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How A Small Studio Got Its Hands On Halo

With HALO’s latest twin-stick shooter available today, Control500 takes a look at how this major IP ended up in a small studio in Amsterdam, The Netherlands. How HALO found its way to the Dutch capital...

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Implementing Kip Thorne’s Science In Interstellar The Game

After meeting with Christopher Nolan and watching Interstellar six months prior to release, Jeroen De Cloe, founder of Sticky Studios, started working on the game based on the movie. He explains how...

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Creating a procedurally morphing billiards table

Before starting this post-mortem, you may ask yourself : Why but why did you decide to “create a procedurally morphing billiards table” ? It’s a fair question with a simple answer. We wanted to «open»...

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Designing A Believable Homemade Flamethrower For The Last of Us

Concept Artist Nick Gindraux was tasked with the design of a homemade flamethrower for protagonist Joel in Naughty Dog’s The Last of Us. Here is what he came up with. “I started working at Naughty Dog...

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Upgrading Core Tech For Hotline Miami 2: Wrong Number

Taking Hotline Miami 2 at face value; it can be perceived as a bigger and badder version of its 2012 predecessor with a few additional bells and whistles, a new story, a new battery of excellent...

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Cleaning Up The Menu Space in SpeedRunners

If there’s anything I’m the best at, in our company, it’s avoiding work! SpeedRunners is an Early Access game that updates with new features, levels and options every couple weeks. Development priority...

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Why Giving Away Free Game Assets Is Good Business

Some will argue that giving away free stuff isn’t a good business strategy if all you do is give away free stuff. Let me tell you why this strategy works for me and why it might work for you. A couple...

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“To Die or Not to Die”–Death Animations in Guns, Gore & Cannoli

As you can see in the trailer above, there are obviously many enemies and weapons in Guns, Gore & Cannoli (Steam). Everybody who has ever played an action game knows that most of the games feature...

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Keeping Up — A Smarter Camera For Munch Time 2

As you can see in the above trailer, Munch Time 2 is a 2D metroidvania platformer with a focus on active combat and swing physics, that all come together in a light puzzle-filled adventure about a...

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Humor Helped Goat Simulator Going Viral

Goat Simulator is a weird game and everything about its PR is just as odd. At Nordic Game Conference, Armin Ibrisagic, game designer and PR manager at Coffee Stain Studios, shared how fans led the way...

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Football Mafia is a shameless experiment in addiction

As an industry, the games we produce are there to provide you fun, emotion, depth. We will call it entertainment and we will even say it will give you an experience like no other. It will teach you...

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The Witcher 3 Quest Design: How To Not Drown

Webs of variables and branches in our games have always been very complicated, posing a huge challenge for quest designers to control and keep track of. This becomes even more visible in The Witcher 3,...

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Making Achievements: The Design and Art Process

While working on Boss 101 we’re always looking for things to add which increase the playability of the game for the player. Things like mini-games, quests and achievements are a few of the tried and...

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The Dream That Inspired The Nightmarish Graphics of The Intruder

Survival horror game The Intruder is intended to be an authored game and Roy Theunissen claims responsibility for everything that’s good and bad about it. So it’s fitting that a dream held the answer...

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Unfated: Era of Wanderers plays cards against tropes in RPGs

Designer Joris Dormans plays with some of RPG’s most common mechanics to battle some of it’s most common tropes. In Unfated, Era of Wanderers we use the same gameplay mechanics for combat and dialog....

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33 on Metacritic: Why My Game Failed (VIDEO)

Despite enjoying a lot of positive pre-launch coverage, Vogelsap’s asymmetrical multiplayer shooter The Flock failed at launch. Creative Director and Game Designer Jeroen Van Hasselt analysed the...

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How Interstellar Rift makes you feel at home in space

Gameplay programmer Paul Mertens doesn’t like menus. If you want something done in Interstellar Rift you will have to talk to the spaceship’s systems directly. “The main goal of Interstellar Rift is...

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Fast AI for turn-based action game Space Grunts

Game designer Pascal Bestebroer of OrangePixel explains how Pac-man inspired him to make his turn-based game feel like an all-out-action-shooter. Space Grunts is a fairly fast paced turn-based game, as...

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“You stand no chance”, Says Vlambeer’s Rami Ismail (VIDEO)

Vlambeer's Rami Ismail delivered a riveting speech at this year's Control Conference. A room full of indie startups watched in horror as Ismail trashed their hopes and dreams.

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The Assassin’s Creed game that needed more than just a score

Assassin’s Creed Black Flag Freedom Cry composer Olivier Deriviere needed something special to score the story of Adewale. Here’s how he achieved a truly unique musical experience. As a spinoff of...

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