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How not to lose your body parts in a networked game

Antegods is an action-packed arena game in which two teams of four players each control customizable stonepunk mechs to hunt for energy and fight off opponents in a highly destructible map. The...

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Creating the Dynamic Sound Design of Future Unfolding

Future Unfolding is a game about exploration; you explore a mysterious forest and its surreal dream logic. One of our design goals was to create a world that feels filled with life and reacts to your...

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How We Cheated Physics To Avoid Players Feeling Cheated

When we first started with KABOUNCE, a multiplayer competitive pinball game, we tailored it to the theme of a UE4 game jam: Rocket and Roll. Physics based, rocket propelled pinballs you control, seemed...

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Generating art: Turbo­charge your workflow

What would a game that ran on a turbo­charged Super Nintendo look like? We figured it would look like a blend of 16­bit color palettes, smooth animations and modern techniques like motion blur and...

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A different approach to the Room Escape genre

People who try our games at events are often more familiar with the popular real-life room escape than with the point and click-styled room escape games we develop. Even though the “old” room escape...

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Making people communicate with Tied Together

Tied Together is a local multiplayer party game where two to four players are tied together by a rope. This requires all players to coordinate and communicate. A simple jump obstacle can prove...

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How Firewatch translated 2D concept art into a 3D open world

This Micro Mortem is based on the talk that Jane Ng’s, Lead Artist at Campo Santo, gave at GDC 2016 Graphic designer Olly Moss designed the striking 2D concept art for Firewatch. But how did the team...

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The challenges of designing games for Pillo

Pillo is a new intuitive and comfortable interface for controlling games, in the shape of a pillow. Sounds cool, right? And it is! It is specifically meant to make special games that cater to a new...

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Mirror’s Edge Catalyst • Keeping the camera in your face

DICE’s Animation Director Erik Söderholm calls it the most important part of camera animation: “Getting the player to understand, and almost feel, what your character is doing.” And when that character...

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A mini-story about the Minit mosquito

Minit is a peculiar little adventure played sixty seconds at a time. It’s a collaboration between me (Kitty Calis), Jan Willem Nijman, Jukio Kallio & Dominik Johann. In an earlier interview I told...

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