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.
Max Pears Talks His Artistic Journey, Career Highlights & the Gaming Industry
02 April 2025 - Level Designer Max Pears joins 80 Level's 10th anniversary celebration, diving into his artistic journey and sharing a heartwarming moment he views as the highlight of his career.
Creating a Game Level with Dark Underground Tunnel in UE5
30 August 2024 - Yurii Hrebenko showed us the workflow behind his project Departure, which is Part 4 of his game inspired by Resident Evil and Alan Wake, explaining how he created detailed terrain and lifelike foliage and lighting in Unreal Engine 5.
Workflow For Creating a Low Poly Western World Game in Unity
15 March 2024 - Ivo J. has shared a comprehensive workflow of Rzberry, a cartoonish action-adventure Low Poly Western World game, focusing on level design, composition, asset workflow, and lighting.
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