Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Louis-Nicolas Dozois's Blog

 

I am a long time video game artist turned independant developper curretly living in Caracas, Venezuela. You can read more of my thoughts on game design and follow along with my projects on my personal blog: louardongames.blogspot.com

 

Member Blogs

Posted by Louis-Nicolas Dozois on Fri, 15 Sep 2017 09:28:00 EDT in Design, Indie
A game's first level is like a first impression and can not be designed around the same goals as a regular level. In this article, I'll go through what sets Level 1-1 apart from other levels in 3D platformer, Suzy Cube.


Posted by Louis-Nicolas Dozois on Thu, 14 Sep 2017 04:00:00 EDT in Design, Production, Art
A helpful analogy for the diminishing returns of over-polishing a product.


Posted by Louis-Nicolas Dozois on Mon, 11 Sep 2017 09:09:00 EDT in Design, Indie, Smartphone/Tablet
This is the third in a three part series of articles breaking down the camera system in upcoming 3D platformer Suzy Cube. Get to know everything that has gone into making a camera meant to always keep you focused on the action.


Posted by Louis-Nicolas Dozois on Fri, 08 Sep 2017 09:40:00 EDT in Design, Indie, Smartphone/Tablet
This is the second in a three part series of articles breaking down the camera system in upcoming 3D platformer Suzy Cube. Get to know everything that has gone into making a camera meant to always keep you focused on the action.


Posted by Louis-Nicolas Dozois on Thu, 07 Sep 2017 11:52:00 EDT in Design, Indie, Smartphone/Tablet
This is the first in a three part series of articles breaking down the camera system in upcoming 3D platformer Suzy Cube. Get to know everything that has gone into making a camera meant to always keep you focused on the action.


Posted by Louis-Nicolas Dozois on Wed, 06 Sep 2017 10:13:00 EDT in Design, Indie
In this installment we compare two boss levels and how one succeeds at teaching the player the use of the level's key power-up while the other fails and why.



Louis-Nicolas Dozois's Comments

Comment In: [Blog - 09/19/2017 - 09:11]

Great read I would like ...

Great read I would like to offer a small correction related to a pet peeve of mine which can lead to miscommunications. When zooming, the camera does not move, only the field of view changes. Like using a scope in an FPS. The forward/back motion of the camera you use ...

Comment In: [Blog - 09/15/2017 - 09:28]

Ha ha ha ... ya ...

Ha ha ha ... ya r nAll the safe pits in Level 1-1 have visible bottoms. I hope I do a good enough job in later levels of letting players know when pits aren 't save

Comment In: [Blog - 09/15/2017 - 09:25]

Awesome The approach you settled ...

Awesome The approach you settled on for the tiles is the same we used at PlayBrains for Babo:Invasion. I ended up doing the same in 2D for Sword Penguin. https://louardongames.blogspot.com/2012/02/so-you-want-to-make-wall-tiles.html r n r nSaves SO much work

Comment In: [Blog - 09/01/2017 - 09:48]

So, would you, in that ...

So, would you, in that case, turn the AI 's movement off as well so they don 't walk themselves into a wall or something Although, I suppose if your agents stick to waypoints or a navmesh, that wouldn 't be necessary.

Comment In: [News - 09/04/2017 - 10:34]

Coyote Time can make SUCH ...

Coyote Time can make SUCH a difference r n r nIn my upcoming 3D Platformer, I use a number of subtle tricks to compensate for the fact it 's meant for touch screens. For example, I have these trigger volumes which will magnetize the player toward the center line to ...

Comment In: [Blog - 09/05/2017 - 09:12]

For any curious folks, the ...

For any curious folks, the level has since gone through many small tweaks and changes, including the redesign of the blurred out section in the video. But, hey That 's game dev r n r nOh It was also moved from the first world to the second world, trading places ...