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What Cyberpunk 2077's Design Got Wrong, According to One of Its Lead Developers Level designer Miles Tost shares the lessons learned from designing CD Projekt Red's ambitious RPG.
Jason Weesner of Crystal Dynamics gives us the lowdown on the level design in Project: Snowblind.
Can you do better than top-level AI models on these basic vision tests? Abstract analysis that is trivial for humans often stymies GPT-4o, Gemini, and Sonnet.
Aviation start-up Chaise Longue, the brains behind the controversial dual-level seat, announced today it’s “exploring some early stage concepts” with aviation giant Airbus.
Despite the strong tonal shift to being full-blown survival horror, Ravenholm still feels like a Half-Life 2 level. That’s all due to the Valve way of designing levels.