Updated: 8 hours 45 min ago
In parts 1 and 2 we talked about the design of our Discord RPG; part 3 of this blog series covers the technology used to build it, including servers, database and API choices.
How does a Unity developer âcreate once, build manyâ while dealing with the rich, varied, constantly changing plethora of VR or AR toolkits and services? At Parkerhill, we came up with a set of best practices that work for us.
Video game composer Winifred Phillips explores how composers can learn about Virtual Reality through VR arcades. Includes the history of some major international VR arcade franchises, with success stories and possible future developments in the field.
Most people know who directed their favorite movie or wrote their favorite book, but the people who make games are often unknown. In this series I hope to spotlight some of the best game designers around starting with an all-time great, Shigeru Miyamoto
We asked Twitter about the flaws of Point & Click Adventures. Here's a summary of what people told us.
A Q&A with Sharkbite Games, creators of Kongregateâs latest mobile release "BeSwitched."
In Reset Hard, I eschew tricks and clever programming in favor of direct, honest systems. This allows me to design mechanics with a greater degree of consistency and flexibility.
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
We talk about the background of our latest project, Coffee Talk, and how Fumito Ueda's philosophy influenced us.
Discussion of several design principles and how they do or do not apply to virtual reality
Billions of dollars later (and many more to come, I'm sure), seemingly wild investments in Magic Leap, Oculus, and more are put into future computing perspective.
Here at Polygon Gamelab Â we create small groups of our students who want obtain more practical knowledge about process of game-making and game-releasing.
Gaming is going through a truly REVOLUTIONARY era, hell yeah!Â But is E3 still worthy attending for Indie devs in this era?
Procedural content generation needs automated playtesting, hereâs one approach to explore.
Learn about the mechanics used by top developers and create your own
Homeworld remains one of the only real-time strategy games to ever feature a truly 3D movement system. Why? Players never look up. This article examines what Homeworld did differently and why it failed to catch on.
Ever wish you could jump to an early part of a game's story to see what happened? Well there's a good reason that doesn't happen - progression. Time and progress are constraints on narratives that most designers aren't immediately aware of.
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
When we perceive a game as accessible? are there any factors that foresee its memorability? are these two characteristics at odds? There is a psychological model that try to throw some light on these questions.