Updated: 21 hours 33 min ago
In the first of a series of blog posts on Orwell: Ignorance is Strength, we take a look at how things have changed since the release of Orwell: Keeping an Eye on You, and the substantial impact of those changes on the game, our studio, and the world.
This is the second part of my three part series where I discuss some of the best practices to think about when making levels.
These are guidelines which will help shape your levels and take them to the next "Level" ....aha puns
Measuring user loyalty remains one of the most important questions for products success. Let's see all the major metrics that you need to know to calculate your user loyalty.
Why do some have problems with a "skip boss" button or "exploration mode" but, at the same time, consider unskippable cutscenes/dialogues a design flaw? Could it be that gameplay and story are not working together to deliver a cohesive experience?
VR development on SpatialOS isn't easy so I decided to create a short write up about the main problems I've faced.
Ever wanted cool slow-mo pulses in your game? Ever wanted to let your player run around at full-speed while the rest of the game is in slow-mo? Read on!
My name is Meredith. Im the Producer at Ultimerse, a virtual reality company in Melbourne, Australia. We just exhibited at PAX AUS for the very first time, and there are a million things I wish Id known - here are just a few of them.
The Norwegian gaming industry has achieved a lot more than the targets.
How to breathe life into an open world game using non-narrative dialogue.
I've built a website called SIMMER.io that makes sharing Unity WebGL games as easy as using YouTube. It's free too!
Emergent Gameplay is a concept that many games claim they have, but few do. In this post, we're going to examine some of the conditions that need to be in a game for emergent elements to be possible.
Today, were finally going to work in VR! We're going to try and convert our simple FPS into a VR experience that we run from our phone!
A selection algorithm, especially useful for VR games that use laser pointer controls.
There has been a little innovation in systems of conversation, but there's also been frustration in their stagnation. So here are a few notions just to get the field in motion.
In this article, game writer Sande Chen sums up advice from a 2017 NYCC panel about fantasy worldbuilding.
Recently we were asked by Gamenation to participate in the launch of an experimental Ethereum-based game distribution platform. Although Book of Demons is still in Early access, the project launches today, and here are our thoughts about the whole thing.
Analysis of Duck Season's Premise, Theme, and Moral Argument.
Yesterday we looked at how we can work with VR and went through the basic demo and understood how everything worked. Today, were going to look at how we can install our game directly into the phone.
Each week, Game Design Journalist Josh Bycer takes a deep look at a game's design. This week, what the Left 4 Dead series did for elevated cooperative game design.
Intense brainstorming led us to a brilliant idea for the theme of our first video game. But as we developed that game, we also learned that even the best ideas require pruning if you want your entire project to grow and thrive.