Video: Cultivating and caring for great AI behavior trees
In this 2017 GDC talk, Bobby Anguelov, Mika Vehkala, and Ben Weber outline core principles to get the most out of your behavior trees while avoiding common issues! ...
In this 2017 GDC talk, Bobby Anguelov, Mika Vehkala, and Ben Weber outline core principles to get the most out of your behavior trees while avoiding common issues! ...
Motion Twin's Dead Cells has officially sold over 2 million copies, an achievement that comes under a year since the game left early access and ahead of its planned launches on iOS and Android. ...
Thierry Boulanger at Quebec-based studio Sabotage goes in-depth on the design of the "Cloudstep" -- the core gameplay mechanic of standout platformer, The Messenger. ...
In this 2019 GDC session, Failbetter Games' Olivia Wood looks at the difficulties of maintaining a live narrative game like Fallen London and how Failbetter has adapted to surmount them. ...
With a not-so-subtle nod to the sci-fi masterpiece 2001: A Space Odyssey, NoCode this week embarked on its latest adventure with the launch of the brilliant horror game, Observation. We speak with creative director Jon McKellan. ...
With a not-so-subtle nod to the sci-fi masterpiece 2001: A Space Odyssey, NoCode this week embarked on its latest adventure with the launch of the brilliant horror game, Observation. We speak with creative director Jon McKellan. ...
In this 2019 GDC talk, Monomi Park (Slime Rancher) founder Nick Popovich explains how you can make your game stand out and survive amongst the thousands of games released every year. ...
In this GDC 2019 talk, Grinding Gears' Chris Wilson explains how Path of Exile is designed to retain and grow its community for the very long term. ...
This week's roundup includes pieces on AR game Minecraft Earth action adventure A Plague Tale: Innocence, plus Rage 2, strategy guides, and the intrigue behind Ingress. ...
Gamasutra speaks with Moonlight Kids, who aim to expand on the ideas of Nintendo's Pikmin and add their own twist to "herd-like" game design. ...