The Art and Technology Behind Shu's 2.5D Platforming Eye For Games spoke with developer Coatsink to learn more about SHU's collaborative art process and their inspirations for the 2.5D environments, as well as their challenges developing a multiplatform game that met their technical requirements of parity and 60 frames per second across platforms.
Purposeful Humor and Fun in Post Human W.A.R EFG spoke with Studio Chahut about their work on Post Human W.A.R, a turn-based strategy game set in a universe where humans have gone extinct, leading to warring factions vying for control. The R-PATCH, the Anthropists, and the Wraaks all fight for control, with the robot R-PATCH faction consisting of sentient appliances, the Anthropists consist of primates and marsupials who desire to act human, and the Wraak who desire to destroy any remaining traces of human civilization. A player can win a match by killing all opposing forces or by killing the opponent’s hidden champion, in addition to conducting other tasks such as gathering bonus resource boxes and destroying the enemy totem for bonus damage. When I played Post Human W.A.R, its strange humor and unique art style were readily apparent. Studio Chahut wanted the absurdity of their post-human apocalyptic world to shine through, especially in the strategy game genre, which often takes itself very seriously. For the developers, allowing their humor to show in the art and design was important.
Designing Kritika Online’s Ultimate Action and Weapons When developing Kritika Online, ALLM wanted Kritika to be a game where the emphasis was on quick gameplay and powerful attacks, encouraging the player to go on the offensive, whether they played solo or online in a party. Eye For Games spoke with ALLM to learn more about how their philosophies behind combat design, and their principles for creating the game’s hundreds of weapons.
Emphasizing Strategy and Art Design in Regalia Regalia: Of Men and Monarchs, is a hybrid JRPG and strategy game from Pixelated Milk. EFG spoke with the team to discuss how their influences shaped the game’s combat, how they created original and appealing characters and the difficulty and advantages of choosing to work within 2D environments.
Realizing Medieval Bohemia in Kingdom Come: Deliverance We spoke with Warhorse to discuss the role of motion capture and their animation process, the importance of open-ended quest design and how it creates satisfactory gameplay, and how they adapted realistic Medieval combat for a video game.
Shipbuilding and Design Rules of Space Wars: Interstellar Empires EFG spoke with Robert Simyar, creator of space strategy MMO Space Wars: Interstellar Empires, to talk about the creation of game’s factions, designing over 100 unique ships, the intricacies of creating a turn-based combat system, and how a board game he created in high school could be adapted into video game form.
Bringing Crash Force’s essential multiplayer to life EFG spoke with Ascanio Entertainment about their multiplayer arena shooter Crash Force. Crash Force features multiple hovercrafts across three classes, a plethora of abilities and ability types, and fast-paced arena combat – either online with other players or with bots.
Deep dive into the development of Narcosis We take a deep, deep dive into the abyss and explore the development of Narcosis; a survival horror game developed by Honor Code. Discover how the developer came up with the concept and how they made the story and voice acting just as important as the other elements of the game.
Building the neon, sci-fi stylized world of Distance EFG spoke with Refract Studios about their work on Distance, a spiritual successor to their previous game Nitronic Rush. Discover how they developed the futuristic tracks and vehicles, as well as how the soundtrack of Distance ties into the fast, neon fused gameplay of their racing game.
Designing the Low Poly RPG World of For The King IronOak Game’s For The King is a strategic, difficult, turned based RPG with a deliberate low-poly style. We spoke with IronOak to discuss the art, design, and multiplayer aspects of their game, as well as the challenges and expectations of early access games.
Venture through the mysterious Lovecraftian thriller, Conarium Discover this gamedev story about the story, environment, and level designs of Conarium. A Lovecraftian thriller game developed by Zoetrope Interactive.
The Metronomicon and the Challenges of Making a Music RPG The Metronomicon is a unique blend of a rhythm game infused with an RPG. We spoke with the indie developer behind The Metronomicon to find out how they were able to successfully combine the two genres, and the challenges they faced from blending two very different genres into one game.
Designing the Combat and Skill Tree in Asura Battle through this GameDev story about the Combat and Skill Design in Asura, developed by Ogre Head Studio based in Hyderabad, India. Asura is a fantasy Action Role Playing Game and inspired by the Indian mythology.
The Clockwork Mansion Design of The Sexy Brutale 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 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 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 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.
The Style and Texturing of Shadow Tactics 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 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 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 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 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 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 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 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 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 We take a closer look at the stunning environment designs in The Journey Down: Chapter Two from developer Skygoblin.
The uphill Multiplayer & Range of Maps in GoatPunks We interviewed Alberto Santiago of Studio Canvas on his unique, multiplayer-based game titled, GoatPunks. We learned about his challenges as a solo developer, development of the maps, and the multiplayer designs of the game.
Discovering the Open World Design of Outward EFG takes a look inside Nine Dots Studio's quest to make Outward the next big open world RPG. Despite being a fantasy RPG, survival elements will play a huge role in the world of Outward.
Designing the Life Skills in Black Desert Online Discover how Pearl Abyss went through the development of some of the Life Skills and why they thought it would fit their game, Black Desert Online.
The Concept and Design of Ryse: Son of Rome Take a closer look to how a specific part of the concept and design process went on Ryse: Son of Rome, developed by Crytek.
Secret Poncho’s Character Designs and their Abilities We're taking a closer look to the design and development process on the Character and Ability designs in Secret Ponchos.
The Wild Creature Designs in The Witcher 3 A quick look at how concept artist, Marek Madej went through creating some of the wild creature designs in world of The Witcher 3.
The Banner Saga's beautiful Character Designs Discover how Stoic designed and developed the characters in their 2D game, The Banner Saga.
Colorful Character Designs in Shovel Knight We're talking to Yacht Club Games about character design and development in Shovel Knight, a 2D side-scrolling platformer.
Art choices made in Check-in, Knock-out Hi there! Well my name is Menno Stas. I basically did all the art for Check-in, Knock-out, but luckily, I got some help with the animations and special effects. Please enjoy the article.
Mythological god Designs in SMITE Discover the process of creating god-designs with Scott Zier, Lead Designer of the action MOBA game SMITE, developed by Hi-Rez Studio.