Ars Technica: Charlie Cleveland, design director for Subnautica, goes behind the scenes of the game’s development and explains how they crafted an exciting and dangerous experience without allowing the player to fight back. Charlie shows some early prototypes for Subnautica, and describes why they decided to create a game with primarily non-violent gameplay.
War Stories is a great series from Ars in which different game developers discuss what some of their biggest challenges were.
- Paul Neurath: How Thief’s Stealth System Almost Didn’t Work
- Glen Schofield: How Dead Space’s Scariest Scene Almost Killed the Game
- Casey Yano and Anthony Giovannetti: How Slay the Spire’s Original Interface Almost Killed the Game
See also: Other posts tagged ‘games’