Remove Concepts Remove Cutscenes Remove Game Designer
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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
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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

These insights help you as a developer to make informed decisions, refine gameplay, deliver tailored experiences that excite players, and optimize in-game economies. Leveraging Mobile Game Analytics in Game Design To maximize acquisition and retention, you must craft an irresistible game design.

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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

These insights help you as a developer to make informed decisions, refine gameplay, deliver tailored experiences that excite players, and optimize in-game economies. Leveraging Mobile Game Analytics in Game Design To maximize acquisition and retention, you must craft an irresistible game design.

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

Rampant Games

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. Once consumer VR hit in 2015, we discovered a lot about VR game design. Cutscenes in an MMO? I like the concept in theory. Worldwide Gated Content.

Art 52
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Secrets in Videogames

Keith Burgun

Before I get started, I should make it clear which context it is that I’m talking about: single player, somewhat narrative driven videogames, like RPGs or adventure games. This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. They are findable.

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