Gamedev
Rain Games On Indie Dev & How the Story of Teslagrad 2 Began
Rain Games' CEO Peter Wingaard Meldahl told us about the rewards and challenges of creating games independently, spoke about the origins of the Teslagrad series, and discussed Teslagrad 2's mechanics and the importance of visual storytelling.
New World Interactive on Its Work Processes & Strategies for Avoiding Burnout
New World Interactive's Communications Director Astrid Rosemarin spoke about the studio's working organization, explained how they welcome beginners to the team, and shared some tips for avoiding burnout.
CoasterMania: Developing a Rollercoaster Simulator for VR
Stephen Rogers told us about the birth of CoasterMania, spoke about the challenges of VR game development, and discussed the game's building mechanics and the first-person and Passthrough modes.
Rise of Fox Hero: Developing a 3D Platformer with Fun Combat and Puzzle Elements
Josep Monzonís discussed how he stays motivated while balancing his full-time job and game development, spoke about Rise of Fox Hero's combat and puzzle mechanics, and gave advice to aspiring indie developers.
The Working Culture & Hiring Approach at Virtuos Paris
Virtuos Paris's General Manager Clement Galiay spoke about the company's working practices and culture, shared their approach to education, and discussed the external development market in France.
Developing Dying Light's Iconic Dropkick Move
Techland's Bartosz Kulon, Dawid Lubryka, and Tymon Smektała have told us about the history behind the Dying Light series' dropkick move, explained how it was implemented into the game, and shared their thoughts on why this move is so iconic among DL fans.
The Development Process Behind Squirrel With A Gun
Daniel DeEntremont told us how he came up with the idea for Squirrel With A Gun, explained why Unreal Engine 5 was chosen for the game, spoke about the production processes behind its environments and gameplay mechanics, and shared some advice on preparing a game for a Steam release.
Sorceress: Developing a Dynamic Physics-Based Action Adventure
Miguel Arroyo, aka "Wabbaboy", told us about his journey as an indie game developer, explained how physics-based gameplay was incorporated into various aspects of Sorceress, and spoke about the role of creative improvisation in the game.
Developing Shady Knight, a Solo-Developed 3D Platformer with First-Person Sword Fights
Alexey 'cptnsigh' told us about the inspiration behind Shady Knight's combat system, explained how he found the game's identity through player feedback, and discussed the game's visual style, mechanics, and how he approached level design.