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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

The game utilizes dedicated servers to handle real-time interactions, player movements, and voice chat across multiple virtual worlds. Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. What worked?

Games 78
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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

System The system design of the game and the in-game stats balance demonstrate Devsisters’ high standards. The consistency in design logic and gameplay integrating multiple systems show players the wit and excellence in game design choices. The metrics and stats balancing in the game work well!

Baking 52
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8 Signs Your Game is Ready for Blind Play-Testing

Brand Game Development

You can choose to observe them while playing or elicit their feedback after the game has ended. Though your game does not necessarily have to be great before starting blind play-testing, it needs to have a few workable strategic angles. I tend to break this definition down even further.

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The Depth Project

Game Design Advice

Deep games require knowledge, explanation, creativity, and cleverness. Such a model could also inform our discussions about game design, suggesting directions for design exploration and expanding our palette of analytical tools and techniques. Modeling depth may help us better understand how to think about these things.

Feature 40
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From Concept to Completion: Navigating the Game Art Production Pipeline 

iXie gaming

Pre-production lays the foundation for artistic direction, ensuring that all visual elements align with the games mechanics, worldbuilding, and narrative. This stage involves close collaboration between game designers, art directors, and concept artists. LOD optimization to balance quality and performance.

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My Elephant in the Room, Part 1

Designer Notes

Welcome to My Elephant in the Room: An Old World Design Postmortem. Here are the games that I’ve worked on. Spoiler alert: Civilization 3 and 4 are going to come up a lot in the presentation… I also do a podcast where I interview game designers about why they make games, so check it out if you have time for 4-hour interviews.

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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. It would feel terrible.

Fighting 130