The HTML5 game development appears as a blessing for people who are more inclined towards stable gaming sessions on browsers.
After 18 months, in-person events are back. I took the opportunity to talk to a few organizers and investigate the ups and downs, discuss the challenges, learn about behaviour of attendees and to see what has changed.
This article covers the guidelines for puzzle design that I used in Puzzledorf and my answer to the question, "What makes a good puzzle?" It's not intended to be the only answer, but instead is a guide through my journey about what worked for me.
In this article, I will take players' evaluation of the game's art style as an example, and show you how to get deeper into players' real thoughts by splitting and refining the "art style" in the interview question design and practical use.
With game replayability considered a value-adding asset for a game, Greg Campbell asks, "How can game makers intentionally include replayability to improve their games?"
Music Mash postmortem. This game was designed for Amazon smart speaker Alexa. Based on Spot the Difference but comparing music tracks, it was designed to fully engage gamers' auditive skills rather than visual skills.
For the past 2 weeks of the project I have been working on the Trader NPC and learning how UI really works in unreal.
Game Dev Digest Issue #113 - Visual Effects. The latest from the free weekly Unity3d/gamedev newsletter.
Mind numbingly good graphics, social gameplay, routine updates, and online communities that span the globe, today’s gaming industry has come a long way. Yet many of those advances offer both advantage and challenge.
We recently finished our first VR experience called DunDun VR and published it on Steam. Here are some tips that I think really helped us bring our project to completion and hopefully these tips can help you out if you are struggling to finish your game.