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…
LiveOps at Behaviour Interactive: Content Updates
How do you keep players excited and coming back for more? A transparent, player-centric vision for content is key….
A Year of Rain: To Cheat or Not to Cheat
Building an AI that is fun to play against. Creating an artificial intelligence for a game has always been…
Avorion: Procedural Generation
How to create a galaxy from faction territories down to the smallest asteroid. Avorion used to be a hobby…
Disciples: Liberation – A New Dawn
Canadian entertainment studio Frima combines role-playing and turn-based strategy in a rather unique way. Making Games looks behind the…
Making of Anno 1800: Building Story
Can city builders tell a story? Lead Narrative Designer Matt Cook tells us the story, how they can and…
A Year of Rain: Less is More
Creating a real-time strategy game with the “Minimum Design” approach. A Year Of Rain is an ambitious game –…
How Political Should Games Be?
Social criticism in games: How much politics should there be in games and how political are they already? A…
Good Company: Kill Your Darlings
How giving up on beloved ideas and learning from mistakes made Good Company a better game. Good Company’s initial…
LiteBringer: Creating An Immortal Game
Stephan Vogler unravels CipSoft’s new blockchain game LiteBringer. In September 2020 we’ve released a new game called LiteBringer. It’s…

