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The AI Of DOOM (1993)

Tommy Thompson examines the genre-defining enemy AI of Id Software's DOOM, explaining how in-game opponents react to the player's presence in a variety of situations.

Creating A Popular World In VRChat

Jerry Lee shares a series of tips that environmental designers can use to create compelling worlds in VRChat.

Storytelling In Games: Theme And Mood

Robert Renke discusses the ways in which designers can weave overarching themes into their game's narrative framework.

What I Learned About Game Development While Making Cauliflower Knight

Edward Hayward presents tips and takeaways from his experience with starting a project, managing a team, and soliciting feedback during the development of Cauliflower Knight.

The Art Of Jedi Outcast

Pierre Salard delivers an in-depth look at the concept art that would form the visual basis for Jedi Outcast, with commentary from the original artists.

Designing For Difficulty: Readability In ARPGs

Alex Kubodera examines the techniques that designers use to increase difficulty without sacrificing enemy readability in games like Elden Ring, Sekiro, and Death's Gambit.

Quick Dev Insights: Building A Community

James Rowbotham interviews Geometa founder Dan Walters for insight into how player communities played a role in the success of Stormworks and Carrier Command 2.

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  • The Art Of Jedi Outcast [06.30.22]
  • img Pierre Salard delivers an in-depth look at the concept art that would form the visual basis for Jedi Outcast, with commentary from the original artists.
  • The AI Of DOOM (1993) [06.21.22]
  • img Tommy Thompson examines the genre-defining enemy AI of Id Software's DOOM, explaining how in-game opponents react to the player's presence in a variety of situations.