How To Combat Toxic Player Behaviour (VIDEO)

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

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...

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

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

All three of the Home Makeover games on Google Play received over a million downloads, without significant marketing budgets. Why are these Hidden Object...

Making the sound of Elite: Dangerous (VIDEO)

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

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...

Keeping 2D Herald afloat by adding 3D

Herald is an interactive period drama about colonialism with a heavy emphasis on storytelling and art. Bart Heijltjes, Creative Director at Wispfire, explains how...

Predicting Players: Calculated Level Design in Action Henk

Action Henk is a speedrunning platformer game in which the goal is to race through short levels as fast as possible to set the...

The Assassin’s Creed game that needed more than just a score

Assassin's Creed Black Flag Freedom Cry composer Olivier Deriviere needed something special to score the story of Adewale. Here's how he achieved a truly...

“You stand no chance”, Says Vlambeer’s Rami Ismail (VIDEO)

Vlambeer's Rami Ismail delivered a riveting speech at this year's Control Conference. A room full of indie startups watched in horror as Ismail trashed their hopes and dreams.

Fast AI for turn-based action game Space Grunts

Game designer Pascal Bestebroer of OrangePixel explains how Pac-man inspired him to make his turn-based game feel like an all-out-action-shooter. https://www.youtube.com/watch?v=r3LPb6Y3Bg8 Space Grunts is a fairly fast...

How Interstellar Rift makes you feel at home in space

Gameplay programmer Paul Mertens doesn’t like menus. If you want something done in Interstellar Rift you will have to talk to the spaceship’s systems...