GDC: Designing Path of Exile
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GDC: Designing Path of Exile
3 February, 2019
News

Grinding Gear Games’ Path of Exile is a free-to-play success story which began as a modest story in 2013 and since then has been entertaining millions of active players every month. Want to learn about the development techniques behind the title? Don’t miss the Game Developers Conference in San Francisco next month then.

As part of the GDC 2019 design talks Grinding Gear’s Chris Wilson will be hosting “Designing ‘Path of Exile’ To Be Played Forever“, which is basically an inside look at how Path was built.

“He [Chris] will cover how to structure releases into seasons with predictable release dates and scope, how to re-use content for rapid development, how to use procedural generation to keep content from feeling stale, how to employ multiple overlapping axes of randomness for additional replayability, how to design deep gameplay systems that keep players engaged and how to grow a community over a long period of time,” states the description.

You can learn more by following this link.

Ultimate River Tool is a powerful and easy component for Unreal Engine 4 that allows you to make rivers with automatic flow-map UV warping, cascades, and interactions with physical objects.

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