Building Hitman games requires everything from paper and glue to patience and lots of iteration. In this article, Io-Interactive Principal Level Designers Jacob Mikkelsen and Lee Varley give a rare insight into the process behind the creation of game levels.
Since the release of Anno 1602 in 1998, the series has been a regular occurrence in the games industry. Creative Director Dirk Riegert explains how Anno has managed to continually develop throughout all those years without losing its identity.
We've been keeping a close eye on the tweets posted by members of the video game industry over the past week. Here are some of the best, coolest and funniest tweets - providing the occasional insight, too.