs
Disco Elysium's lead writer and designer discusses the unlikely inspiration for the game, as well as the feature that almost sank the entire studio.
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How Control's Most Ambitious Level Was Created | Audio Logs
Control director Mikael Kasurinen describes where the idea for The Ashtray Maze came from, and how the team at Remedy implemented something so ambitious and unique.
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Hideo Kojima And Yoji Shinkawa Break Down A Key Death Stranding Scene | Audio Logs
How do you encapsulate the Death Stranding experience in one cutscene? Legendary game developers Hideo Kojima and Yoji Shinkawa walk us through an early scene from the game.
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How Bluepoint Games Remade Shadow Of The Colossus | Audio Logs
How do you remake a beloved classic like Shadow of the Colossus? Peter Dalton from Bluepoint Games shows us how the company approached the PS4 remake of Fumito Ueda and Team Ico's classic title.
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Devil May Cry 5's Director On Making An Unforgettable Action Game
How do you make a stylish action game like Devil May Cry 5? Director Hideaki Itsuno and producer Matt Walker walk us through the design process.
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Suda51 Breaks Down His Iconic Career
From his early days as a hearse driver to collaborating with Hollywood heavyweights like James Gunn, cult video game director Suda51 walks us through his eclectic career.
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Building Baptiste: How An Overwatch Hero Is Made | Audio Logs
The world needs heroes, but how are they made? Geoff Goodman from the Overwatch team walks us through the challenges of designing Baptiste.
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How Dead Cells Secretly Stops You From Dying
In Dead Cells, you die. A lot. But you'd actually die a lot more if it weren't for some hidden design tricks that developers Motion Twin snuck into the game.
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Creating Cuphead's Most Ambitious Boss Fight
From "thicc Mugman" to Rampage Easter eggs, there's a lot more to All Bets Are Off! from Cuphead than you'd think. Jared Moldenhauer from Studio MDHR breaks down how it was designed.
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How God Of War PS4's Most Impactful Scene Almost Didn’t Happen
The Blades of Chaos almost didn't make it into God of War, but the game's development team wouldn't let them go. In the first episode of Audio Logs, Cory Barlog breaks down how he and the team at Sony Santa Monica wrote the powerful scene where Kratos uncovers them.
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Introducing: Audio Logs
Audio Logs is a new GameSpot series where the people behind the games - designers, writers, composers, and artists - tell the stories of how the games we love were created. Sundays on GameSpot.
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