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    Featured
    • Fixing the DISC ROOM design

      Jan Willem Nijman (Vlambeer)
      Game Design
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    • The challenges of designing games for Pillo

      Ard Jacobs
    • How I made Circles feels intuitive without any text or tutorial

      Jeroen Wimmers
    • Creating Realistic Fun in Stable Orbit

      Jim Offerman
    • A Handcrafted Feel: ‘Unexplored’ Explores Cyclic Dungeon Generation

      Joris Dormans
    • VR Dioramas: The Illusionist’s Way of Telling Stories

      Daniël Ernst
    • Animated Cover: Better Game Design Using the Scientific Method

      Robin-Yann Storm
  • Art
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    • Designing A Believable Homemade Flamethrower For The Last of Us

      Nick Gindraux (Naughty Dog)
      Art
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    • A mini-story about the Minit mosquito

      Kitty Calis
    • How Firewatch translated 2D concept art into a 3D open world

      Eric Bartelson
    • Generating art: Turbo­charge your workflow

      Richard Lems
    • What A Difference A Hat Makes in Boss 101

      Tim Donley (Donley Time Foundation)
    • Keeping 2D Herald afloat by adding 3D

      Bart Heijltjes
    • The Dream That Inspired The Nightmarish Graphics of The Intruder

      Roy Theunissen
  • Tech
    Featured
    • A Handcrafted Feel: 'Unexplored' Explores Cyclic Dungeon Generation

      Joris Dormans
      Game Design, Tech
    Recent
    • How We Cheated Physics To Avoid Players Feeling Cheated

      Tim Baijens
    • How not to lose your body parts in a networked game

      Niels Uiterwijk
    • Cleaning Up Clustertruck

      Tom Brien (tinyBuild)
    • Predicting Players: Calculated Level Design in Action Henk

      Roel Ezendam
    • Fast AI for turn-based action game Space Grunts

      Pascal Bestebroer
    • Keeping Up — A Smarter Camera For Munch Time 2

      Aaron Oostdijk (Gamistry)
  • Audio
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    • The Assassin’s Creed game that needed more than just a score

      Olivier Derivière
      Audio
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    • Future Unfolding

      Creating the Dynamic Sound Design of Future Unfolding

      andreaszecher
    • Making the sound of Elite: Dangerous (VIDEO)

      Matthijs Dierckx
    • Joris de Man (left), during the recordings of the Killzone 3-soundtrack.

      The Touching Story Behind Killzone 3’s Beautiful Menu Music

      Matthijs Dierckx
  • Business
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    • "You stand no chance", Says Vlambeer's Rami Ismail (VIDEO)

      Matthijs Dierckx
      Business
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    • Letters from the 19th century. A $300 worldwide marketing campaign

      Aryeh Loeb
    • From Cardiac Arrest to Cat Success — Remarkable Story About a Game With Famous Cats (VIDEO)

      Matthijs Dierckx
    • SteamSpy’s analysis of the Indiepocalypse: ‘It’s nothing new’ (VIDEO)

      Matthijs Dierckx
    • Extending the lifetime of Hidden Object game Home Makeover

      Martine Spaans
    • 33 on Metacritic: Why My Game Failed (VIDEO)

      Matthijs Dierckx
    • Football Mafia is a shameless experiment in addiction

      Jurriaan van Teunenbroek
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  • A mini-story about the Minit mosquito
  • The challenges of designing games for Pillo
  • How Firewatch translated 2D concept art into a 3D open world
  • Generating art: Turbo­charge your workflow
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  • About Control500

Biofeedback Game for Patient Safety

Eric Bartelson
Developers Corner
A new game by psychologist Pamela Kato helps young doctors reduce stress and thus save lives by... taking a deep breath. “Please raise your hand if you have ever played a video game.” Pamela Kato gazes into th... Read More...

Co-founder Leaves Guerrilla Games for EA Visceral

Matthijs Dierckx
Developers Corner
After a decade of Killzone, Guerrilla Games’ co-founder and Technical Director Arjan Brussee is moving to EA Visceral, creators of another shooter starring glowing eyes, Dead Space. EA’s newest Executive Pro... Read More...

Prof. Toru Iwatani: “This is how I made Pac-Man!”

Matthijs Dierckx
Developers Corner
Back in 2010, Control invited Pac-Man creator Toru Iwatani to come and speak at a conference in The Netherlands. On a bus trip during his visit, he pulled out an innocent looking folder. Innocent, it was not. The folder contained the original sketches for his ... Read More...
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Tech

  • How We Cheated Physics To Avoid Players Feeling Cheated

    Tim Baijens
  • How not to lose your body parts in a networked game

    Niels Uiterwijk
  • Cleaning Up Clustertruck

    Tom Brien (tinyBuild)
  • A Handcrafted Feel: ‘Unexplored’ Explores Cyclic Dungeon Generation

    Joris Dormans
  • Predicting Players: Calculated Level Design in Action Henk

    Roel Ezendam
  • Fast AI for turn-based action game Space Grunts

    Pascal Bestebroer

Most Discussed Micro Mortems

Making The Last of Us’ Iconic Giraffe Scene

By John Sweeney (Naughty Dog)

Meeting the giraffe in The Last of Us is for many players the emotional peak in an already emotional journey. Concept Artist John Sweeney tells... Read more →

Posted in: Art

A Handcrafted Feel: ‘Unexplored’ Explores Cyclic Dungeon Generation

By Joris Dormans

Stop creating branching paths, start using cyclic dungeon generation. Your levels will feel so much more hand crafted. Read more →

Posted in: Game Design, Tech

Puzzle Positioning in Metrico: A Puzzle in itself

By Roy Van De Mortel (Digital Dreams)

As a level designer there is nothing more satisfying than having a solid puzzle idea inexplicably popping into your head that needs only few iterations to be... Read more →

Posted in: Game Design

The Eyes Of ibb & obb • Blink For Emotion

By Richard Boeser (Sparpweed)

Legs, a body and eyes. Both ibb and obb lack other features. They need legs to run and jump around. A body so they can... Read more →

Posted in: Game Design

Explosions In Vlambeer’s Nuclear Throne

By Jan Willem Nijman (Vlambeer)

Take a look at the trailer above, and you’ll see that Nuclear Throne is in essence an action game. That’s what we do at Vlambeer,... Read more →

Posted in: Game Design

The Summer That Launched My Career

By Cliff Bleszinski (Boss Key)

One day Tim Sweeney of Epic sent me a download of a prototype that looked like the old Amiga game “Turrican“. It moved at an... Read more →

Posted in: Game Design

Making Super Crate Box Run 60fps On A Commodore 64

By Paul Koller

At the start of the development of the Commodore 64 port of Vlambeer’s Super Crate Box –entitled Super Bread Box— I quickly realized that in order... Read more →

Posted in: Tech

Recent Comments

  • Martim Alves de Lima “To Die or Not to Die” –Death Animations in Guns, Gore & Cannoli
  • Rage187 Making The Last of Us’ Iconic Giraffe Scene
  • James Grills A Handcrafted Feel: ‘Unexplored’ Explores Cyclic Dungeon Generation
  • j____l Journey’s Enigmatic Character • Its Six Iterations
  • Timo Radzik Fixing the DISC ROOM design

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