Game Pre-Production Deliverables: Workflows & Processes
In addition to task planning, resource allocations and budgeting there is another area that should be closely evaluated during…
Video Game Pre-Production Deliverables: Prototypes & Design
“First, have a definite, clear practical ideal – a goal, an objective. Second, have the necessary means to achieve…
LiveOps at Behaviour Interactive: In-Game Sales
Your In-Game Sales Strategy doesn’t need to be complicated, but there are three main elements that are critical to…
Avorion: Anniversary in Space
On the occasion of the anniversary of the space sandbox game Avorion, we talk to Founder and Creative Director…
John Romero about Doom: Years of Rip & Tear
Fast. Brutal. Hardcore. Merciless. That is Doom. Doom – ‘nuff said!« That‘s how a Post Mortem on one of…
Making of Iron Harvest: Flying (too) Close to the Sun
Justin Zwack grants insights into the boss design of Iron Harvest. Since the early days of video games, boss…
Making of Deus Ex: Mankind Divided Player’s Choice in a Deus Ex-Game
Deus Ex: Mankind Divided allows players to approach the game in any way they want, be it by creating…
World of Mercenaries
The dynamic development duo Jeff Gregg and Darold Higa discuss the concept of Mercenaries, a radical, new, console-exclusive update…
The Making of Trüberbrook: From Sawboard to Keyboard
Creating an adventure game based on hand-crafted miniatures. A lot of lighting equipment was rented in order to create…
Behaviour Interactive: Optimizing Through Player Experience
A solid Player Experience Strategy is key to retention and will help ensure that players continue to enjoy your…

