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Chance vs. Choice: Balancing RNG and Player Agency in Modern Games Josh Bycer josh@game-wisdom.com In the evolution of modern gamedesign, few concepts have sparked as much debate as the balance between chance and player choice.
Its his second game after the release of his debut, Bob A Thousand Lives , which he developed in his forties. The Last Three is a game about the last stone tiger family that lives deep in a magical forest. They are the guardians of balance in the mystical creatures’ realm.
As players build their cyberpunk metropolis, balancing relationships with factions that hold competing visions of the future, they’re drawn into a world where each card played brings them closer to either utopia or ruin. But initially, Techotopia was a completely different game. The publisher also took on most of the marketing.
You have to block off time for your creativity to flow, do the hard work, and take tough feedback to make the best game you can. I also think that if you’re brand new to board gamedesign, it’s worth pushing a small project all the way through its full lifecycle from start to finish. All of this means trying hard!
It is one of the best ways to improve the game quality by focusing on real player behaviour and learning what players really think about particular aspects of your game. Designers use this method to test different game versions frequently to find faults and provide input for improvements. Let’s find out.
Since most of us are unaware of the process of creating a game, we usually confuse gamedesign and game art as being the same. In this blog, we will discuss the difference between game art vs gamedesign and how each plays a unique role in game development. Who is a GameDesigner?
Developed by Alexander Khoroshavin (Alex Goodwin) and a small team, the game centers around an elderly healer named Kazimir, who journeys through a whale-worshiping fantasy land to heal his ‘soul wound’. I used to attend a lot of game development events and conferences, but now I’m more interested in just focusing on making games.”
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?
.” With the initial idea of a flying ship as their foundation, the Ticking Clock Games team set out to create an action-adventure RPG where choices shape the story and players get to fly and upgrade the ship, meet interesting characters and uncover some dark secrets in unexpected places.
This week while working on my current board gamedesign, a lot of things have come into focus. Now it’s time to start tweaking board game rules. This is where board gamedesign often becomes very tricky. Need help on your board game? Making Balanced & Clear Rules. Rules vs. Rulebooks.
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the sixth of a 19-part suite on board gamedesign and development. Need help on your board game? Where in an MMORPG world, that concept is very straightforward.
I assumed it was mostly for fans but after watching all 32 episodes (on 2x speed, skipping some parts) I've changed my mind and now I think it's essential viewing for all gamedesigners / devs. Outside of gamedesign, there's a growing tide against "design thinking" style methods, see "Design thinking was supposed to fix the world.
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the third of a 19-part suite on board gamedesign and development. Need help on your board game? Game mechanics are how we bring the core engine of a game to life.
We were really inspired by watching streamers like Ludwig tackle games like Jump King and Getting Over It,” says Isaac Iozzi, acting as director and gamedesigner on Ascending Inferno. Left: the original concept art for the logo, right: the final logo. “Because of that, burnout tends to sneak up on us.” “We experience.
The Demand for Multiplayer Games There is a great demand for multiplayer games and it is the tech experts, creative thinkers, and gamedesigners who have made them what they are today. Let’s elaborate on how multiplayer gamedesign isn’t as simple as just throwing together some mechanics and calling it a day.
His turning point came in 2019 at Comic Con Africa, where he discovered a GameDesign degree at Wits University’s stand. “I However, it still took a nudge from a dreadful experience in an Applied Mathematics class to propel him to switch from Computer Science to GameDesign. I have around 160 poems now. It was great!
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the thirteenth of a 19-part suite on board gamedesign and development. This week, I want to zero in on the subject of making the perfect board game rule book.
“So, a turn-based-tactics game based around sabotage and assassination operations felt like something fresh to us”, says Senior GameDesigner Lee Brimmicombe-Wood. We wanted a past that was a little more colourful than that and balanced the visuals accordingly”, explains Brimmicombe-Wood.
Let’s begin by understanding the concept of levels in a video game. What drives a video game, and what factors control its engagement? In a game, new motives, challenges, and concepts are added to the game world, while ensuring they increase the degree of difficulty at every level. What is Level Design?
Tomasz Kaye had prior game development experience, with credits on Ibb & Obb and Chalo Chalo , but this time he went solo for his latest creation Axe Ghost. “It It wasn’t exactly a deliberate choice,” he explains, “I had a small game idea that I wanted to finish and publish, and it seemed doable alone.”
Codex is a new take on customizable card games. Though you might as well wait until next week because there will be a balance update within a week. Within a couple days, I plan to post a big update to the Codex print-and-play version (for $25+ patrons) that has dozens of balance changes based on the last month of playtesting.
3D Modelling 3D Animation FX Concept Art 2D Animation GameDesignGame Programming 3D Modelling: Shaping Virtual Worlds “3D modelling is a rewarding career where you get to bring concepts and 2D imagery to life, sculpting personality and story into characters, objects, and environments.
