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100 Days of VR: Day 18 Creating Weapon Ammo in Unity - by Josh Chang

3 October 2017 - 6:29am
2 days ago, on Day 16, we created a reload system and just yesterday we started shooting lasers at enemies, today, we're going to continue and create a reload system and some UI to display our reload.
Categories: Game Theory & Design

From Zero to Bazoo on the Developer’s Side - by Julien Jorge

3 October 2017 - 6:27am
Developing Bazoo was quite an adventure. I've been a developer on the project since more than three years now and I'll tell you everything we did, everything we tried and every stuff we trashed, from the early drafts to the final product.
Categories: Game Theory & Design

The MMO Metamorphasis - how the industry has changed - by Anderson Addo

2 October 2017 - 7:03am
The MMORPG industry hasn't been static. It's has gone through some rather painful changes since its inception. Learn what caused the scales to tip.
Categories: Game Theory & Design

What Is Games ‘User Experience’ (UX) and How Does It Help? - by Sebastian Long

2 October 2017 - 7:01am
For developers unfamiliar with UX or wanting an easy overview: What is Games UX? What does it do for you and your team? How can I know if my game needs UX attention? What is the difference between UX and UI?
Categories: Game Theory & Design

The FAQ and A of Starting as an Indie Dev - by Telly Lee

2 October 2017 - 7:01am
Here are three questions I'm frequently asked about getting into indie game development and the tough answers not everybody wants to hear.
Categories: Game Theory & Design

Scholars discuss Nioh's use of Japanese Folklore - by Bob Whitaker

2 October 2017 - 7:00am
Historian John Harney and Professor Michael Dylan Foster of University of California, Davis discuss Japanese folklore and yokai in Team Ninja’s Nioh.
Categories: Game Theory & Design

Extinction: Raptr Says Goodbye - by Adam Sellke

2 October 2017 - 6:59am
A public service announcement on how to keep your gameplay data alive after Raptr's demise.
Categories: Game Theory & Design

Why you probably shouldn't work on your dream game - by Catalin Marcu

2 October 2017 - 6:53am
Whoa, please, put you pitchforks down! Just hear me out first. I'm also an indie developer and I have these dream games I'd like to work on. But when choosing something to invest time and money into, I try to be a bit more realistic. So let me tell you...
Categories: Game Theory & Design

Postmortem: The Level Design of Dishonored Series - by Sicheng Hu

2 October 2017 - 6:52am
Such diversity of finishing a mission is the essence of level design, mainly supported by four points: stereoscopic structure, touchable possibility, fabulous dynamics and world building.
Categories: Game Theory & Design

100 Days of VR: Day 17 Shooting With A Gun In Unity - by Josh Chang

2 October 2017 - 6:52am
In day 17 we're going to learn how to fire projectiles from our gun towards where our mouse is pointing to.
Categories: Game Theory & Design

Meeple Like Us, September 2017 - by Michael Heron

2 October 2017 - 6:47am
This is what's been going on in the world of Meeple Like Us in September of 2017.
Categories: Game Theory & Design

Brain in a Jar 1: Two Systems - by Mitchell Nelson

2 October 2017 - 6:47am
There are two brains, at least, in our heads. They operate as two distinct systems with different features and abilities. Well-designed games engage both systems effectively.
Categories: Game Theory & Design

Let's Talk Level Design - by Ryan Krause

2 October 2017 - 6:45am
I talk about the steps I took to create my dungeon and puzzle layout for my newest game: The Escape Exam. Learn some tips and tricks to avoid headaches for the future.
Categories: Game Theory & Design

Bringing Galaxy on Fire 3 to Vulkan: Handling Resources and Assets - by Johannes Kuhlmann

2 October 2017 - 6:44am
Blog series on how we brought our game to Vulkan. This is post 2 of 5 covering textures, shaders and graphics pipelines.
Categories: Game Theory & Design

Writing Shotgun - A Discussion On Documentation and Team Involvement! - by Meredith Hall

2 October 2017 - 6:44am
Documentation is an essential in any team based environment, not only to be a guideline but also to be the answer to any questions someone may have about the general development of the game.
Categories: Game Theory & Design

Video Game Deep Cuts: The Creative Loot Box Observer - by Simon Carless

1 October 2017 - 8:01am
Some of this week's highlights include the history of Creative Assembly, a disassembly of the loot box phenomenon, and analysis of the cyberpunk standout Observer.
Categories: Game Theory & Design

Can Cuphead’s trailer hype be reproduced by others? - by M. Joshua Cauller

29 September 2017 - 7:17am
Cuphead's trailer hype cycle goes deeper than its one of a kind style. M. Joshua looks at some of the less-recognizable strategies that pushed Studio MDHR's title at the front of people's attention.
Categories: Game Theory & Design

More Actions Than Can Be Spoken: why Adding Voice Acting Can Hurt - by Seth Bonillas

29 September 2017 - 6:23am
An exploration on how adding voice acting to a game can cause fan backlash, unintentionally set your characters personality in stone, and limit your design choices. SPOILERS for: FF7 MGS5 Fallout 4 Fallout: New Vegas and Fallout 3
Categories: Game Theory & Design

Can gaming & VR help you with combatting traumatic experiences? - by Albert van der Meer

29 September 2017 - 6:22am
Trauma affects a great many people in a variety of ways, but can gaming and VR experiences help with treating these traumatic experiences?
Categories: Game Theory & Design

Hard-Working Developer Routine: New Game Marketing - by Connor Addis

29 September 2017 - 6:22am
Making money is always hard. No matter how much effort you managed to put into your game, it won’t pay off financially unless you promote it. Even the most fantastic creation won’t make it beyond your computer if you don’t know how to sell it.
Categories: Game Theory & Design

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