Designing the Combat and Skill Tree in Asuracraft
The Clockwork Mansion Design of The Sexy Brutale craft The Sexy Brutale is a puzzle game that sets a murder mystery within a clockwork-like, interconnected series of rooms in a mansion. The player is tasked with exploring the world and meeting characters that they will have to save. We spoke with the developer to discuss some of the challenges of The Sexy Brutale’s interconnected world, and how they came to piece it together.
Making a different kind of shoot ‘em up with Trackher craft Ask An Enemy Studios is looking to put a unique twist on the shoot ‘em up genre with A Duel Hand Disaster: Trackher, an unconventional shooter that challenges players to get the highest score possible, then choose when to exit the game and end their high score run. We spoke to Ask An Enemy Studios about the design challenges of creating a modern shoot ‘em up when you are the sole developer.
Transforming Electric Panic into Aftercharge craft We spoke with Chainsawesome Games to discuss how their game 2D game Electric Panic was made into Aftercharge, a 3D first-person game.
Making the world of Yonder feel colorful, cute, and alive craft Yonder: The Cloud Catcher Chronicles is an open world adventure game developed by Prideful Sloth. Discover more about the game through this GameDev story where we follow the process on Environment Design, Town Design, and Creature Design.
Hitman (2016) A World of Opportunity blog Hitman (2016) is one of my favourite games of this year. I have always loved stealth games, and the Hitman franchise has always had its unique take on the genre. Hitman (2016) in my opinion represents the best the series has had to offer to date. I do not hate Hitman: Absolution (2012) as many do, but to me, it represents a different direction for the series, a different philosophy of play. Hitman (2016) serves as an evolution of the franchise's design philosophy in a modern market.
Scrapped Ideas 02:Pandemonium! and Magical Hoppers blog Pandemonium’s wizard Nikki and court jester Fargus had a complete makeover in Magical Hoppers. This installment of Scrapped Ideas compares Toys for Bob’s Pandemonium! and Bandai’s Magical Hoppers as well as changes made to a certain assortment of collectibles.
Game Changers: WinBack’s Cover System blog This is part one of a series talking about games that were ambitious and tried something new. In this blog, we’ll talk about WinBack, an oft-overlooked Koei game.
Scrapped Ideas 01: ClayFighter 63 1/3 blog Ever wondered why certain elements in video games were removed? Characters, concepts or even content that was planned right from the beginning ended up not being used at all? Scrapped Ideas will take you behind the scenes in development and what didn’t make the cut.
The Style and Texturing of Shadow Tactics craft Shadow Tactics: Blades of the Shogun is a tactical strategy game set in feudal Japan, with an emphasis on stealth. The player controls a small cast of characters, each with their own unique abilities and style.
Mysterious Creature Designs and A.I. in Syndrome craft Boris Raguza, 3D artist and Art Director at Camel 101 explains a bit more about the creature designs and their artificial intelligence in Syndrome.
The Papercraft Art and Animation of Book of Demons craft Discover the papercraft art and animation of the game Book of Demons developed by Thing Trunk. It's the first installment of the Return 2 Games series.
Pixel Art and Level Design of Flinthook craft We delve deeper into the development of the art and levels that inspired Tribute Games to create Flinthook.
The Comic Book Inspiration & Visual Art behind Morning Men craft Pixel Federation’s Daniel Mihalik, the Lead Artist, and Lukas Nizky, Head of Development of Morning Men are talking about the concept of their title and what inspired its art.
Designing and Animating the Cast of Characters in Viking Squad craft EFG talks with Slick Entertainment about the cast of their game Viking Squad, how they created the protagonists, and what it took to bring them to life with animation.
Ghastly Art & Modernized Levels of Corpses ‘N Souls craft We interviewed Kai Kubicek, lead developer for Corpses ‘N Souls: an homage to classic side-scrolling action-adventure titles like Castlevania and Metroid with a macabre twist. We discuss the development and processes involved with the art and level design.
Psychedelic Astral World and Creation of Karma craft We interviewed AuraLab to discuss the development behind the incredible psychedelic art, environment and creature designs of Karma. Incarnation1.
Wild Creature Designs of Project Genom craft Hey! My name is Alexander Sergeev, and I’m the artist on Project Genom. I created and designed all the creatures for the game.
Moody Environment Designs in The Journey Down: Chapter Two craft We take a closer look at the stunning environment designs in The Journey Down: Chapter Two from developer Skygoblin.