Attila Branyiczky's Member Blogs
Tutorials are a vital part of games, and they need to be compelling enough that players experience them in order to learn the lessons they need to enjoy the game. An overview of what to look out for when creating a good tutorial.
Classifying Bosses to delineate their purposes and an outline of best practices for each.
How developers can use the opportunity of remastering or remaking their games to improve the reach of the game's audience; improving accessibility in three key areas and preserving the "essential experience".
AAA Developers must create games that have approachable depth to appeal to casual and hardcore audiences alike in order to remain solvent on projects on increasing scale.
There's a new game in a franchise you love and it's not what you expected from the series. It's as if the developers were making a completely different game and SOMEONE forced them to re-skin it as a new entry in an existing franchise.
Procedural Generation systems can be used to create nearly limitless play experiences, but can an algorithm create an experience as compelling as one that is hand-crafted by a designer or will it be stuck making safe guesses?
Game environments are frequently re-used by game developers, often to damning criticism from gamers. Is there a way to do it well? What is there to be gained by padding out game length? A critical look at LoZ: Twilight Princess and Paper Mario TTYD.
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