Video game composer Winifred Phillips explores how composers can learn about Virtual Reality through VR arcades. Includes the history of some major international VR arcade franchises, with success stories and possible future developments in the field.
Billions of dollars later (and many more to come, I'm sure), seemingly wild investments in Magic Leap, Oculus, and more are put into future computing perspective.
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
Procedural content generation needs automated playtesting, hereâ€™s one approach to explore.
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
Eight years in development, 2016's DOOM was a long awaited return for the franchise. I take a look at the AI toolchain adopted in the game, where it comes from and the secrets that reinforce the game's 'Push Forward Combat' philosophy.
Most people know who directed their favorite movie or wrote their favorite book, but the people who make games are often unknown. In this series I hope to spotlight some of the best game designers around starting with an all-time great, Shigeru Miyamoto
We asked Twitter about the flaws of Point & Click Adventures. Here's a summary of what people told us.
A Q&A with Sharkbite Games, creators of Kongregateâ€™s latest mobile release "BeSwitched."
In Reset Hard, I eschew tricks and clever programming in favor of direct, honest systems. This allows me to design mechanics with a greater degree of consistency and flexibility.
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
We talk about the background of our latest project, Coffee Talk, and how Fumito Ueda's philosophy influenced us.