Chris is a writer currently based in the Philadelphia area. They are currently writing for film website Flixist, podcasting for Marvel News Desk, and were an editorial intern for Paste Magazine's ...
Mark has been thinking and writing about games since a Gameboy Pocket and a copy of Link's Awakening was first placed into his tender, seven-year-old hands. Since then, he snagged a creative writing ...
How Spelunky Made Procedural Generation Fun Spelunky used procedural generation to improve replayability and compete with big budget games. Now Spelunky 2 will try to do it better. Let's look back on ...
MMOs are infamous for the exorbitant amount of both time and money that is required to make a fantastic end product. Much of this effort and expenditure goes into producing very specific content such ...
Owing perhaps to the difficulty and extreme cost of building virtual worlds that can be seen, heard, explored, and interacted with in multitudes of other ways, video games have long made use of ...
This is a story about serendipity and probability. “There in the bathroom line, I met Arnaud,” He told Engadget. “We started chatting, and we were sort of mutual fans of each other's work, and we ...
Xenoblade Chronicles 3 developer Monolith Soft has revealed that it used significant procedural generation to cope with the vast increase in assets required to build the world of the ...
Mac is a GameRant writer, who has been gaming for over 40 years. He mostly plays multiplayer or co-op games, with the same group of friends he has played with online for 25 years. Story elements that ...
New consoles (so sweet!), 40,000 polygons (many emotions!), really textured rocks (wow!). Have you ever seen concrete pipes so... beautiful? We've done it, we've made graphics look "real," let's go ...