Blog series on how we brought our game to Vulkan. This is post 1 of 5 giving an introduction and talking about DescriptorSets as well as synchronization.
Some of this week's longform article/video highlights include pieces on Nex Machina's intense gameplay, Shadow Of War's Nemesis system, & the latest Dishonored game's choices.
I have launched my new podcast about video games.
Level Design Lobby
FInd out more info
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.
Originally posted on: maxpears.com
I discuss how Kingdom Hearts combat evolution is not just better for the game design but also for reflecting on the main character growth.
How combat design can work with your story
Sometimes, a trailer can only be understood in light of the game itself. So M. Joshua first reviews the trailer for 'Mystic Melee' before playing-through the game's basic modes; making sense of their relationship with one another.
Welcome back to Day 11 of my 100 days of VR development! Continuing from where we left off, we have a cube as an enemy, but today we're going to create our own character with animations!
My complete recollection of game development with Rayhouse Productions.
A look at the importance of press kits, how early you should have one and what it should contain.
The key takeaways from the opening Keynote at the Austin Game Developer Conference. John Hanke, CEO and Founder of Niantic Labs discusses the future of AR and PokemonGo.
What does it take to create an environment that minimizes manpower needed to create it while still being varied for the player? In this dev-log I take an in-depth look at the design process behind Bea The Bullet and how we overcome some of these obstacles
Why is it that when we play a game, failure is perfectly fine, even in certain games it’s necessary, it’s part of the process?
Today We’re going to create the navigation AI for our Knight Enemy to chase and attack the player.
Speedhacks are competitions where you develop a complete game in just a weekend. I frequently participate, and found them to be incredibly educational and fulfilling, and they let me to grow as a developer. Here is why you too should participate in one.
Over the past year and a half I made my first game. I'm far from a seasoned indie dev after one game, but I've realized more than a few mistakes I made along the way. If you're starting out and want to avoid the same pitfalls I suggest reading this.