Updated: 20 hours 35 min ago
Using the knowledge I've gained over my time in academia, I've written an extensive guide that's intended for all students of game development to find guidance that will help them improve their approaches when it comes to group projects at university.
Open End simulation games have open worlds, through which there is not a single right way.
The third and last part of "Don´t show, involve" is about plotting and how the narrative can assist the stylish elements in the creation of a form that involves and evokes emotions.
#narrative #cognition #emotions #meaning #mechanics #plotting
In this post, we explore the applications of AI for UX evaluation in games, providing a high-level overview of how semi-automated approaches might shape the future of playtesting.
Game design lessons can be found everywhere. In this article, the first in my "Game design in real life" series, I take a look at some of the design lessons that can be learned from the design of Disney World.
Kongregate sits down with Francisco Martínez, President & Co-founder of Codigames to talk about the development process behind "Heroes of Rings: Dragons War."
This post discusses actual costs of indie game development, what developers need to know before they begin developing, and how to budget and spend properly on projects.
This post is a cross-post from our own website blog. Link: http://www.simplemachine.co/pax-east-2018-recap/ In this post we go over what went into planning our booth for PAX East Including what to order, how to lay stuff out, how to sell merch, etc.
We will explore the traits that make a game stand out in in a saturated market
A pretty common programming application - hashing a sequence of possibly serial numbers into a random-looking sequence - has a straightforward solution with some interesting number theory, and a nice application of the golden ratio, behind it.
This is an excerpt from '21 Unexpected Games to Love For The Atari VCS', available in the current game eBook Storybundle. E.T. gets a lot of crap, but it is possible to enjoy, and it's arguably better than Warshaw's previous hit Raiders Of The Lost Ark.
Learn how brands are achieving success using casual HTML5 games.
Two years ago, I had an idea for a platforming game. Would my design skills finally be good enough to make a game that would reach an audience? Little did I know that the games reception would go well over any expectations I had.
This week's highlights include a piece on Zelda & ambient video games, the role of parents in games like God Of War, and a NBA Jam making-of video.
A five-year retrospective on lessons learned from inside the history of VR locomotion by industry pioneers at Cloudhead Games.
Video game developers scored major points when a New York court recently rejected Lindsay Lohans invasion of privacy claims against the developer of the popular video game Grand Theft Auto V. This article discusses the implications of that ruling.
Super Mario Odyssey may have taken the level design of Mario in a different direction, but there was one stage that rose above the rest and is worthy of being studied more closely.
As soon as you get started with a new game, the market asks you to label yourself: Indie, AA, AAA, super-unicorn-AAA? So what would you choose?
Games as power fantasies result in success after success for player character. For the story that makes them boring because the characters never encounter failure and have to change track. A Try/Fail cycle is vital to interesting storytelling in games.
I did some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why? Because it concerns you, it concerns me. It will eventually change the way you have to work. The readier you are, the better off you will be.