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The 2014 Nidhogg was a minimalist duel between two monochromatic stick figures. The sequel adds more graphical detail and more weapons, but tries to maintain the accessible simplicity of the original. ...
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky. ...
Respawn game designer Carlos Pineda explains how the studio balanced Titans in the game so that Titanfall 2 combat is satisfying -- whether players are fighting in robots or on foot. ...
For her game Bollywood Wannabe, Catherine Levesque needed a specific kind of music -- and in this post, she details precisely how she went about getting the right music on the cheap. ...
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest. ...
The global fighting game tournament Evo is upon us once again, so take a look back at this 2015 breakdown to find out what game development lessons can be found in the tourney's most exciting moments. ...
Even if you for some reason aren't designing fighting games starring giant Japanese-style monsters (and why not?) these classic game design tips should provide some useful takeaways. ...
As we line up for another Spider-Man movie and look towards the next Spider-Man game, take a minute to check out this breakdown of the PS2 game created for the original, 2002 film. ...
Civ 4's Soren Johnson breaks down seven of the most common design mistakes that plague the strategy game genre in this classic 2008 feature. ...
Sega's Sonic the Hedgehog came out 26 years ago today, and you should mark the occasion by reading this classic interview with co-creator (and veteran game designer) Hirokazu Yasuhara! ...


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