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    • Fixing the DISC ROOM design

      Jan Willem Nijman (Vlambeer)
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      Ard Jacobs
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      Jeroen Wimmers
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      Jim Offerman
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      Joris Dormans
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      Daniël Ernst
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      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
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      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
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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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      Creating the Dynamic Sound Design of Future Unfolding

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      Matthijs Dierckx
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      The Touching Story Behind Killzone 3’s Beautiful Menu Music

      Matthijs Dierckx
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      Matthijs Dierckx
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      Martine Spaans
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      Jurriaan van Teunenbroek
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Tagged Micro Mortem

Mirror’s Edge Catalyst • Keeping the camera in your face

Eric Bartelson
Developers Corner

The challenges of designing games for Pillo

Ard Jacobs
Game Design

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

Eric Bartelson
Art

How We Cheated Physics To Avoid Players Feeling Cheated

Tim Baijens
Developers Corner, Tech

Making Achievements: The Design and Art Process

Tim Donley (Donley Time Foundation)
Art
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 mini-games, quests and achievements are a few of the tried and true ways w... Read More...

Designing A Believable Homemade Flamethrower For The Last of Us

Nick Gindraux (Naughty Dog)
Art
Concept Artist Nick Gindraux was tasked with the design of a homemade flamethrower for protagonist Joel in Naughty Dog’s The Last of Us. Here is what he came up with. “I started working at Naughty Dog during... Read More...

The Witcher 3 Quest Design: How To Not Drown

Mateusz Tomaszkiewicz (CD Projekt RED)
Game Design
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 of. This becomes even more visible in The Witcher 3, since we... Read More...

Cleaning Up The Menu Space in SpeedRunners

Tom Brien (tinyBuild)
Art
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 and options every couple weeks. Development priority can s... Read More...

Football Mafia is a shameless experiment in addiction

Jurriaan van Teunenbroek
Business
As an industry, the games we produce are there to provide you fun, emotion, depth. We will call it entertainment and we will even say it will give you an experience like no other. It will teach you something, t... Read More...

Humor Helped Goat Simulator Go Viral

Alessandra van Otterlo (Control500)
Business
Goat Simulator is a weird game and everything about its PR is just as odd. At Nordic Game Conference, Armin Ibrisagic, game designer and PR manager at Coffee Stain Studios, shared how fans led the way in an uno... Read More...

Keeping Up — A Smarter Camera For Munch Time 2

Aaron Oostdijk (Gamistry)
Tech
As you can see in the above trailer, Munch Time 2 is a 2D metroidvania platformer with a focus on active combat and swing physics, that all come together in a light puzzle-filled adventure about a silly little ... Read More...

“To Die or Not to Die” –Death Animations in Guns, Gore & Cannoli

Benjamin Claeys (Claeysbrothers Arts)
Art
https://www.youtube.com/watch?v=rEQ4KcjcnM0&feature=player_embedded As you can see in the trailer above, there are obviously many enemies and weapons in Guns, Gore & Cannoli (Steam). Everybody who has ev... Read More...

Why Giving Away Free Game Assets Is Good Business

Kenney Vleugels
Business
Some will argue that giving away free stuff isn’t a good business strategy if all you do is give away free stuff. Let me tell you why this strategy works for me and why it might work for you. A couple of... Read More...

Upgrading Core Tech For Hotline Miami 2: Wrong Number

Frans Kasper (Abstraction Games)
Tech
Taking Hotline Miami 2 at face value; it can be perceived as a bigger and badder version of its 2012 predecessor with a few additional bells and whistles, a new story, a new battery of excellent soundtrack tune... 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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