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

      Nick Gindraux (Naughty Dog)
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    • How Firewatch translated 2D concept art into a 3D open world

      Eric Bartelson
    • Generating art: Turbo­charge your workflow

      Richard Lems
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      Tim Donley (Donley Time Foundation)
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      Bart Heijltjes
    • The Dream That Inspired The Nightmarish Graphics of The Intruder

      Roy Theunissen
    • Making Achievements: The Design and Art Process

      Tim Donley (Donley Time Foundation)
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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
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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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      Matthijs Dierckx
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      Aryeh Loeb
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      Matthijs Dierckx
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      Matthijs Dierckx
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      Martine Spaans
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      Matthijs Dierckx
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      Jurriaan van Teunenbroek
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Tagged Control Conference 2015

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.

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’.

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.

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

Matthijs Dierckx
Business
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.

33 on Metacritic: Why My Game Failed (VIDEO)

Matthijs Dierckx
Business
Despite enjoying a lot of positive pre-launch coverage, Vogelsap's asymmetrical multiplayer shooter The Flock failed at launch. Creative Director and Game Designer Jeroen Van Hasselt analysed the launch and wha... 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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