Witchfire: Understanding Difficulty and Progression
Clearing Up Misconceptions I think there are a few interesting things to say about Witchfire’s difficulty, but let’s get this out of the way first: Are you sure? Yes, we are sure. There is one very tiny exception to this, which is that the Drowned Captain mini-boss (a Faithful) appears after reaching level 10 instead […]
When a Game Developer Looks for a Composer...
We like the idea of a studio being 100% responsible for their creation. Just a couple of guys and their ideas brought to life. But – we also know that gamers, especially of the hardcore kind, are knowledgeable. So one day we just sent out a tweet asking if there’s a track that people feel […]
What It Takes to Make a Reload Animation in Witchfire
One day, during the late stage of the development of Bulletstorm, I wanted to add a small new feature to the game. The Epic’s producer, Tanya, rolled her eyes and told me it’s not possible, we’re out of time. I felt it was a really important feature and pushed for it. “I only need one […]
Here’s what on our screens today: As always, my screen is email and playtests, but here’s something I needed to look at today: the concept art for the musketeer. The reason I had to check it out was to… …compare it to the in-game model. Any character in any video game has three forms: the […]
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