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Developer Insights

Thinking inside the box: The mind-bending puzzles and realities of Moncage
Once envisioned as a hidden object game, Moncage instead uses "the act of connecting" as a powerful vehicle to tell its wordless story using dimension-bending perspective.
January 17, 2022
Once envisioned as a hidden object game, Moncage instead uses "the act of connecting" as a powerful vehicle to tell its wordless story using dimension-bending perspective.
by Joel Couture, Contributor
January 17, 2022
9 min read
Video
Music's in the Clear: An interview with music clearance expert Deborah Mannis-Gardner
A conversation with the lady who helped make one of the best video game scenes of 2020 come to life.
January 12, 2022
A conversation with the lady who helped make one of the best video game scenes of 2020 come to life.
by Holly Green, Community Editorial Coordinator
January 12, 2022
14 min read
Article
This is how a Naughty Dog designer would design a velociraptor NPC buddy
Bryan Collinsworth, game designer at Naughty Dog, gave an exceedingly insightful answer when we asked him how he would design an NPC velociraptor companion...
December 16, 2021
Bryan Collinsworth, game designer at Naughty Dog, gave an exceedingly insightful answer when we asked him how he would design an NPC velociraptor companion...
by Kris Graft, Publisher
December 16, 2021
3 min read
Article
Deep Dive: The "frothy" design and diplomacy of Humankind
Games aren't stories per se, but stories -- and sometimes excellent ones -- emerge from players' interactions with their systems.
December 01, 2021
Games aren't stories per se, but stories -- and sometimes excellent ones -- emerge from players' interactions with their systems.
by William Dyce, lead designer at Amplitude Studios
December 01, 2021
13 min read
Article
Thrills and quills: The ink-based combat and magical manuscripts of Inkulinati
"We didn't take into account how much work there is with the interface in such a game. But we don't regret the choice."
November 22, 2021
"We didn't take into account how much work there is with the interface in such a game. But we don't regret the choice."
by Chris Kerr, News Editor
November 22, 2021
33 min read
Article
Postmortem: AI action planning on Assassin's Creed Odyssey and Immortals Fenyx Rising
When Ubisoft's sprawling open world games became increasingly dynamic, the company had to develop new AI that could keep up. Ubisoft Quebec AI programmer Simon Girard explains in-depth.
November 18, 2021
When Ubisoft's sprawling open world games became increasingly dynamic, the company had to develop new AI that could keep up. Ubisoft Quebec AI programmer Simon Girard explains in-depth.
Simon Girard, AI Programmer, Ubisoft Quebec
November 18, 2021
26 min read
Article
Narrative design myth-busting: It's not "just lore"
In this ongoing series, narrative designer Matthew Weise confronts misconceptions about narrative design in game development.
October 27, 2021
In this ongoing series, narrative designer Matthew Weise confronts misconceptions about narrative design in game development.
by Matthew Weise, Contributor
October 27, 2021
7 min read
Article
Postmortem: TOEM
TOEM developers Lucas Gullbo and Niklas Mikkelsen recall the development of the wholesome photography game from conceptualization to completion.
October 20, 2021
TOEM developers Lucas Gullbo and Niklas Mikkelsen recall the development of the wholesome photography game from conceptualization to completion.
by Lucas Gullbo and Niklas Mikkelsen
October 20, 2021
23 min read
Article
Ad infinitum: Handling community curation on a cosmic scale in Dreams
Media Molecule editorial manager Jen Simpkins explains how the studio supports the budding developers behind the ever-expanding Dreamiverse.
October 14, 2021
Media Molecule editorial manager Jen Simpkins explains how the studio supports the budding developers behind the ever-expanding Dreamiverse.
by Chris Kerr, News Editor
October 14, 2021
28 min read
Article
Alan Wake Remastered: A technical vantage point
Andy Booth, studio technical director at Alan Wake Remastered co-developer d3t, answers our questions about the technical challenges of bringing the psychological thriller to new-gen consoles.
October 08, 2021
Andy Booth, studio technical director at Alan Wake Remastered co-developer d3t, answers our questions about the technical challenges of bringing the psychological thriller to new-gen consoles.
by Andy Booth, dt3
October 08, 2021
11 min read
Article
Using a 'lemon-shaped' structure to create the sanguine open-world of Sable
"We had to make a lot of things that weren't interdependent and could live without each other."
October 06, 2021
"We had to make a lot of things that weren't interdependent and could live without each other."
by Chris Kerr, News Editor
October 06, 2021
8 min read
Article
Will the writer fix it?: Integrating narrative design into an existing team
Matthew Weise writes a primer on how to integrate narrative designers into an existing team of game developers, both examining challenges and offering possible process-centric solutions.
September 29, 2021
Matthew Weise writes a primer on how to integrate narrative designers into an existing team of game developers, both examining challenges and offering possible process-centric solutions.
by Matthew Weise, Contributor
September 29, 2021
7 min read
Article
Exploring the branching narrative of shrinking storybook adventure, Pageturner
"We had to get creative with level design when our boundaries were always the same size and orientation of a rectangle."
September 28, 2021
"We had to get creative with level design when our boundaries were always the same size and orientation of a rectangle."
by Joel Couture, Contributor
September 28, 2021
9 min read
Article
Postmortem: The Ramp
The Ramp creator Paul Schnepf (a.k.a Hyperparadise) talks us through the development of the serene skateboarding title.
September 23, 2021
The Ramp creator Paul Schnepf (a.k.a Hyperparadise) talks us through the development of the serene skateboarding title.
by Paul Schnepf
September 23, 2021
14 min read
Article
In-Depth: Adapting Divinity: Original Sin 2 Definitive Edition for iOS
Larian Studios breaks down how they tackled challenges like controls, memory requirements, multiplayer, rendering, and more when developing DOS2 for iOS.
September 22, 2021
Larian Studios breaks down how they tackled challenges like controls, memory requirements, multiplayer, rendering, and more when developing DOS2 for iOS.
by Sam Faulkner, Platon Fomichev, Nikita Shipovalov and Andrey Kits
September 22, 2021
16 min read
Article