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August 15, 2018
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Category: Design


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Posted by Simon Carless on 08/13/18 12:25:00 am in Design
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.

Posted by Krzysztof Solarski on 08/09/18 11:08:00 am in Design
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.

Posted by Tommy Thompson on 08/06/18 09:46:00 am in Design
Eight years in development, 2016's DOOM was a long awaited return for the franchise. I take a look at the AI toolchain adopted in the game, where it comes from and the secrets that reinforce the game's 'Push Forward Combat' philosophy.

Posted by Simon Carless on 08/06/18 12:34:00 am in Design
This week's highlights include neat analysis on Six Ages & King Of Dragon Pass, the battle for Manchester Cathedral in Resistance revisited, and lots more.

Posted by Anne Gibeault on 08/02/18 10:35:00 am in Design
As any production phases can be very, very demanding and stressful, but the most creative and painful period for me is the conception phase. This is both my dream period and nightmare at the same time.

Posted by Simon Carless on 07/29/18 09:57:00 pm in Design
This week's highlights include juicy math(s) in Slay The Spire, the creation of Totally Accurate Battlegrounds, and loads more.