Purposeful Humor and Fun in Post Human W.A.Rauthor Jerry Kline | February 13, 2018
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.
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.
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.
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.