arXiv cs.GR details a design tool that can rapidly test whether 3D obstacle-course layouts are solvable under designer-set constraints. It pairs GPU-accelerated simulation with search and RL guidance, giving level …
Golftacular! lands today on Xbox Series X|S, Xbox One, and PC with a design built around “cheating” at mini golf. Both Good Games turned course frustrations into items like Early …
The Aberrant Raven is a small indie studio building Contentment, a two-world narrative game in Unreal Engine 5: by day, a warm life-sim in Fairbanks — a floating city of …
The answer to Pinpoint #835 on August 13, 2026 is Things that have spots. For game designers, the clue order offers a useful lesson: a satisfying reveal changes the player's …
Unity details how Oxobox Games built Sente around a data-driven hex board and simultaneous six-player turns. The studio stores every board as a logical model, then uses that same data …
A single scene-patching problem in Death of the Reprobate snowballed into a puzzle built around a bucket of pink cow dung. Joe Richardson needed a dead end, then a prop …
ThinkBLOX is a new VLM-driven pipeline for generating 3D indoor scenes through progressive reasoning instead of one-shot layout planning. It iteratively places and refines objects, aiming to reduce the awkward …
A practical look at how indie developers can balance creative direction with hands-on game development. This article covers how a clear creative vision can guide gameplay systems, level design, story, …
A 60-person study found VR HMDs make apertures feel and act narrower than they do in unmediated reality, pushing both action and perception thresholds upward. The main culprit appears to …
Xiaoye Michael Wang, Ali Mazalek, Catherine M. Sabiston, Timothy N. Welsh·
Darkest Dungeon 2’s team ran into practical problems with hex tiles during development, a reminder that grid choice can shape everything from pathing to readability. The GDC clip points to …
A new paper tackles indoor scene generation from the angle designers actually care about: whether a room supports the people using it. Function2Scene turns natural-language briefs into layout constraints, then …
Ruiqi Wang, Qimin Chen, Daniel Ritchie, Angel X. Chang, Manolis Savva, Kai Wang, Hao Zhang·
A PCG paper proposes a three-stage pipeline for indoor levels that tries to keep mansions and dungeons both coherent and traversable. It uses BSP for space splitting, graph traversal to …
Isaac Fiuza Vieira, Kathya Silvia Collazos Linares, Esteban Walter Gonzalez Clua, \'Erick Oliveira Rodrigues·
Well, if it's called RESIDUAL, in all caps, I'm sold.Where do I sign? I'm messing with you, of course. I'd follow the advice of RmbRt above, and give some more …
As always, please actually post something that would give your target audience some context on what this is about. Game design document, or an elevator pitch, or concept art, or …
I'm looking for a programmer for my horror game, RESIDUAL. RESIDUAL is about a day in August 11, 1992, where a research facility made a monster named Subject 13, which …
Darkest Dungeon 2’s biome generation leaned heavily on a tile-balancing tool, and that’s the practical takeaway here. The clip points to an art-led procedural pipeline where tooling helped control how …
HOLODECK 2.0 pushes AI-assisted 3D world building toward practical game production, combining vision-language parsing with generative asset creation and layout editing. It targets both indoor and open-world scenes, with styles …
Zixuan Bian, Ruohan Ren, Yue Yang, Chris Callison-Burch·
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