
"Keeping teams together doesn't seem to matter to people, but for us it did": Star Wars Zero Company's director on what the industry can learn from XCOM 2
In an industry that is facing wave after wave of layoffs, Greg Foertsch details how keeping the XCOM team together made for a better sequel.
Rock Paper Shotgun
"I was chomping at the bit to crack the code": How procedural maps became XCOM 2's biggest ambition, after Firaxis couldn't manage it in Enemy Unknown
The developers of XCOM 2 reveal the challenge of making procedural maps for their turn-based tactical game, including why they had to ditch them in XCOM.
Rock Paper Shotgun
"I was chomping at the bit to crack the code": How procedural maps became XCOM 2's biggest ambition, after Firaxis couldn't manage it in Enemy Unknown
The developers of XCOM 2 reveal the challenge of making procedural maps for their turn-based tactical game, including why they had to ditch them in XCOM.
Rock Paper Shotgun
"I was chomping at the bit to crack the code": How procedural maps became XCOM 2's biggest ambition, after Firaxis couldn't manage it in Enemy Unknown
The developers of XCOM 2 reveal the challenge of making procedural maps for their turn-based tactical game, including why they had to ditch them in XCOM.
Rock Paper Shotgun
"I was chomping at the bit to crack the code": How procedural maps became XCOM 2's biggest ambition, after Firaxis couldn't manage it in Enemy Unknown
The developers of XCOM 2 reveal the challenge of making procedural maps for their turn-based tactical game, including why they had to ditch them in XCOM.
Rock Paper Shotgun
"I was chomping at the bit to crack the code": How procedural maps became XCOM 2's biggest ambition, after Firaxis couldn't manage it in Enemy Unknown
The developers of XCOM 2 reveal the challenge of making procedural maps for their turn-based tactical game, including why they had to ditch them in XCOM.
Rock Paper Shotgun
"I was chomping at the bit to crack the code": How procedural maps became XCOM 2's biggest ambition, after Firaxis couldn't manage it in Enemy Unknown
The developers of XCOM 2 reveal the challenge of making procedural maps for their turn-based tactical game, including why they had to ditch them in XCOM.
Rock Paper Shotgun
"I was chomping at the bit to crack the code": How procedural maps became XCOM 2's biggest ambition, after Firaxis couldn't manage it in Enemy Unknown
The developers of XCOM 2 reveal the challenge of making procedural maps for their turn-based tactical game, including why they had to ditch them in XCOM.
Rock Paper Shotgun
"I was chomping at the bit to crack the code": How procedural maps became XCOM 2's biggest ambition, after Firaxis couldn't manage it in Enemy Unknown
The developers of XCOM 2 reveal the challenge of making procedural maps for their turn-based tactical game, including why they had to ditch them in XCOM.
Rock Paper Shotgun
"I was chomping at the bit to crack the code": How procedural maps became XCOM 2's biggest ambition, after Firaxis couldn't manage it in Enemy Unknown
The developers of XCOM 2 reveal the challenge of making procedural maps for their turn-based tactical game, including why they had to ditch them in XCOM.
Rock Paper Shotgun