Insomniac on Its Approach to Designing the Symbiote Suit
Insomniac Games delved into the origins of the suit's concept, the team's approach to the costume's design, and the impact the Symbiote suit will have on the game in terms of both the story and gameplay mechanics.
Developing Boxes Lost Fragments with Blender, Unity & Substance 3D Painter
Big Loop Studios told us about the idea behind Boxes: Lost Fragments and shared the asset production, texturing, and testing workflows.
80 Level Digest: Popular Roguelike Creators on Design Choices
Developers of 10 famous roguelikes talk about the details behind their creations.
How to Present Levels for Your Portfolio?
Multiplayer Level Designer Amin Montazeri has shared tips and tricks for presenting blockout levels in a portfolio for level designers, covering the topic from the three views: isometric, plan and section, and player perspective.
80 Level Digest: Great Resources on Character Design in Games
Today's 80 Level Digest will delve into a variety of helpful resources that can assist game designers and artists in enhancing their character design skills.
The Quest to Enhance Design in Video Games
Viktoriya Kozyreva discussed the challenges that UI/UX designers face in creating games, detailed solutions that designers are using to overcome these challenges, and spoke about the importance of cross-device consistency and cultural adaptation.
Lightspeed Lina: Developing a Sonic-Inspired 3D Platformer
CornflowerBlue talked about the work on Lightspeed Lina, described its high-speed platforming gameplay, and shared the challenges of being a solo developer.
Moon Mystery: Developing a Space-Themed Indie Game in Unreal Engine
Cosmoscouts' Mikołaj Szymanowski has told us about the development process behind Moon Mystery, an upcoming space adventure with FPS elements, explained how the team creates environments for the game, and shared the studio's future plans.
Realism & Sound Design in subROV – Underwater Discoveries
José González, the creator of subROV: Underwater Discoveries, talked about his sound designer background and how it influenced the game and discussed how close to life the experience is.
- 1DragGAN: A New Method for Manipulating Generated Images
- 2OpenAI CEO Sam Altman Believes the Era of Remote Work is Over
- 3MOUSE: An Upcoming First-Person Shooter With Old-School Disney Art Style
- 4Massive Layoffs and Budget Cuts Are Coming to Intel
- 5Redfall's Sadie Boyd: "I Didn't Anticipate My Peers Openly Mocking the Difficult Launch"
- 6David Jaffe Surprised by Lack of Critical Reviews for Tears of the Kingdom's Graphics
David Gaider: Developers Will Invest Significant Effort in AI-Based Dialogue Games, Yet Face FailureDragon Age isn't better than AI tho... 😂·
Duke Nukem Remastered Developer Apologized for Using AI ArtAI rulez. I am desperately waiting when game makers finally embrace Ge...·
Highly-Realistic Coastline Set Up in UE5 With Fluid Flux 2.0Beach waves are super amazing.·
XLA Reveals MetasitesLouvado seja o nosso Senhor.·
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