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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

But behind every update lies a complex art production pipeline that must scale efficiently while maintaining artistic integrity and production efficiency. The answer lies in scalable art production pipelines that balance speed, quality, and cross-platform optimization. What Makes Live-Service Art Production Different?

Art 52
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Step into the many fantastical worlds of Nightingale by Inflexion Games

PreMortem.Games

” The Victorian style undergoes a transformative journey, embracing otherworldly magic, allowing the art team creative freedom to explore the fusion of sci-fi technology, crude materials, and nightmarish creatures within the game’s realms. Where players can navigate the terrain and feel a sense of history beneath their feet.”

Balance 118
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Vertical Slice Breakdown - Dragon Age Veilguard

Ask a Game Dev

Expertise on visuals like lighting, rendering, shaders, etc. should be directed elsewhere. See anything I missed? Which did you get? Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered? Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Loot RPGs need to carefully balance the player dilemma of "this would be useful" vs. "this is better to sell" and this tips that balance too much toward the latter.

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Picking Apart Baldur's Gate 3, Part 3 (The Only Thing You Should Care About: Loot.)

The Bottom Feeder

It's art, after all. A Few Final Comments When a computer RPG has a very complex terrain system with lots of elevations, it becomes tempting to have every fight be complex with a spread of enemies at all sorts of different heights. That said, the balance in this game is very strong. Then follow through. Follow your vision.

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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. ASCII art for Exiles prototypes. Alien Artifacts.

Balance 52
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Harmonizing Innovation: The ‘Lullaby of Life’ Journey with Francisco Lara Sikorski

Game Dev Unchained

Francisco’s insights into the marketing landscape proved invaluable as they navigated this complex terrain. In discussions at conferences and workshops, he shared his insights with aspiring developers, emphasizing the importance of balancing passion with practicality.

Pixel 52