30°
Submitted by -Mezzo- 881d ago | opinion piece

Stealth in 2D: Design lessons from Mark of the Ninja

GamaSutra - How do you make a 2D stealth game? In the postmortem for the February 2013 issue of Game Developer magazine, Klei devs explain how they adapted core stealth principles to work in a new environment -- and some of the design challenges that came up in the process. (Mark of the Ninja, Xbox 360)

Add comment

You need to be registered to add comments. Register here or login
Remember
New stories
20°

How Star Wars Battlefront is Similar and Not Similar to Battlefield

8m ago - SegmentNext - Our take on Star Wars Battlefront’s demo was filled with nothing but praises, yet... | PC
20°

Show of the Week: Fallout 4 and the 4 Top Fan Theories About Vault 111

9m ago - OX writes: "Fallout 4 could be the game to command more of your time than any other this year, wi... | PC
Ad

Born of Competition: An Interview with Dag-Erling Jensen

Now - Dag-Erling Jensen, Game Designer of Process Games, answers questions about how the small company was formed, details on how they designed a game in... | Promoted post
30°

Yoshi's Woolly World Is Like Every Other Nintendo Game, And That's Not A Bad Thing

1h ago - It's fun, it controls well, and the art style is absolutely beautiful. NichBoy gets all wound up... | Wii U
30°

[FGP] Terrigon - Creepy First Person Pac-Man Set Aboard A Nostromo-Esque Spacecraft

2h ago - Terrigon is essentially first person Pac-Man, set in a deserted spacecraft with Blinky, Inky, Pin... | PC
30°

E3 Inteviews: Fallout 4, Project Morpheus, Rise of the Tomb Raider and Star Wars Battlefront

2h ago - Good Game's Hex takes a look at Fallout 4, Project Morpheus, Rise of the Tomb Raider and Star War... | PC