The Clockwork Mansion Design of The Sexy Brutaleauthor Jerry Kline | August 10, 2017
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.
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.
interview Composer Austin Wintory behind ABZÛ Award-winning and critically acclaimed video game composer, Austin Wintory, shares his compositional process and gives us insight into the audio of ABZÛ.
interview Composers Danny Bensi and Saunder Jurriaans behind For Honor Ubisoft’s For Honor pits Vikings, Samurai, and Knights against each other on the battlefield, either in a single player campaign or multiplayer modes.
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.