This is a postmortem for a Guildhall student game called Auxilium. Auxilium is a 4v4 capture the flag game designed in the Unreal Engine. It was developed by a team of 50 over the course of a semester.
This is a postmortem for a Guildhall student game called Lost in the Dark. Lost in the Dark is a horror exploration game designed in the Unreal Engine. It was developed by a team of 17 over the course of six months.
What do Dark Souls, Harvest Moon, The Witcher 3, and Night in the Woods have in common? This analysis offers a philosophy and tips for achieving cozy aesthetics, mechanics, narratives, and work environments.
In terms of equality, women have come a long way over the last fifty or so years. No longer relegated to the house, women are now forging successful careers for themselves in the workplace, the office and the boardroom.
Apple's latest generation iPad Pro devices have been available for some time now.
They come with what Apple calls ProMotion technology.
But really, it's just what game developers call 120Hz display refresh.
Once implemented, games run ever so smooth.
This article focuses on the unique technical and aesthetic challenges involved in making our audio-reactive action game, Suara. Sound and music played a critical role in the overall design of the game as gameplay reacts dynamically to the game's score.
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Roleplaying since high school, which is too far back to think about.
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