I explain how Halo 3 managed to have so many AI characters on screen at once.
Excerpts focused on design analysis from my video analysis/review series of the Arkham series.
Historian Bob Whitaker talks with Dr. Kate Cook about Assassin's Creed Odyssey. Topics include the Peloponnesian War, life in Athens and Sparta, women in ancient Greece, and the importance of the arts and artists in Athenian society.
This week's highlights include a rave for Astro Bot VR, why game devs aren't getting Genius Grants, and a delightful Red Dead Redemption recap, among others.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Video game composer Winifred Phillips discusses newly announced headphone products for VR, and new technologies promising to enhance existing headphones for VR. Topics include Cingo, the Ambeo Smart Headset, Super X-Fi, and the Sowlo from Noveto Systems.
Everyone is talking about innovation when they start thinking about a new game. I would like to take a look at some outstanding mobile games, look at how they innovate and share my personal experience in this field.
The summary of tips and tricks used in Graveyard Keeper to make different graphical effects and apply them on a pixel art picture.
David Lightbown interviews Chris Norden about the history of tools development for Deus Ex. Learn about how the team customized the Unreal Editor, developed dialogue and export tools, and created innovative lip-sync technology for this innovative FP-RPG.
RPGs are one of the most deceptively complex game genres out there. It's easy to spot a First-Person Shooter - you shoot things in first-person. However, RPGs are not so simple. In this article we get to the bottom of what defines this elusive genre.
When crowdfunding a game, there's practically a formula for success. But few first-time creators can follow the formula with limited time, money, and energy. Should aspiring game devs who deviate from those guidelines not bother trying to run a campaign?
Where do we draw the line between bloat and exploration in open-world games?