Updated: 19 hours 7 min ago
Grinding in video games is something to be avoided, and in today's post, we're going to talk about the ways designers can implicitly and explicitly reduce it.
Recommendations for building highly-effective data science teams.
In this article, I talk a bit about how we were able to achieve high quality graphics in our recent released game Angest while keeping high performance.
Today is going to be an exciting day. Were going to work on something that weve never seen before in any of the tutorials: Saving and Loading data in Unity! Specifically, were going to save and load our high score from our game in Unity.
A video blog about best practices I've developed for playtesting my games.
Stardew Valley didnt succeed because it innovated on tried and tested farming RPG mechanics. It was a massive hit because of how successful it was in making a Platform Shift.
Does a high index of downloads correlate with high profits? And whether Top Downloaded is equal to Top Grossing or not? Lets take a closer look.
Its only a matter of time before even more colleges and high schools bring gaming into the fold of interscholastic athletics. What this means for developers and the gaming industry is unclear, what is clear is that the future of gaming is bright.
Hi, I'm Roman. I'm a gamedev enthusiast. Currently, I am finishing up my studies at Masaryk University in Brno, Czech Republic. I chose a VR research as my Masters thesis and this is a this is a postmortem mostly about the development and the experiment.
This post talks about some cognitive biases to avoid while making games or running a game studio, and links to some good resources about biases as well.
From building a real-life terrarium to ingame background graphics - and why I use Krita now to draw assets.
Blog series on how we brought our game to Vulkan. This is the last post where we show performance measurements and compare implementation sizes.
Today, were going to continue developing our score system by pauing time after we win or lose and stopping our players shooting animation and sound effects when the game is over.
When microstransaction-based AAA games have a messy interface is this an problem or a patent?
Once the game trailer production project has begun and it's time to get started on the trailer, you will need to provide some things to your game trailer producer. The more you can hand over, the better the end product is going to be.
This blog covers why research is super important and why as designers we should never skip this phase. One thing to consider as well when creating a level is where is the toilet?
Originally on: Maxpears.com
Each week, Game Design Analyst Josh Bycer picks a game to examine in a video spotlight. In time for Halloween, it's Clive Barker's Undying.
This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms.
Part 2 of 3, on what it takes to translate a video game. This part deals with getting off to a good start, preparing your strings, tools, etc.
Today, were going to implement a new feature into our game. In the current state of the game, after we win, thats it, no replay value. To fix this, Im going to implement a time score system to encourage players to beat the game as fast as they can and