Ni Estas La Borgo
Sébastien Bénard, lead designer at Motion Twin, goes behind the scenes of Dead Cells' development. Sébastien explains the challenges they came across and how they made the game feel so good to play.
Sledgehammer Games co-founder Glen Schofield goes through his artistic archives and explains how he got started in the gaming industry. Starting out as an artist for advertisements and board games, Glen got his big break in the gaming industry when he started working with Absolute Entertainment. After doing the art for an extremely successful Barbie game, Glen was promoted to art director and his career took off.
In 1995, Westwood Studios set out to make a game based on one of the most beloved science fiction films ever made. They took a big risk, applying unproven technology and storytelling methods. Blade Runner wold go on to become of the highest-selling action-adventure games of all time.
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How Blade Runner Reinvented Adventure Games | War Stories | Ars Technica
Westwood Studios co-founder Louis Castle talks about the development of the classic RTS, Command & Conquer: Tiberian Sun.
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How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica
Aleksander Kauch, lead game programmer for This War of Mine, goes behind the scenes of the game's development and explains how they turned a management sim into a visceral experience about civilians at war.
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How This War of Mine Plays on Your Emotions | War Stories | Ars Technica
Sid Meier, the creator of the popular Civilization video game series, goes behind the scenes of the development of the franchise's first entry. Sid explains some of the challenges they came across while transitioning the game from real-time to turn-based strategy.
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How Sid Meier Almost Made Civilization a Real-Time Strategy Game | War Stories | Ars Technica
Charlie Cleveland, design director for Subnautica, goes behind the scenes of the game's development and explains how they crafted an exciting and dangerous experience without allowing the player to fight back. Charlie shows some early prototypes for Subnautica, and describes why they decided to create a game with primarily non-violent gameplay.
Footage used in this video:
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• Natural Selection...
• Killed a Reaper L...
• Terraria Playthro...
• Journey to 1 mill...
• Minecraft PS4 - ...
/ subnautica
/ unknownworlds
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How Subnautica Succeeded Without Weapons | War Stories | Ars Technica
How does a geologist know how old a rock formation is? The answer is a technique called radiometric dating.
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How Does Radiometric Dating Work? | Ars Technica