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Learn about the mechanics used by top developers and create your own
Homeworld remains one of the only real-time strategy games to ever feature a truly 3D movement system. Why? Players never look up. This article examines what Homeworld did differently and why it failed to catch on.
Ever wish you could jump to an early part of a game's story to see what happened? Well there's a good reason that doesn't happen - progression. Time and progress are constraints on narratives that most designers aren't immediately aware of.
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
When we perceive a game as accessible? are there any factors that foresee its memorability? are these two characteristics at odds? There is a psychological model that try to throw some light on these questions.
What is it which fills a game world with wonder? This article examines the relationship between exploration and discovery by analyzing Watch Dogs 2, The Witcher 3, and Breath of the Wild.
An analysis of the video game Late Shift from a media ecological perspective.
Chibig Studio was found after Abraham, the designer, programmer, producer and CEO, close her previous company. First by his own, he found success on mobile game. After that, the studio grew. This is a timeline about failures and lessons.
Understanding the difference between an engaging and an addictive experience is becoming important given the recent discussions over video game addiction, but in this piece, Josh Bycer will elaborate on when a game goes too far.
Researchers form DeepMotion and CMU have taught virtual basketball players entirely physically simulated dribbling skills.
In part 1 we introduced our Discord react interface: part 2 of this blog series covers in more depth the design of the combat and exploration systems, as well as onboarding new players and Discord channel structure.
There's more to What Remains of Edith Finch than first meets the eye. This article examines how the game's creative level design evokes feelings of quiet contemplation in the player.
My name is Dan St. Germain and while in undergrad, I worked with four other students on creating a blind/deaf accessible video game called LEVY. These blog posts will be dedicated to explaining the different UI, UX, and design decisions that were made.
A series of critical analysis of the narrative and mechanical design in narrative games, continuing with Nier: Automata and a final bonus examination.
A concept for allowing easy control of how the Camera feels across multiple areas
Ok, Fortnite and Fallout '76 aren't the first EVER to skip the traditional stores, but they are signalling another shift in the industry. Epic and Bethesda are skipping Google Play and Steam respectively and they won't be the last to do it.
Chinese gaming giant Tencent released an anime about eSports. The series is an ideal marketing tool to promote Tencent products in China and overseas.
With the advancement of technology in computer games, 3D games are becoming very common. But years back when there was no support for 3D elements, it was quite hard to develop 3D games but solution found at that time was an Isometric view, of 2D elements.
This week's highlights include neat analysis on Six Ages & King Of Dragon Pass, the battle for Manchester Cathedral in Resistance revisited, and lots more.
I've spend the last 3 months working on Facebook Messenger games. I'll outline some of the issues involved from a technical and business perspective.