Updated: 21 hours 20 min ago
It's time to give flavor text the respect it deserves.
The average traditional 2D fighting game has usability problems most modern games try to avoid. To help newcomers learn the genre, fighting game developers need to acknowledge the issues and the attempted solutions and work towards a new genre status quo.
Gamification opportunities for businesses are great from having more engaged customers, to crowd sourcing innovation or improving employee performance.
This blog post illuminates how to be realistic in creating environments and mechanics in a fantasy setting. The example uses the mechanics for a dwarven door to illustrate the process of developing rules and properties.
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
You can't learn Production from a book, but, I do believe you can take inspiration and ideas from these three and I would recommend them to all Producers, no matter your level.
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph: Defense.
The approach towards horror game development between the West and Far East cultures. A look from the perspective of 2 successful companies developing horror games: Bloober Team (representing the West) and Red Candle Games (standing in the Far-East corner)
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.
This week I woke up to news feeds announcing a new trailer for Bethesdas Rage 2, and after watching it, it really got me thinking again about the importance of creating a strong visual identity for your game.
Emotional intelligence could be the most neglected tool in your game dev belt. Time to sharpen it for your trailer.
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.
In this article I talk about my effort to bring together two, somewhat incompatible, game types - beat'em up and twin stick shooter - into a single game. It talks about possible challenges and clever solutions one could use when combining two genres.
A deep dive the online skill ranking system of INVERSUS Deluxe covering everything from the low level math up to the user presentation.
In this series, our development team for THE ALCHEMIST CODE will delve deeper into the vast and rich universe of the game and share behind-the-scenes details on the making of THE ALCHEMIST CODE.
For this Developer Diary, we discuss a topic that all players are familiar withTutorials. Leading this edition of Developer Diary is Ms. San San Ngan, producer of THE ALCHEMIST CODE, who shares the changes the team has made to the Tutorial.
The success of any game depends on the ability of the developer to scrutinize its various metrics and discover useful tips on how to enhance the game and its monetization. So, after deploying a game to the app store, do not just sit there!
The 2nd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 2: 3D versus 2D, with an exploration of the role spatial delivery can play in music implementation in a VR environment.
The independent space since its inception has popularized modern retro design, but while many view it as an easy way to create a game, there is a lot more than just looking at the classics.
Growth and change come from breaking out of our loops, for games and their stories this can be hard. But not all change has to be related to the gameplay loop. There are other ways to express it in the story and characters of your game.