Gamedev
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.
8 Common Problems With Level Layouts Explained by Dishonored 2 Level Designer
Ex-Dishonored 2 and Bioshock Infinite Level Designer Steve Lee shared insights on eight of the most common problems in level layout design, how to avoid or fix them, and how to create stronger, more unique player experiences that stand out from the crowd.