The 4th of a 5-part series. Video game composer Winifred Phillips shares strategies from her GDC 2017 talk, Homefront to God of War: Using Music to Build Suspense. Part 3: Drones of Dread, discussing the power of low frequency sound to build tension.
Harmony and its opposite, the kludge, are fundamental to good game design. Games that lack harmony or have in-harmonious aspects have a handicap, though some succeed. Fortunately, most of the in-harmonious games are never published, or only self published
This week's Video Game Deep Cuts longform articles/videos include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
Post mortem for Meganoid(2017). A roguelike - platformer released on iOS,Android and Steam three weeks ago, some insights on the launch-period stats and results so far.
A multi part development journal that will discuss the dynamic music and SFX for the open world of Yonder: The Cloud Catcher Chronicles and examine the risks and challenges encountered. Part II
A look at the physical design rules we use for C/C++ code at Our Machinery.
This article is to demystify the Earned Value Management and explain how it can be adapted for the Video Games development to become an effective tool and help your team to control the development.
Designing a game spawns an endless set of ideas - ideas that need to be sorted. In order to do this, you need a method of evaluating them. The following discusses five different gameplay models - ways of thinking about game design.
I've quit and uninstalled Clash Royale more times than I can count. But I've also installed it more times than I've deleted it. This post analyzes in details the elements addictive designs that keep us hooked to this masterpiece.
This week's VGDC highlights include the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.