The Origins of BioShock's Big Daddy: Lessons from System Shock 2's Design Challenges
Explore how the iconic Big Daddy design in BioShock was influenced by the technical limitations faced during the development of System Shock 2.
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Explore how the iconic Big Daddy design in BioShock was influenced by the technical limitations faced during the development of System Shock 2.
Marc LeBlanc discusses the creation of audio logs in System Shock, revealing their purpose in enhancing gameplay and narrative.
In a recent discussion, Guillaume Broche, the creative director of Clair Obscur: Expedition 33, reflects on significant last-minute changes to the game's endings, crediting motion capture actors for their crucial contribution.
Nate Wells emphasizes the need for game artists to draw from varied experiences beyond video games to create truly unique visuals.
Discover how a colonoscopy video became an unexpected resource for creating iconic alien doors in System Shock 2.
Keita Takahashi's latest game To a T presents a unique approach to gameplay, focusing on artistic expression rather than traditional mechanics.
The latest developments in Final Fantasy 14 signal a shift towards content that caters to both casual and hardcore players, featuring new designs for gameplay balance and accessibility.
The latest insights from the Borderlands 4 design team detail the unique attributes of Vex, the game's newest dark Siren character.
Diablo's co-creator reflects on the game's design flaws, particularly the stamina mechanic.
Josh Sawyer from Obsidian Entertainment discusses the implications of simplifying RPG systems and the importance of maintaining depth for dedicated players.
Overwatch 2 Stadium mode eliminates hero swapping to create a balanced gameplay experience, emphasizing permanent character selection throughout matches.
A review of PlayStation's attempt to succinctly recap the elaborate plot of Death Stranding, highlighting its challenges and omissions.
Game designer Josh Sawyer discusses potential features of a hypothetical Pillars of Eternity 3, highlighting the advantages of a 3D environment over isometric design.
Overwatch's beloved robot hero, Bastion, is set to return next season smaller and more durable to enhance his gameplay.
David Gaider reflects on how a level in Bloodlines shaped his views on storytelling vs. combat in games.
Chris Hunt, the designer of the survival RPG Kenshi, shares insights on the game's challenging nature, asserting that many games are simply too easy.
Lead artists from the Diablo series discuss the challenges of creative design and the benefits of seeking inspiration from various art forms.
Colin Finer, the lead designer of Diablo 4, discusses the need for challenging gameplay in the upcoming Season 8 to avoid making the game feel too easy.
Designers share insights on the difficulties of crafting new menacing titles for in-game challenges as they exhaust their creative vocabulary.
Dr. Darren Naish shares his insights on the monster designs in Elden Ring, highlighting impressive storytelling and speculative biology.

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