Thorondor Posted August 9, 2017 Share Posted August 9, 2017 https://www.youtube.com/watch?v=2DrhiVJBNqw Link to comment Share on other sites More sharing options...
Thorondor Posted August 11, 2017 Share Posted August 11, 2017 https://cdn.mos.cms.futurecdn.net/UVAsDijFmWXdmMc6M6uFB9-320-80.jpg :: PC Gamer's Joe Donnelly interviews Sunless Sea director Alexis Kennedy (who also talks about Cultist Simulator, what he's been up to, etc). Link to comment Share on other sites More sharing options...
Thorondor Posted August 16, 2017 Share Posted August 16, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted August 17, 2017 Share Posted August 17, 2017 https://cdn.mos.cms.futurecdn.net/HwhGFmQGQbXL5rKipcyck-650-80.jpg :: PC Gamer's Samuel Roberts ponders if games have enough respect for your spare time, looking into the matter here. Link to comment Share on other sites More sharing options...
Thorondor Posted August 23, 2017 Share Posted August 23, 2017 :: Doom composer Mick Gordon provides a detailed look into the compositional process, production techniques and creative philosophies behind the hell-raising soundtrack to the 4th installment of the seminal first-person shooter franchise. Link to comment Share on other sites More sharing options...
Thorondor Posted August 24, 2017 Share Posted August 24, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted August 28, 2017 Share Posted August 28, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted August 29, 2017 Share Posted August 29, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted September 2, 2017 Share Posted September 2, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted September 3, 2017 Share Posted September 3, 2017 :: Video game developers confess to some trickery as reported by Polygon's Owen S. Good here. Link to comment Share on other sites More sharing options...
Thorondor Posted September 3, 2017 Share Posted September 3, 2017 https://images.eurogamer.net/2017/articles/2017-09-01-15-57/the-making-of-system-shock-2s-best-level-1504277862337.jpg :: Eurogamer's Rick Lane interviews Ian Vogel, a former level designer at Irrational about the making of System Shock 2's best level. Link to comment Share on other sites More sharing options...
Thorondor Posted September 4, 2017 Share Posted September 4, 2017 :: Beyond Infinity: Obsidian on modernising the art of the isometric RPG, an article at RPS. Link to comment Share on other sites More sharing options...
Thorondor Posted September 6, 2017 Share Posted September 6, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted September 9, 2017 Share Posted September 9, 2017 https://www.youtube.com/watch?v=s2u4jhpZkTQ :: Firaxis Games' Greg Foertsch, XCOM 2's Art Director, takes a close look at preproduction and the array of challenges faced by art directors during the early stages of game development, including management, vision, and inspiring the team. Link to comment Share on other sites More sharing options...
Thorondor Posted September 11, 2017 Share Posted September 11, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted September 14, 2017 Share Posted September 14, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted September 15, 2017 Share Posted September 15, 2017 :: How did Richard Garriott get started in games? Find out here. Link to comment Share on other sites More sharing options...
Thorondor Posted September 17, 2017 Share Posted September 17, 2017 https://images.eurogamer.net/2017/articles/2017-09-13-14-20/-1505308845218.jpg :: Eurogamer's Christian Donlan writes about how Tomb Raider got lost in the wilds. Link to comment Share on other sites More sharing options...
Thorondor Posted September 17, 2017 Share Posted September 17, 2017 :: Ars Technica's Richard Moss chronicles the history of real-time strategy games here. Link to comment Share on other sites More sharing options...
Thorondor Posted September 21, 2017 Share Posted September 21, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted September 21, 2017 Share Posted September 21, 2017 Link to comment Share on other sites More sharing options...
Thorondor Posted September 23, 2017 Share Posted September 23, 2017 Jake Solomon, creative director of XCOM: Enemy Unknown and XCOM 2 is joined by Eurogamer's Chris Bratt to tell the remarkable story of how a dream project almost didn't get made. Enemy Unknown, released in 2012, brought the XCOM franchise back from the grave and was extremely well received by fans and critics alike. However, its development was anything but straightforward. :: Learn how Firaxis saved XCOM from complete disaster at EGX's Twitch channel here. Link to comment Share on other sites More sharing options...
Thorondor Posted September 23, 2017 Share Posted September 23, 2017 https://images.eurogamer.net/2017/articles/2017-09-22-15-07/necrophages.jpg :: Eurogamer's Robert Zak posits that a 4X title might hold insights into how games could handle storytelling here. Link to comment Share on other sites More sharing options...
Thorondor Posted September 27, 2017 Share Posted September 27, 2017 Link to comment Share on other sites More sharing options...
Space Voyager Posted September 28, 2017 Share Posted September 28, 2017 Interesting to hear Jake spit over his former ideas so much. IMO those were stages of idea evolution and were probably necessary, even though they didn't go through. I did love the idea of your solders getting killed and you could do nothing about it. Current gameplay punishes you severely for losing soldiers but this is incompatible with the idea of very advanced aliens attacking Earth... Link to comment Share on other sites More sharing options...
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