The stubble. The wrinkles. The sweat. The hair. Nathan Drake’s model has gotten pretty incredible in Uncharted 4 and Naughty Dog took the time today to shed some light on how they nailed it.
Dontnod Entertainment and Square Enix's Life Is Strange looks really interesting, but it was almost a very different game, according to a developer diary video posted this week.
In case Kirk Hamilton's preview of The Witcher 2 on the Xbox left you with unanswered questions about the 360 remake, here's CD Projekt with a professionally produced video filled with colorful lights, sounds, and people talking about making the game.
The new Resistance 3 Dev Diary says it's about the game's motion capture. And yes, for the most part, that's true. But it also spends a fair amount of time delving into something that I feel isn't shown nearly enough by devs in this era of AAA titles that routinely feature plots in which entire universes blow up:…
in the latest developer diary for Ninja Theory's Enslaved: Odyssey to the West, the fine folks at Ninja Theory explain how Monkey and Trip work together, all while standing in an abandoned home stacking monitors.
The latest developer diary for Splash Damage's Brink gives us a peek into the minds behind the game, and what happens when those minds get their hands on high-powered sniper rifles.
The Assassin's Creed Brotherhood team are either immersing themselves in the game's fiction or preparing to film a gothic metal video in the first installment of the Assassin's Creed Brotherhood Diaries.
According to this developer diary covering the next to last area in Dante's Inferno, Fraud and Deceit are where all hell breaks loose.
Rise of the Argonauts lead designer Charlie Price explains the rather innovative leveling system in Codemasters and Liquid Entertainment's upcoming action RPG. While it's essentially just a points for powers system, painting it as a favor system, assigning points through deeds and having the character dedicate those…
Prince of Persia producer Ben Mattes, narrative designer Andrew Walsh, and level designer Michael McIntyre discuss the challenges of balancing a rich, immersive story with the open-world nature of the new game. Past PoP games have been strictly linear affairs, making it much easier to know how long the characters…