News Posts matching #behind the scenes

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Everspace 2: Armed and Dangerous Update Out Now

Greetings, Pilots! With EVERSPACE 2 now successfully available on PC and current-gen platforms, it's time for our first free update! Our Armed & Dangerous Update is available now on all platforms. This free update is gear-focused and brings a few community-requested features, as well as a slew of tweaks and bug fixes. At its heart, EVERSPACE 2 is a looter-shooter and what every good looter-shooter needs is MORE ITEMS. With the latest update, we bring 10 new item sets, 2 new companion perks, 4 new ship perks for each class, 4 new catalysts for crafting, 15 new Tier 4 wing modules, and more to EVERSPACE 2.

We've also added more than 40 new item attributes to the loot pool, giving you all a greater variety of potential combinations to fit together. We can't wait to see the amazing builds you'll create! Now, we've already anticipated that many players will be seeking that one perfect piece of gear to complete a build and to aid you, we've added a new gear modifier action feature that allows re-rolling of bonus attributes.

Horizon Forbidden West Complete Edition - Guerrilla Devs Discuss Character Building

The world of Horizon Forbidden West brims with life across its spectacular landscapes, fierce roaming machines, and thriving cultures that populate a renewed land once ravaged by the biomass-consuming machines of the Faro Plague. And though the wilds are breathtaking, and the machines are massive, Horizon's third essential element is its authentic tribal inhabitants. On her mission, Aloy meets a varied and colorful array of compelling characters, each with their own hopes, journeys, and motivations.

Weaving real personalities and genuine humanity into these characters was a feat accomplished together by many teams at Guerrilla. This article explores those processes, from the narrative foundations of character development to capturing the perfect performance and ultimately implementing them through cinematics and conversation design. Each stage is crucial to ensure the characters of Horizon are as realistic and full of depth as the world around them.

Ubisoft Built an Authentic City within Assassin's Creed Mirage

Launching on October 5, Assassin's Creed Mirage takes place in ninth-century Baghdad during the Abbasid Caliphate, a golden age not only for Islam, but for art, science, culture, poetry, architecture, and so much more. To help the development team at Ubisoft Bordeaux make Mirage as culturally, religiously, and historically authentic as possible, three Ubisoft employees brought their local and global expertise: Mohammed Alemam, localization and social media manager at Ubisoft MENA (Middle East and North Africa); Malek Teffaha, Diversity, Inclusion, and Accessibility Senior Manager of Project Management; and Maya Loréal, Senior Manager, Inclusive Games and Content.

The three joined forces with Ubisoft's Humanities & Inspiration taskforce, led by Thierry Noël, in-house historians Dr. Raphaël Weyland and Maxime Durand, and Strategic Alliances director Amy Jenkins. Loréal managed relationships, and Alemam and Teffaha served as cultural, religious, and linguistic consultants. The three were integral to helping build the game from the ground up.

Blasphemous 2 Developer Discusses Creative Process

Blasphemous set itself apart in 2019's crowded indie scene thanks to a firm belief in its roots. Developed in Spain, it was clear from the beginning that The Game Kitchen would have to adapt itself to an international audience—but even if the game released with an English demographic in mind, the art direction and overall tone were uniquely Spanish.

With the sequel, the team was adamant that they preserve that identity in the writing as well, regardless of which language you choose to play in. For Enrique Cabeza, Creative Director at The Game Kitchen, the development of Blasphemous 2 felt sentient. It continued to shift and morph of its own volition, almost as if providing guidance to the team about where to go next. "You have to make mistakes and realize when it's time to change course to avoid paths you shouldn't take," he said.

Framework Previews SD Expansion Card, Selling $199 Core i5-1135G7 Mainboards

Yesterday we pre-announced that we're developing an SD Expansion Card. Normally we don't announce a product until we've fully locked the feature-set, brought up the necessary suppliers and manufacturing environment, completed most of the engineering and a substantial level of testing and validation, and are on a high confidence path to a specific release date at a specific price. This is because development of brand new products requires charting a course into the unknown. We set a target for what the product will be from the start, but as we proceed and learn, we often need to adjust the schedule, scope, and cost, and sometimes even need to outright pause or cancel development. Announcing just before shipping is how most companies operate to reduce churn and public uncertainty, but it means the product development process ends up extremely opaque.

We decided we're going to treat this one product on our roadmap a little differently. A full-size SD Expansion Card is consistently the most requested Expansion Card by the community, which makes it a great one to open up. We're just at the start of the process now, and Hyelim on our Marketing team is creating a new YouTube series to share updates and insights as we go through the New Product Introduction (NPI) process. Take a look at the first video (below) and let us know what you think as we complete (or don't complete) the product.

Starfield Devs go Behind the Scenes on Launch Day

If you've ever dreamed of launching into space and exploring new worlds, a much-anticipated new video game can take you there in rich detail and immersive storytelling. With Starfield, the first new universe from Bethesda Game Studios in 25 years, your role-playing journey can lead to more than 1,000 planets. It's available day one on Xbox Game Pass on Sept. 6, and on Xbox Series X|S consoles, Windows PCs and Steam.

"We love the idea of exploring space and always wanted to turn it into a game. People love to get lost in games we build, and we do as well," says Todd Howard, game director and executive producer of Bethesda Game Studios, which Microsoft acquired through parent company ZeniMax Media in 2021. "This one is easily the most ambitious one we've built. It's something we've really poured ourselves into over a long period of time."

