Behind the Game

  • Behind the Game: The Falconeer

    Behind the Game: The Falconeer

    Mike Geig sits down with independent developer Tomas Sala to discuss The Falconeer. Learn about Tomas' journey as a solo developer – how he designed the game world and developed this next-gen title.

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  • Behind the Game: Escape from Tarkov

    Behind the Game: Escape from Tarkov

    In this podcast, Battlestate Games’ COO and project lead Nikita Buyanov discusses how they're using Unity features such as Timeline and ProBuilder to create one of the most-viewed titles on Twitch.

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  • Behind the Game: Humankind

    Behind the Game: Humankind

    Tim Raulin and Romain de Waubert from Amplitude Studios chat with host Mike Geig about their turn-based historical strategy game, Humankind. Learn more about the studio behind this ambitious title.

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  • Behind the Game: Skeleton Crew

    Behind the Game: Skeleton Crew

    Go behind the scenes with Cinder Cone as they discuss their upcoming gothic platformer, Skeleton Crew. Hear about their inspiration, multiplayer design and pinball mechanic that literally kicks butt.

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  • Unity – Behind the Game: Airborne Kingdom

    Unity – Behind the Game: Airborne Kingdom

    In this podcast, hear from Ben Wander – the founder of The Wandering Band and the game’s designer – on the creative process and Unity tools that bring this flying world to life.

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  • Unity – Behind the Game: GTFO

    Unity – Behind the Game: GTFO

    The developers from 10 Chambers Collective take us behind the scenes in the making of GTFO, including what's coming up in their third rundown.

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  • Unity – Behind the Game: Where Cards Fall

    Unity – Behind the Game: Where Cards Fall

    The Game Band discusses the massive launch of Where Cards Fall with Apple Arcade, including how they implemented new tech and met tight development deadlines with this large-scale release.

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  • Unity – Behind the Game: Butter Royale

    Unity – Behind the Game: Butter Royale

    Mighty Bear Games built Butter Royale, a multiplayer exclusive to Apple Arcade, using Unity’s Entity Component System (ECS). Hear their experience and get tips on how they made the most out of ECS.

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  • Unity – Behind the Game: Hardspace: Shipbreaker

    Unity – Behind the Game: Hardspace: Shipbreaker

    In this podcast, Blackbird Interactive’s Trey Smith and Richard Harrison take us behind the scenes of their newest game, including how they used DOTS for mind-blowing destruction effects.

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  • Unity – Behind the Game: Recompile

    Unity – Behind the Game: Recompile

    Hear how Phi Dinh of PhiGames, creator of Recompile, created realistically rendered and beautifully lit otherworldly environments and assets.

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