Updated: 20 hours 50 min ago
In episode 25 Jeremy sits down with Andrew, Nathan, Joseph, and newcomer Josh to discuss each of their current game dev ambitions and captures the complete essence of any good PixelFest Devs' meetup.
BTW, .kkrieger (created by .theprodukkt)
Game Dev Digest Issue #32 - AR/VR, Character Controllers, Scene Loading, HDR Graphics, And More. The latest from the free weekly Unity3d/gamedev newsletter.
Here are 05 EXTRA tips on business and marketing from my 23 years of experience developing and publishing games to help you out on decision making. Enjoy!
Finding the "soul" for Othercide's art direction was a thrilling journey. Born from our own traumas, here is how we tried to make our game stand out from the tactical genre.
The incredible success of StoneShard is not magic nor chance. I believe we can pinpoint the roots of it to how the demo is built, and how precisely good is the design of the game's multiple parts. I try to get to the bottom of it.
This is a general look at the shifting meta of Blizzard's game Overwatch and how it applies to professional players and casual players. Examine current themes and practices for evaluating meta in online games.
2020 marked my 12th year making games in Indonesia. In my years working in the game-making business in Indonesia, I have seen a lot of things, good and bad. Here's a decadeÂ of Indonesian games in retrospective.
As workers in the video game industry, we have a huge responsibility to participate in the training of our future recruits, we cannot just wait for someone else to do it. Developers, get involved in our juniors' education!
We're a small indie studio and our metroidvania KUNAI just got review bombed to 1.7 on Metacritic. The process is simple, explains our bomber on Reddit.
In this article, I will try to describe the design process and the various challenges we faced along the way of making "Children of Morta".
TangibleÂ and expected rewards loosely linked to performance were, among other kinds of extrinsic gratifications, found to decrease intrinsic motivation. Interestingly, these are exactly the types of rewards that games like to be especially generous with.
Iâll tell you about the algorithm and creation process of my version Point Clouds Morphing FX for Unreal Engine 4.
One year after global launch I want to revisit some of Brawl Stars key design choices regarding its event system, character design and progression, and see what we can learn form them.
An example of how it is possible to construct ragdoll physics with unity
When it comes to game development the final push to the finish line is always going to be tricky! It's easy to get tied up in doing things 'right' versus doing things 'fast', but in reality, finding a balance is best.
An analysis of how the Friendship System in Shining Force 3 works, and what we can gain from knowing about it.
Here's a question for those of you who develop for Oculus VR... How much do you really know about the Oculus CPU and GPU hardware levels? Let's see what these hardware levels are doing to your game.
Pokemon designs have changed a lot over the past 20 years. In today's video, I take a look at the designs of Pokemon from Generation 2 (Gold, Silver, and Crystal) and see how they have evolved since Generation 1.
Turns out that Iâm accumulating enough interesting & relevant game discoverability tidbits to do a monthly update - âhereâs some fun stuff I found on the Internet, and my comments on themâ.
The latest highlights include the politics in games discussion re-ignited by Tim Sweeney's DICE comments, the full launch of Media Molecule's Dreams, a look at new games like Wide Ocean Big Jacket, & more besides.