"Still Wakes the Deep" Dev Team Explores Worldbuilding Process

In this Introduction to Worldbuilding video, we explore the narrative behind Still Wakes the Deep and the research driving development. Lead Environment Artist Iain Gillespie, Associate Art Director Laura Dodds, and Lead Designer Rob McLachlan offer a behind-the-scenes look into our next title. We discuss how the environment will evolve over time as well as the key inspirations behind the game's horror.

The period, the geographical location of the rig - these all play a crucial role in this narrative-driven horror story. Fans will discover how the team developed a fascination for cranes and scoured British Petroleum's documentary archives when striving for an authentic representation of a Scottish oil rig in the 1970s. We hope you enjoy it, and feel free to leave a comment with what you'd like to hear about next in a similar format...🌊

Atlas Fallen Gets a Behind-the-Scenes Featurette

Today, Focus Entertainment and its studio Deck13 shared a gameplay presentation for their upcoming game Atlas Fallen, the epic fantasy action-RPG where you battle legendary creatures in superpowered combat. Prepare to glide torrid sands this summer, with the game getting released on August 10 on PlayStation 5, Xbox Series X|S and PC. Pre-order it on any of those platforms and get to know the dev team and their creative journey in the new trailer showing what's "Behind the Sand."

An epic adventure is born
With Atlas Fallen, Deck13 takes its passion for thrilling action-RPG experiences to a new territory. Following their sci-fi series, The Surge, the team embraces a fresh vision for a unique medieval fantasy world and a faster-paced-oriented combat. The video gathers the words of several developers and creatives, as well as gorgeous concept art and footage of the game, telling the fun, exciting, and inspiring adventure that led to Atlas Fallen. Over the years, the innovative people at Deck13, a small but talented dev team based in Frankfurt, Germany, have consistently sought to enhance the RPG experiences they offer, exploring new ideas, all within their on-house engine, Fledge.

Assassin's Creed Mirage Showcases the History of Baghdad

When Assassin's Creed Mirage launches on October 12, it will continue the series' tradition of bringing players closer to history with History of Baghdad, a feature that adds historical context to the game's simulation of the past. Part of an in-game Codex that also includes tutorials and a Database with lore, History of Baghdad will deliver expertly curated information on the history, art, and culture of Baghdad and the Abbasid Caliphate circa the ninth century, accompanied by images provided by museum partners.

In keeping with Assassin's Creed Mirage being a tribute to early Assassin's Creed games, History of Baghdad will be integrated into the main game, similarly to the Database of earlier games, and is tied to player progression, with an in-game reward for Basim once completed. As Basim visits 66 historical sites throughout Baghdad, players will unlock research-driven articles that dig into information across five topics: Economy; Belief & Daily Life; Government; Art & Science; and Court Life.

The Callisto Protocol Final Transmission DLC Gameplay Covered by Dev Team

Since the end of The Callisto Protocol's main game, things have gone from bad to worse inside the penitentiary. The virus that's been wreaking havoc inside is threatening to escape the prison and it's up to you to retrieve Mahler's data and transmit it off-world. It's not going to be a walk in the park. You're going to have to fight tooth and nail to make your way through monster-infested corridors, where new abominations await.

When it comes to battling Biophage, players need reliable tools to survive. The Stun Baton is a great blunt instrument, but new threats call for new gear. According to Lead Systems Designer, Paul Guirao, the team behind The Callisto Protocol listened to fan feedback and decided to add a new melee weapon to the game. "We wanted to give players something more powerful than the Stun Baton," Guirao explained.

THQ Nordic Showcases Alone in the Dark, Prologue Demo Available Now

In the upcoming Alone in the Dark, players can choose between two protagonists to experience the haunting story: Emily Hartwood and Edward Carnby. To bring these two iconic characters to life, the developers partnered up with famous actors Jodie Comer (Killing Eve, Free Guy) and David Harbour (Stranger Things, Black Widow), who will lend their voices, their appearance, and their formidable acting skills to the protagonists. Depending on who you play, you will get a different take on the same story. You can see both of them in action in the new spotlight video, showcasing a ton of gameplay.

We hope you are not trembling with fear now, because we have more shocking news to share: Alone in the Dark is launching on October 25th, 2023 on PC, Xbox Series S/X, and PlayStation 5, and will be available at an SRP of €59.99 / $59.99 / £49.99. The digital pre-order kicks off today.

Nintendo Spent a Year Polishing The Legend of Zelda: Tears of the Kingdom

Nintendo famously announced last March that its much anticipated sequel to The Legend of Zelda: Breath of the Wild was getting delayed to May 2023. The Japanese developer offered a profuse apology - fans were expecting Tears of the Kingdom to arrive at some point in 2022, but the EPD Production Group (No. 3) ultimately required some extra months to finalize their intended vision. The game's producer, Eiji Aonuma, was tasked with delivering the bad news back then - he has now admitted that his blockbuster open world adventure was essentially feature complete at the time. In an expansive interview conducted by the Washington Post this week, Aonuma-san says that the launch was postponed in order "to make sure that everything in the game was 100 percent to our standards."

The discussion turns to the game's very involved (possibly Havok-derived) physics engine - said to be more complex than examples running within the most expensive AAA titles on higher-powered console platforms (PlayStation 5 is cited as an example). Aonuma indicates that his team worked hard on the object manipulation system, and he hopes that it inspires players to become more creative with problem solving outside of Nintendo's environment: "I would really be happy if our game encourages imaginative thinking in people, and that they could carry that into their real lives."

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