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Yowan Langlais's Blog

 

Yowan Langlais is a co-founder at Juicy Beast Studio. They are 4 friends making games under that name. They founded the studio back in 2009 and they released over 10 games since then. They're located near Montreal (Canada), and they work in a classy office at the top of a skyscraper. Okay, that was a lie. They actually work from an old tiny storage room in a basement.

http://juicybeast.com

 

Member Blogs

Posted by Yowan Langlais on Wed, 29 Oct 2014 01:59:00 EDT in Design, Art, Console/PC, Indie
A thorough breakdown of how we designed a fully "playable" UI for our local-multiplayer party game, Toto Temple Deluxe!


Posted by Yowan Langlais on Fri, 25 Jul 2014 04:24:00 EDT in Design, Console/PC, Indie
Designing a game with an appropriate difficulty curve is something really hard, but what happens when you try to scale difficulty, but without a curve?


Posted by Yowan Langlais on Fri, 25 Jul 2014 04:22:00 EDT in Design, Console/PC, Indie
Making a game is rarely a straightforward process, and if so odds are the maker did not care enough. Game design is much like an ecosystem; we can see the birth and death of many ideas through the evolution of the design. Here are examples.


Posted by Yowan Langlais on Wed, 09 Apr 2014 02:47:00 EDT in Design, Console/PC, Indie
A finished game is rarely the same as its original concept, but why and how the basic rules of a game can be transformed through a loop of four simple but fundamental steps: execute, test, evaluate, find solution. See how we managed it in Toto Temple.


Posted by Yowan Langlais on Wed, 12 Mar 2014 09:31:00 EDT in Design, Programming, Production, Indie
We need an unique game, with rules that set it apart from a generic platformer. Now it’s time to take you through the journey that has been designing Toto Temple as an unique game!


Posted by Yowan Langlais on Tue, 04 Mar 2014 05:12:00 EST in Design, Programming, Console/PC, Indie
Collision/Physics engine in unity have been a blessing, but it has it’s fair share of flaws when trying to adapt it to a fast paced platformer, now I will talk about these and the workarounds to get near perfect collision detection.



Yowan Langlais's Comments

Comment In: [Blog - 10/29/2014 - 01:59]

Thanks a lot, we 're ...

Thanks a lot, we 're glad you liked it If you ever try the game, please let us know what you think, since the theory can sometimes differ from the actual experience.

Comment In: [Blog - 03/04/2014 - 05:12]

I 've tested many cases ...

I 've tested many cases and ways to organize things before coming to these conclusions, not to say they are the absolute truth or anything, but I searched as much as I could to fix this without having to compensate. If anyone is ever able to tell me I have ...

Comment In: [Blog - 02/14/2014 - 12:17]

Thanks Adam And by the ...

Thanks Adam And by the way, really nice post on how to keep players ' interest http://www.gamasutra.com/blogs/AdamKramarzewski/20140210/209461/