Game Design Breakdowns and Case Studies

What shipped teams actually did, and what's worth stealing from it.

These are breakdowns of games that already shipped, and of what their teams did to get there.

Fallout 4 builds its levels out of modular kits and then works hard to hide the repetition. Horizon Zero Dawn was called "beyond disappointing" by testers two years before launch, and there's a second post on how Guerrilla prototyped it. Shadow of War keeps two characters in sync through a takedown with an animation pipeline built specifically for it.

How Enemies Decide to Dodge

How Enemies Decide to Dodge

Five hits into your combo and the enemy dodges a lot more!
Hitbox Rank and Group: Sweetspots Without Scripting

Hitbox Rank and Group: Sweetspots Without Scripting

Hit with just the tip of the spear and you get the bonus damage.
I Made a Steam Game in 60 Hours with Unreal Blueprints

I Made a Steam Game in 60 Hours with Unreal Blueprints

The Power of Blueprints for fast iteration
The Modular Level Design of Fallout 4

The Modular Level Design of Fallout 4

Creating modular levels requires good thinking. Here is how Bethesda did it.
Complex Character Interactions in Shadow of War

Complex Character Interactions in Shadow of War

Animating complex character interactions is hard.
Prototyping in Horizon Zero Dawn

Prototyping in Horizon Zero Dawn

Horizon Zero Dawn started with a small team.
How Game Designers need to validate their ideas

How Game Designers need to validate their ideas

Horizon Zero Dawn is an incredible game. But 2 years before shipping, testers called it 'BEYOND DISAPPOINTING'.