Multiplayer videogames which model human players in a 3D space use the same elements as real-world sports and playground games. Can we define a grammar that helps us analyze and compare all of these types of games? Here's one possible scheme.
Rapid prototyping and play testing a high fidelity Match 3 game from scratch....best part? All that and more without writing a single line of CODE!
The top articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
Brave game designers are never satisfied with the mere perfection of the game console controller. They're always coming up with new, weird fad controllers to tempt us. This article will describe the lifespan of this process. Spoiler: Nothing ever changes.
In this article, game designer Sande Chen discusses the concept of citizen science, and how it can be embraced by game designers.
Video game composer Winifred Phillips offers a roundup of resources available to newcomers who aspire to enter the field of game music composition. Included: software tools, scholarly orgs, educational links, concert tours, and online communities.
A way to make a full 2D isometric platformer, an overview of my work on the 2D isometric approach with Unity.
Not all of us are natural networkers. If you fall into that category, here are some tips on how to network so you can get your game noticed and hopefully make some great contacts.
Josh Bycer of Game-Wisdom takes a look into the Idle/Clicker Genre to explain how these games manage to hook people despite having little gameplay.
For a game that at its core is a cooperative sandbox game, Fortnite's Battle Royale pivot is refreshing and commendable.
There is a pretty big jump between creating work for a 2D composition for a once-off design brief & creating work for virtual reality. This time your audience can literally engage with your work on a previously inconceivable level.
A brief overview of our prototyping process for creating a dynamic camera in Unity supporting player control, camera physics, and cutscene animation.