Browsing: game design
Deltarune’s Tenna was initially conceptualized nearly a decade ago through a rough 3D prototype. This early iteration highlights the character’s developmental journey before the final design seen in the game.
Overwatch 2 developers are testing the limits of chaos in Stadium’s fights, exploring extreme scenarios to push gameplay boundaries. However, they plan to moderate this intensity to maintain player enjoyment and balance.
Halo Studios collaborated with Obsidian to enhance combat mechanics in The Outer Worlds 2, similar to how id Software supported Fallout’s development. Their expertise brought improved gameplay depth and fluidity to both titles.
In a recent interview, Toby Fox revealed that his work on “Deltarune” has amounted to creating the equivalent of 2.5 “Undertale” games. He reflected on the project’s scale and ongoing development process.
The Bellum director addresses concerns over the Battlefield gameplay mode, arguing it hinders player experience. He advocates for its removal to improve game balance, engagement, and overall player satisfaction.
Runway’s “Game Worlds” leverages advanced AI to transform game development, enabling creators to generate immersive environments and interactive narratives efficiently. This innovation promises to redefine creativity in gaming.
Developers of Resident Evil Requiem revealed that Resident Evil 9 was initially planned as an online open-world shooter. However, they ultimately abandoned the concept, realizing it did not align with fan expectations or franchise identity.
The “Resident Evil Requiem ‘Creators’ Message #1′” developer diary offers insightful commentary from the creative team, revealing key design choices and the vision behind this latest installment in the acclaimed horror franchise.
Runway is set to revolutionize game development by enabling users to generate video games using AI. This tool aims to simplify creation, making game design more accessible to a broader audience.
New Vegas lead Josh Sawyer suggests turn-based combat declined in the 2000s due to limited tactical variation. He notes even Fallout 1’s system often boiled down to repetitive strategies like targeting “nut shots and eye shots.”