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Seizoen 14
Uitzenddatum
Apr 09, 2020
In the first video exploring the design of The Outer Worlds, we sit down with Tim Cain and Leonard Boyarsky to discuss how a team of fewer than 75 developers collaborated to create their sci-fi RPG.
In the first video exploring the design of The Outer Worlds, we sit down with Tim Cain and Leonard Boyarsky to discuss how a team of fewer than 75 developers collaborated to create their sci-fi RPG.
Uitzenddatum
Apr 14, 2020
In the second video exploring the design of The Outer Worlds, we sit down with the writing team to explore the process of writing NPC's, quest givers and companions.
In the second video exploring the design of The Outer Worlds, we sit down with the writing team to explore the process of writing NPC's, quest givers and companions.
Uitzenddatum
Apr 16, 2020
In the third video exploring the design of The Outer Worlds, we talk to the level design and writing team about how they crafted some of the game's most complex quests & areas.
In the third video exploring the design of The Outer Worlds, we talk to the level design and writing team about how they crafted some of the game's most complex quests & areas.
Uitzenddatum
Apr 21, 2020
In the fourth video exploring the design of The Outer Worlds, we talk to studio audio director Justin Bell about the process of writing the score, voicing the characters and making every sound trigger at the correct time.
In the fourth video exploring the design of The Outer Worlds, we talk to studio audio director Justin Bell about the process of writing the score, voicing the characters and making every sound trigger at the correct time.
14x5
Seizoensfinale
How Obsidian Designed Player Choice in The Outer Worlds
Episode overview
Uitzenddatum
Apr 24, 2020
In our final video exploring the design of The Outer Worlds, we look at the design of player choice, and the complexity of allowing players to feel like they are playing the game their way.
In our final video exploring the design of The Outer Worlds, we look at the design of player choice, and the complexity of allowing players to feel like they are playing the game their way.
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