Remove Art Remove Cutscenes Remove Game Designer
article thumbnail

The Future of 3D Art in Interactive Entertainment

iXie gaming

As the gaming world changes, new technologies have become essential in modern games. One of the most important trends is 3D art, which is shaping interactive entertainment. This technology allows game artists and developers to create high-quality and interactive 3D experiences using real-time rendering.

article thumbnail

Korean indie dev Funnylocks “We made Unstoppable for a global audience”

PreMortem.Games

Set in a New York office building in the 1990’s, the game plays out as a action-filled mini series, including cutscenes that unravel the plot. “To To ensure authenticity, we referenced American dramas, cartoons, and games from that era when designing everything from the characters’ clothing to office props.”

Indy 104
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

In the fiction, November 6, 2022 was the launch day for the game “ Sword Art Online ,” chronicled in the books, manga, and anime series of that name. So author Reki Kawahara drew on his familiarity with the games of the day and their systems to create what he thought would be a super-cool virtual reality game.

Art 52
article thumbnail

Design review of Redfall by Arkane Studios Austin

Radiator Blog

In this sense, playing a 75% finished game is more useful than playing a 100% finished game. So this post will focus on my read of the general game design and player experience. The player never quite experiences these ideas in the game itself. Similarly, you can see where the core game design wanted to hit.

Studios 98
article thumbnail

new Quake map: The Close And Holy Darkness

Radiator Blog

Within broader game design culture, the theme also invokes an awkward aspect of cultural appropriation and reduction. The massing was inspired by this "Forgotten Temple" concept art by Jonas Ellermann (above). The textures are fine! But I think monster closet theory has evolved a bit since Doom 1 / Doom 3.

Texture 52
article thumbnail

Sandbox vs themepark

Raph Koster

Crafting in other games was mostly one-off stuff tied to quests, or really simple magic item creation. The state of the art has moved on so far that it’s hard to convey how important the idea of “let’s make these behaviors generic” was. It’s stuff that single-player game designers know how to do. And crafting!

Sandbox 59
article thumbnail

Secrets in Videogames

Keith Burgun

Part of the “golden path” you just haven’t seen yet – If it’s your first playthrough, and you’re watching the first cutscene, whatever is in the next cutscene is not a “secret”, it’s just information that the player hasn’t encountered yet. They are findable.

Fantasy 52