Updated: 17 hours 24 min ago
Here's the full 5000+ world Q&A with Shadow of the Tomb Raider audio director Rob Bridgett and composer Brian D'Oliveira, digging into the tools and techniques the pair used to create a soundscape fuelled by fear.
A dev diary for Cinderella VR, just released today. Choosing a concept, planning, learning VR & Unity, making minigames, 2D art and animation, voices, budgets, shipping, etc. Lessons learned from making an indie VR game. Sketches & screenshots too.
The rationale and design goals behind the data model we use in The Machinery.
I intend for 2019 to be a year of depth - a chance to play all those games I have bought and never even looked at. No new hobbies. No new unnecessary purchases. Just me and my Steam library in mortal combat.
If you play video games, odds are that you have slogged through countless boring tutorials. What if I told you there was a better way to teach your players than to front-load them with too much info? This article looks at how to teach through design.
Worldbuilding may not sound that important to videogames, but we're going to look at how three games have engaged their fans and helped to elevate their franchises.
What makes Breath of the Wild uniquely Japanese? This article examines how cultural concepts can be used to guide game design.
In the second half of October Facebookâs Instant games platform has seen a huge surge in users, and itâs down to one extraordinary sharebait app. OMG, from Supergene Inc. has surged from 31,000 users on October 19 to 58m daily users in just 17 days.
This post cover through the lens of a game designer the way we created a fun to interact with Artificial Intelligence in our last turn-based strategy title.
I worked QA at Telltale games during Tales from the Borderlands, Game of Thrones, and Minecraft. I was a regular QA tester, and it was my first job in the industry.
We are all being manipulated!
Using Bayesian statistic, we completely changed our approach to A/B testing. We can now test faster and get more actionable results. Instead of p-values that are so often misinterpreted we directly get the answers needed to make an informed decision.
This post presents the process behind the remaking of the UI art for Conflict0:Revolution.
David Hernly is a long-time indie game developer focused on a combination of hardware control systems and starship simulations. Somehow, his journey has taken him to the escape room space? Watch to learn more!
A super-fast and easy way to prototype animated characters for Unity, using Reallusion, ZBrush and other common tools.
Reimaging and redeveloped from the ground up in to a true multi-platform / Multi-vr framework, the Mixed Reality Toolkit releases it's first stable beta. Enabling Mixed Reality experiences with the least amount of effort to get started.
This article discusses the function of subplots inside the structure of a story - only by understanding it we can decide if it really improves our narrative or exists only as decoration.
In this post I will explain how I gave my AI a real vision using a camera and a compute shader to detect player with more accuracy than ray casts.
The article is a deep dive into three different scenarios of movement prediction in game programming.
This week's highlights include the top news from Blizzcon around Diablo and other devilish titles, Toby Fox's Deltarune & his radical transparency, and Marty O'Donnell talking 'The Music Of The Spheres', among many other great stories & videos.