Get a sneak preview of the 2017 Level Design workshop, hosted by GDC on Feb 28. The speakers will introduce their topics, as well as roundtable some questions submitted by the LD community.
Art directors from Naughty Dog, Firaxis, Sucker Punch, Infinity Ward Goodgame Studios get together for a Q&A panel.
Hi, itís a me! Again! This is the second part of a little piece I wrote a few weeks ago. In this second part of the series I wanted to show you guys how we manage to generate the structure of a level with a technical approach.
This article is is a high level summary of what procedural generation (or procgen) is and how it works, using our game Rogue Singularity as an example of application and management.
This is the first post of the "Developer Diaries" series I intend to write talking about the game "Tiny Little Bastards", currently being developed by my Indie Studio, Overlord Game Studio.
John Romero talks to David Lightbown about TEd, the tile editor that he created at id Software, which would go on to be used on 33 shipped titles, including the Commander Keen series, the Wolfenstein series, Rise of the Triad, and many more.