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...
View ArticleCreating 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...
View ArticleHow 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...
View ArticleGenerating 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...
View ArticleA 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...
View ArticleMaking 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...
View ArticleHow 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...
View ArticleThe 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...
View ArticleMirror’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...
View ArticleA 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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