Updated: 5 hours 21 min ago
Apple's latest generation iPad Pro devices have been available for some time now.
They come with what Apple calls ProMotion technology.
But really, it's just what game developers call 120Hz display refresh.
Once implemented, games run ever so smooth.
This article focuses on the unique technical and aesthetic challenges involved in making our audio-reactive action game, Suara. Sound and music played a critical role in the overall design of the game as gameplay reacts dynamically to the game's score.
The 3rd part of a 4 parts series. How I created my company while still having a full-time job at CDProjekt, and the chain of event that would see me quit.
Environmental Storytelling is a concept that most designers know it when they see it, but for today, we're going to examine what it means for video games.
The Chrono Trigger "HD re-make" has all the same problems as FFV and FFVI. Let's talk about it.
We examine the changes Insomniac has made to their signature transforming weapons.
The second part of the story on how I came to build my startup.
This is what's been going on in the world of Meeple Like Us in February of 2018.
Here we go again! How to prepare yourself for a conversation about violent video games. Read the research, watch the videos, share with your friends!
VR is all about iteration and experimentation, making uncovering and locking down the fun of your design a tricky challenge. This article covers what went in to creating a first-of-its-kind VR telekinesis, and the rabbit hole we fell in to get there.
Sharing the story of how I entered the game industry and came to leave my dream job at CDProjekt RED, to start my own business.
In this article I discuss a new way of looking at a game and designing its feature during the beginning of the design phase and also a way to organize your thoughts while deciding which features to include in the game.
The series "Don´t show, involve" builds upon the narrative as a cognitive process and how to go from a thought to the plotting of an involving experience.
#narrative #gamedev #writers #premise #plotting
We discuss here how we generated game levels using artificial neural network in our game Fantasy Raiders. In addition, we suggested you to consider how the machine learning can provide new perspectives and inspirations to the game designers.
When your house gets stalked by fans, you know you have a very passionate audience. Dealing with their love and hate can be an emotional rollercoaster and a business minefield. The CEO of tinyBuild shares his pro-tips of how to deal with love and hate.
In this article I explain how I adapted a traditional technique from 3D rendering to achieve fast 2D shadows for a large number of light sources in the Unity game engine.
In part 4 of my series on Total War, I look at the innovations in campaign and diplomacy AI in 2015's Total War: Attila.
Based on Thomas Bidauxs talk about crowdfunding at the latest PocketGamer Connects in London and our own insights, these are all the things we did wrong in our Indiegogo campaign for MuniReality.
This week's longform highlights include Phil Spencer's speech at the DICE Summit, editorials on how the Switch is encouraging people to play games they wouldn't otherwise, & rare documents on The Oregon Trail's history.
Random musings, assumptions, and reflections; afterword by Feargus Urquhart.