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What We Can Learn About LiveOps From the 2024 Mobile Gamedev Award Winners

Game Refinery

Millions of mobile games are out there battling for engagement, yet only a few titles manage to fight their way to the top. The Nerf collaboration turned Stumble Guys into a first-person shooter, with players wielding their own Nerf blasters in-game. Their secret to success? Mastering the art of LiveOps.

Mobile 130
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Reality, Upgraded: Navigating VR/AR Gaming with Alex Silkin

Game Dev Unchained

” In recent years, VR has evolved into an integral part of the gaming landscape, with first-person shooters often becoming more immersive in virtual spaces. He concluded, “I think there’s obviously enough space for these two to kind of fight it out.” and blockchain.

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All Time Favorite MS DOS Games

Game Designing

This first-person shooter game is based on episodes, meaning you’ll need to move through the story, accomplishing goals in order to reach the next level. An upgrade to WarCraft, Tides of Darkness provided a number of advanced features, including fighting over sea and air (not just on land). Wolfenstein 3D. Grand Theft Auto.

Games 52
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

Anyway I didn't mind the incompleteness so much because I was playing less for fun, and more "for work", as a first person game developer. You're fighting not only the privatization of public health but also reckless climate engineering! Three safehouse skulls + main quest macguffin = boss fight. But not really.

Studios 246
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How Board Game Fulfillment Works at Fulfillrite

Brand Game Development

In fact, I’ve written about a few times: a crash course on the concepts , how to prepare for the costs , and a personal story of how hard it was to fulfill War Co. Carriers are competitive, fighting each other for business. Fulfillment is one of the most intricate and complex parts of the board game business.

Games 130
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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

In the later game Alfheim Online , level and skills were all but ignored, emphasizing player skill like a shooter or fighting game. In Aincrad, players could trigger a combo skill as in a fighting game, launching into an unstoppable sequence with often devastating results. I like the concept in theory. Sword Skills.

Art 52