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Welcome to the Hotel Cortez

Eerily beautiful: Fans of American Horror Story’s 5th season will love what Ubisoft Massive’s former Senior Environment Artist Johannes Böhm created in three months...

Key Players 2017/2018 – all information about the registration

Key Players is the index for the games industry with the highest circulation worldwide. That makes Key Players the best place to present your...

The Making of Deus Ex: Mankind Divided – How Eidos-Montréal Brought the Deus...

Jean-François Dugas, the game director of Deus Ex: Human Revolution and Deus Ex: Mankind Divided reveals how the team’s journey began ten years ago,...
Master of Orion

From Small Beginnings: The NGD Studios Story

It’s been an exciting journey for NGD Studios, and Master of Orion marks the perfect opportunity to reflect on the studio’s history and accomplishments. Making...

Making Games Classics: The Evolution of Horror

Thomas Grip explains how horror games work, what scares players and how gameplay should be designed on the basis of Alien: Isolation and a...

Making Games Classics: The Creation of Snowdrop Engine

For »Tom Clancy's The Division«, Ubisoft Massive works with a bespoke engine that has been designed exclusively for next-gen consoles – even though the...
Master of Orion

The Lore of Master of Orion

With Master of Orion’s rich space opera setting, Kelsey Howard, Lore Master, discusses the evolution of lore through the series and how the past...
Kingdom Come

Making Games Classics: Kingdom Come: Deliverance – AAA as an Indie

When a Czech studio raises 1.75 million Kickstarter dollars for its medieval RPG, then that is a true success story. Creative Director Daniel Vávra...
The Witcher 3

Making Games Classics: Quest Design in The Witcher 3: Wild Hunt

Filling an open game world with quests is a big challenge. Philipp Weber explains how the quests in The Witcher 3: Wild Hunt are...
Dragon Age

Making Games Classics: Localizing Dragon Age: Inquisition

BioWare puts much time and effort into the localization process. Melanie Fleming explains how the games are transformed into tailored experiences for BioWare's non-English...