We visited developer Acquire in Japan to get to the root of the game’s core concepts and find out how they succeeded in modernizing the art direction of classic JRPGs.
Art and Game Director Nobuyuki Kuroki talks about what it was like re-imagining the venerable fighting game franchise with a new 3D art style that pushes the boundaries for beautiful, stylized visuals and slick animations.
With virtually no coding experience, solo developer Gwen Frey explains how she’s building puzzle game Kine completely in Blueprints and discusses lessons learned from the process.
With virtually no coding experience, solo developer Gwen Frey explains how she’s building puzzle game Kine completely in Blueprints and discusses lessons learned from the process.
The sinking of the Titanic has fascinated us for decades. Find out how the team from Titanic: Honor and Glory went from having no real-time experience to creating a VR mystery game inside a complete replica of the ship.
Developer Digital Cybercherries talks about how they relaunched the co-op tower defense shooter into Early Access 2.0 to feature new weapons, enemies, and more.
Squanch Games’ Lead Designer Erich Meyr reveals how much of the dialogue was ad-libbed and elaborates on how creating humor for a video game is different than writing for a TV show.
Creative Director Adam Bromell and Engineer Sam Wolpert discuss how they designed Astroneer, implemented stylized graphics within a procedurally generated world, and overcame technical challenges.
Developer Phoenix Labs explains how they created diverse monsters that are fun and challenging to fight, and discuss designing a combat system that offers both depth and accessibility.
Developer Phoenix Labs explains how they created diverse monsters that are fun and challenging to fight, and discuss designing a combat system that offers both depth and accessibility.