The tips cover a range of key aspects that contribute to the overall aesthetic appeal and visual storytelling in games. Embrace Concept Art Embracing the power of concept art is paramount to kickstarting your creative process. Also, it’ll help establish a strong visual direction and narrative for your game.
You can choose to observe them while playing or elicit their feedback after the game has ended. I’ve play-tested the game a lot by myself, acting as 2-4 players at a time. Though your game does not necessarily have to be great before starting blind play-testing, it needs to have a few workable strategic angles.
With the increasing complexity of video games, the need for efficient and effective testing methods becomes paramount. In recent years, game automation has emerged as a promising solution for testing games. User Interface Interaction: Game automation tools may face challenges when interacting with complex user interfaces.
AI in Art: Balancing Creativity and Ethics In the realm of digital art, AI technology is stirring up a mix of excitement and controversy. Artists, game developers, and big companies alike are grappling with the implications of AI-generated art, raising questions about consent, copyright, and the value of creativity.
How to Venture in Your First NFT Game Development Here is a step-by-step guide to help you build your first NFT game: 1. Understand Blockchain and NFT Concepts in Gaming As initially stated, NFT games are based on the blockchain concept. Develop smart contracts.
Basically, numbers in a game that are influenced by randomness can kind of go wild sometimes. Some number might multiply some other number several times, and become way too big for gamebalance normally to handle. Most games only have one goal, and they work fine! Anyway, let me know what you think!
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. Alien Artifacts. Exiles Prototypes.
I sat down with John Krajewski , the man behind the unique and forward-thinking game, Eco. The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” “The community’s voice is invaluable; it helps shape the game,” he remarked.
AI-driven tools generate dynamic content, adapt game mechanics, and customize aesthetics, resulting in more engaging gameplay and new storytelling possibilities. In this blog, we’ll delve into the future of art and AI in game production, exploring the latest advancements, challenges, and potential industry-wide impacts.
This type of level designing involves procedural generation where reusable tiles (including power-ups, obstacles, and aesthetic features) are randomly assembled. This is integrated in a way that it creates a balance between randomness and structure, making each run feel new and unpredictable. Sit no more!
Concept and Design Reviews Before we start coding, it’s important to review the concept and design carefully. Our experienced testers work closely with gamedesigners and developers to examine every part of the game’s concept, mechanics, and user interface. What is alpha testing?
The Origin of UX Design The origin of User Experience (UX) design can be traced back to the 1940s, when Human Factors Engineering, or Ergonomics, emerged. The idea was to apply user psychological and physiological principles in the engineering and design of products, processes, and systems.
With many games available today, gamers won’t hesitate to switch to a different game. But how can generative AI help in-game conceptualization and design? Generative AI tools can help gamedesigners in different ways. This streamlines the early game development stages.
It’s good at moments like these – moments where you’re kind of at a loss, and wondering whether you’re maybe just a bad gamedesigner or something – to just ask yourself, what am I trying to do here? I really appreciate the design work that’s happening in this space, and I want to be a part of it.
“I loved the concepts, the design. The principles and design tenets he acquired in architecture seamlessly blended into his gamedesign. ” He subtly points to the age-old debate about work-life balance and the perceived differences between American and European professional cultures.
Whether its a photorealistic RPG or a stylized indie game, every visual element follows a structured journey from concept to integration. In the early days of game development, creating assets was a fragmented, time-consuming process. Rough sketches that serve as early visual concepts. Organic modelling (e.g.,
RIF Installers were already a prefab to begin with, one which (without precedent anywhere else in the game) were actually inserted via a separate hard-coded method, so let’s add it as an encounter instead. I wrote about this factor in my recent article on gamedesign philosophy. Some concepts: More enemies could show up?
Tactics-focused games like Panzer General tended to have a preset number of units which were chosen to fit the size of the map, a design luxury not available in a 500-turn 4X game where a dedicated player could have hundreds of units by the end of the game. I was very pleased with myself!
I think the only way to understand this bubble – and to identify whether there is real value to be had here – is to understand the components, and then evaluate each scheme, investment or idea based on whether it benefits from the underlying opportunities from these four concepts, or whether it is simply a confection of ideas with no true substance.
Deep games require knowledge, explanation, creativity, and cleverness. Such a model could also inform our discussions about gamedesign, 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.
Supercell’s previous entry, Spooky Pop, had a lot of design mistakes that prevented it from competing with the Saga model. It has a solid core gamedesign, and a meta design that builds upon the successes we’ve seen in the market. Florian Steinhoff has a great GDC talk about the balance of levels here. Puzzle Pass.
Kevin J Bray (Game Engineer) , another professional with years of entrepreneurship experience (CEO at now defunct Byte Canvas; Executive Director at Tonk Tonk Games), who previously was a developer and lead engineer at League of Legends (about the same time as Maya). I won’t forgive you for that, Supercell!)
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