Search results for miss

Bloodborne audio experts Peter Scaturro, Penka Kouneva and Jim Fowler take the stage at GDC 2016 to talk about how the game's striking, haunting score was composed and produced across continents. ...
In this 2015 feature, we examine how F2P monetization mechanics are seeping into premium game design by looking at Mortal Kombat X and asking: how do you monetize without compromising game design? ...
"Sometimes, making something game-y just destroys the feeling that you're after." Frictional Games' Thomas Grip shares the origins and evolution of Amnesia's world-distorting sanity meter. ...
At GDC 2017 The Molasses Flood's Gwen Frey, sole animator on The Flame in The Flood, discusses how to rapidly generate triple-A quadruped locomotion as an indie dev. ...
Hoping to ready earthlings for their move to Mars, Thomas Missé has designed a lightweight, stackable chair made from carbon fibre that he believes will lower interplanetary importation costs.  Read more
Which games offer a masterclass in how to design a well-shaped learning curve? Corey Davis of Psyonix, Chris Bourassa of Red Hook, and Global Game Jame co-founder Ian Schreiber weigh in. ...
Firaxis' successful revamp of a cult classic turns 5 years old today; to mark the occasion, why not look back at this fantastic GDC talk about how the XCOM: Enemy Unknown team found their art style? ...
On the game's fifth anniversary, take a look back at this chat with Firaxis's Garth DeAngelis about designing opportunities for emergent storytelling and the power of a player's internal narrative. ...
At GDC 2017, StudioMDHR's Jake Clark (an animator and designer on the game) took the stage to break down how Cuphead's vibrant visuals are created, as well as the studio's philosophy of design. ...
How does an audio designer sprinkle sounds into a game to enhance player immersion? Michael Theiler with Kpow Audio offers a practical look at the methods he has used when implementing ambient audio.LA ...


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