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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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