Updated: 10 hours 50 min ago
There is a pretty big jump between creating work for a 2D composition for a once-off design brief & creating work for virtual reality. This time your audience can literally engage with your work on a previously inconceivable level.
A brief overview of our prototyping process for creating a dynamic camera in Unity supporting player control, camera physics, and cutscene animation.
I took the more difficult route of being a one-man dev/marketer for my fox adventure game, and it went better than I thought. Here's what I learned.
Multiplayer videogames which model human players in a 3D space use the same elements as real-world sports and playground games. Can we define a grammar that helps us analyze and compare all of these types of games? Here's one possible scheme.
Rapid prototyping and play testing a high fidelity Match 3 game from scratch....best part? All that and more without writing a single line of CODE!
Citizen science games let players contribute to science. This first post presents many of the games people can play today to advance science. It also introduces topics I would love to discuss with game designers and developers.
Interested in making a new artist contact and in making a few small-scope games; I reached out to the /r/INAT subreddit with an open request for a collaboration and the following documents the outcome of this adventure.
The top articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
From television ads to display and social media to in-app - its critical that your advertising creative is a cut above the rest. Here's how you can design eye-catching creative that wins across Casino, Action-Adventure, Brain Training, and Casual Games.
Many were unhappy with Phil Kaplan's recent video discussing Overwatch's toxicity. In this post I examine the video and feedback through the lenses of psychology and human relationships.
Stealth game design has evolved over the years, and in today's post, I'm examining the two broad philosophies of it.
A game's first level is like a first impression and can not be designed around the same goals as a regular level. In this article, I'll go through what sets Level 1-1 apart from other levels in 3D platformer, Suzy Cube.
Here we are on day 8! Yesterday we created a very simple map for a simple FPS feature.
Today, I went to look to see how we can move a character around in the scenery that was created.
Heres what I got!
What is a dynamic tile system, what solutions exist, and why did we create our own custom solution for Fossil Hunters? I explain the thinking behind our choices and detail our unique approach.
Brave game designers are never satisfied with the mere perfection of the game console controller. They're always coming up with new, weird fad controllers to tempt us. This article will describe the lifespan of this process. Spoiler: Nothing ever changes.
Questions about community management abound in today's developing tech scene. The whole concept of community management remains relatively new and still evolving at an incredibly rapid pace. Why is community management so important and yet so rare?
This post explains why sexual harassment uniquely impacts female gamers, and the steps needed to leverage that knowledge in creating interventions to retain--and reengage--them in gaming.
Welcome back to day 7, after the behemoth that was yesterdays Survival Shooter tutorial, Im itching to start coding something! So today I'm going to start creating the environment for a simple First Person Shooter!
Women withdrawing from gaming is bad for the industry and players. This post explains why tailoring interventions to redress the issue must begin with understanding why and how online gaming sexual harassment promotes female gamers' withdrawal.
These are common legal issues that developers face, with tips on how to avoid them.