Tag: Developer Article

Minit is a peculiar little adventure played sixty seconds at a time. It's a collaboration between me (Kitty Calis), Jan Willem Nijman, Jukio Kallio & Dominik Johann. In an earlier interview I told the biggest growth of...
DICE’s Animation Director Erik Söderholm calls it the most important part of camera animation: “Getting the player to understand, and almost feel, what your character is doing.” And when that character is on a ledge 50...

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...

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...

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...

Unfated: Era of Wanderers plays cards against tropes in RPGs

Designer Joris Dormans plays with some of RPG’s most common mechanics to battle some of it’s most common tropes. In Unfated, Era of Wanderers...

The Dream That Inspired The Nightmarish Graphics of The Intruder

Survival horror game The Intruder is intended to be an authored game and Roy Theunissen claims responsibility for everything that's good and bad about...

Making Achievements: The Design and Art Process

While working on Boss 101 we’re always looking for things to add which increase the playability of the game for the player. Things like...

The Witcher 3 Quest Design: How To Not Drown

Webs of variables and branches in our games have always been very complicated, posing a huge challenge for quest designers to control and keep track...

Cleaning Up The Menu Space in SpeedRunners

If there's anything I'm the best at, in our company, it's avoiding work! SpeedRunners is an Early Access game that updates with new features, levels...

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