Updated: 11 hours 52 min ago
The main objective of this post is to give a brief introduction to Homing Missiles in Game (2D). A script for Homing missile is also included and explained in the article.
Dead Body Falls takes place in a fictional hotel, with a disturbing and lonely setting to pass the player the feeling of something's wrong and, in a deeply view, not real. How did we shape such narrative through level design to reach this feeling?
What can be gained from long-term rapid development - say, making 100 games in 5 years? Here, well condense and sort that experience into 10 compact lessons.
Recently a new method of estimating sales data for games on steam based on achievment stats showed up on the site barter.vg. I reverse engineered it then improved upon it, and here's how.
One indie team lead shares her lessons learned from mistakes made when launching her studio's biggest game, Moon Hunters, in 2016.
It's possible to make design decisions that turn players away, but it's also possible to make art and writing decisions that cause similarly negative reactions.
Here I explain some of the techniques, animations and shaders I used to recreate some of the VFX from the game Zelda Breath of the Wild in Unity.
Do you think it's too early start marketing your game? Contrary to popular belief, it's never too early. Here's some misconceptions about game marketing and why you need an early start, and how to rethink attracting and retaining a fanbase.
Building scalable and flexible level generation isn't easy. So I started a research project and wound up launching a game on Steam.
I am going to discuss a recent lawsuit filed by Bethesda Softworks versus Behaviour Interactive regarding the new Westworld mobile game and Bethesda popular Fallout Shelter title & we are going to take a look at Work-for-hire agreements.
Some Notes on Artillery Shooters. Part 1
Modern game at the development stage includes several components, on which the success of the game largely depends. This is the gameplay, design and graphics and, of course, the game engine. Today, game engines become complex technological platforms.
Mostly a development update on my indie game (Steel Hunters), some highlights, some budget low-low-low-low-lights (and publishing? maybe?), environment creation/iteration, gameplay this and that, MICROMORTS/Banana Equivalent Dose, and syyyystems design!
How do lootboxes impact my game, what items should be inside lootboxes and should I use them at all. These a just some of the questions I try to answer in this blog post.
Dead Body Falls is a VR story driven game published recently by Black River Studios and this post describe how the game play architecture was developed.
A look into how non-discounted games are influenced by store-wide Steam Sales.
POSTMORTEMS is a new book of selected design essays by Raph Koster, covering a quarter-century of online game design from MUDs through major MMOs like Ultima Online and Star Wars Galaxies. Here is an exclusive excerpt.
There are plenty of resources available when it comes to marketing and PR. However, there aren't many resources that draw a line in the sand between the two services, which can result in confusion. My goal for this post is to resolve this issue.
People who love games are a very diverse group. They enjoy different types of games, and they play them for different reasons. This article looks at some of the common ways of categorizing different types of players to aid design.
For the past year, I've been responsible for the UI and UX for Arboreal. It falls into multiple genre boxes, including "adventure", "open world", "zelda-like", "farming", and more. How do you make UI for such a game? I explain my iteration process.