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  • Blog Post: Larger Than Life: Designing Fall of Cybertron's Set Piece Moments

    Two competing storytelling philosophies exist in video games. One states that a game should be filled with a series of scripted cutscenes that narrate an overarching plot. The other believes a game should never take control away from a player, thereby creating a kind of simulated fiction where the player... More
  • Blog Post: The Enemies & AI Of Transformers: Fall Of Cybertron

    While the AI systems in Transformers: War for Cybertron were completely functional, developer High Moon felt like it needed to rethink its enemy design for the follow-up Fall of Cybertron. The studio’s AI solution has affected every facet of the game, including the fundamental design of its enemies... More
  • Blog Post: Behind The Crosshairs: The Weapons Of Transformers

    When High Moon started developing Transformers: Fall of Cybertron, the designers put out an open call for anyone in the studio to submit ideas for new weapons. A flood of concepts soon rushed in, and the programming team spent weeks turning a list of offhand and oddball ideas into a prototyped arsenal... More
  • Blog Post: Optimus Primed: A Time Lapse Look At An Autobot's Creation

    The developers behind Transformers: War For Cybertron have an interesting task when it comes to their game's creation. Fans of the cartoon have a very specific view of how the robots in disguise look, but various iterations throughout the years have tweaked their image substantially. Many were irked... More
  • Blog Post: Transformers: War For Cybertron Character Profile – Optimus Prime

    This is the first of several character profiles we'll be running for Transformers: War For Cybertron, showcasing exclusive concept art and the new visual style that High Moon Studios is using in the game. We'll kick things off with everyone's favorite Autobot leader, Optimus Prime. You can... More
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