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...
View ArticleImplementing 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...
View ArticleCreating 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»...
View ArticleDesigning 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...
View ArticleUpgrading 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...
View ArticleCleaning 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...
View ArticleWhy 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...
View Article“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...
View ArticleKeeping 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...
View ArticleHumor 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...
View ArticleFootball 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...
View ArticleThe 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,...
View ArticleMaking 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...
View ArticleThe 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...
View ArticleUnfated: 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....
View Article33 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...
View ArticleHow 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...
View ArticleFast 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...
View Article“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.
View ArticleThe 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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