December 12, 2023 2 Min Read Image via the ESA E3 has been laid to rest by organizer the Entertainment Software Association after more than two decades. The organization confirmed the news on X, formerly Twitter, and said it would continue advocating for those within game industry. “After more than two decades of serving as …
Case Studies
How speedy implementation fed the fast-paced platforming of Pizza Tower
Pizza Tower is a frantic, blisteringly fast platformer that emphasizes linking movements together to maintain speed as you rush through its absurd pizza-based landscapes with a wildly-animated protagonist. Game Developer spoke with Sertif, the game’s lead programmer, to talk about the continual creating and discarding process that led to their protagonist’s vibrant, varied animations, how …
Deep Dive: Creating an asynchronous multiplayer in Solium Infernum
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as how Mimimi games crafted the save scum-friendly save …
Using minimalism to channel the fear of the unknown in FAITH: The Unholy Trinity
FAITH: The Unholy Trinity sees the aftermath of a botched exorcism lead down some terrifying paths filled with disturbing creatures. The limited ZX Spectrum visuals might incline some to think the game’s monsters aren’t all that scary, but through clever use of mood, voice, color, and rotoscoped animations, the game draws up feelings of looking …
Deep Dive: Refreshing the Crusader Kings III tutorial mode through optimized UX
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as the starkly stylish art direction of Bloodless, how …
Creating eerie investigations through snowy footprints in Gevaudan 1851
This interview is part of our Road to the IGF series. The IGF (Independent Games Festival) aims to encourage innovation in game development and to recognize independent game developers advancing the medium. Every year, Game Developer sits down with the finalists for the IGF ahead of GDC to explore the themes, design decisions, and tools …
Postmortem: Infernax
Developer: Berzerk StudioPublisher: The Arcade CrewRelease Date: February 15 2022 Platforms: Steam, Win10, Xbox, Playstation, Switch Number of Developers: A good dozen Length of Development: 11 years Budget: Considerably more than a potato salad Development Tools: Prototyped in Flash, launched in Unity3d Eleven years ago, we set out to make the hardest, goriest, coolest homage …
Art Deep Dive: Optimizing the visuals of Glow Season in I Was a Teenage Exocolonist
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as the technical design of impossible spaces in the …
Deep Dive: Creating impossible spaces in Mind Palace
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as UI and difficulty levels in Cook Serve Forever, …
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