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    • Fixing the DISC ROOM design

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

      Ard Jacobs
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      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
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    • Designing A Believable Homemade Flamethrower For The Last of Us

      Nick Gindraux (Naughty Dog)
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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
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    • A Handcrafted Feel: 'Unexplored' Explores Cyclic Dungeon Generation

      Joris Dormans
      Game Design, Tech
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    • 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)
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    • The Assassin’s Creed game that needed more than just a score

      Olivier Derivière
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      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
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    • "You stand no chance", Says Vlambeer's Rami Ismail (VIDEO)

      Matthijs Dierckx
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      Aryeh Loeb
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      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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LATEST
  • A mini-story about the Minit mosquito
  • The challenges of designing games for Pillo
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  • About Control500

Dimension Drive Puts Two Vertical Shooters On A Horizontal Screen

David Jimenez (2Awesome Studio)
Game Design
Dimension Drive is a split screen game for a single player. Game designer David Jimenez explains how putting two games next to each other opens up a world of possibilities.

Using Autobiographical Data to Encrypt Save Games

Alex Camilleri
Game Design
When you make an autobiographical game, every detail should be genuine. Even the encryption of the save data.

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

Matthijs Dierckx
Business
Herdjie Zhou explains how he almost died, but didn't, and then decided to make a game with famous cats. It makes sense, just listen to him.

What A Difference A Hat Makes in Boss 101

Tim Donley (Donley Time Foundation)
Art
Do you have something in your game you can expand on and give your player's a better experience? Maybe it is a matter of simply taking what you have and making a small, value adding change. In the case of Boss ... Read More...

How To Combat Toxic Player Behaviour (VIDEO)

Eric Bartelson
Game Design
When his community grew, Geert Van Den Burg had to deal with toxic player behaviour. In this Control Conference talk, he shares the lessons he learned.

VR Pitfalls in Super Man vs Monster

Diederik Groesbeek
Game Design
Adding VR to the city-wrecking and beast-slaying Man vs Monster taught designer Diederik Groesbeek a few lessons about his design. https://www.youtube.com/watch?v=tJ8tWUobUlU "After the unboxing of the first Oculus Rift, excitement levels at our office w... Read More...

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

Matthijs Dierckx
Business
SteamSpy founder Sergey Galyonkin uses fresh and existing data to analyse whether or not the ‘Indiepocalypse is nigh’.

Extending the lifetime of Hidden Object game Home Makeover

Martine Spaans
Business
All three of the Home Makeover games on Google Play received over a million downloads, without significant marketing budgets. Why are these Hidden Object games so much more popular than others? We think this is... Read More...

Making the sound of Elite: Dangerous (VIDEO)

Matthijs Dierckx
Audio
Using a lot of in-game examples, Sr. Audio Designer Matthew Florianz, delivers an in-depth look into the making of the audio for Elite: Dangerous.

Rationing Rare Occurrences in Chalo Chalo

Tomasz Kaye
Game Design
In Chalo Chalo you pilot a slow-moving dot towards a goal at the other side of an abstract landscape. Designer Tomasz Kaye purposely built in ‘rarities’ to spice things up. https://www.youtube.com/watch?v=Ho... 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

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

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

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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