Marek Markuszewski, CEO & Project Lead at Starward Industries, shared the story of developing The Invincible, a sci-fi game based on the novel by S. Lem.
The NEARGA team shared their experience of developing VoidTrain, an indie open-world adventure with action and survival elements where the players will travel on their personal interdimensional train.
Let's study some level design tips for setting up blockmeshes that will help you lead players and avoid frustration.
Learn how you can use different elements to design a smooth gameplay experience with these tips from Ketul Majmudar.
Denis Akulov shared some of the details of Wargaming's approach to level design and environment art in World of Tanks.
Sarah Wang, Senior Environment Artist at Respawn Entertainment, shared some details about the production of game content and level design for AAA titles such as Star Wars Jedi: Fallen Order™.
Megagon Industries Team talked about its game, Lonely Mountains: Downhill, shared how the production started, discussed the technical approach to creating multiple paths, details, working on level design and mentioned the biggest challenges and a few tips for indie game developers.
Ludomotion Team, the developers of Unexplored 2, briefly talked about the art style of their indie title, the way they control the colors of the shadows, and level generation.
Alexander Sharov talked about his approach to designing and creating a HALO fanart level.
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