Iron Danger: Rethinking the Temple
Why it makes sense considering a level rework during development. On a certain point of the development process, we…
Introducing Slow Gaming: Wanderlust Travel Stories
How a former The Witcher developer has had enough of AAA Games and is inventing a whole new genre….
The History of The Falconeer
Solo developer Tomas Sala relives the journey of The Falconeer. Skyrim came out back in 2011. I was working…
A Year of Rain: Battling with Sound
Creating a clear mix for RTS games. Have you ever had the feeling that a game’s sound was just…
Making of Iron Harvest: Mech Creation – Design, Art & Animation
For the Iron Harvest Addon “Operation Eagle” we created over 30 new units and buildings, including the new unit…
Stilstand: Diving Into the Blue
To tell the story about the alienation of modern living, comic artist and game creator Ida Hartmann had to…
Making of Endzone: The ‘Green Thumb’ for Games
Creating performant and dense foliage for Endzone – A World Apart from Kai Mergener – Material & Environment Artist….
Making of Anno 1800: User Interface
Lead UI Designer Jan Wawrzik about challenges and solutions.From placing the foundations of a glorious monument to handling the…
5 Video Game Titles That Left Us Confused about Their Meaning
Sometimes, the marketing for a certain game does not start from the moment of revealing the first trailer, but…
Pathway: A Developer War Story
Stephan Naujoks about writing Pulp for Pathway. Pathway is an “FTL-but” game: like FTL, but with accessible, turn-based team…

