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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
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      Jim Offerman
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      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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      Kitty Calis
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      Eric Bartelson
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      Richard Lems
    • What A Difference A Hat Makes in Boss 101

      Tim Donley (Donley Time Foundation)
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      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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      Tim Baijens
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      Niels Uiterwijk
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      Tom Brien (tinyBuild)
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      Roel Ezendam
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      Pascal Bestebroer
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      Aaron Oostdijk (Gamistry)
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      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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      Aryeh Loeb
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Tagged Anecdotal

How A Small Studio Got Its Hands On Halo

Matthijs Dierckx
Business
With HALO’s latest twin-stick shooter available today, Control500 takes a look at how this major IP ended up in a small studio in Amsterdam, The Netherlands. How HALO found its way to the Dutch capital is a ... Read More...

The Magic That Saved 99 Bricks

Eric Bartelson
Game Design
It was a good idea and the game was solid, but WeirdBeard needed a bit of magic to bring 99 Bricks: Wizard Academy to life. It started as a relatively simple Flash game that linked Tetris blocks to real life... Read More...

The Shape That Unified Mass Effect’s Look

Derek Watts (BioWare)
Art
What makes any Mass Effect-screenshot so instantly recognizable? Let me help you, use the slider on these images: (If you don't see them, first click here, then here) It’s the arc. It’s everywhere, an... Read More...
Joris de Man (left), during the recordings of the Killzone 3-soundtrack.

The Touching Story Behind Killzone 3’s Beautiful Menu Music

Matthijs Dierckx
Audio
Sometimes life is great. And in May 2010 that’s the case for Joris De Man. The composer has just received the first ever Ivor Novello Award for game music for his work on Killzone 2. A couple of days later, ... Read More...
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Most Discussed

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

New Micro Mortems

The challenges of designing games for Pillo

By Ard Jacobs

Pillo is a new intuitive and comfortable interface for controlling games, in the shape of a pillow. Sounds cool, right? And it is! It is... Read more →

Posted in: Game Design

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

By Eric Bartelson

This Micro Mortem is based on the talk that Jane Ng’s, Lead Artist at Campo Santo, gave at GDC 2016 Graphic designer Olly Moss designed the... Read more →

Posted in: Art

How We Cheated Physics To Avoid Players Feeling Cheated

By Tim Baijens

When we first started with KABOUNCE, a multiplayer competitive pinball game, we tailored it to the theme of a UE4 game jam: Rocket and Roll.... Read more →

Posted in: Developers Corner, Tech

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

Dimension Drive Puts Two Vertical Shooters On A Horizontal Screen

By David Jimenez (2Awesome Studio)

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. Read more →

Posted in: Game Design

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