Updated: 2 hours 1 min ago
Oscar Brittain and Akupara Games are releasing Desert Child on Switch, Xbox, PlayStation 4, and Steam December 11! Oscar hit us with the following tech blog on how he 'faked' his striking 3D look in the game.
Day first of making a indie horror game - downloading the assets
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
Video games owe a lot to comic books, not just because theyâre both part of nerd culture but because theyâre both visual mediums doing storytelling. Here are some lessons we can learn from comic books and Stan Lee when it comes to game writing.
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
In the first part of 'how to build worlds and tell stories in VR' we emphasized on the aspects of worldbuilding order to create a consistent self-contained fantasy universe. This part sheds light on VR specific difficulties and how to tackle them.
Epic puts in 12% of the effort with an abysmal game launcher, few user features, but fantastic incentives for indie developers.
A talk by Abigail Corfman on how to design text-based games using Twine.
Uses interactive fiction as a vehicle for talking about game design principles in general.
Given to the Ukraine Gameloft studio on August 2, 2018.
Like most players, knowing that players can pay for power in a game of skill make me feels gross just on the surface, but letâs talk about how it manifests in still stranger ways below the surface.
Leasing VIP game accounts, a cheap alternative to experiencing high level/priced items
If you are thinking of developing an app and are unsure how a free app brings profit, the following article provides clarification.
This post is a summary of my experience designing a social cooking game.I will be covering each phase of the design process on a high level and hopefully, it sheds some light on the game and what made it successful. Thank you for your time!
This week's surprisingly video-heavy highlights includeÂ a great mini-doc about the history of theÂ Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Games these days keep getting bigger, with larger open worlds, and more characters, quests and items than ever before. However, even with so much to do the worlds can feel empty. Environmental storytelling is one way to add depth and life to your game.
The overarching lesson that helped me understand how to be a better producer and team leader.
A look at player motivations and how they are helping Harry Potter: Hogwarts Mystery. The games only saving grace.
Project Management tools' purpose and goal versus their utility.
Your funding is not a problem to solve, it is an opportunity to generate success. Just be mindful of the ideal timing of the different sources of project financing and youâll have a much greater chance of pulling it off.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Breaking down the game design applications of a real world compost bin and solar cooker.