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New Halloween Game Put Original Michael Myers Actor in a Mocap Suit

30 October 2026 - IllFonic CCO Jared Gerritzen discusses recreating 1978 Haddonfield, capturing Nick Castle’s original Michael Myers movements, using UE5 lighting, and building reactive NPC systems for Halloween: The Game.

#Interviews#Character Art#Video Games#Game Development#Level Design

How Hitman Devs Turned Jacksepticeye Into a “Violent Narcissist” in Newest Mission

29 October 2026 - IO Interactive explains how Jacksepticeye became Finn Colton, a narcissistic influencer whose content empire, buried trauma, and public facade shape Hitman’s new Elusive Target mission.

#Interviews#Character Art#Video Games#Game Development#Level Design

Tomb Raider Director Explains How 3D Level Design Has Evolved Over 30 Years

21 October 2026 - Tomb Raider Game Director Raul Siqueira discusses 30 years of 3D level design, preserving isolation, evolving camera technology, and Legacy of Atlantis’ optional guidance systems.

#Interviews#Video Games#Game Development#Level Design

Hidden Design Decisions Behind Believable Open-World Cities

16 October 2026 - Veteran World Designer Nathan Cheever explains how pathways, landmarks, infrastructure, world states, rapid prototyping, and over 30 major layout iterations shaped Mafia 3’s New Bordeaux.

#Interviews#Video Games#Game Development#Level Design

How Brigador Killers Makes Blowing Up Buildings Part of the Strategy

15 October 2026 - Stellar Jockeys explains how Brigador Killers combines bullet penetration, systemic building collapse, reactive physics, readable VFX, and a Blender-based sprite pipeline.

#Interviews#Blender#Environment Art#Video Games#Level Design#Substance 3D Painter
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Veteran Game World Designer Explains Why Bigger Game Worlds Aren’t Always Better

06 October 2026 - Veteran World Designer Nathan Cheever explains how traversal speed, encounter density, reusable spaces, and production resources determine how large a game world should actually be.

#Interviews#Video Games#Game Development#Level Design

Interview: Building a Wuxia Sandbox RPG With Up to 10,000 Dynamic NPCs

24 August 2026 - ConchShip Games explains how The Scroll of Taiwu combines up to 10,000 dynamic NPCs, 700+ martial arts skills, generational storytelling, Chinese culture, and systemic sandbox RPG design.

#Interviews#Video Games#Game Development#IndieDev#Level Design

BeastLink Devs Detail the Tech Behind Its Massive Kaiju Destruction with Millions of Dynamic Pieces

11 May 2026 - The team behind BeastLink breaks down its proprietary SuperDestruction technology, including procedural city generation, synchronized multiplayer physics, and UE5 modifications powering large-scale kaiju destruction.

#Interviews#Unreal Engine#Video Games#Game Development#Houdini#Level Design

Resident Evil Director Explained How Simple Tricks Made Corners Work on PS1

07 December 2025 - Hideki Kamiya explained how simple camera and lighting adjustments solved early Resident Evil’s corner visibility issues.

#News#Level Design

Creating Grail: Colorful Mini-Golf Park, Winner of Counter-Strike 2 Map Contest

09 September 2025 - Bartlomiej Guzek, Radu Tanasie, and Florian Wagner shared how they created Grail, a mini-golf park-themed map that won the Mapcore Big Adventures Mapping Contest, explaining how the bright textures were created in Substance 3D Designer and how group effort helped shape the tentacles.

#Environment Art#Interviews#Blender#Video Games#Game Development#Level Design#ZBrush#Substance 3D Designer#Substance 3D Painter

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