Learn How Lizardcube Pitched SHINOBI: Art of Vengeance to SEGA With Behind the Studio: Vol 2

SEGA has uploaded another Behind the Studio video for SHINOBI: Art of Vengeance where Lizardcube shares insights on the development process of the upcoming action platformer title. In this video, Lizardcube also share details on how the team pitched the new Shinobi game to SEGA with new elements while maintaining original aspects of past titles and inspirations used for the art style.

SHINOBI: Art of Vengeance is available now for pre-order on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S and Steam for $29.99 USD. It will be available for pre-order on Nintendo eShop at a later date. Fans who pre-order the game will receive a 10% discount, the Original Arcade Outfit, and Fortune Hunter Amulet. Physical editions of the game, including a special Collector’s Edition, will be available for pre-order from Limited Run Games starting May 30, 2025.

Take a Behind the Scenes look at SHINOBI: Art of Vengeance from Lizardcube!

SEGA has uploaded the first behind-the-scenes look at the upcoming SHINOBI: Art of Vengeance featuring the creative minds at Lizardcube, makers of Wonder Boy: The Dragon’s Trap and Streets of Rage 4, as they discuss their unique approach to bringing the story and art to life in this new entry of the series.

SHINOBI: Art of Vegeance will be available on PlayStation 4 | 5, Xbox Series X|S/One, Nintendo Switch & Steam on August 29. Pre-order your copy here!

Let us know your thoughts and excitement on Shinobi: Art of Vengeance so far in our comment section below!

Metaphor: ReFantazio and Like a Dragon GDC Lectures Free to View on GDC Vault

SEGA and ATLUS have made their latest Game Developers Conference (GDC) lectures available to watch for free on the GDC Vault! No account is needed, and fans of Metaphor: ReFantazio and Like a Dragon can now dive into rare behind-the-scenes insights on how SEGA / ATLUS craft their visual styling, gameplay and game worlds in their acclaimed titles.

These talks cover everything from evolving the genre of RPG command battle systems and crafting a unique visual identity for ATLUS’ new fantasy IP, to how RGG Studio consistently delivers story-driven games on a tight production schedule. Click the provided links to watch and learn more behind the scenes!

Take a behind the scenes look of Making of the Music for Team Sonic Racing – Part 1

The Sonic the Hedgehog social media page has uploaded a new video showcasing a behind the scenes look of the music being composed for Team Sonic Racing featuring Sonic the Hedgehog music veteran, Jun Senoue and many other musicians. The video features sample tunes of many tracks such as Boo’s House, Frozen Junkyard, Market Street, and Green Light Ride.

As this is part 1 of Making of the Music for Team Sonic Racing, it would be cool to see Tee Lopes and Hyper Potions at work on video for part 2. Like the music for Team Sonic Racing? Let us know on the comments below.

Sega Dreamcast Software Creation Standards Guidebook made available for public download

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Via The Dreamcast Junkyard comes a cool bit of behind the scenes history on SEGA’s final home console. The Sega Dreamcast Software Creation Standards Guidebook was sent to the site by an anonymous former Dreamcast developer, and features 136 pages of standards set by SEGA for the development of software for the Dreamcast. While the document is a bit dry in how it presents information, there is some cool pieces of information contained within. For example, the document instructs developers how to hide the pause menu and which controller ports should allow the use of the keyboard. The rules contained within answer why so many different games from different teams have the same button combinations and features.

For more information, check out The Dreamcast Junkyard’s article here and download the full PDF here.

New Alien: Isolation trailer shows how the cast was created

The latest trailer for Alien: Isolation gives us another look behind the scenes of the game. This time they show how they cast real people for the characters in the game along with the methods they used to capture their likenesses. Mo-cap is used for the animation as well.

We’re also shown some new footage of the cutscenes along with some more info on the plot and world.