The GameDev podcast by Autodesk is a place to hear from some of the best minds in the games industry. We interview game developers who are at the cutting edge of innovation in games, to learn where they came from, how they got here, and where they’re going. Find more GameDev stories here: http://area.autodesk.com/customer-stories/games Follow us on twitter https://twitter.com/adskgamedev
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This week we talk with Wojciech Piejko, Lead Game Designer, Dominika Stala, also a Game Designer, and Sebastian Spluzka, Environment Artist from Bloober Team. The team chats with us about their new Cyberpunk Horror game, >observer_, including the game design process, their thoughts on the cyberpunk genre, and the basic workflow between design teams…
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This week, we chat with Behavior’s Damien Devaux, the principal character artist on Dead by Daylight. He speaks about his involvement on the project, including the new Leatherface DLC, as well as some of the techniques he uses on a day-to-day basis. Enjoy!Autodesk GameDev
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Matthew chats with Chris Scubli of RealtimeUK about his day to day as a cinematics finishing artist. Chris was heavily involved in the creation of cinematics for both World of Tanks War Stories and the sci-fi multiplayer game, Dreadnought. Chris has a lot of great insights into the entire process from start to finish, including working with clients…
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This week, Matthew talks with Abhishek Singh, an inventor and creator with many talents. Abhishek provides details on how he created the AR game Super Mario Bros. with Unity and the Microsoft Hololens, along with Autodesk’s Fusion 360.Autodesk GameDev
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This week, we speak with the cofounder of RealityArts Studio, Ismail, about his breathtaking arcade shooter, Voidrunner. Ismail talks to us from Istanbul, Turkey about the cultural stylings of his game, how his background in VFX and mat painting for films helped him, and how early community feedback changed the core gameplay for the better.…
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We spend some time with Steve Bowler of CloudGate Studio talking about his VR title, Island 359. Steve tells us how they were able to create large free roam levels in VR, using contractors and asset stores to stay on budget, and some of the differences between developing for Oculus and HTC Vive headsets.…
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