A ninety-second trailer takes us thirty-plus iterations, and every shot is played live - which is exactly why it ends up improving the game.
Nineteen years after EXOR Studios was founded, someone released a new map for D.I.P.R.I.P., our Half-Life 2 total conversion and one of the...
We take a trip down the memory lane, showcasing the biggest milestones in The Riftbreaker's graphics evolution.
How we designed Mr. Riggs' weapons for The Riftbreaker: the constraints we followed, why mods behaved differently per weapon, and what we go...
Over the years, watching real players interact with The Riftbreaker has consistently surprised us. It allowed us to see the game from a fres...
Designing a game is a bit like trying to save the planet from an asteroid before that asteroid even enters the Solar System. It is fun, thou...
From 3D models to enemy AI - a look at the real tradeoffs behind keeping The Riftbreaker performant.
We are taking a look at some details of The Riftbreaker that often go unnoticed, but have a significant impact in bringing the world of Gala...
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