Updated: 16 hours 16 min ago
This week's highlights include a report on the latest Pokemon Go Fest, the return of Sean Murray & No Man's Sky, and lots more besides.
The first part of a two-part tutorial from Reallusion that demonstrates how to export scenes and characters from iClone then import into Unity. FBX export & drop-down menus tailored for various game engines including Unreal simplifies the process.
When I sit down to play video games, especially on the harder settings, I am pushing myself to do something Ive yet to do. I am disputing the truth that I am who I think I am, and in accomplishing my feats, I walk away with the knowledge that Im not.
In the years of old, PC was a go-to system if you were serious about video gaming. In the recent years, it's throne seems to be slipping away, as more and more platforms and gadgets fight for their piece of the pie.
In this post, I'd like to hypothesize that consistency, in terms of marketing, genre, and the game itself, is one of the best predictors for a game's success.
Ever wondered what makes Breath of the Wild so special? This article examines how the game takes a relatively unusual approach to instructing players about its mechanics.
Moving into the "Post Steam Greenlight" era where do solo indie developers go? Is this a dying breed destined to fade away into the ocean of games that Steam has become?
With a card game set featuring anywhere from 80 to 200+ cards, documentation and organization is incredibly important. In this article, Nick Kinstler explains what a card file is and provides an outline of the card game development process.
The Shop Simulator Genre has grown among Indie and Mobile developers over this decade, but many designers still fail to understand what makes the genre's mix of combat and shop management so endearing that we still remember Recettear.
In this post, I look into some of the various level design techniques that can be used during the level creation process, that can help to communicate your design intent and direct the player through a level.
After reviewing basic techniques for narrative writing in games and less basic ones, such as the use of AI, we propose the idea of a narrative and lore design emerging from the actions of the players.
A Implementation of a Pool allocator data structure in C++ for memory management.
A rapid-fire walkthrough of 4 months prototyping and developing a brand new game for a brand new audience; covering inspiration, developing with ARKit, designing augmented play and many lessons along the way, closing with a look at the teams next AR game
Kickstarter and Tabletop Games: 2018 Mid-Year Update
I am a huge Bethesda fan and continue to sink hours into Fallout 4 but I am torn on the whole shift to the voiced protagonist
Creating a fun stealth encounter is difficult, with bad execution resulting in players giving up on stealth. The following breakdowns lessons learned from working on 3 stealth games to encourage stealth gameplay and keep it feeling fresh and exciting.
Game developers feel a need to deliver all the information a player might need as soon as the game starts.
We recently did a detailed postmortem of our RPG card game, Shadowhand, to review what we got right, and, importantly, what we got wrong and how we could improve.
We have distilled our findings into a checklist of ten points to share with you.
The WHO proposed to classify gaming as a disorder in its forthcoming 11th Revision of the International Classification of Diseases (ICD-11), a move which has ignited rebuke from all quartersfrom the gaming community as well as the academic community.
How can you take 7 years to make your game? Here are some important tips and tricks for taking your sweet time.