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Wednesday, November 29, 2023
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Why Remedy Entertainment went all in on Saga Anderson in Alan Wake 2
alessandro fillari
-
November 13, 2023
design
Building newspaper games that can last forever with Puzzmo
design
Why RoboCop: Rogue City's devs made an RPG instead of a shooter
design
The dev of Prison City explains why "everything should be iterative"
design
Turning Cocoon's hierarchy of worlds into a puzzling playground
design
How Annalynn was inspired by the enduring appeal of Namco arcade games
john harris 2
-
November 2, 2023
0
design
What we can learn from 30 years of horror games
holly green
-
October 31, 2023
0
design
Warren Spector discusses clean slate vs. reactive design
warren spector 3
-
October 31, 2023
0
design
How roads and roundabouts became the "backbone" of Cities: Skylines II
chris kerr
-
October 24, 2023
0
design
How the team behind Texas Chainsaw Massacre pursued authenticity
steve kirby
-
October 24, 2023
0
design
Lessons learned from the making of Windy Meadow both now and then
aureus gaj
-
October 19, 2023
0
design
Looking back at the legacy of Remedy's Max Payne 2
chan khee hoon
-
October 19, 2023
0
design
Designing Killer Queen
danielle riendeau
-
October 18, 2023
0
design
Cyber Knights: Flashpoint has a brilliant tool for generating stories
bryant francis
-
October 17, 2023
0
design
How Saltsea Chronicles was written for community not characters
hannah nicklin
-
October 17, 2023
0
design
Something Wicked Games hires Starfield lead quest designer Will Shen
bryant francis
-
October 16, 2023
0
design
Cozy Farming Sim But Make It Dino: How Paleo Pines Blazed a Unique Path In a Well-Worn Genre with Dinosaurs
nina roussakoff
-
October 9, 2023
0
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