Algorithms that can make video game levels humans want to play can automate aspects of game design.
Every 'BattleTech' player has the same different story about Smithon, the game's greatest crucible.
The game was originally going to have more resources, fuses, and interactive flooding.
Given how busy the fall has been, it would be understandable if you'd missed the 'Titanfall 2' campaign. But that would be a mistake.
We interviewed Hitman’s art director to learn all about level design and visual motifs.
Respawn walks us through "Effect And Cause," a standout moment from the 'Titanfall 2' campaign, and how the idea came up several years ago.