Art Director at Troglobytes Games Luciano Iurino has told us about the development process behind Blind Fate: Edo no Yami, talked about using Unreal Engine's tools to set up gameplay mechanics, and explained how the team managed to get two Epic MegaGrants.
Guerrilla Games' Stefan Groenewoud talked about working on Horizon Forbidden West, explained what it means to be a Technical Artist, and spoke about the scopes of games.
Hannah Nicklin talked about the main topics of the Writing for Games: Theory & Practice book, discussed what can make stories in AAA games clunky, and shared some independent games with thrilling storytelling.
Today we've collected a list of schools that train the next generation of developers of interactive, real-time experiences.
Louis-René Auclair, CEO of RocketRide Games – a video games consulting agency – explained how the company helps its partners and talked about the Netflix partnership.
CEO of Dogwood Gaming Samuel Martino told us about how the studio's cyberpunk RPG Ashes of Kanaka was made, talked about the AI system used in the remake, and explained how the company got the investment from the state.
Playdew talked about the mechanics behind its puzzle adventure Lost Twins 2, discussed the technology used in the game, and shared the difficulties a small company has to face in Pakistan.
RetroPixel Digital's Nick Romick told us about the tech used in Green Hawk Down, talked about how worldbuilding is done, and shared the company's plans for the future.
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