A stack of boxes that anyone in real life could lumber up, but apparently not my highly-trained video game character. For example, knee-high fences that you need to walk around.
300+ employees. (Studio locales: Warsaw, Poland Wroclaw Poland Vancouver, Canada) What:īinkowski: So when we sat down to design Dying Light, very early on we decided we wanted to remove those pesky artificial barriers that often frustratingly appear in FPP games. Creators of Call of Juarez, Dead Island, and Dying Light franchises. Company started off selling translation software and distributing Western games to the Polish market. Paul Milewski, PR manager and marketing coordinator, Techland Studio: Maciej Binkowski, lead game designer, Dying Lightīartosz Kulon, lead gameplay programmer, Dying Light Check out earlier installments on the the action-based RPG battles in Undertale, situational awareness and player frustration in GRIP, and the capital ship invasions in Dead Star.Īlso, dig into our ever-growing Deep Dive archive for developer-minded features on everything from rocket jumping in Rocket League to the one-hit kills in Titan Souls.