From PixelFest 2018 Developer Day in Norfolk, VA. Grant Shonkwiler discusses his journey from producing small mobile titles to delivering massive AAA hits and beyond. He also got the crowd to scream... in a library!
A comprehensive primer on how to get started with roguelike development,
guidance and tips in 5,500 words and 84 images. (A text version of the opening talk at Roguelike Celebration 2018.)
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
I explain how Halo 3 managed to have so many AI characters on screen at once.
This week's highlights include a neat Smash Brothers interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
This week's highlights include an overview of a very odd old Mac game, Keita Takahashi on making games in tough times, and a close look at Life Is Strange 2.
Modelling interiors behind every window in a city often takes too much performance, so some games use "interior mapping", a shader trick to render geometry that isn't actually there, but still achieves sharp, perspectively correct rooms.
This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.
A detailed account of hunting down two bugs in The Machinery alpha.