Rallying for Remixes: An Unsung Hero of Game Adaptability and Endurance
Unlock Audio's Elliot Callighan has told us about creating soundtracks for games, detailing the advantages Trackmania gained in using remixes in their rollout.
Creating a Game Prototype That Lets One Explore the Entire World With UE5 & Photorealistic 3D Tiles
Technical Artist Nils Bakker has shared the workflow behind his recently-showcased game prototype that lets one explore the entire planet Earth in 3D, explaining how it was made using Google's Photorealistic 3D Tiles, ChatGPT, and Unreal Engine 5.
Working Culture & Hiring Practices at The Coalition
Studio Art Director at The Coalition Aryan Hanbeck has told us about the studio's working organization, explained how they hire new members, and shared some insights on avoiding burnout.
Ready or Not Devs on the Game's Mechanics, NPC AI & Early Access Experience
The VOID Interactive team discussed how the story of Ready or Not began, provided in-depth insights into their development process for NPC AI, and shared their experience with taking part in Steam's Early Access program.
modl.ai: The Story and Development of AI Engine
modl.ai's CEO Christoffer Holmgård and Lead Engineer Ricardo Sisnett have told us about the company's AI Engine, discussed its capabilities, and shared their approach to privacy and AI training.
Developing a Squad-Based Tactical RPG Zoria: Age of Shattering
The Tiny Trinket Games team delved into the production process of Zoria: Age of Shattering, discussed how they worked on the game's combat, and explained how they ensured that the game's world remains easily comprehensible for players.
A Closer Look at SHADOW, a Cloud-Based Solution for Game Creators
SHADOW's Chief Strategy Officer Sébastien Kaiser has told us about the company's cloud solutions, explained how they can be leveraged by game creators, and shared their plans for the future.
How Art Shapes the Outcome of a Hyper-Realistic VR Project: Behind-the-Scenes Insights
The Kevuru Games team has walked us through the production process behind Birdly Insects, a hyper-realistic VR simulator of insect life, explained how the game's creatures were made, and discussed the future of VR.
Do Not Feed the Monkeys 2099: Developing a Futuristic Digital Voyeur Simulator
Fictiorama Studios' Luis Oliván discussed how the team decided to work on the Do Not Feed the Monkeys sequel, delved into the creation of the game's puzzles, and shared the team's strategies for discovering and engaging with the audience for the game.
- 1DragGAN: A New Method for Manipulating Generated Images
- 2MOUSE: An Upcoming First-Person Shooter With Old-School Disney Art Style
- 3Massive Layoffs and Budget Cuts Are Coming to Intel
- 4David Jaffe Surprised by Lack of Critical Reviews for Tears of the Kingdom's Graphics
- 5Adobe Integrated Firefly's AI Tools into Photoshop
- 6Machine Learning Deformer Sample Project Is Available for Download
Duke Nukem Remastered Developer Apologized for Using AI ArtAI rulez. I am desperately waiting when game makers finally embrace Ge...·
UE5-Powered Final Fantasy IX Memoria Project Gets a New Gameplay DemoIf only this could be a playable game project...·
Volograms Introduced Vologram Messages to Turn Videos into 3D HologramsWow. This is incredible·
Abandoned Airport Environment for Unreal Engine 5Average Airport in Ohio·
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