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October 16, 2018
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Category: Design


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Posted by Pete Ellis on 10/15/18 11:20:00 am in Design
The design principles for PSVR game 'RIGS: Mechanized Combat League' that was covered in my talk in a design panel at Eurogamer EGX 2016, at the Birmingham NEC, UK.





Posted by David Craddock on 10/16/18 11:41:00 am in Design
In exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Baz, King Knight, and Mole Knight boss battles.

Posted by Michela Rimensberger on 10/16/18 10:25:00 am in Design
This entry summarizes my presentation held at the Forward Festival this June about worldbuilding and Storytelling in VR. I used the dwarven Stonebeard family from our fantasy universe, to explain our approach of the 4WH's.

Posted by Antti Kananen on 10/15/18 11:24:00 am in Design
Translation is a very important step when making a game, but it’s not enough to just translate the words from one language to another. Read more about what guest bloggers in our blog at Koukoi Games wrote about the topic.

Posted by Quentin Sallat on 10/15/18 11:22:00 am in Design
When you think of sports simulation games, storytelling isn’t what always come to mind. But all of them actually have a great potential for a narrative.

Posted by Lauren Irvine on 10/15/18 11:22:00 am in Design
Survios Technical Artist Kevin Andersen discusses how multiplayer racer "Sprint Vector" brought a new level of design challenges, most notably: how do you design an aesthetically distinct world that's easily readable and render-able at 100mph--in VR?