The Gamer's Post

Video: Cultivating and caring for great AI behavior trees

about X hours ago from Gamasutra Indie News

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! ...

Dead Cells has surpassed 2 million copies sold

about X hours ago from Gamasutra Indie News

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. ...

Game Design Deep Dive: Re-imagining the double-jump in The Messenger

about X hours ago from Gamasutra Indie News

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. ...

Video: The care and feeding of live narrative game Fallen London

about X hours ago from Gamasutra Indie News

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. ...

Making the player the AI in outer space thriller Observer

about X hours ago from Gamasutra Indie News

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. ...

Making the player the AI in outer space thriller Observation

about X hours ago from Gamasutra Indie News

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. ...

Video: Slime Rancher dev's guide to making games that stand out and survive

about X hours ago from Gamasutra Indie News

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. ...

Video: Designing Path of Exile to be played forever

about X hours ago from Gamasutra Indie News

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. ...

Video Game Deep Cuts: A Plague (Tale) On Minecraft Earth

about X hours ago from Gamasutra Indie News

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. ...

'Herd' is the word: Developing the Pikmin-inspired The Wild at Heart

about X hours ago from Gamasutra Indie News

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. ...

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