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Space is not a wall: toward a less architectural level design

Radiator Blog

Our main duties as working level designers often involve making game spaces by drawing layouts and building blockouts (simple rough draft 3D levels), which both resemble floor plans and architectural models. Not floors or walls, but concepts and ideas and behaviors. I know this because, dear reader, I am the one who made this meme.

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From fantasy kingdom to cyberpunk metropolis – the evolution of Technotopia by Yustas Games

PreMortem.Games

Technotopia by Yustas Game Studio is a deck-building game of high-stakes urban strategy, where every decision matters and the city’s fate lies in the hands of an AI architect named Iris. The transition from exploring fields and forests to building city blocks had a big impact on the gameplay, but all the changes were for the better.

Fantasy 104
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Building a Cross-Platform Release Strategy: From Dev to Compliance

iXie gaming

Youre building a masterpiece but launching it across platforms feels like juggling chainsaws in three different languages. For example: Unity supports build targets for iOS, Android, Windows, macOS, and major consoles. Build relationships with platform representatives to pre-validate gray areas. Your game is ready.

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Deliver At All Cost by Far Out Games is a destructive joyride through a 1950s wonderland

PreMortem.Games

It was definitely a challenge,” Olsson admits, referring to balancing player freedom with cohesive level design. Some of the initial concept and atmosphere from that school project still resides within the game,” explains Olsson. Buildings crumble on impact, glass shatters and debris bounces off the car into the street.

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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

However, building a well-optimized multiplayer game comes with several challenges which any Unity game development company worth its weight will know how to overcome. Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. What worked?

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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

I started tinkering with small projects on my own, and over time, I realized I enjoyed the freedom of building something exactly the way I envisioned it. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. Something I want to feel in a game rather than a structured concept.

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

iXie gaming

The answer lies in scalable art production pipelines that balance speed, quality, and cross-platform optimization. Resource Constraints Balancing in-house teams vs. outsourcing remains a major challenge. Manual handoffs between concept artists, modelers, and animators. (ii). However, outsourcing can introduce: (i).

Art 52