Artax Insights 2017, Episode 1: Game design with procedural generation

Welcome to our first Artax Insights episode! Some fridays one member of the team prepares a seminar about an interesting subject for all of us. This week we want to share this speech by Iulen Muñoz, coder and level designer for Iro Hero, about game design with procedural generation.

He explains how to do it, what should be done and even what mustn’t be done, providing good examples refering to current games such as Bloodborne, Nuclear Throne or Binding of Isaac.

If you like it, enjoy it. If you love it, don’t forget to sign up for our newsletter. And don’t hesitate to give us your feedback, even if it’s good! 😉


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