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Making money as a Zelda speed runner

One of the stars of the Awesome Games Done Quick charity event explains why he can't stop playing The Legend of Zelda: Ocarina of Time.

I, School Shooter

When news of the massacre at Columbine High School in Jefferson County, Colo., reached Danny...

In the future envisioned by Ubisoft’s unreleased open world game Watch Dogs, the city is...

Looking back: Unity of Command

Tomislav Uzelac has always had ambition. Not grand delusions of fame and fortune, but the steady...

Tweeters is a happy bird. He has a big cage to hang in. Lots of sticks and ladders to climb on. Things to chew and eat and flap against. He's got it good, for a bird. And he's madly in love with game designer Jon Shafer.

In a tiny apartment on Chicago’s North Side, a group of eight young men sits on the edge of its...

Ecco the Dolphin has been a silent franchise for years, but not by choice. Creator Ed Annunziata...

According to the official site from developer Cardboard Computer, "Kentucky Route Zero is a...

A game where the player controls two characters at the same time — on the same controller —...

Looking back: Gone Home

After working on big budget titles including BioShock Infinite, Steve Gaynor reunited with some...

A game wrapped in a myth, Year Walk became one of the most highly regarded iOS titles of 2013....

Ridiculous Fishing was stolen. That's what you and I would call it. In game development...

Max Temkin: Against Humanity

Max Temkin is one of a few bright stars helping to grow Chicago's indie game scene. We chart his trail from the Obama campaign to Cards Against Humanity and beyond.
Looking for answers to big questions, Justin Amirkhani travelled through the dangerous underworld of American poverty. Unexpectedly, what he found was a video game.

Launching Operation Supply Drop

How a former soldier decided to send video games to troops in the field.

Gaming in West Africa | Photo Essay

A look at how games can fit in anywhere.
PopCap invites us behind closed doors for an exclusive look at the making of the long-awaited Peggle sequel.
The real life act of piracy that inspired an iOS game.
The man who prototyped Neal Stephenson's game Clang talks about working for the author turned game producer, and about the passion project that pulled him away.
How one simple game helped a veteran developer re-examine the meaning of success and of failure.

No girls allowed

Unraveling the story behind the stereotype of video games being for boys.

Next Gen: The Next Killer Apps

A deep look at the next console sellers for PS4 and Xbox One.

Making Tearaway: Start to finish

The team behind Little Big Planet invites us behind the scenes to see how it focused crazy ideas for a Vita game into the platformer Tearaway.

The birth of Xbox Live

How Microsoft's engineers created the world's first broadband-connected game console, based on interviews with the people who made it.

How to design a plague

James Vaughan designed a game about a virus that itself went viral.
How Steve Fawkner twice tried something unusual and different, struggled to find a publisher, then struck gold.
Enter a world where 450 pinball machines is only the beginning.
Carl Ledbetter, head of the team that crafted Xbox One's look, sits down with Polygon to talk about what went into the console's design.

Charlie Murder: The love story?

How Ska Studios' gore-drenched indie brawler paved the path for a special union.
Born in the midst of conflict, a refugee set out to tell his story by any means possible.
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