Designing combat that feels good: a postmortem of Nightfall: Horizon
Six iterations, three prototypes, and the lesson that finally made our combat click.
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SEMICODESTUDIO
Behind-the-scenes stories, postmortems, and deep-dives from our team.
Six iterations, three prototypes, and the lesson that finally made our combat click.
Read articleA technical breakdown of the gotchas we hit moving a live mobile title across engines.
Read articleWhy we moved from behavior trees to reinforcement learning — and what we'd do differently.
Read articleThe UA strategy, ASO tweaks, and live-ops rhythm that fueled two years of growth.
Read articlePractical takeaways on comfort, locomotion, and UX for standalone VR.
Read articleHow we think about hiring, retention, and the long game in a 300-person team.
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