We speak to Area 35 about the inspirations and goals behind the upcoming, multiplatform real-time strategy title being made with Unreal Engine 4.
We explore the dark but beautiful streets of Rengkok City with REIKON GAMES to learn more about the highly-anticipated top-down action shooter.
VR lecturer, developer and researcher Joey Campbell describes the impact Unreal Engine is having on research surrounding physical exercise and video games (a.k.a. ExerGaming).
War For the Planet of the Apes has set a new previs standard and we caught up with the Apes previs/postvis team to learn more about the process.
Geoff Keene, developer at Sandswept Games, took time out of working on Unfortunate Spacemen to chat about horror, comedy and the joys of eating your friends.
We talked to Bloober Team Brand Manager Rafal Basaj about the studio's approach to horror, their cyberpunk influences, and how they used Unreal Engine 4 to bring the two together in >observer_.
Fool's Theory and IMGN.PRO look to challenge classic conventions, giving players the extensive character development expected of an isometric RPG, but also giving them the choice between stealth and real-time combat combined with the freedom of parkour-inspired movement in an open world.
We chat with Blue Isle Studios about the recently-launched and suddenly successful title that’s leveraging UE4 to cast a spell on aspiring wizards.
Based in Rome, the three-person team at Caracal Games have used UE4 to craft an imaginative world featuring innovative gameplay mechanics that combine open-world adventure with first-person parkour.
Playearth project director Minseok Kang discusses the switch from Unity to Unreal in order to create the ambitious mobile title designed to unite players around the globe.
Like the colonists on the surface of Aven Prime, the team of four at Mothership Entertainment were building upward in the face of uncertainty.
Ripstone's lead programmer explains how a small team with big ambitions was able to leverage Unreal Engine 4 to deliver a high-quality, multi-platform experience.
As control of the series shifts to a new despotic studio, its codebase is switching to a new engine – to Unreal Engine 4 and a picturesque, multi-island simulation.
Insurgency is starting to feel less like a title and more like an approach for New World Interactive, the Amsterdam team of 35 founded by veteran Half-Life 2 modders.
The term ‘space simulation’ is bandied about a lot, but few take their simulation as seriously as Starfighter Inc.
Using UE and their Immersive Reality Portal, Soluis Group have created an astonishing look and feel for the new Radisson RED hotel in Brussels. Witness where real ends, and Unreal begins.
The year is 2089. The place, Berlin. The wall never fell. And now, something terrible is going to happen because of it. Only you, a time travelling secret agent, can stop it. By clubbing.
This first-person adventure portrays a kind of remembered hyper-reality, though the real world creeps into it in other ways.
The most striking thing about Woodbound is an art style that’s defined by light and space. But it wasn’t always this way.
In Carbon Studio’s VR game, you live the battle experiences of a mage, one-to-one.