Tommy Thompson examines the genre-defining enemy AI of Id Software's DOOM, explaining how in-game opponents react to the player's presence in a variety of situations.
Jerry Lee shares a series of tips that environmental designers can use to create compelling worlds in VRChat.
Robert Renke discusses the ways in which designers can weave overarching themes into their game's narrative framework.
Peter Harries presents ten lessons he learned over the course of ten years of game development, focusing on solutions to problems student designers often encounter.
Robert Renke explores the concept of spatial change over time in video game narratives, highlighting the challenges designers often face in building their stories.
Alex Kubodera examines the techniques that designers use to increase difficulty without sacrificing enemy readability in games like Elden Ring, Sekiro, and Death's Gambit.
James Rowbotham interviews Geometa founder Dan Walters for insight into how player communities played a role in the success of Stormworks and Carrier Command 2.
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